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16 changed files with 996 additions and 774 deletions

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@ -7,12 +7,9 @@
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@ -26,52 +23,21 @@
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@ -93,26 +59,26 @@
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@ -263,6 +229,10 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

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@ -1 +0,0 @@
1 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj ALPHA_MAPPING 1 Unknown 1 0 2 assets/Texture/Bricks2K.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\moss01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png

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@ -1 +0,0 @@
0 vaisseautri 0 50 0 0 -0 0 1 1 1 Content/Assets/Kobject/vaisseautri.obj CEL_SHADING 1 Unknown 1 0 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\marble01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 0

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@ -0,0 +1 @@
1 CubePart_0_0_0 0 0 0 0 -0 0 1 1 1 LIGHTING 0 Terrain 0 0 1 assets/Texture/Bricks2K.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 0

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@ -121,6 +121,7 @@
<ClInclude Include="src\inc\system\display_plane_class.h" />
<ClInclude Include="src\inc\system\ecs\component.h" />
<ClInclude Include="src\inc\system\ecs\components\identity_component.h" />
<ClInclude Include="src\inc\system\ecs\components\model_path_component.h" />
<ClInclude Include="src\inc\system\ecs\components\physics_component.h" />
<ClInclude Include="src\inc\system\ecs\components\render_component.h" />
<ClInclude Include="src\inc\system\ecs\components\shader_component.h" />
@ -143,7 +144,6 @@
<ClInclude Include="src\inc\system\physics.h" />
<ClInclude Include="src\inc\system\position_class.h" />
<ClInclude Include="src\inc\system\render_texture_class.h" />
<ClInclude Include="src\inc\system\sceneManager.h" />
<ClInclude Include="src\inc\system\scene_manager.h" />
<ClInclude Include="src\inc\system\shadow_map.h" />
<ClInclude Include="src\inc\system\Skybox.h" />

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@ -16,25 +16,25 @@ DockId=0x00000005,0
[Window][render Stats]
Pos=0,630
Size=1584,231
Size=792,231
Collapsed=0
DockId=0x00000009,0
[Window][Objects]
Pos=0,19
Size=234,842
Size=234,609
Collapsed=0
DockId=0x0000000B,0
[Window][Terrain]
Pos=0,19
Size=266,842
Pos=236,19
Size=266,609
Collapsed=0
DockId=0x00000007,0
[Window][Log Window]
Pos=0,630
Size=1584,231
Pos=794,630
Size=790,231
Collapsed=0
DockId=0x0000000A,0
@ -42,7 +42,7 @@ DockId=0x0000000A,0
Pos=0,19
Size=234,609
Collapsed=0
DockId=0x0000000B,0
DockId=0x0000000B,1
[Window][Engine Settings]
Pos=1267,462

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@ -7,7 +7,6 @@
///////////////////////
#include "d_3d_class.h"
#include "camera_class.h"
#include "object.h"
#include "light_class.h"
#include "bitmap_class.h"
@ -38,6 +37,7 @@
#include "ecs/components/physics_component.h"
#include "ecs/components/shader_component.h"
#include "ecs/systems/render_system.h"
#include "ecs/components/model_path_component.h"
#include <fstream>
#include <WICTextureLoader.h>
@ -105,17 +105,12 @@ public:
void set_speed(const float speed) { this->speed_ = speed; };
void add_cube();
void delete_kobject(int index);
size_t get_cube_count() const { return cubes_.size(); };
size_t get_terrain_cube_count() const { return terrain_chunk_.size(); };
std::vector<object*> get_cubes() const { return cubes_; };
std::vector<object*> get_terrain_cubes() const { return terrain_chunk_; };
std::vector<object*> get_kobjects() const { return object_; };
void set_kobjects(std::vector<object*> kobjects) { object_ = kobjects; };
void delete_entity_by_id(int entity_id);
void add_kobject(std::wstring& filepath);
void set_path(WCHAR* path) { path_ = path; };
void set_w_folder(const std::filesystem::path& w_folder) { w_folder_ = w_folder; };
std::filesystem::path get_w_folder() const { return w_folder_; };
int get_terrain_entity_count();
int get_object_id() const { return object_id_; };
void set_object_id(int object_id) { object_id_ = object_id; };
@ -178,20 +173,23 @@ public:
stats* get_stats() const { return stats_; };
fps_class* get_fps() const { return fps_; };
ecs::EntityManager* get_entity_manager() const { return entity_manager_.get(); };
void update_stats_after_modification();
std::map<std::string, std::shared_ptr<model_class>>& get_model_cache() { return g_model_cache; }
private:
bool render(float, float, float, float, float);
bool render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time);
bool render_physics(float delta_time);
bool update_mouse_strings(int, int, bool);
bool update_fps();
bool update_render_count_string(int);
bool render_scene_to_texture(float);
bool render_refraction_to_texture();
bool render_reflection_to_texture();
bool render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
bool render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void update_skybox_position();
void culling_thread_function();
void update_stats_after_modification();
public :
std::vector<ID3D11ShaderResourceView*> textures;
@ -245,14 +243,10 @@ private :
std::unique_ptr<ecs::EntityManager> entity_manager_;
object* selected_object_;
std::vector<object*> cubes_;
std::vector<object*> terrain_chunk_;
std::vector<object*> object_;
float speed_ = 0.1f; // speed for the demo spinning object
std::vector<object*> imported_object_;
int object_id_ = 0;
std::vector<std::reference_wrapper<std::vector<object*>>> render_queues_;
std::vector<object*> skybox_;
// ----------------------------------- //

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@ -24,6 +24,9 @@ public:
// Fonction virtuelle pour la mise à jour du composant
virtual void Update(float deltaTime) {}
// virtual std::string Serialize() {}
// virtual void Deserialize(const std::string& data) {}
};
// Alias utiles

View File

@ -20,7 +20,7 @@ public:
~IdentityComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
//void Update(float deltaTime) override {}
// Getters et setters
int GetId() const { return m_id; }

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@ -0,0 +1,24 @@
#pragma once
#include "../component.h"
#include <string>
namespace ecs {
class ModelPathComponent : public Component {
public:
ModelPathComponent() = default;
explicit ModelPathComponent(const std::wstring& path) : m_path(path) {}
~ModelPathComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Getters et setters
const std::wstring& GetPath() const { return m_path; }
void SetPath(const std::wstring& path) { m_path = path; }
private:
std::wstring m_path;
};
} // namespace ecs

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@ -54,6 +54,18 @@ public:
}
}
// Obtenir toutes les entités
std::vector<std::shared_ptr<Entity>> GetAllEntities() {
std::vector<std::shared_ptr<Entity>> result;
result.reserve(m_Entities.size());
for (const auto& [id, entity] : m_Entities) {
result.push_back(entity);
}
return result;
}
// Obtenir toutes les entités qui ont un composant spécifique
template<typename T>
std::vector<std::shared_ptr<Entity>> GetEntitiesWithComponent() {

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@ -3,6 +3,8 @@
#include <string>
#include <vector>
#include "ecs/entity.h"
class d_3d_class;
class object;
class application_class;
@ -26,6 +28,8 @@ public:
private:
std::vector<std::shared_ptr<ecs::Entity>> entity_;
application_class* app_;
std::string scene_path_;
std::vector<object*> object_vec_;

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@ -28,10 +28,6 @@ application_class::application_class() : should_quit_(false)
reflection_texture_ = nullptr;
scene_texture_ = nullptr;
physics_ = nullptr;
cubes_.clear();
terrain_chunk_.clear();
object_.clear();
render_queues_.clear();
skybox_.clear();
lights_.clear();
sun_light_ = nullptr;
@ -86,11 +82,6 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
bool result;
HRESULT Hresult;
render_queues_.push_back(std::ref(skybox_)); // Skybox doit être rendu en premier pour être derrière touts les autres objets
render_queues_.push_back(std::ref(object_));
render_queues_.push_back(std::ref(cubes_));
render_queues_.push_back(std::ref(terrain_chunk_));
// create entity manager
entity_manager_ = std::make_unique<ecs::EntityManager>();
@ -1138,7 +1129,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
// active_camera_->render();
// // Render the objects in the render queues. with depth only pass.
// active_camera_->get_view_matrix(viewMatrix);
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
result = render_pass(diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
if (!result)
{
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -1301,9 +1292,10 @@ int application_class::get_screen_height() const
void application_class::generate_terrain()
{
Logger::Get().Log("Génération du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
Logger::Get().Log("Génération du terrain avec ECS", __FILE__, __LINE__, Logger::LogLevel::Info);
terrain_chunk_.clear();
// delete previous terrain if it exists
delete_terrain();
// Dimensions du terrain
float scaleX = 10.0f;
@ -1312,56 +1304,75 @@ void application_class::generate_terrain()
int gridSizeX = 20;
int gridSizeZ = 20;
// Créer un conteneur de textures_ partagé
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
// Vérifier si le modèle existe déjà dans le cache
std::string modelName = "assets/Model/OBJ/plane.obj";
std::shared_ptr<model_class> sharedModel;
// Précharger les textures_ une seule fois
model_class* sharedModel = new model_class();
sharedModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textureContainer);
auto it = g_model_cache.find(modelName);
if (it != g_model_cache.end()) {
// Utiliser le modèle existant du cache
Logger::Get().Log("Using cached model for terrain: " + modelName, __FILE__, __LINE__);
sharedModel = it->second;
}
else {
// Créer un conteneur de textures partagé
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
// Créer et initialiser le modèle si non trouvé
char modelFilename[128];
strcpy_s(modelFilename, modelName.c_str());
// Générer les tuiles de terrain
for (int i = 0; i < gridSizeX; i++)
{
for (int j = 0; j < gridSizeZ; j++)
{
// Créer un nouvel objet de terrain
object* terrain = new object(*this);
auto newModel = std::make_shared<model_class>();
newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textureContainer);
// Initialiser avec le modèle et les textures_ préchargées
if (!terrain->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textureContainer))
{
Logger::Get().Log("Échec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
delete terrain;
continue;
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textureContainer)) {
Logger::Get().Log("Impossible d'initialiser le modèle du terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Ajouter le modèle au cache
g_model_cache[modelName] = newModel;
sharedModel = newModel;
Logger::Get().Log("Added terrain model to cache: " + modelName, __FILE__, __LINE__);
}
// Vérifier si l'entity manager est disponible
if (entity_manager_) {
// Générer les tuiles de terrain avec le système ECS
for (int i = 0; i < gridSizeX; i++) {
for (int j = 0; j < gridSizeZ; j++) {
// Créer une entité
auto entity = entity_manager_->CreateEntity();
// Ajouter un composant d'identité
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
identity->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
identity->SetType(ecs::ObjectType::Terrain);
// Ajouter un composant de transformation
auto transform = entity->AddComponent<ecs::TransformComponent>();
transform->SetPosition(XMVectorSet(i * scaleX, -12.0f, j * scaleZ, 0.0f));
transform->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f));
transform->UpdateWorldMatrix();
// Ajouter un composant de rendu
auto render = entity->AddComponent<ecs::RenderComponent>();
render->InitializeWithModel(sharedModel);
// Ajouter un composant de shader
auto shader = entity->AddComponent<ecs::ShaderComponent>();
shader->SetActiveShader(ecs::ShaderType::SUNLIGHT);
}
// Définir la position dans la grille
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
// Configurer les propriétés
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
terrain->SetType(ObjectType::Cube);
terrain->SetActiveShader(ShaderType::SUNLIGHT);
terrain->SetId(object_id_++);
// Ajouter à la liste des chunks de terrain
terrain_chunk_.push_back(terrain);
update_stats_after_modification();
}
}
Logger::Get().Log("Terrain généré avec " + std::to_string(terrain_chunk_.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
update_stats_after_modification();
int totalTiles = gridSizeX * gridSizeZ;
Logger::Get().Log("Terrain généré avec " + std::to_string(totalTiles) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
}
void application_class::add_kobject(std::wstring& filepath)
@ -1370,7 +1381,6 @@ void application_class::add_kobject(std::wstring& filepath)
Logger::Get().Log("Adding object", __FILE__, __LINE__);
char modelFilename[128];
vector<string> Filename;
TextureContainer KobjectsTextures;
filesystem::path p(filepath);
string filename = p.stem().string();
@ -1387,26 +1397,68 @@ void application_class::add_kobject(std::wstring& filepath)
L"assets/Texture/BricksGLOSS2K.png"
};
object* newObject = new object(*this);
newObject->LoadTexturesFromPath(kobjTexture,KobjectsTextures, direct_3d_); // Load textures_ from the path
newObject->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, KobjectsTextures);
newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
newObject->SetId(object_id_);
newObject->SetModelPath(filepath); // Store the path as std::wstring
// Configurer les chemins des textures dans le conteneur
KobjectsTextures.diffusePaths.push_back(kobjTexture[0]);
if (kobjTexture.size() > 1) KobjectsTextures.normalPaths.push_back(kobjTexture[1]);
if (kobjTexture.size() > 2) KobjectsTextures.specularPaths.push_back(kobjTexture[2]);
object_id_++;
// Vérifier si le modèle existe déjà dans le cache
std::string modelKey = std::string(modelFilename);
std::shared_ptr<model_class> sharedModel;
object_.push_back(newObject);
auto it = g_model_cache.find(modelKey);
if (it != g_model_cache.end()) {
// Utiliser le modèle existant du cache
Logger::Get().Log("Using cached model for " + modelKey, __FILE__, __LINE__);
sharedModel = it->second;
}
else {
// Créer un nouveau modèle
sharedModel = std::make_shared<model_class>();
// Précharger les textures
sharedModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), KobjectsTextures);
// Initialiser le modèle
if (!sharedModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, KobjectsTextures)) {
Logger::Get().Log("Failed to initialize model for object: " + modelKey, __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Ajouter le modèle au cache
g_model_cache[modelKey] = sharedModel;
Logger::Get().Log("Added model to cache: " + modelKey, __FILE__, __LINE__);
}
// Créer une nouvelle entité
auto entity = entity_manager_->CreateEntity();
// Ajouter un composant d'identité
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
identity->SetName(filename);
identity->SetType(ecs::ObjectType::Unknown);
// Ajouter un composant de transformation
auto transform = entity->AddComponent<ecs::TransformComponent>();
transform->SetPosition(XMVectorSet(0.0f, 50.0f, 0.0f, 0.0f));
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
transform->UpdateWorldMatrix();
// Ajouter un composant de rendu avec le modèle partagé
auto render = entity->AddComponent<ecs::RenderComponent>();
render->InitializeWithModel(sharedModel);
// Ajouter un composant de shader
auto shader = entity->AddComponent<ecs::ShaderComponent>();
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
// Stocker le chemin du modèle
auto modelPath = entity->AddComponent<ecs::ModelPathComponent>();
modelPath->SetPath(filepath);
Logger::Get().Log("ECS entity created with ID: " + std::to_string(identity->GetId()), __FILE__, __LINE__);
update_stats_after_modification();
// Vérifiez que l'objet a bien reçu les textures_
if (newObject->get_model()->GetTexture(TextureType::Diffuse,0) == nullptr)
{
Logger::Get().Log("object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
}
}
void application_class::add_cube()
@ -1414,37 +1466,80 @@ void application_class::add_cube()
std::lock_guard<std::mutex> lock(objects_mutex_);
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
char modelFilename[128];
TextureContainer CubeTexture;
// Set the file name of the model.
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
std::string model_name = "assets/Model/TXT/cube.txt";
std::shared_ptr<model_class> sharedModel;
// Liste des fichiers de texture
std::vector<std::wstring> cubeTexture = {
L"assets/Texture/Bricks2K.png"
};
auto it = g_model_cache.find(model_name);
if (it != g_model_cache.end())
{
Logger::Get().Log("Using cached model: " + model_name, __FILE__, __LINE__);
sharedModel = it->second;
}
else
{
TextureContainer cube_textures;
cube_textures.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
cube_textures.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
cube_textures.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
static int cubeCount = 0;
float position = cubeCount * 2.0f;
object* newCube = new object(*this);
newCube->LoadTexturesFromPath(cubeTexture, CubeTexture, direct_3d_); // Load textures_ from the path
newCube->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, CubeTexture);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
char model_filename[128];
strcpy_s(model_filename, model_name.c_str());
cubes_.push_back(newCube);
auto newModel = std::make_shared<model_class>();
newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), cube_textures);
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), model_filename, cube_textures)) {
Logger::Get().Log("Failed to initialize cube model", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
g_model_cache[model_name] = newModel;
sharedModel = newModel;
Logger::Get().Log("Added cube model to cache: " + model_name, __FILE__, __LINE__);
if (entity_manager_)
{
auto entity = entity_manager_->CreateEntity();
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
identity->SetName("Cube");
identity->SetType(ecs::ObjectType::Cube);
auto transform = entity->AddComponent<ecs::TransformComponent>();
transform->SetPosition(XMVectorSet(0.0f, 10.0f, 0.0f, 0.0f));
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
transform->UpdateWorldMatrix();
auto render = entity->AddComponent<ecs::RenderComponent>();
render->InitializeWithModel(sharedModel);
auto shader = entity->AddComponent<ecs::ShaderComponent>();
shader->SetActiveShader(ecs::ShaderType::TEXTURE);
}
}
update_stats_after_modification();
Logger::Get().Log("Cube added successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
}
void application_class::delete_kobject(int index)
void application_class::delete_entity_by_id(int entity_id)
{
std::lock_guard<std::mutex> lock(objects_mutex_);
Logger::Get().Log("Deleting object", __FILE__, __LINE__);
Logger::Get().Log("Deleting entity with ID: " + std::to_string(entity_id), __FILE__, __LINE__, Logger::LogLevel::Info);
if (index < object_.size())
{
object_.erase(object_.begin() + index);
if (entity_manager_) {
// Rechercher l'entité avec l'ID spécifié via le composant IdentityComponent
auto entities_with_identity = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
for (auto& entity : entities_with_identity) {
auto identity = entity->GetComponent<ecs::IdentityComponent>();
if (identity && identity->GetId() == entity_id) {
// Supprimer l'entité
entity_manager_->DestroyEntity(entity->GetID());
Logger::Get().Log("Entity with ID " + std::to_string(entity_id) + " successfully deleted", __FILE__, __LINE__, Logger::LogLevel::Info);
break;
}
}
}
update_stats_after_modification();
@ -1453,8 +1548,19 @@ void application_class::delete_kobject(int index)
void application_class::delete_terrain()
{
std::lock_guard<std::mutex> lock(objects_mutex_);
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__);
terrain_chunk_.clear();
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__, Logger::LogLevel::Info);
// Get all entities with the Terrain type
auto entities_with_terrain = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
for (auto& entity : entities_with_terrain) {
auto identity = entity->GetComponent<ecs::IdentityComponent>();
if (identity && identity->GetType() == ecs::ObjectType::Terrain) {
// Destroy the entity
entity_manager_->DestroyEntity(entity->GetID());
Logger::Get().Log("Terrain entity with ID " + std::to_string(identity->GetId()) + " successfully deleted", __FILE__, __LINE__, Logger::LogLevel::Info);
}
}
update_stats_after_modification();
}
@ -1685,36 +1791,34 @@ void application_class::culling_thread_function()
}
// Traitement des files d'objets normaux (sans la skybox)
std::vector<std::reference_wrapper<std::vector<object*>>> queues = {
std::ref(object_), std::ref(cubes_), std::ref(terrain_chunk_)
};
auto all_entity = entity_manager_->GetAllEntities();
for (auto& queueRef : queues)
{
std::vector<object*>& queue = queueRef.get();
for (auto& entity : all_entity)
{
std::lock_guard<std::mutex> lock(objects_mutex_);
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel())
{
// Extraction des données de position via le composant TransformComponent
auto transformComponent = entity->GetComponent<ecs::TransformComponent>();
if (transformComponent)
{
XMVECTOR transformPosition = transformComponent->GetPosition();
float x = XMVectorGetX(transformPosition);
float y = XMVectorGetY(transformPosition);
float z = XMVectorGetZ(transformPosition);
std::lock_guard<std::mutex> lock(objects_mutex_);
// Calcul du rayon approximatif
XMVECTOR scale = transformComponent->GetScale();
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
for (auto* object : queue)
{
if (!object) continue;
// verification du frustum
bool visible = frustum_culling_.CheckCube(x, y, z, radius, get_frustum_tolerance());
renderComponent->SetVisible(visible);
}
// Extraction des données de position
XMVECTOR position = object->GetPosition();
float x = XMVectorGetX(position);
float y = XMVectorGetY(position);
float z = XMVectorGetZ(position);
// Calcul du rayon approximatif
XMVECTOR scale = object->GetScale();
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
// Vérification du frustum
bool visible = frustum_culling_.CheckCube(x, y, z, radius, get_frustum_tolerance());
object->SetVisible(visible);
}
}
}
}
// Pause pour éviter de surcharger le CPU
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 Hz
@ -1725,7 +1829,7 @@ void application_class::culling_thread_function()
bool application_class::render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
{
std::lock_guard<std::mutex> lock(objects_mutex_);
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix;
@ -1856,83 +1960,16 @@ void application_class::update_skybox_position()
}
bool application_class::render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time) {
const float maxSpeed = 50.0f; // Limite de vitesse maximale
bool application_class::render_physics(float delta_time) {
for (auto& object : object_) {
if (object == nullptr) {
Logger::Get().Log("object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
// update the physical entity if they have the physics component
auto entities_with_physics = entity_manager_->GetEntitiesWithComponent<ecs::PhysicsComponent>();
for (auto& entity : entities_with_physics) {
auto physicsComponent = entity->GetComponent<ecs::PhysicsComponent>();
if (physicsComponent) {
// Update the physics component with the input keys and delta time
physicsComponent->Update(delta_time);
}
if (!object->IsPhysicsEnabled()) {
continue;
}
// Reset acceleration for the new frame
object->SetAcceleration(XMVectorZero());
object->SetGrounded(false);
for (auto& chunk : terrain_chunk_) {
if (!physics_->IsColliding(object, chunk)) {
continue;
}
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
object->SetGrounded(true);
}
for (auto& object2 : object_) {
if (object->GetId() == object2->GetId()) {
continue;
}
if (!physics_->IsColliding(object, object2)) {
continue;
}
object->SetVelocity(XMVectorZero());
object->SetAcceleration(XMVectorZero());
}
float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
if (key_left) {
forceX = -40.0f;
}
if (key_right) {
forceX = 40.0f;
}
if (key_up) {
forceY = 40.0f;
}
if (key_down && !object->IsGrounded()) {
forceY = -40.0f;
}
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
physics_->AddForce(object, force);
object->AddVelocity(delta_time);
XMVECTOR velocity = object->GetVelocity();
float speed = XMVectorGetX(XMVector3Length(velocity));
if (speed > maxSpeed) {
velocity = XMVectorScale(velocity, maxSpeed / speed);
object->SetVelocity(velocity);
}
if (object->m_gravityEnabled) {
physics_->ApplyGravity(object, delta_time);
}
if (XMVectorGetY(object->GetPosition()) < -30.0f) {
XMVECTOR currentPosition = object->GetPosition();
object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
}
object->m_previousPosition = object->GetPosition();
}
return true;
@ -1951,7 +1988,7 @@ void application_class::physics_thread_function()
lastTime = now;
float deltaTime = 1.0f / static_cast<float>(physics_tick_rate_);
bool result = render_physics(inputs_.key_left, inputs_.key_right, inputs_.key_up, inputs_.key_down, deltaTime);
bool result = render_physics(deltaTime);
if (!result)
{
Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -1993,54 +2030,33 @@ bool application_class::create_big_cube(int side_count)
sharedModel = newModel;
}
// Version ECS - Créer les entités pour le cube
if (entity_manager_) {
for (int x = 0; x < side_count; x++) {
for (int y = 0; y < side_count; y++) {
for (int z = 0; z < side_count; z++) {
// Créer une entité
auto entity = entity_manager_->CreateEntity();
for (int x = 0; x < side_count; x++) {
for (int y = 0; y < side_count; y++) {
for (int z = 0; z < side_count; z++) {
// Créer une entité
auto entity = entity_manager_->CreateEntity();
// Ajouter un composant d'identité
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
identity->SetName("CubePart_" + std::to_string(x) + "_" + std::to_string(y) + "_" + std::to_string(z));
identity->SetType(ecs::ObjectType::Cube);
// Ajouter un composant d'identité
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
identity->SetName("CubePart_" + std::to_string(x) + "_" + std::to_string(y) + "_" + std::to_string(z));
identity->SetType(ecs::ObjectType::Terrain);
// Ajouter un composant de transformation
auto transform = entity->AddComponent<ecs::TransformComponent>();
transform->SetPosition(XMVectorSet(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), 0.0f));
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
transform->UpdateWorldMatrix();
// Ajouter un composant de transformation
auto transform = entity->AddComponent<ecs::TransformComponent>();
transform->SetPosition(XMVectorSet(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), 0.0f));
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
transform->UpdateWorldMatrix();
// Ajouter un composant de rendu
auto render = entity->AddComponent<ecs::RenderComponent>();
render->InitializeWithModel(sharedModel);
// Ajouter un composant de rendu
auto render = entity->AddComponent<ecs::RenderComponent>();
render->InitializeWithModel(sharedModel);
// Ajouter un composant de shader
auto shader = entity->AddComponent<ecs::ShaderComponent>();
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
}
}
}
} else {
// Ancien système - Créer temporairement les cubes dans un vecteur local
std::vector<object*> tempCubes;
tempCubes.reserve(side_count * side_count * side_count);
// Générer side_count³ cubes
for (int x = 0; x < side_count; x++) {
for (int y = 0; y < side_count; y++) {
for (int z = 0; z < side_count; z++) {
object* cubePart = new object(*this);
cubePart->SetModel(sharedModel);
cubePart->SetTranslateMatrix(XMMatrixTranslation(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
tempCubes.push_back(cubePart);
}
}
}
// Transférer les cubes du vecteur temporaire au vecteur membre
cubes_ = std::move(tempCubes);
}
// Ajouter un composant de shader
auto shader = entity->AddComponent<ecs::ShaderComponent>();
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
}
}
}
update_stats_after_modification();
@ -2054,3 +2070,20 @@ void application_class::update_stats_after_modification()
stats_ -> update_geometric_stats();
}
}
int application_class::get_terrain_entity_count()
{
std::lock_guard<std::mutex> lock(objects_mutex_);
int terrainCount = 0;
// Get all entities with the Terrain type
auto entities_with_terrain = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
for (auto& entity : entities_with_terrain) {
auto identity = entity->GetComponent<ecs::IdentityComponent>();
if (identity && identity->GetType() == ecs::ObjectType::Terrain) {
terrainCount++;
}
}
return terrainCount;
}

View File

@ -386,290 +386,313 @@ void imguiManager::WidgetAddObject()
}
ImGui::SameLine();
ImGui::Text("Number of cubes: %d", app_->get_cube_count());
ImGui::Text("Number of cubes: %d", app_->get_entity_manager()->GetEntityCount());
}
}
void imguiManager::WidgetObjectWindow()
{
ImGui::Begin("Objects", &showObjectWindow);
// Obtenir toutes les entités avec un composant d'identité et de transformation
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::IdentityComponent>();
int index = 0;
for (auto& object : app_->get_kobjects())
for (auto& entity : entities)
{
std::string headerName = object->GetName() + " " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
auto identity = entity->GetComponent<ecs::IdentityComponent>();
auto transform = entity->GetComponent<ecs::TransformComponent>();
auto render = entity->GetComponent<ecs::RenderComponent>();
auto shader = entity->GetComponent<ecs::ShaderComponent>();
auto physics = entity->GetComponent<ecs::PhysicsComponent>();
if (identity && transform)
{
XMVECTOR position = object->GetPosition();
XMVECTOR rotation = object->GetRotation();
XMVECTOR scale = object->GetScale();
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
std::string headerName = identity->GetName() + " " + std::to_string(identity->GetId());
if (ImGui::CollapsingHeader(headerName.c_str()))
{
object->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
// Position, Rotation, Scale
XMVECTOR position = transform->GetPosition();
XMVECTOR rotation = transform->GetRotation();
XMVECTOR scale = transform->GetScale();
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(index);
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
object->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(index);
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
}
ImGui::Separator();
// Définir les types de textures_
std::vector<std::string> textureCategories = {
"Diffuse", "Normal", "Specular", "Alpha"
};
std::vector<TextureType> textureTypes = {
TextureType::Diffuse, TextureType::Normal,
TextureType::Specular, TextureType::Alpha
};
// Créer un espace pour afficher les textures_ avec défilement
ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
// Pour chaque type de texture
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
{
TextureType type = textureTypes[typeIndex];
std::string typeName = textureCategories[typeIndex];
// Afficher le titre de la catégorie
ImGui::Text("%s:", typeName.c_str());
ImGui::SameLine();
// Compter combien de textures_ de ce type existent
int textureCount = 0;
while (object->get_model()->GetTexture(type, textureCount) != nullptr)
{
textureCount++;
}
// Afficher toutes les textures_ existantes
ImGui::BeginGroup();
for (int texIndex = 0; texIndex < textureCount; texIndex++)
{
ID3D11ShaderResourceView* texture = object->get_model()->GetTexture(type, texIndex);
if (texture)
{
// ID unique pour chaque bouton de texture
std::string buttonId = "tex##" + std::to_string(index) + "_" +
std::to_string(typeIndex) + "_" +
std::to_string(texIndex);
if (ImGui::ImageButton(buttonId.c_str(), (ImTextureID)texture, ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour changer la texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Changer la texture existante
object->get_model()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
}
}
// Afficher l'indice de texture et prévisualisation au survol
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("%s %d", typeName.c_str(), texIndex);
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
ImGui::EndTooltip();
}
ImGui::SameLine();
}
}
// Bouton pour ajouter une nouvelle texture
std::string addButtonLabel = "+##" + std::to_string(index) + "_" + std::to_string(typeIndex);
if (ImGui::Button(addButtonLabel.c_str(), ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour ajouter une texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Ajouter une nouvelle texture
object->get_model()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
ImGui::EndChild();
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(index);
if (ImGui::Button(deleteLabel.c_str()))
{
app_->delete_kobject(index);
}
ImGui::Separator();
// Liste des options
const char* shaderOptions[] = {
"Enable Global Lighting",
"Enable Lighting",
"Enable Cel Shading",
"Enable Normal Mapping",
"Enable Specular Mapping",
"Enable Alpha Mapping"
};
ShaderType shaderTypes[] = {
ShaderType::SUNLIGHT,
ShaderType::LIGHTING,
ShaderType::CEL_SHADING,
ShaderType::NORMAL_MAPPING,
ShaderType::SPECULAR_MAPPING,
ShaderType::ALPHA_MAPPING
};
// Variable pour stocker l'option sélectionnée
static int currentShader = 0; // Index de l'option actuellement sélectionnée
// Création du menu déroulant
if (ImGui::BeginCombo("Shader Options", shaderOptions[currentShader]))
{
for (int i = 0; i < IM_ARRAYSIZE(shaderOptions); i++)
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
// Crée une option sélectionnable pour chaque shader
bool isSelected = (currentShader == i);
if (ImGui::Selectable(shaderOptions[i], isSelected))
transform->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
transform->UpdateWorldMatrix();
}
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
transform->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
transform->UpdateWorldMatrix();
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
transform->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
transform->UpdateWorldMatrix();
}
ImGui::Separator();
// Textures - Seulement si le composant de rendu existe
if (render && render->GetModel())
{
// Définir les types de textures_
std::vector<std::string> textureCategories = {
"Diffuse", "Normal", "Specular", "Alpha"
};
std::vector<TextureType> textureTypes = {
TextureType::Diffuse, TextureType::Normal,
TextureType::Specular, TextureType::Alpha
};
// Créer un espace pour afficher les textures_ avec défilement
std::string textureChildId = "TextureChild##" + std::to_string(identity->GetId());
ImGui::BeginChild(textureChildId.c_str(), ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
// Pour chaque type de texture
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
{
// Met à jour l'option sélectionnée
currentShader = i;
object->SetActiveShader(shaderTypes[i]);
TextureType type = textureTypes[typeIndex];
std::string typeName = textureCategories[typeIndex];
// Afficher le titre de la catégorie
std::string categoryLabel = typeName + "##" + std::to_string(identity->GetId());
ImGui::Text("%s:", typeName.c_str());
ImGui::SameLine();
// Compter combien de textures_ de ce type existent
int textureCount = 0;
while (render->GetModel()->GetTexture(type, textureCount) != nullptr)
{
textureCount++;
}
// Afficher toutes les textures_ existantes
std::string groupId = "TextureGroup_" + std::to_string(identity->GetId()) + "_" + std::to_string(typeIndex);
ImGui::BeginGroup();
for (int texIndex = 0; texIndex < textureCount; texIndex++)
{
ID3D11ShaderResourceView* texture = render->GetModel()->GetTexture(type, texIndex);
if (texture)
{
// ID unique pour chaque bouton de texture
std::string buttonId = "tex##" + std::to_string(identity->GetId()) + "_" +
std::to_string(typeIndex) + "_" +
std::to_string(texIndex);
if (ImGui::ImageButton(buttonId.c_str(), (ImTextureID)texture, ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour changer la texture
OPENFILENAME ofn;
WCHAR szFile[260] = {0};
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Changer la texture existante
render->GetModel()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
}
}
// Afficher l'indice de texture et prévisualisation au survol
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("%s %d", typeName.c_str(), texIndex);
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
ImGui::EndTooltip();
}
ImGui::SameLine();
}
}
// Bouton pour ajouter une nouvelle texture
std::string addButtonLabel = "+##" + std::to_string(identity->GetId()) + "_" + std::to_string(typeIndex);
if (ImGui::Button(addButtonLabel.c_str(), ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour ajouter une texture
OPENFILENAME ofn;
WCHAR szFile[260] = {0};
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Ajouter une nouvelle texture
render->GetModel()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
// Si l'option sélectionnée est active, nous mettons en surbrillance
if (isSelected)
ImGui::SetItemDefaultFocus();
ImGui::EndChild();
}
ImGui::EndCombo();
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(identity->GetId());
if (ImGui::Button(deleteLabel.c_str()))
{
app_->delete_entity_by_id(identity->GetId());
// Sortir du boucle après suppression pour éviter des accès invalides
break;
}
ImGui::Separator();
// Shader options
if (shader)
{
// Liste des options de shader
const char* shaderOptions[] = {
"Enable Global Lighting",
"Enable Lighting",
"Enable Cel Shading",
"Enable Normal Mapping",
"Enable Specular Mapping",
"Enable Alpha Mapping"
};
std::vector<ecs::ShaderType> shaderTypes = {
ecs::ShaderType::SUNLIGHT,
ecs::ShaderType::LIGHTING,
ecs::ShaderType::CEL_SHADING,
ecs::ShaderType::NORMAL_MAPPING,
ecs::ShaderType::SPECULAR_MAPPING,
ecs::ShaderType::ALPHA_MAPPING
};
// Trouver l'index actuel du shader pour cette entité spécifique
int currentShader = 0;
ecs::ShaderType activeShader = shader->GetActiveShader();
for (size_t i = 0; i < shaderTypes.size(); i++)
{
if (shaderTypes[i] == activeShader)
{
currentShader = static_cast<int>(i);
break;
}
}
// Création du menu déroulant avec un ID unique pour chaque entité
std::string shaderComboId = "Shader Options##" + std::to_string(identity->GetId());
if (ImGui::BeginCombo(shaderComboId.c_str(), shaderOptions[currentShader]))
{
for (int i = 0; i < IM_ARRAYSIZE(shaderOptions); i++)
{
// Crée une option sélectionnable pour chaque shader avec ID unique
std::string shaderSelectableId = std::to_string(i) + "##shader_" + std::to_string(identity->GetId());
bool isSelected = (currentShader == i);
if (ImGui::Selectable(shaderOptions[i], isSelected))
{
// Met à jour l'option sélectionnée uniquement pour cette entité
currentShader = i;
shader->SetActiveShader(shaderTypes[i]);
}
// Si l'option sélectionnée est active, nous mettons en surbrillance
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
}
ImGui::Separator();
// Physics
bool isPhysicsEnabled = (physics != nullptr);
std::string physicsLabel = "Physics##" + std::to_string(identity->GetId());
if (ImGui::Checkbox(physicsLabel.c_str(), &isPhysicsEnabled))
{
if (isPhysicsEnabled && !physics)
{
// Ajouter un composant de physique
physics = entity->AddComponent<ecs::PhysicsComponent>();
physics->Initialize();
}
else if (!isPhysicsEnabled && physics)
{
// Retirer le composant de physique
entity->RemoveComponent<ecs::PhysicsComponent>();
physics = nullptr;
}
}
if (physics)
{
// Gravity Enabled checkbox
bool gravityEnabled = physics->IsGravityEnabled();
std::string gravityLabel = "Gravity##" + std::to_string(identity->GetId());
if (ImGui::Checkbox(gravityLabel.c_str(), &gravityEnabled))
{
physics->SetGravityEnabled(gravityEnabled);
}
// 3 radio buttons pour le type d'objet physique avec IDs uniques
std::string typeLabel = "Type##" + std::to_string(identity->GetId());
ecs::ObjectType type = identity->GetType();
if (ImGui::RadioButton(("None##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Unknown))
{
identity->SetType(ecs::ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Cube##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Cube))
{
identity->SetType(ecs::ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Sphere##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Sphere))
{
identity->SetType(ecs::ObjectType::Sphere);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Terrain##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Terrain))
{
identity->SetType(ecs::ObjectType::Terrain);
}
}
ImGui::Separator();
}
ImGui::Separator();
// physics
std::string physicsLabel = "physics##" + std::to_string(index);
if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
{
object->SetPhysicsEnabled(m_isPhyiscsEnabled);
}
// Gravity Enabled checkbox
std::string gravityLabel = "Gravity##" + std::to_string(index);
if (ImGui::Checkbox(gravityLabel.c_str(), &object->m_gravityEnabled))
{
object->SetGravityEnabled(object->m_gravityEnabled);
}
// 3 radio button on the same line to set the ObjectType
std::string typeLabel = "Type##" + std::to_string(index);
ObjectType type = object->GetType();
if (ImGui::RadioButton("None", type == ObjectType::Unknown))
{
object->SetType(ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
{
object->SetType(ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
{
object->SetType(ObjectType::Sphere);
}
// button to launch the object
std::string launchLabel = "Launch##" + std::to_string(index);
// paraeter to set the alpha, initial stretch and spring constant
float alpha = object->GetAlpha();
float initialStretch = object->GetInitialStretch();
float springConstant = object->GetSpringConstant();
if (ImGui::DragFloat("Alpha##" , &alpha, 0.01f, 0.0f, 1.0f))
{
object->SetAlpha(alpha);
}
if (ImGui::DragFloat("Initial Stretch##", &initialStretch, 0.01f, 0.0f, 1.0f))
{
object->SetInitialStretch(initialStretch);
}
if (ImGui::DragFloat("Spring Constant##", &springConstant, 0.01f, 0.0f, 100.0f))
{
object->SetSpringConstant(springConstant);
}
if (ImGui::Button(launchLabel.c_str()))
{
object->LaunchObject();
}
ImGui::SameLine();
// button to stop the object
std::string stopLabel = "Stop##" + std::to_string(index);
if (ImGui::Button(stopLabel.c_str()))
{
object->SetVelocity(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
object->SetPosition(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
}
ImGui::Separator();
// Demo spinning
std::string demoLabel = "Demo spinning##" + std::to_string(index);
ImGui::Checkbox(demoLabel.c_str(), &object->m_demoSpinning);
index++;
}
index++;
}
ImGui::End();
@ -679,7 +702,7 @@ void imguiManager::WidgetTerrainWindow()
{
ImGui::Begin("Terrain", &showTerrainWindow);
ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_cube_count());
ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_entity_count());
ImGui::Separator();
@ -1107,3 +1130,4 @@ void imguiManager::WidgetRenderStats()
ImGui::End();
}

View File

@ -52,7 +52,7 @@ bool scene_manager::save_scene_as() {
// Mettre à jour le chemin de scène
scene_path_ = convert_w_string_to_string(filepath.wstring());
object_vec_ = app_->get_kobjects();
//object_vec_ = app_->get_kobjects(); // TODO
// Sauvegarder la scène avec le nouveau chemin
save_scene();
@ -67,29 +67,32 @@ bool scene_manager::save_scene_as() {
bool scene_manager::load_scene() {
Logger::Get().Log("Loading scene from " , __FILE__, __LINE__, Logger::LogLevel::Info);
object_vec_ = app_->get_kobjects();
object_id_ = app_->get_object_id();
w_folder_ = app_->get_w_folder();
direct_3d_ = app_->get_direct_3d();
std::wstring scenePath = get_scene_path();
if (!scenePath.empty())
{
if (!scenePath.empty()) {
scene_path_ = convert_w_string_to_string(scenePath);
}
std::ifstream inFile(scene_path_);
if (!inFile.is_open()) {
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to open file for loading scene: " + scene_path_, __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
object_vec_.clear();
// Réinitialiser l'ID d'objet le plus élevé
object_id_ = 0;
// Sauvegarder le répertoire de travail actuel
std::wstring currentDirectory = w_folder_;
// Récupérer l'EntityManager pour créer de nouvelles entités
auto entity_manager = app_->get_entity_manager();
// Supprimer toutes les entités existantes
entity_manager->Clear();
// Sauvegarder le répertoire de travail actuel
std::wstring currentDirectory = w_folder_;
std::string line;
while (std::getline(inFile, line)) {
@ -104,47 +107,61 @@ bool scene_manager::load_scene() {
float mass;
bool physicsEnabled;
// Lire les données de base de l'objet
// Lire les données de base de l'entité
iss >> id >> name
>> position.x >> position.y >> position.z
>> rotation.x >> rotation.y >> rotation.z
>> scale.x >> scale.y >> scale.z
>> modelPath >> shaderTypeStr
>> scale.x >> scale.y >> scale.z;
// Lire le chemin du modèle - vérifier s'il est vide
iss >> modelPath;
// Si le chemin du modèle est vide ou commence par une lettre majuscule (probablement un type de shader),
// c'est qu'il a été omis - utilisez une valeur par défaut
if (modelPath.empty() || (modelPath[0] >= 'A' && modelPath[0] <= 'Z')) {
// Reculer le curseur de lecture pour lire le type de shader à la place
iss.seekg(-static_cast<int>(modelPath.length()), std::ios::cur);
modelPath = "assets/Model/TXT/cube.txt"; // Valeur par défaut
}
iss >> shaderTypeStr
>> boundingRadius >> objectTypeStr
>> mass >> physicsEnabled;
if (iss.fail()) {
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to parse entity data: " + line, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// Créer un nouvel objet
object* newObject = new object();
// Mettre à jour l'ID d'objet le plus élevé si nécessaire
if (id >= object_id_) {
object_id_ = id + 1;
}
// Convertir le chemin du modèle en wstring
std::wstring wModelPath(modelPath.begin(), modelPath.end());
// Vérifier si le chemin est relatif (ne commence pas par un disque comme C:)
if (modelPath.length() > 1 && modelPath[1] != ':') {
// C'est un chemin relatif, préfixer avec le répertoire de travail
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
// Ajouter un séparateur si nécessaire
wModelPath = currentDirectory + L"\\" + wModelPath;
} else {
wModelPath = currentDirectory + wModelPath;
}
}
// Vérifier si le chemin est relatif
if (modelPath != "NoModel" && modelPath.length() > 1 && modelPath[1] != ':') {
// C'est un chemin relatif, préfixer avec le répertoire de travail
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
// Ajouter un séparateur si nécessaire
wModelPath = currentDirectory + L"\\" + wModelPath;
} else {
wModelPath = currentDirectory + wModelPath;
}
}
// Créer le conteneur de textures_ pour stocker les chemins
// Créer le conteneur de textures pour stocker les chemins
TextureContainer objectTextures;
// IMPORTANT: Vider les conteneurs de chemins de textures_
// Vider les conteneurs de chemins de textures
objectTextures.diffusePaths.clear();
objectTextures.normalPaths.clear();
objectTextures.specularPaths.clear();
objectTextures.alphaPaths.clear();
// Lire les chemins des textures_ diffuses
// Lire les chemins des textures diffuses
int diffuseTextureCount;
iss >> diffuseTextureCount;
for (int i = 0; i < diffuseTextureCount; i++) {
@ -154,7 +171,7 @@ bool scene_manager::load_scene() {
objectTextures.diffusePaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ normales
// Lire les chemins des textures normales
int normalTextureCount;
iss >> normalTextureCount;
for (int i = 0; i < normalTextureCount; i++) {
@ -164,7 +181,7 @@ bool scene_manager::load_scene() {
objectTextures.normalPaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ spéculaires
// Lire les chemins des textures spéculaires
int specularTextureCount;
iss >> specularTextureCount;
for (int i = 0; i < specularTextureCount; i++) {
@ -174,7 +191,7 @@ bool scene_manager::load_scene() {
objectTextures.specularPaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ alpha
// Lire les chemins des textures alpha
int alphaTextureCount;
iss >> alphaTextureCount;
for (int i = 0; i < alphaTextureCount; i++) {
@ -184,60 +201,100 @@ bool scene_manager::load_scene() {
objectTextures.alphaPaths.push_back(wTexturePath);
}
// preload texture
if (!newObject->get_model()->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures))
{
// Gérer l'erreur
return false;
}
// Initialiser l'objet avec le modèle et les chemins de textures_
char modelFilename[256];
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
// NE PAS charger les textures_ avant initialize
// Laisser la méthode initialize s'en charger à partir des chemins
if (!newObject->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, objectTextures)) {
Logger::Get().Log("Failed to initialize object: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
delete newObject;
// Vérifier si on a un modèle à charger
if (modelPath == "NoModel") {
Logger::Get().Log("Skipping entity without model: " + name, __FILE__, __LINE__, Logger::LogLevel::Warning);
continue;
}
// Définir les propriétés de l'objet
newObject->SetId(id);
newObject->SetName(name);
newObject->SetPosition(XMLoadFloat3(&position));
newObject->SetRotation(XMLoadFloat3(&rotation));
newObject->SetScale(XMLoadFloat3(&scale));
newObject->SetModelPath(wModelPath);
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
newObject->SetBoundingRadius(boundingRadius);
newObject->SetType(newObject->StringToObjectType(objectTypeStr));
newObject->SetMass(mass);
newObject->SetPhysicsEnabled(physicsEnabled);
// Récupérer le cache de modèles de l'application
auto& modelCache = app_->get_model_cache();
std::shared_ptr<model_class> sharedModel;
// Mettre à jour l'ID global si nécessaire
if (id >= object_id_) {
object_id_ = id + 1;
app_->set_object_id(object_id_);
// Vérifier si le modèle existe déjà dans le cache
std::string modelKey = modelPath;
auto it = modelCache.find(modelKey);
if (it != modelCache.end()) {
// Utiliser le modèle existant du cache
Logger::Get().Log("Using cached model for: " + modelKey, __FILE__, __LINE__, Logger::LogLevel::Info);
sharedModel = it->second;
} else {
// Créer un nouveau modèle
char modelFilename[256];
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
// Créer et initialiser le modèle
auto newModel = std::make_shared<model_class>();
// Précharger les textures
if (!newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures)) {
Logger::Get().Log("Failed to preload textures for: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, objectTextures)) {
Logger::Get().Log("Failed to initialize model: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// Ajouter le modèle au cache
modelCache[modelKey] = newModel;
sharedModel = newModel;
}
object_vec_.push_back(newObject);
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
// Créer une nouvelle entité avec l'EntityManager
auto entity = entity_manager->CreateEntity();
// Ajouter un composant d'identité
auto identityComponent = entity->AddComponent<ecs::IdentityComponent>(id);
identityComponent->SetName(name);
identityComponent->SetType(ecs::IdentityComponent::StringToObjectType(objectTypeStr));
// Ajouter un composant de transformation
auto transformComponent = entity->AddComponent<ecs::TransformComponent>();
transformComponent->SetPosition(XMLoadFloat3(&position));
transformComponent->SetRotation(XMLoadFloat3(&rotation));
transformComponent->SetScale(XMLoadFloat3(&scale));
transformComponent->UpdateWorldMatrix();
// Ajouter un composant de rendu avec le modèle
auto renderComponent = entity->AddComponent<ecs::RenderComponent>();
renderComponent->InitializeWithModel(sharedModel);
// Ajouter un composant de shader
auto shaderComponent = entity->AddComponent<ecs::ShaderComponent>();
shaderComponent->SetActiveShader(ecs::ShaderComponent::StringToShaderType(shaderTypeStr));
// Ajouter un composant de chemin de modèle
auto modelPathComponent = entity->AddComponent<ecs::ModelPathComponent>();
modelPathComponent->SetPath(wModelPath);
// Ajouter un composant de physique si nécessaire
auto physicsComponent = entity->AddComponent<ecs::PhysicsComponent>();
physicsComponent->Initialize();
physicsComponent->SetMass(mass);
physicsComponent->SetBoundingRadius(boundingRadius);
physicsComponent->SetPhysicsEnabled(physicsEnabled);
Logger::Get().Log("Entity loaded: " + name + " with ID: " + std::to_string(id), __FILE__, __LINE__, Logger::LogLevel::Info);
}
// pass the vec to the application
app_->set_kobjects(object_vec_);
// Mettre à jour l'ID global dans l'application
app_->set_object_id(object_id_);
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
// Mettre à jour les statistiques après le chargement
app_->update_stats_after_modification();
Logger::Get().Log("Scene loaded successfully from " + scene_path_, __FILE__, __LINE__, Logger::LogLevel::Info);
return true;
}
bool scene_manager::save_scene() {
entity_ = app_->get_entity_manager()->GetAllEntities();
if (scene_path_.empty()) {
Logger::Get().Log("Scene path is empty. Cannot save scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -250,56 +307,102 @@ bool scene_manager::save_scene() {
return false;
}
for (const auto& object : object_vec_) {
for (const auto& object : entity_) {
XMFLOAT3 position, scale, rotation;
XMStoreFloat3(&position, object->GetPosition());
XMStoreFloat3(&scale, object->GetScale());
XMStoreFloat3(&rotation, object->GetRotation());
int id = 0;
int mass = 0;
float boundingRadius = 0;
std::string name = "NONE";
std::string shaderType = "NONE";
std::string objectType = "NONE";
std::wstring model_path = L"";
bool physics_enabled = false;
auto transform = object->GetComponent<ecs::TransformComponent>();
if (transform) {
// convert XMVECTOR to XMFLOAT3
XMStoreFloat3(&position, transform->GetPosition());
XMStoreFloat3(&rotation, transform->GetRotation());
XMStoreFloat3(&scale, transform->GetScale());
}
auto identity = object->GetComponent<ecs::IdentityComponent>();
if (identity) {
id = identity->GetId();
name = identity->GetName();
objectType = identity->ObjectTypeToString(identity->GetType());
}
auto model_path_component = object->GetComponent<ecs::ModelPathComponent>();
if (model_path_component) {
model_path = model_path_component->GetPath();
}
auto shader = object->GetComponent<ecs::ShaderComponent>();
if (shader)
{
shaderType = shader->ShaderTypeToString(shader->GetActiveShader());
}
auto physics = object->GetComponent<ecs::PhysicsComponent>();
if (physics) {
physics_enabled = physics->IsPhysicsEnabled();
mass = physics->GetMass();
boundingRadius = physics->GetBoundingRadius();
}
// Écrire les données de base de l'objet
outFile << object->GetId() << " "
<< object->GetName() << " "
outFile << id << " "
<< name << " "
<< position.x << " " << position.y << " " << position.z << " "
<< rotation.x << " " << rotation.y << " " << rotation.z << " "
<< scale.x << " " << scale.y << " " << scale.z << " "
<< convert_w_string_to_string(object->GetModelPath()) << " "
<< object->ShaderTypeToString(object->GetActiveShader()) << " "
<< object->GetBoundingRadius() << " "
<< object->ObjectTypeToString(object->GetType()) << " "
<< object->GetMass() << " "
<< object->IsPhysicsEnabled();
<< convert_w_string_to_string(model_path) << " "
<< shaderType << " "
<< boundingRadius << " "
<< objectType << " "
<< mass << " "
<< physics_enabled;
// Sauvegarder les chemins des textures_
// Format: nombre de textures_ diffuses, puis les chemins
// Même chose pour les autres types de textures_
// Textures diffuses
const auto& diffusePaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Diffuse);
outFile << " " << diffusePaths.size();
for (const auto& path : diffusePaths) {
outFile << " " << convert_w_string_to_string(path);
auto render = object->GetComponent<ecs::RenderComponent>();
if (render)
{
const auto& model = render->GetModel();
const auto& textureContainer = model->GetTextureContainer();
const auto& diffusePaths = textureContainer.GetPaths(TextureType::Diffuse);
outFile << " " << diffusePaths.size();
for (const auto& path : diffusePaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& normalPaths = textureContainer.GetPaths(TextureType::Normal);
outFile << " " << normalPaths.size();
for (const auto& path : normalPaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& specularPaths = textureContainer.GetPaths(TextureType::Specular);
outFile << " " << specularPaths.size();
for (const auto& path : specularPaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& alphaPaths = textureContainer.GetPaths(TextureType::Alpha);
outFile << " " << alphaPaths.size();
for (const auto& path : alphaPaths) {
outFile << " " << convert_w_string_to_string(path);
}
}
// Textures normales
const auto& normalPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Normal);
outFile << " " << normalPaths.size();
for (const auto& path : normalPaths) {
outFile << " " << convert_w_string_to_string(path);
}
// Textures spéculaires
const auto& specularPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Specular);
outFile << " " << specularPaths.size();
for (const auto& path : specularPaths) {
outFile << " " << convert_w_string_to_string(path);
}
// Textures alpha
const auto& alphaPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Alpha);
outFile << " " << alphaPaths.size();
for (const auto& path : alphaPaths) {
outFile << " " << convert_w_string_to_string(path);
}
outFile << std::endl;
}
@ -344,3 +447,4 @@ std::string scene_manager::convert_w_string_to_string(const std::wstring& wstr)
WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), &str[0], size_needed, NULL, NULL);
return str;
}

View File

@ -36,16 +36,16 @@ bool stats::initialize(application_class* app)
void stats::update_geometric_stats()
{
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
*total_vertex_count_ = get_total_vertex_count();
*total_triangle_count_ = get_total_triangle_count();
object_vec_ = app_->get_kobjects();
cubes_vec_ = app_->get_cubes();
terrain_chunk_vec_ = app_->get_terrain_cubes();
update_visible_count();
*total_vertex_count_ = get_total_vertex_count();
*total_triangle_count_ = get_total_triangle_count();
update_visible_count();
Logger::Get().Log("Statistics updated: " + std::to_string(*total_vertex_count_) + " vertices, " + std::to_string(*total_triangle_count_) + " triangles", __FILE__, __LINE__, Logger::LogLevel::Debug);
}
}
void stats::update_visible_count()
@ -66,88 +66,143 @@ void stats::update_display_stats()
int stats::get_total_vertex_count() const
{
int totalVertices = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel())
{
totalVertices += renderComponent->GetModel()->GetVertexCount();
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj)
if (obj && obj->get_model())
{
totalVertices += obj->get_model()->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube)
if (cube && cube->get_model())
{
totalVertices += cube->get_model()->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk)
if (chunk && chunk->get_model())
{
totalVertices += chunk->get_model()->GetVertexCount();
}
}
return totalVertices;
}
int stats::get_total_triangle_count() const
{
int totalTriangles = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += renderComponent->GetModel()->GetIndexCount() / 3;
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj)
if (obj && obj->get_model())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += obj->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube)
if (cube && cube->get_model())
{
totalTriangles += cube->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk)
if (chunk && chunk->get_model())
{
totalTriangles += chunk->get_model()->GetIndexCount() / 3;
}
}
return totalTriangles;
}
int stats::get_visible_triangle_count() const
{
int visibleTriangles = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel() && renderComponent->IsVisible())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
visibleTriangles += renderComponent->GetModel()->GetIndexCount() / 3;
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj && obj->IsVisible())
if (obj && obj->get_model() && obj->IsVisible())
{
visibleTriangles += obj->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube && cube->IsVisible())
if (cube && cube->get_model() && cube->IsVisible())
{
visibleTriangles += cube->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk && chunk->IsVisible())
if (chunk && chunk->get_model() && chunk->IsVisible())
{
visibleTriangles += chunk->get_model()->GetIndexCount() / 3;
}
}
return visibleTriangles;
}