21 Commits

Author SHA1 Message Date
3a2d19dff4 Actualiser README.md 2025-05-13 13:01:35 +00:00
dbc7003569 Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1 2025-05-12 16:14:38 +02:00
c5bfa2e621 Minor Update - Loading Obj Model is now faster than f1 - V10.4.0 2025-05-12 14:18:43 +02:00
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
96aa41f649 Actualiser README.md 2025-05-06 15:11:14 +00:00
00e6749d01 Patch Update - IDE File - V10.1.2 2025-05-06 17:08:18 +02:00
5a3a4f73a8 Patch Update - Fix the loading and saving of the texture - V10.1.1 2025-05-06 17:07:45 +02:00
c442a87883 Minor Update - Texture Are Saved - V10.1.0 2025-05-06 15:29:23 +02:00
e681943aa8 Patch Update - workspace.xml - V10.0.2 2025-05-05 16:13:44 +02:00
e68f1d5dd0 Patch Update - LoadTexture Tweak - V10.0.1 2025-05-05 16:12:38 +02:00
8e6b7409d9 Major Update - Complete Rework Texture System - V10.0.0 2025-05-03 16:37:27 +02:00
7dbd735416 Patch Update - Clean Comment - V9.3.10 2025-05-02 15:28:18 +02:00
22 changed files with 1939 additions and 770 deletions

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@@ -2,13 +2,13 @@
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité. Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
Ce moteur est basé sur **DirectX11** utilise **ImGui** avec une couche d'abstraction pour permetre son usage avec d'autres API. Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
--- ---
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan). Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs. This **DirectX11** based engine uses **ImGui** for the user interface.
## Installation ## Installation
@@ -36,13 +36,20 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
**SHADER** : **SHADER** :
+ Sunlight shader + Sunlight shader
+ Cel Shading (Work In Progress) + Cel Shading
+ Skysphere
**Interface Graphique** : **Interface Graphique** :
+ Console link to the Logger object + Console link to the Logger object
+ Shader Manager + Shader Manager
+ Engine Settings + Engine Settings
+ Sunlight Settings
**Save And Load of a Scene** :
+ Save All Custom object
+ Save All Custom Texture for Custom Object
**Texture File** : **Texture File** :
@@ -53,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- Shader rendering - Shader rendering
- Frustum culling - Frustum culling
- Object rendering - Object rendering
- Terrain Instancing
## Demo : ## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c) [![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://youtu.be/DYgT1Nu7B4c)
## Engine Build by : ## Engine Build by :
@@ -69,7 +77,7 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- [@Harpie94](https://github.com/Harpie94) - [@Harpie94](https://github.com/Harpie94)
- [@axelpicou](https://github.com/axelpicou) - [@axelpicou](https://github.com/axelpicou)
- [@GolfOcean334](https://github.com/GolfOcean334) - [@GolfOcean334](https://github.com/GolfOcean334)
- [@sutabasuto](https://github.com/sutabasuto) - [@sutabasuto](https://github.com/sutabasuto)
**Moteur Reborn** : **Moteur Reborn** :

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@@ -1,49 +1,89 @@
[Window][DockSpace]
Pos=0,0
Size=2048,1129
Collapsed=0
[Window][Debug##Default] [Window][Debug##Default]
Pos=60,60 Pos=60,60
Size=400,400 Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1687,27 Pos=1697,27
Size=353,1094 Size=343,1094
Collapsed=0
DockId=0x00000002,0
[Window][Objects]
Pos=8,27
Size=345,896
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Engine Settings] [Window][Objects]
Pos=1687,27 Pos=8,27
Size=353,1094 Size=289,547
Collapsed=0 Collapsed=0
DockId=0x00000002,1 DockId=0x00000007,0
[Window][Terrain] [Window][Terrain]
Pos=8,27 Pos=8,576
Size=345,896 Size=289,545
Collapsed=0 Collapsed=0
DockId=0x00000005,1 DockId=0x00000008,0
[Window][Light] [Window][Light]
Pos=8,925 Pos=8,27
Size=345,196 Size=290,866
Collapsed=0
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,547
Collapsed=0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
Size=2048,1129
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=8,37
Size=16,19
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000006,0
[Docking][Data] [Docking][Data]
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=X DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000003 Parent=0xCCBD8CF7 SizeRef=345,826 Split=Y Selected=0x393905AB DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000005 Parent=0x00000003 SizeRef=345,896 Selected=0x393905AB DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockNode ID=0x00000006 Parent=0x00000003 SizeRef=345,196 Selected=0x321620B2 DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1221,826 Split=X DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000001 Parent=0x00000004 SizeRef=866,826 CentralNode=1 DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000002 Parent=0x00000004 SizeRef=353,826 Selected=0x9F035453 DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9

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@@ -1 +1 @@
0 86 111.063 12.7056 0 0 -0 0 1 1 1 Content/Assets/Kobject/86.obj CEL_SHADING 1 Cube 1 1 1 isosphere 0 10 0 0 -0 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\Content/Assets/Kobject/isosphere.obj SUNLIGHT 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\stone01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\dirt01.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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@@ -310,6 +310,22 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="font01.tga" /> <CopyFileToFolders Include="font01.tga" />
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Skybox</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Skybox</DestinationFolders>
</CopyFileToFolders>
<Image Include="KhaoticIcon.ico" /> <Image Include="KhaoticIcon.ico" />
<CopyFileToFolders Include="sprite01.tga" /> <CopyFileToFolders Include="sprite01.tga" />
<CopyFileToFolders Include="sprite02.tga" /> <CopyFileToFolders Include="sprite02.tga" />

View File

@@ -480,5 +480,17 @@
<CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj"> <CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj">
<Filter>Assets\Model\OBJ</Filter> <Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<Filter>Assets\Skybox</Filter>
</CopyFileToFolders>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -4,28 +4,28 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1233,27 Pos=1281,19
Size=343,826 Size=303,842
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Objects] [Window][Objects]
Pos=8,27 Pos=0,19
Size=289,826 Size=281,615
Collapsed=0
DockId=0x00000009,1
[Window][Terrain]
Pos=8,27
Size=250,974
Collapsed=0 Collapsed=0
DockId=0x00000007,0 DockId=0x00000007,0
[Window][Light] [Window][Terrain]
Pos=8,27 Pos=0,328
Size=290,866 Size=281,306
Collapsed=0 Collapsed=0
DockId=0x00000007,1 DockId=0x00000008,0
[Window][Light]
Pos=0,328
Size=281,306
Collapsed=0
DockId=0x00000008,1
[Window][Shader Manager] [Window][Shader Manager]
Pos=8,27 Pos=8,27
@@ -34,10 +34,10 @@ Collapsed=0
DockId=0x00000001,2 DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=8,27 Pos=0,19
Size=289,826 Size=281,615
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,1
[Window][DockSpace Demo] [Window][DockSpace Demo]
Size=1584,861 Size=1584,861
@@ -47,7 +47,7 @@ Collapsed=0
Pos=8,27 Pos=8,27
Size=1559,974 Size=1559,974
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,0
[Window][DockSpace] [Window][DockSpace]
Pos=0,0 Pos=0,0
@@ -66,24 +66,32 @@ Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
[Window][Log Window] [Window][Log Window]
Pos=8,627 Pos=641,636
Size=1568,226 Size=638,225
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000006,0
[Docking][Data] [Window][Render Stats]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X Pos=0,636
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB Size=639,225
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1 Collapsed=0
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y DockId=0x00000004,0
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C [Docking][Data]
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453 DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9 DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453

View File

@@ -46,19 +46,6 @@ public:
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float); bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float); bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float); bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
// ID3D11DeviceContext* deviceContext,
// int indexCount,
// XMMATRIX worldMatrix,
// XMMATRIX viewMatrix,
// XMMATRIX projectionMatrix,
// ID3D11ShaderResourceView* front,
// ID3D11ShaderResourceView* back,
// ID3D11ShaderResourceView* left,
// ID3D11ShaderResourceView* right,
// ID3D11ShaderResourceView* top,
// ID3D11ShaderResourceView* bottom,
// XMFLOAT4 sunDiffuseColor
// );
private: private:
TextureShaderClass* m_TextureShader; TextureShaderClass* m_TextureShader;

View File

@@ -41,6 +41,7 @@
#include <map> #include <map>
#include <algorithm> #include <algorithm>
#include <DirectXMath.h> #include <DirectXMath.h>
#include <mutex>
///////////// /////////////
@@ -67,12 +68,18 @@ public:
ApplicationClass(); ApplicationClass();
~ApplicationClass(); ~ApplicationClass();
D3DClass* GetDirect3D(); D3DClass* GetDirect3D();
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; }; RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; }; RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; }; RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; }; RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
int GetTotalVertexCount() const;
int GetTotalTriangleCount() const;
int GetVisibleTriangleCount() const;
void CreateBigCube(int sideCount);
void ProcessTerrainGeneration();
bool Initialize(int, int, HWND, bool IsVulkan); bool Initialize(int, int, HWND, bool IsVulkan);
void Shutdown(); void Shutdown();
bool Frame(InputClass*); bool Frame(InputClass*);
@@ -131,6 +138,19 @@ public:
Physics* GetPhysics() const { return m_Physics; }; Physics* GetPhysics() const { return m_Physics; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int GetCurrentFps() const;
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
int GetDrawCalls() const;
void ResetFpsStats();
void IncrementDrawCallCount();
void ResetDrawCallCount();
// ----------------------------------- // // ----------------------------------- //
// ------------- Culling ------------- // // ------------- Culling ------------- //
// ----------------------------------- // // ----------------------------------- //
@@ -151,7 +171,7 @@ public:
// Save and load scene // Save and load scene
void SaveScene(); void SaveScene();
void LoadScene(); bool LoadScene();
void SetScenePath(std::string path) { m_scenePath = path; }; void SetScenePath(std::string path) { m_scenePath = path; };
std::wstring GetScenePath(); std::wstring GetScenePath();
@@ -176,6 +196,18 @@ public :
private : private :
// Thread de culling
std::thread m_CullingThread;
std::atomic<bool> m_CullingActive;
std::mutex m_ObjectsMutex;
void CullingThreadFunction();
std::mutex m_TerrainMutex;
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;
bool m_TerrainGenerationReady;
int m_NextTerrainObjectId;
// ------------------------------------- // // ------------------------------------- //
// ------------- DIRECT3D -------------- // // ------------- DIRECT3D -------------- //
// ------------------------------------- // // ------------------------------------- //
@@ -202,6 +234,7 @@ private :
int m_screenWidth, m_screenHeight; int m_screenWidth, m_screenHeight;
CameraClass* m_Camera; CameraClass* m_Camera;
PositionClass* m_Position; PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ // // ------------------------------------ //
// ------------- OBJECTS -------------- // // ------------- OBJECTS -------------- //

View File

@@ -28,9 +28,19 @@ public:
void Frame(); void Frame();
int GetFps(); int GetFps();
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
void ResetStats();
private: private:
int m_fps, m_count; int m_fps, m_count;
unsigned long m_startTime; unsigned long m_startTime;
int m_minFps;
int m_maxFps;
float m_frameTime;
unsigned long m_previousTime;
}; };
#endif #endif

View File

@@ -38,6 +38,7 @@ public:
void WidgetEngineSettingsWindow(ApplicationClass* app); void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize); void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app); void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app); bool ImGuiWidgetRenderer(ApplicationClass* app);
@@ -65,6 +66,11 @@ private:
bool showOldSceneWindow; bool showOldSceneWindow;
bool showEngineSettingsWindow; bool showEngineSettingsWindow;
bool showLogWindow; bool showLogWindow;
bool showStatsWindow;
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
int m_frameTimeHistoryIndex = 0;
bool m_isPhyiscsEnabled = false; bool m_isPhyiscsEnabled = false;
bool m_isGravityEnabled = false; bool m_isGravityEnabled = false;

View File

@@ -22,7 +22,128 @@ using namespace std;
/////////////////////// ///////////////////////
#include "textureclass.h" #include "textureclass.h"
enum class TextureType
{
Diffuse,
Normal,
Specular,
Alpha
};
struct TextureContainer
{
// Textures
std::vector<ID3D11ShaderResourceView*> diffuse;
std::vector<ID3D11ShaderResourceView*> normal;
std::vector<ID3D11ShaderResourceView*> specular;
std::vector<ID3D11ShaderResourceView*> alpha;
// Textures Paths
std::vector<std::wstring> diffusePaths;
std::vector<std::wstring> normalPaths;
std::vector<std::wstring> specularPaths;
std::vector<std::wstring> alphaPaths;
// Get the vector of textures based on the type
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
case TextureType::Normal: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(normal);
case TextureType::Specular: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(specular);
case TextureType::Alpha: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(alpha);
default: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
}
}
// Get the vector of textures paths based on the type
std::vector<std::wstring> GetPaths(TextureType type) const {
switch (type)
{
case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
default: return std::vector<std::wstring>(diffusePaths);
}
}
// Get The texture based on the type and index
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
auto& vec = Get(type);
if (index >= 0 && index < vec.size())
return vec[index];
return nullptr;
}
// Get The texture path based on the type and index
std::wstring GetTexturePath(TextureType type, int index) const
{
std::vector<std::wstring> path = GetPaths(type);
if (index >= 0 && index < path.size())
return path[index];
return L"";
}
// Release all textures and textures paths
void ReleaseAll() {
ReleaseVector(diffuse);
ReleaseVector(normal);
ReleaseVector(specular);
ReleaseVector(alpha);
ReleaseVector(diffusePaths);
ReleaseVector(normalPaths);
ReleaseVector(specularPaths);
ReleaseVector(alphaPaths);
}
// Assign a texture and its path to the appropriate vector based on the index
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
{
switch (index)
{
case 0:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
case 1:
textContainer.normal.push_back(texture);
textContainer.normalPaths.push_back(paths);
break;
case 2:
textContainer.specular.push_back(texture);
textContainer.specularPaths.push_back(paths);
break;
case 3:
textContainer.alpha.push_back(texture);
textContainer.alphaPaths.push_back(paths);
break;
default:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
}
}
private:
void ReleaseVector(std::vector<ID3D11ShaderResourceView*>& vec) {
for (auto& tex : vec) {
if (tex) {
tex->Release();
tex = nullptr;
}
}
vec.clear();
}
void ReleaseVector(std::vector<std::wstring>& vec) {
vec.clear();
}
};
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass // Class name: ModelClass
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@@ -80,18 +201,42 @@ protected:
public: public:
ModelClass(); ModelClass();
ModelClass(const ModelClass&); ModelClass(const ModelClass&) = delete;
ModelClass& operator=(const ModelClass&) = delete;
~ModelClass(); ~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>); //bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
// Nouvelle surcharge avec TextureContainer
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, const TextureContainer&);
// Nouvelle m<>thode - initialisation sans textures
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
void Shutdown(); void Shutdown();
void Render(ID3D11DeviceContext*); void Render(ID3D11DeviceContext*);
int GetIndexCount(); int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int index) const; int GetVertexCount() const { return m_vertexCount; }
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
// TEXTURE //
//ID3D11ShaderResourceView* GetTexture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
// M<>thodes pour ajouter une nouvelle texture
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
TextureContainer GetTextureContainer() const { return m_Textures; }
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
protected:
int m_vertexCount, m_indexCount;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
private: private:
bool InitializeBuffers(ID3D11Device*); bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers(); void ShutdownBuffers();
@@ -106,11 +251,8 @@ private:
void CalculateModelVectors(); void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&); void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
private: TextureContainer m_Textures;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
std::vector<ID3D11ShaderResourceView*> m_Textures;
ModelType* m_model; ModelType* m_model;
}; };

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@@ -3,6 +3,8 @@
#include <WICTextureLoader.h> #include <WICTextureLoader.h>
#include <SimpleMath.h> #include <SimpleMath.h>
#include "d3dclass.h"
enum class ObjectType enum class ObjectType
{ {
Sphere, Sphere,
@@ -30,6 +32,9 @@ public:
Object(); Object();
~Object(); ~Object();
Object(const Object&) = delete;
Object& operator=(const Object&) = delete;
void SetScaleMatrix(XMMATRIX scaleMatrix); void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix); void SetRotateMatrix(XMMATRIX rotateMatrix);
void SetTranslateMatrix(XMMATRIX translateMatrix); void SetTranslateMatrix(XMMATRIX translateMatrix);
@@ -61,7 +66,8 @@ public:
bool IsGrounded() const; bool IsGrounded() const;
bool IsPhysicsEnabled() const; bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state); void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix(); void UpdateWorldMatrix();
void UpdateSRMatrix(); void UpdateSRMatrix();
@@ -96,6 +102,14 @@ public:
std::string ObjectTypeToString(ObjectType objectType); std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject(); void LaunchObject();
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
void EnableInstancing(bool enabled);
void SetInstanceCount(int count);
bool IsInstancingEnabled() const;
int GetInstanceCount() const;
ID3D11Buffer* GetInstanceBuffer() const;
void SetAlpha(float alpha) { m_alpha = alpha; } void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; } float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; } void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@@ -124,18 +138,17 @@ private:
float m_mass; float m_mass;
bool m_isGrounded; bool m_isGrounded;
bool m_isPhysicsEnabled; bool m_isPhysicsEnabled;
bool m_isVisible;
std::string m_name; std::string m_name;
ObjectType m_type = ObjectType::Unknown; ObjectType m_type = ObjectType::Unknown;
ShaderType m_activeShader = ShaderType::LIGHTING; ShaderType m_activeShader = ShaderType::LIGHTING;
float m_boundingRadius; float m_boundingRadius;
std::wstring m_modelPath; std::wstring m_modelPath;
TextureContainer m_texturesContainer;
float m_alpha = 0.0f; float m_alpha = 0.0f;
float m_initialStretch = 0.0f; float m_initialStretch = 0.0f;
float m_springConstant = 10.0f; float m_springConstant = 10.0f;
}; };

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@@ -29,12 +29,13 @@ Object* Skybox::ConstructSkybox()
char modelFilename[128]; char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj"); strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj");
textures.clear();
std::vector<std::wstring> skyboxTextures = { std::vector<std::wstring> skyboxTextures = {
L"assets/Skybox/skybox.png", L"assets/Skybox/skybox.png",
}; };
TextureContainer SkyboxTextures;
// Load the textures // Load the textures
for (const auto& textureFilename : skyboxTextures) for (const auto& textureFilename : skyboxTextures)
{ {
@@ -45,12 +46,13 @@ Object* Skybox::ConstructSkybox()
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return nullptr; return nullptr;
} }
textures.push_back(texture); SkyboxTextures.diffuse.push_back(texture);
} }
// Create the model object // Create the model object
m_Skybox = new Object(); m_Skybox = new Object();
HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, textures); HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, SkyboxTextures);
if (!result) if (!result)
{ {
Logger::Get().Log("Could not initialize the skybox model object", __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Could not initialize the skybox model object", __FILE__, __LINE__, Logger::LogLevel::Error);

File diff suppressed because it is too large Load Diff

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@@ -19,27 +19,63 @@ void FpsClass::Initialize()
{ {
m_fps = 0; m_fps = 0;
m_count = 0; m_count = 0;
m_minFps = INT_MAX;
m_startTime = timeGetTime(); m_maxFps = 0;
m_frameTime = 0.0f;
m_previousTime = timeGetTime();
m_startTime = m_previousTime;
return; return;
} }
void FpsClass::Frame() void FpsClass::Frame()
{ {
unsigned int currentTime = timeGetTime();
m_frameTime = (currentTime - m_previousTime) * 0.001f;
m_previousTime = currentTime;
m_count++; m_count++;
if (timeGetTime() >= (m_startTime + 1000)) if (timeGetTime() >= (m_startTime + 1000))
{ {
m_fps = m_count; m_fps = m_count;
m_count = 0;
if (m_fps < m_minFps)
m_minFps = m_fps;
if (m_fps > m_maxFps)
m_maxFps = m_fps;
m_count = 0;
m_startTime = timeGetTime(); m_startTime = timeGetTime();
} }
return; return;
} }
int FpsClass::GetMinFps() const
{
return m_minFps;
}
int FpsClass::GetMaxFps() const
{
return m_maxFps;
}
float FpsClass::GetFrameTime() const
{
return m_frameTime;
}
void FpsClass::ResetStats()
{
m_minFps = INT_MAX;
m_maxFps = 0;
}
int FpsClass::GetFps() int FpsClass::GetFps()
{ {
return m_fps; return m_fps;

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@@ -4,6 +4,13 @@
imguiManager::imguiManager() imguiManager::imguiManager()
{ {
io = nullptr; io = nullptr;
m_frameTimeHistoryIndex = 0;
// Initialiser l'historique des frametimes <20> z<>ro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
{
m_frameTimeHistory[i] = 0.0f;
}
} }
imguiManager::~imguiManager() imguiManager::~imguiManager()
@@ -12,32 +19,130 @@ imguiManager::~imguiManager()
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext) bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{ {
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device; m_device = device;
m_deviceContext = deviceContext; m_deviceContext = deviceContext;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
io->FontGlobalScale = 1.0f;
ImGui_ImplWin32_Init(hwnd); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext); ImGui_ImplDX11_Init(m_device, m_deviceContext);
// Setup style // Appliquer un th<74>me sombre de base
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
// Set the window background color to be a transparent black/gray
ImGui::GetStyle().Colors[ImGuiCol_WindowBg] = ImVec4(0, 0, 0, 0.5f); // D<>finir les couleurs pour une interface de type <20>diteur sobre
// Set the menu bar background color to be a transparent black/gray ImGuiStyle& style = ImGui::GetStyle();
ImGui::GetStyle().Colors[ImGuiCol_MenuBarBg] = ImVec4(0, 0, 0, 0.5f);
// Palette de couleurs sobres inspir<69>e des <20>diteurs modernes
ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
// Ajustements de style g<>n<EFBFBD>raux
style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen<65>tres
style.FramePadding = ImVec2(4.0f, 3.0f); // Moins de padding dans les cadres
style.ItemSpacing = ImVec2(4.0f, 3.0f); // Moins d'espace entre les widgets
style.ItemInnerSpacing = ImVec2(3.0f, 3.0f); // Moins d'espace interne
style.DisplayWindowPadding = ImVec2(0.0f, 0.0f); // Pas de padding pour l'affichage
style.DisplaySafeAreaPadding = ImVec2(0.0f, 0.0f);
style.TouchExtraPadding = ImVec2(0.0f, 0.0f);
style.IndentSpacing = 20.0f;
style.ScrollbarSize = 14.0f;
style.GrabMinSize = 10.0f;
// Arrondis
style.WindowRounding = 4.0f;
style.ChildRounding = 4.0f;
style.FrameRounding = 3.0f;
style.PopupRounding = 4.0f;
style.ScrollbarRounding = 9.0f;
style.GrabRounding = 3.0f;
style.TabRounding = 4.0f;
// Couleurs principales
style.Colors[ImGuiCol_Text] = text;
style.Colors[ImGuiCol_TextDisabled] = text_dim;
style.Colors[ImGuiCol_WindowBg] = background;
style.Colors[ImGuiCol_ChildBg] = background_dark;
style.Colors[ImGuiCol_PopupBg] = background_dark;
style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
// Encadrements
style.Colors[ImGuiCol_FrameBg] = background_light;
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
// Titres
style.Colors[ImGuiCol_TitleBg] = background_dark;
style.Colors[ImGuiCol_TitleBgActive] = accent;
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f);
// <20>l<EFBFBD>ments de menu
style.Colors[ImGuiCol_MenuBarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
// Boutons et interactions
style.Colors[ImGuiCol_CheckMark] = accent_light;
style.Colors[ImGuiCol_SliderGrab] = accent;
style.Colors[ImGuiCol_SliderGrabActive] = accent_light;
style.Colors[ImGuiCol_Button] = background_light;
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = accent;
// En-t<>tes et onglets
style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_HeaderActive] = accent;
style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
style.Colors[ImGuiCol_SeparatorActive] = accent;
style.Colors[ImGuiCol_Tab] = background_dark;
style.Colors[ImGuiCol_TabHovered] = accent;
style.Colors[ImGuiCol_TabActive] = accent;
style.Colors[ImGuiCol_TabUnfocused] = background_dark;
style.Colors[ImGuiCol_TabUnfocusedActive] = background;
// Autres <20>l<EFBFBD>ments
style.Colors[ImGuiCol_DockingPreview] = accent;
style.Colors[ImGuiCol_DockingEmptyBg] = background_light;
// Charger une police avec une meilleure nettet<65>
ImFontConfig fontConfig;
fontConfig.OversampleH = 2; // Sur<75>chantillonnage horizontal
fontConfig.OversampleV = 2; // Sur<75>chantillonnage vertical
fontConfig.PixelSnapH = true; // Alignement sur la grille de pixels
fontConfig.RasterizerMultiply = 1.2f; // L<>g<EFBFBD>re augmentation de l'<27>paisseur
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize); io->Fonts->AddFontDefault(&fontConfig);
return true; // OU charger une police personnalis<69>e (d<>commenter si vous avez la police)
// io->Fonts->AddFontFromFileTTF("assets/fonts/roboto.ttf", 16.0f, &fontConfig);
unsigned char* pixels;
int width, height;
io->Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
} }
void imguiManager::Shutdown() void imguiManager::Shutdown()
@@ -70,54 +175,61 @@ void imguiManager::NewFrame()
} }
void imguiManager::SetupDockspace(ApplicationClass* app) { void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; // Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowPos(viewport->Pos); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::SetNextWindowSize(viewport->Size); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); // Configuration du style pour les n<>uds de dock
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; // Configuration de la fen<65>tre principale
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0));
ImGui::Begin("DockSpace", nullptr, window_flags);
// Pop des styles apr<70>s avoir cr<63><72> la fen<65>tre principale
ImGui::PopStyleVar(4); // 4 car nous avons pouss<73> 4 variables de style
ImGui::PopStyleColor();
ImGui::Begin("DockSpace", nullptr, window_flags); // Configuration du DockSpace
ImGui::PopStyleVar(2); ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
ImGui::PopStyleColor(); ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("Windows")) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
ImGui::EndMenu();
}
if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Scene")) {
if (ImGui::BeginMenu("Windows")) { if (ImGui::MenuItem("Save Scene")) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow); app->SaveScene();
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow); }
ImGui::MenuItem("Light Window", NULL, &showLightWindow); if (ImGui::MenuItem("Load Scene")) {
ImGui::MenuItem("Old Scene Window", NULL, &showOldSceneWindow); app->LoadScene();
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow); }
ImGui::MenuItem("Log Window", NULL, &showLogWindow); ImGui::EndMenu();
ImGui::EndMenu(); }
}
// Scene file menu ImGui::EndMenuBar();
if (ImGui::BeginMenu("Scene")) { }
if (ImGui::MenuItem("Save Scene")) {
// Save the scene
app->SaveScene();
}
if (ImGui::MenuItem("Load Scene")) {
// Load the scene
app->LoadScene();
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace"); ImGui::End();
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
ImGui::End();
} }
void imguiManager::WidgetSpeedSlider(float* speed) void imguiManager::WidgetSpeedSlider(float* speed)
@@ -135,11 +247,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
} }
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app) void imguiManager::WidgetAddObject(ApplicationClass* app)
{ {
if (ImGui::CollapsingHeader("Objects")) if (ImGui::CollapsingHeader("Objects"))
@@ -272,69 +379,116 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f)); object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
} }
ImGui::Separator(); ImGui::Separator();
// Texture // D<>finir les types de textures
// add all texture category names to a vector std::vector<std::string> textureCategories = {
std::vector<std::string> textureCategories = { "Diffuse", "Normal", "Specular", "Alpha"
"Diffuse", };
"Normal",
"Specular",
"Reflection",
"Refraction"
};
// Display all images std::vector<TextureType> textureTypes = {
ImGui::BeginChild("TextureChild", ImVec2(0, 100), false, ImGuiWindowFlags_HorizontalScrollbar); TextureType::Diffuse, TextureType::Normal,
for (int count = 0; count < textureCategories.size(); count++) TextureType::Specular, TextureType::Alpha
{ };
std::string textureLabel = "Texture##" + std::to_string(index) + "##" + std::to_string(count);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
ImGui::Text(textureCategories[count].c_str());
ImGui::SameLine();
std::string buttonLabel = "button " + std::to_string(count); // Cr<43>er un espace pour afficher les textures avec d<>filement
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64))) ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
{
// Open file dialog // Pour chaque type de texture
OPENFILENAME ofn; for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
WCHAR szFile[260]; {
ZeroMemory(&ofn, sizeof(ofn)); TextureType type = textureTypes[typeIndex];
ofn.lStructSize = sizeof(ofn); std::string typeName = textureCategories[typeIndex];
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile; // Afficher le titre de la cat<61>gorie
szFile[0] = '\0'; ImGui::Text("%s:", typeName.c_str());
ofn.nMaxFile = sizeof(szFile); ImGui::SameLine();
ofn.lpstrFilter = L"Texture\0*.png\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn)) // Compter combien de textures de ce type existent
{ int textureCount = 0;
// Load the selected texture while (object->GetTexture(type, textureCount) != nullptr)
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count); {
} textureCount++;
} }
if (ImGui::IsItemHovered()) // Afficher toutes les textures existantes
{ ImGui::BeginGroup();
ImGui::BeginTooltip(); for (int texIndex = 0; texIndex < textureCount; texIndex++)
ImGui::Image((ImTextureID)texture, ImVec2(256, 256)); {
ImGui::EndTooltip(); ID3D11ShaderResourceView* texture = object->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 bo<62>te 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 (count < textureCategories.size() - 1) if (GetOpenFileName(&ofn))
{ {
ImGui::SameLine(); // Changer la texture existante
} object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
} }
} }
ImGui::EndChild();
// Afficher l'indice de texture et pr<70>visualisation 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 bo<62>te 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->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
ImGui::EndChild();
ImGui::Separator(); ImGui::Separator();
@@ -483,18 +637,19 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator(); ImGui::Separator();
if (ImGui::Button("Generate Terrain")) if (ImGui::Button("Generate Flat Terrain"))
{ {
app->GenerateTerrain(); app->GenerateTerrain();
} }
ImGui::SameLine(); ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes")) if (ImGui::Button("Delete All Terrain Cubes"))
{ {
app->DeleteTerrain(); app->DeleteTerrain();
} }
ImGui::End(); ImGui::End();
} }
@@ -514,7 +669,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed); WidgetSpeedSlider(&speed);
app->SetSpeed(speed); app->SetSpeed(speed);
WidgetButton(); WidgetButton();
WidgetFPS(); // WidgetFPS();
WidgetAddObject(app); WidgetAddObject(app);
ImGui::End(); ImGui::End();
@@ -549,6 +704,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{ {
WidgetRenderWindow(app, ImVec2(800, 600)); WidgetRenderWindow(app, ImVec2(800, 600));
} }
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui //render imgui
@@ -797,4 +957,64 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
} }
ImGui::End(); ImGui::End();
}
void imguiManager::WidgetRenderStats(ApplicationClass* app)
{
ImGui::Begin("Render Stats");
// R<>cup<75>rer le frametime actuel et le mettre dans l'historique
float currentFrameTime = app->GetFrameTime();
m_frameTimeHistory[m_frameTimeHistoryIndex] = currentFrameTime;
m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT;
ImGui::Text("FPS: %d", app->GetCurrentFps());
ImGui::SameLine();
ImGui::Text("Min Fps: %d", app->GetMinFps());
ImGui::SameLine();
ImGui::Text("Max Fps: %d", app->GetMaxFps());
ImGui::Separator();
// Trouver les valeurs min/max pour l'<27>chelle du graphique
float frameTimeMin = FLT_MAX;
float frameTimeMax = 0.0f;
for (int i = 0; i < FRAME_HISTORY_COUNT; i++) {
if (m_frameTimeHistory[i] > 0.0f) {
frameTimeMin = min(frameTimeMin, m_frameTimeHistory[i]);
frameTimeMax = max(frameTimeMax, m_frameTimeHistory[i]);
}
}
// S'assurer d'avoir au moins une petite plage
if (frameTimeMax == 0.0f) frameTimeMax = 0.033f; // ~30 FPS
if (frameTimeMin == FLT_MAX) frameTimeMin = 0.0f;
// Ajouter 10% de marge pour la lisibilit<69>
float margin = (frameTimeMax - frameTimeMin) * 0.1f;
frameTimeMin = max(0.0f, frameTimeMin - margin);
frameTimeMax += margin;
// Afficher le graphique
ImGui::Text("Frame Time: %.3f ms", currentFrameTime * 1000.0f);
ImGui::PlotLines("FrameTimeGraph", // Au lieu de cha<68>ne vide ""
m_frameTimeHistory,
FRAME_HISTORY_COUNT,
m_frameTimeHistoryIndex,
"",
frameTimeMin,
frameTimeMax,
ImVec2(0, 80));
ImGui::Text("Draw Calls: %d", app->GetDrawCalls());
ImGui::Separator();
ImGui::Text("Statistiques de rendu:");
ImGui::Text("Vertices total: %d", app->GetTotalVertexCount());
ImGui::Text("Triangles total: %d", app->GetTotalTriangleCount());
ImGui::SameLine();
ImGui::Text("Triangles visibles: %d", app->GetVisibleTriangleCount());
ImGui::End();
} }

View File

@@ -6,20 +6,38 @@ ModelClass::ModelClass()
m_vertexBuffer = 0; m_vertexBuffer = 0;
m_indexBuffer = 0; m_indexBuffer = 0;
m_model = 0; m_model = 0;
m_vertexCount = 0;
m_indexCount = 0;
m_Textures.diffuse.clear();
m_Textures.normal.clear();
m_Textures.specular.clear();
m_Textures.alpha.clear();
m_Textures.diffusePaths.clear();
m_Textures.normalPaths.clear();
m_Textures.specularPaths.clear();
m_Textures.alphaPaths.clear();
} }
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass() ModelClass::~ModelClass()
{ {
// Destructor
Shutdown();
} }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) { bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
Logger::Get().Log("Initializing model class with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result = Initialize(device, deviceContext, modelFilename);
if (!result) {
return false;
}
m_Textures = textures; // Copie de la structure de textures
return true;
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
bool result; bool result;
@@ -39,15 +57,10 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
m_Textures = textures;
Logger::Get().Log("Model class initialized with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
void ModelClass::Shutdown() void ModelClass::Shutdown()
{ {
// Release the model textures. // Release the model textures.
@@ -77,16 +90,12 @@ int ModelClass::GetIndexCount()
return m_indexCount; return m_indexCount;
} }
ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const { ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
if (index >= 0 && index < m_Textures.size()) { return m_Textures.GetTexture(type, index);
return m_Textures[index];
}
return nullptr; // Retourne nullptr si l'index est hors limites
} }
bool ModelClass::InitializeBuffers(ID3D11Device* device) bool ModelClass::InitializeBuffers(ID3D11Device* device)
{ {
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices; VertexType* vertices;
unsigned long* indices; unsigned long* indices;
@@ -161,16 +170,12 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices; delete[] indices;
indices = 0; indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
void ModelClass::ShutdownBuffers() void ModelClass::ShutdownBuffers()
{ {
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer. // Release the index buffer.
if (m_indexBuffer) if (m_indexBuffer)
{ {
@@ -184,10 +189,7 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer->Release(); m_vertexBuffer->Release();
m_vertexBuffer = 0; m_vertexBuffer = 0;
} }
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
} }
@@ -215,26 +217,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
void ModelClass::ReleaseTextures() void ModelClass::ReleaseTextures()
{ {
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Utilise la m<>thode ReleaseAll de TextureContainer
// Release the texture object array. m_Textures.ReleaseAll();
for (auto& texture : m_Textures)
{
if (texture)
{
texture->Release();
texture = nullptr;
}
}
m_Textures.clear();
Logger::Get().Log("Textures released", __FILE__, __LINE__);
} }
bool ModelClass::LoadModel(char* filename) bool ModelClass::LoadModel(char* filename)
{ {
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
std::string fileStr(filename); std::string fileStr(filename);
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1); std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
@@ -258,101 +247,112 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename) bool ModelClass::LoadObjModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__); // Lecture optimis<69>e du fichier en mode binaire
std::ifstream fin(filename, std::ios::in | std::ios::binary);
if (!fin)
{
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
std::string line; // Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
std::ifstream fin(filename); fin.seekg(0, std::ios::end);
const size_t fileSize = fin.tellg();
fin.seekg(0, std::ios::beg);
std::string fileContent;
fileContent.resize(fileSize);
fin.read(&fileContent[0], fileSize);
fin.close();
// If it could not open the file then exit. // Pr<50>-allocation des vecteurs (<28>vite les r<>allocations)
if (!fin) const size_t estimatedVertices = fileSize / 150;
{ std::vector<XMFLOAT3> temp_positions;
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error); std::vector<XMFLOAT2> temp_texcoords;
return false; std::vector<XMFLOAT3> temp_normals;
} std::vector<ModelType> temp_model;
std::vector<XMFLOAT3> temp_positions; temp_positions.reserve(estimatedVertices);
std::vector<XMFLOAT2> temp_texcoords; temp_texcoords.reserve(estimatedVertices);
std::vector<XMFLOAT3> temp_normals; temp_normals.reserve(estimatedVertices);
std::vector<ModelType> temp_model; temp_model.reserve(estimatedVertices * 3);
// Read the file line by line. // Analyse du contenu
while (std::getline(fin, line)) std::istringstream iss(fileContent);
{ std::string line;
std::istringstream iss(line);
std::string type;
iss >> type;
if (type == "v") // Vertex position while (std::getline(iss, line))
{ {
XMFLOAT3 pos; if (line.empty() || line[0] == '#') continue;
iss >> pos.x >> pos.y >> pos.z;
temp_positions.push_back(pos);
}
else if (type == "vt") // Texture coordinate
{
XMFLOAT2 tex;
iss >> tex.x >> tex.y;
temp_texcoords.push_back(tex);
}
else if (type == "vn") // Vertex normal
{
XMFLOAT3 norm;
iss >> norm.x >> norm.y >> norm.z;
temp_normals.push_back(norm);
}
else if (type == "f") // Face
{
int posIndex[3], texIndex[3], normIndex[3];
char slash; // To skip the slashes '/' in the .obj file format
for (int i = 0; i < 3; i++) // Each face in .obj format has 3 vertices
{
iss >> posIndex[i] >> slash >> texIndex[i] >> slash >> normIndex[i];
// Handle negative indices // Analyse plus rapide bas<61>e sur le premier caract<63>re
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1; if (line[0] == 'v')
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1; {
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1; if (line[1] == ' ') // Position de sommet
} {
XMFLOAT3 pos;
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
temp_positions.push_back(pos);
}
else if (line[1] == 't') // Coordonn<6E>es de texture
{
XMFLOAT2 tex;
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
temp_texcoords.push_back(tex);
}
else if (line[1] == 'n') // Normales
{
XMFLOAT3 norm;
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
temp_normals.push_back(norm);
}
}
else if (line[0] == 'f')
{
int posIndex[3], texIndex[3], normIndex[3];
const char* linePtr = line.c_str() + 2; // Sauter "f "
for (int i = 0; i < 3; i++)
{
// Analyse rapide du format v/vt/vn
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
// Avancer au prochain ensemble d'indices
while (*linePtr && *linePtr != ' ') linePtr++;
while (*linePtr == ' ') linePtr++;
// .obj indices start from 1, not 0 if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
for (int i = 0; i < 3; i++) if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
{ if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
ModelType vertex; }
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
m_vertexCount = temp_model.size(); for (int i = 0; i < 3; i++)
m_indexCount = temp_model.size(); {
ModelType vertex{};
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
// Create the model using the vertex count that was read in. // Allocation et copie efficace du mod<6F>le final
m_model = new ModelType[m_vertexCount]; m_vertexCount = temp_model.size();
for (int i = 0; i < m_vertexCount; i++) m_indexCount = temp_model.size();
{ m_model = new ModelType[m_vertexCount];
m_model[i] = temp_model[i]; std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
}
fin.close(); return true;
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
return true;
} }
bool ModelClass::LoadTxtModel(char* filename) bool ModelClass::LoadTxtModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin; ifstream fin;
char input; char input;
int i; int i;
@@ -403,16 +403,12 @@ bool ModelClass::LoadTxtModel(char* filename)
// Close the model file. // Close the model file.
fin.close(); fin.close();
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
return true; return true;
} }
void ModelClass::CalculateModelVectors() void ModelClass::CalculateModelVectors()
{ {
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
int faceCount, i, index; int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3; TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal; VectorType tangent, binormal;
@@ -474,10 +470,6 @@ void ModelClass::CalculateModelVectors()
m_model[index - 3].by = binormal.y; m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z; m_model[index - 3].bz = binormal.z;
} }
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
return;
} }
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal) void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
@@ -532,60 +524,200 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
binormal.x = binormal.x / length; binormal.x = binormal.x / length;
binormal.y = binormal.y / length; binormal.y = binormal.y / length;
binormal.z = binormal.z / length; binormal.z = binormal.z / length;
return;
} }
void ModelClass::ReleaseModel() void ModelClass::ReleaseModel()
{ {
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
if (m_model) if (m_model)
{ {
delete[] m_model; delete[] m_model;
m_model = 0; m_model = 0;
} }
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
} }
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{ {
HRESULT hResult;
// Charger les textures diffuses
for (const auto& texturePath : textureContainer.diffusePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.diffuse.push_back(texture);
}
// Charger les textures normales
for (const auto& texturePath : textureContainer.normalPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.normal.push_back(texture);
}
// Charger les textures sp<73>culaires
for (const auto& texturePath : textureContainer.specularPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture sp<73>culaire: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.specular.push_back(texture);
}
// Charger les textures alpha
for (const auto& texturePath : textureContainer.alphaPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.alpha.push_back(texture);
}
return true;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result; HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr; ID3D11ShaderResourceView* newTexture = nullptr;
// Load the new texture using WICTextureLoader. // Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture); result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) if (FAILED(result)) {
{ Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to load new texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Release the old texture if it exists. // R<EFBFBD>cup<EFBFBD>rer le vecteur correspondant au type de texture
if (index >= 0 && index < m_Textures.size() && m_Textures[index]) auto& textureVector = m_Textures.Get(type);
{
m_Textures[index]->Release(); // Si l'index est hors limites, redimensionner le vecteur
m_Textures[index] = nullptr; if (index >= textureVector.size()) {
textureVector.resize(index + 1, nullptr);
} }
// Assign the new texture to the specified index. // Lib<EFBFBD>rer l'ancienne texture si elle existe
if (index >= 0 && index < m_Textures.size()) if (textureVector[index]) {
{ textureVector[index]->Release();
m_Textures[index] = newTexture;
} }
else
{ // Assigner la nouvelle texture
// If the index is out of range, log an error and release the new texture. textureVector[index] = newTexture;
Logger::Get().Log("Texture index out of range", __FILE__, __LINE__, Logger::LogLevel::Error);
newTexture->Release(); // Mettre <20> jour le chemin dans le conteneur appropri<72> selon le type
return false; switch (type) {
case TextureType::Diffuse:
if (index >= m_Textures.diffusePaths.size()) {
m_Textures.diffusePaths.resize(index + 1, L"");
}
m_Textures.diffusePaths[index] = filename;
break;
case TextureType::Normal:
if (index >= m_Textures.normalPaths.size()) {
m_Textures.normalPaths.resize(index + 1, L"");
}
m_Textures.normalPaths[index] = filename;
break;
case TextureType::Specular:
if (index >= m_Textures.specularPaths.size()) {
m_Textures.specularPaths.resize(index + 1, L"");
}
m_Textures.specularPaths[index] = filename;
break;
case TextureType::Alpha:
if (index >= m_Textures.alphaPaths.size()) {
m_Textures.alphaPaths.resize(index + 1, L"");
}
m_Textures.alphaPaths[index] = filename;
break;
} }
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) {
Logger::Get().Log("Adding texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur appropri<72> selon le type
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(newTexture);
// Ajouter le chemin de la texture au vecteur appropri<72> selon le type
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(filename);
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(filename);
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(filename);
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(filename);
break;
}
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) {
if (!texture) {
Logger::Get().Log("Cannot add null texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur appropri<72>
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(texture);
// Ajouter un chemin vide ou g<>n<EFBFBD>rique pour maintenir la synchronisation
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
}
return true;
}

View File

@@ -1,5 +1,9 @@
#include "object.h" #include "object.h"
#include <comdef.h>
#include "d3dclass.h"
Object::Object()// Initialize the reference here Object::Object()// Initialize the reference here
{ {
m_scaleMatrix = XMMatrixIdentity(); m_scaleMatrix = XMMatrixIdentity();
@@ -18,7 +22,6 @@ Object::Object()// Initialize the reference here
Object::~Object() Object::~Object()
{ {
} }
void Object::SetScaleMatrix(XMMATRIX scaleMatrix) void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@@ -88,7 +91,6 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f); return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
} }
XMVECTOR Object::GetScale() XMVECTOR Object::GetScale()
{ {
XMFLOAT4X4 matrix; XMFLOAT4X4 matrix;
@@ -348,4 +350,41 @@ void Object::LaunchObject()
char buffer[256]; char buffer[256];
sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha); sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha);
OutputDebugStringA(buffer); OutputDebugStringA(buffer);
}
bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D)
{
HRESULT result;
int i = 0;
TextureType type;
for (const auto& texturePath : texturePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), texturePath.c_str(), nullptr, &texture);
if (FAILED(result))
{
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
_com_error err(result);
LPCTSTR errMsg = err.ErrorMessage();
//convertie errMessage en std::wstring
std::wstring ws(errMsg);
std::string str(ws.begin(), ws.end());
Logger::Get().Log("Failed to load texture: " + std::string(texturePath.begin(), texturePath.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return false; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
i++;
}
return true;
} }