Compare commits
23 Commits
V9.3.9
...
8b77b189a8
Author | SHA1 | Date | |
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8b77b189a8 | |||
e5ee8fdad3 | |||
3a2d19dff4 | |||
dbc7003569 | |||
c5bfa2e621 | |||
32b71ac97f | |||
5c3c6d944c | |||
8d32f51e8c | |||
644fc57762 | |||
f8bfb62e98 | |||
94fd900ce8 | |||
2744c809d3 | |||
b80f66fec3 | |||
8bcd3eed48 | |||
2b1e64ffbd | |||
96aa41f649 | |||
00e6749d01 | |||
5a3a4f73a8 | |||
c442a87883 | |||
e681943aa8 | |||
e68f1d5dd0 | |||
8e6b7409d9 | |||
7dbd735416 |
6
.idea/.idea.KhaoticEngineReborn/.idea/AndroidProjectSystem.xml
generated
Normal file
6
.idea/.idea.KhaoticEngineReborn/.idea/AndroidProjectSystem.xml
generated
Normal file
@@ -0,0 +1,6 @@
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||||
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169
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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169
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
16
README.md
16
README.md
@@ -2,13 +2,13 @@
|
||||
|
||||
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).
|
||||
|
||||
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
|
||||
|
||||
@@ -36,13 +36,20 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
**SHADER** :
|
||||
|
||||
+ Sunlight shader
|
||||
+ Cel Shading (Work In Progress)
|
||||
+ Cel Shading
|
||||
+ Skysphere
|
||||
|
||||
**Interface Graphique** :
|
||||
|
||||
+ Console link to the Logger object
|
||||
+ Shader Manager
|
||||
+ Engine Settings
|
||||
+ Sunlight Settings
|
||||
|
||||
**Save And Load of a Scene** :
|
||||
|
||||
+ Save All Custom object
|
||||
+ Save All Custom Texture for Custom Object
|
||||
|
||||
**Texture File** :
|
||||
|
||||
@@ -53,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
- Shader rendering
|
||||
- Frustum culling
|
||||
- Object rendering
|
||||
- Terrain Instancing
|
||||
|
||||
## Demo :
|
||||
|
||||
[](https://www.youtube.com/watch?v=qCOCTyB_97c)
|
||||
[](https://youtu.be/DYgT1Nu7B4c)
|
||||
|
||||
## Engine Build by :
|
||||
|
||||
|
0
enginecustom/DemoScene_V10.1.2.ker
Normal file
0
enginecustom/DemoScene_V10.1.2.ker
Normal file
@@ -1,49 +1,89 @@
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[Window][DockSpace]
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Pos=0,0
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||||
Size=2048,1129
|
||||
Collapsed=0
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||||
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||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
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||||
Collapsed=0
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[Window][Khaotic Engine]
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Collapsed=0
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DockId=0x00000002,0
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[Window][Objects]
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Pos=8,27
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Size=345,896
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Pos=1697,27
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Size=343,1094
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||||
Collapsed=0
|
||||
DockId=0x00000005,0
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||||
|
||||
[Window][Engine Settings]
|
||||
Pos=1687,27
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Size=353,1094
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[Window][Objects]
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Pos=8,27
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Size=289,547
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Collapsed=0
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DockId=0x00000002,1
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DockId=0x00000007,0
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[Window][Terrain]
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Pos=8,27
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Size=345,896
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Pos=8,576
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Size=289,545
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Collapsed=0
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DockId=0x00000005,1
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DockId=0x00000008,0
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[Window][Light]
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Pos=8,925
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Size=345,196
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Pos=8,27
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Size=290,866
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Collapsed=0
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DockId=0x0000000B,1
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[Window][Shader Manager]
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Pos=8,27
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Size=330,487
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Collapsed=0
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DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=8,27
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Size=289,547
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Collapsed=0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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Collapsed=0
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[Window][Render Window]
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Pos=8,27
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Size=1559,974
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Collapsed=0
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DockId=0x00000007,0
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[Window][DockSpace]
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Pos=0,0
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Size=2048,1129
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Collapsed=0
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|
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[Window][Add Object]
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Pos=1188,0
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Size=396,430
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Collapsed=0
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|
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[Window][Log]
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Pos=8,518
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Size=1568,335
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Collapsed=0
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DockId=0x0000000C,0
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[Window][Log Window]
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Pos=8,37
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Size=16,19
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Collapsed=0
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DockId=0x00000006,0
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|
||||
[Docking][Data]
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=X
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DockNode ID=0x00000003 Parent=0xCCBD8CF7 SizeRef=345,826 Split=Y Selected=0x393905AB
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DockNode ID=0x00000005 Parent=0x00000003 SizeRef=345,896 Selected=0x393905AB
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DockNode ID=0x00000006 Parent=0x00000003 SizeRef=345,196 Selected=0x321620B2
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1221,826 Split=X
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DockNode ID=0x00000001 Parent=0x00000004 SizeRef=866,826 CentralNode=1
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DockNode ID=0x00000002 Parent=0x00000004 SizeRef=353,826 Selected=0x9F035453
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DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
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DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
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DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
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DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
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DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
|
||||
|
||||
|
@@ -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
|
||||
|
@@ -310,6 +310,22 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<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" />
|
||||
<CopyFileToFolders Include="sprite01.tga" />
|
||||
<CopyFileToFolders Include="sprite02.tga" />
|
||||
|
@@ -480,5 +480,17 @@
|
||||
<CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj">
|
||||
<Filter>Assets\Model\OBJ</Filter>
|
||||
</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>
|
||||
</Project>
|
@@ -4,28 +4,28 @@ Size=400,400
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Collapsed=0
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[Window][Khaotic Engine]
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Pos=1233,27
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Size=343,826
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Pos=1281,19
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Size=303,842
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Collapsed=0
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DockId=0x00000005,0
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[Window][Objects]
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Pos=8,27
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Size=289,826
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Collapsed=0
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DockId=0x00000009,1
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[Window][Terrain]
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Pos=8,27
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Size=250,974
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Pos=0,19
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Size=281,615
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Collapsed=0
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DockId=0x00000007,0
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[Window][Light]
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Pos=8,27
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Size=290,866
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[Window][Terrain]
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Pos=0,19
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Size=281,615
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Collapsed=0
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DockId=0x00000007,1
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DockId=0x00000008,0
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[Window][Light]
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Pos=0,328
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Size=281,306
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Collapsed=0
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DockId=0x00000008,1
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[Window][Shader Manager]
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Pos=8,27
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@@ -34,10 +34,10 @@ Collapsed=0
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DockId=0x00000001,2
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|
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[Window][Engine Settings]
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Pos=8,27
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Size=289,826
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Pos=0,19
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Size=281,615
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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@@ -47,7 +47,7 @@ Collapsed=0
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Pos=8,27
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Size=1559,974
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,0
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[Window][DockSpace]
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Pos=0,0
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@@ -66,24 +66,32 @@ Collapsed=0
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DockId=0x0000000C,0
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[Window][Log Window]
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Pos=8,627
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Pos=641,636
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Size=638,225
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Collapsed=0
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DockId=0x00000006,0
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[Window][Render Stats]
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Pos=0,636
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Size=1279,225
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Collapsed=0
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DockId=0x00000004,0
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[Docking][Data]
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DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
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DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
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DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
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DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
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DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
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DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
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DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
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DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
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DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
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DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
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DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
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DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
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DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
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DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
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DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
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DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
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DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453
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||||
|
||||
|
@@ -46,19 +46,6 @@ public:
|
||||
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 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:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
|
@@ -41,6 +41,7 @@
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include <DirectXMath.h>
|
||||
#include <mutex>
|
||||
|
||||
|
||||
/////////////
|
||||
@@ -67,12 +68,18 @@ public:
|
||||
ApplicationClass();
|
||||
~ApplicationClass();
|
||||
D3DClass* GetDirect3D();
|
||||
|
||||
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
|
||||
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
|
||||
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
|
||||
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);
|
||||
void Shutdown();
|
||||
bool Frame(InputClass*);
|
||||
@@ -131,6 +138,19 @@ public:
|
||||
|
||||
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 ------------- //
|
||||
// ----------------------------------- //
|
||||
@@ -151,7 +171,7 @@ public:
|
||||
|
||||
// Save and load scene
|
||||
void SaveScene();
|
||||
void LoadScene();
|
||||
bool LoadScene();
|
||||
|
||||
void SetScenePath(std::string path) { m_scenePath = path; };
|
||||
std::wstring GetScenePath();
|
||||
@@ -176,6 +196,18 @@ public :
|
||||
|
||||
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 -------------- //
|
||||
// ------------------------------------- //
|
||||
@@ -202,6 +234,7 @@ private :
|
||||
int m_screenWidth, m_screenHeight;
|
||||
CameraClass* m_Camera;
|
||||
PositionClass* m_Position;
|
||||
int m_drawcalls;
|
||||
|
||||
// ------------------------------------ //
|
||||
// ------------- OBJECTS -------------- //
|
||||
|
@@ -28,9 +28,19 @@ public:
|
||||
void Frame();
|
||||
int GetFps();
|
||||
|
||||
int GetMinFps() const;
|
||||
int GetMaxFps() const;
|
||||
float GetFrameTime() const;
|
||||
void ResetStats();
|
||||
|
||||
private:
|
||||
int m_fps, m_count;
|
||||
unsigned long m_startTime;
|
||||
|
||||
int m_minFps;
|
||||
int m_maxFps;
|
||||
float m_frameTime;
|
||||
unsigned long m_previousTime;
|
||||
};
|
||||
|
||||
#endif
|
@@ -38,6 +38,7 @@ public:
|
||||
void WidgetEngineSettingsWindow(ApplicationClass* app);
|
||||
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
|
||||
void WidgetLogWindow(ApplicationClass* app);
|
||||
void WidgetRenderStats(ApplicationClass* app);
|
||||
|
||||
bool ImGuiWidgetRenderer(ApplicationClass* app);
|
||||
|
||||
@@ -65,6 +66,13 @@ private:
|
||||
bool showOldSceneWindow;
|
||||
bool showEngineSettingsWindow;
|
||||
bool showLogWindow;
|
||||
bool showStatsWindow;
|
||||
|
||||
int m_SideCount = 0;
|
||||
|
||||
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_isGravityEnabled = false;
|
||||
|
@@ -22,7 +22,128 @@ using namespace std;
|
||||
///////////////////////
|
||||
#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
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -80,23 +201,46 @@ protected:
|
||||
|
||||
public:
|
||||
ModelClass();
|
||||
ModelClass(const ModelClass&);
|
||||
ModelClass(const ModelClass&) = delete;
|
||||
ModelClass& operator=(const ModelClass&) = delete;
|
||||
~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 Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture(int index) const;
|
||||
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
|
||||
int GetVertexCount() const { return m_vertexCount; }
|
||||
|
||||
// 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:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, vector<string> filename);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
@@ -107,10 +251,7 @@ private:
|
||||
void CalculateModelVectors();
|
||||
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount;
|
||||
std::vector<ID3D11ShaderResourceView*> m_Textures;
|
||||
TextureContainer m_Textures;
|
||||
ModelType* m_model;
|
||||
};
|
||||
|
||||
|
@@ -3,6 +3,8 @@
|
||||
#include <WICTextureLoader.h>
|
||||
#include <SimpleMath.h>
|
||||
|
||||
#include "d3dclass.h"
|
||||
|
||||
enum class ObjectType
|
||||
{
|
||||
Sphere,
|
||||
@@ -30,6 +32,9 @@ public:
|
||||
Object();
|
||||
~Object();
|
||||
|
||||
Object(const Object&) = delete;
|
||||
Object& operator=(const Object&) = delete;
|
||||
|
||||
void SetScaleMatrix(XMMATRIX scaleMatrix);
|
||||
void SetRotateMatrix(XMMATRIX rotateMatrix);
|
||||
void SetTranslateMatrix(XMMATRIX translateMatrix);
|
||||
@@ -61,7 +66,8 @@ public:
|
||||
bool IsGrounded() const;
|
||||
bool IsPhysicsEnabled() const;
|
||||
void SetPhysicsEnabled(bool state);
|
||||
|
||||
void SetVisible (bool state) { m_isVisible = state; }
|
||||
bool IsVisible() const { return m_isVisible; }
|
||||
|
||||
void UpdateWorldMatrix();
|
||||
void UpdateSRMatrix();
|
||||
@@ -96,6 +102,14 @@ public:
|
||||
std::string ObjectTypeToString(ObjectType objectType);
|
||||
|
||||
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; }
|
||||
float GetAlpha() const { return m_alpha; }
|
||||
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
|
||||
@@ -124,18 +138,17 @@ private:
|
||||
float m_mass;
|
||||
bool m_isGrounded;
|
||||
bool m_isPhysicsEnabled;
|
||||
bool m_isVisible;
|
||||
|
||||
std::string m_name;
|
||||
ObjectType m_type = ObjectType::Unknown;
|
||||
|
||||
|
||||
ShaderType m_activeShader = ShaderType::LIGHTING;
|
||||
|
||||
float m_boundingRadius;
|
||||
std::wstring m_modelPath;
|
||||
TextureContainer m_texturesContainer;
|
||||
float m_alpha = 0.0f;
|
||||
float m_initialStretch = 0.0f;
|
||||
float m_springConstant = 10.0f;
|
||||
|
||||
|
||||
};
|
||||
|
@@ -30,11 +30,12 @@ Object* Skybox::ConstructSkybox()
|
||||
char modelFilename[128];
|
||||
strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj");
|
||||
|
||||
textures.clear();
|
||||
std::vector<std::wstring> skyboxTextures = {
|
||||
L"assets/Skybox/skybox.png",
|
||||
};
|
||||
|
||||
TextureContainer SkyboxTextures;
|
||||
|
||||
// Load the textures
|
||||
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);
|
||||
return nullptr;
|
||||
}
|
||||
textures.push_back(texture);
|
||||
SkyboxTextures.diffuse.push_back(texture);
|
||||
|
||||
}
|
||||
|
||||
// Create the model 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)
|
||||
{
|
||||
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
@@ -19,27 +19,63 @@ void FpsClass::Initialize()
|
||||
{
|
||||
m_fps = 0;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
m_minFps = INT_MAX;
|
||||
m_maxFps = 0;
|
||||
m_frameTime = 0.0f;
|
||||
m_previousTime = timeGetTime();
|
||||
m_startTime = m_previousTime;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FpsClass::Frame()
|
||||
{
|
||||
|
||||
unsigned int currentTime = timeGetTime();
|
||||
|
||||
m_frameTime = (currentTime - m_previousTime) * 0.001f;
|
||||
m_previousTime = currentTime;
|
||||
|
||||
m_count++;
|
||||
|
||||
if (timeGetTime() >= (m_startTime + 1000))
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
return m_fps;
|
||||
|
@@ -4,6 +4,13 @@
|
||||
imguiManager::imguiManager()
|
||||
{
|
||||
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()
|
||||
@@ -20,20 +27,118 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
io = &ImGui::GetIO();
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
|
||||
io->FontGlobalScale = 1.0f;
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(m_device, m_deviceContext);
|
||||
|
||||
// Setup style
|
||||
// Appliquer un th<74>me sombre de base
|
||||
ImGui::StyleColorsDark();
|
||||
// Set the window background color to be a transparent black/gray
|
||||
ImGui::GetStyle().Colors[ImGuiCol_WindowBg] = ImVec4(0, 0, 0, 0.5f);
|
||||
// Set the menu bar background color to be a transparent black/gray
|
||||
ImGui::GetStyle().Colors[ImGuiCol_MenuBarBg] = ImVec4(0, 0, 0, 0.5f);
|
||||
|
||||
// D<>finir les couleurs pour une interface de type <20>diteur sobre
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
// 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
|
||||
|
||||
io->Fonts->AddFontDefault(&fontConfig);
|
||||
|
||||
// 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);
|
||||
|
||||
@@ -70,42 +175,52 @@ void imguiManager::NewFrame()
|
||||
}
|
||||
|
||||
void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
// Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
|
||||
// Configuration du style pour les n<>uds de dock
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
|
||||
|
||||
// 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);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||
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::Begin("DockSpace", nullptr, window_flags);
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
// 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();
|
||||
|
||||
// Configuration du DockSpace
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
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("Old Scene Window", NULL, &showOldSceneWindow);
|
||||
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
|
||||
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
|
||||
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
// Scene file menu
|
||||
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();
|
||||
@@ -114,9 +229,6 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@@ -135,11 +247,6 @@ void imguiManager::WidgetButton()
|
||||
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)
|
||||
{
|
||||
if (ImGui::CollapsingHeader("Objects"))
|
||||
@@ -274,31 +381,51 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// Texture
|
||||
// add all texture category names to a vector
|
||||
// D<>finir les types de textures
|
||||
std::vector<std::string> textureCategories = {
|
||||
"Diffuse",
|
||||
"Normal",
|
||||
"Specular",
|
||||
"Reflection",
|
||||
"Refraction"
|
||||
"Diffuse", "Normal", "Specular", "Alpha"
|
||||
};
|
||||
|
||||
// Display all images
|
||||
ImGui::BeginChild("TextureChild", ImVec2(0, 100), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
for (int count = 0; count < textureCategories.size(); count++)
|
||||
std::vector<TextureType> textureTypes = {
|
||||
TextureType::Diffuse, TextureType::Normal,
|
||||
TextureType::Specular, TextureType::Alpha
|
||||
};
|
||||
|
||||
// Cr<43>er un espace pour afficher les textures avec d<>filement
|
||||
ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
|
||||
// Pour chaque type de texture
|
||||
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
|
||||
{
|
||||
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());
|
||||
TextureType type = textureTypes[typeIndex];
|
||||
std::string typeName = textureCategories[typeIndex];
|
||||
|
||||
// Afficher le titre de la cat<61>gorie
|
||||
ImGui::Text("%s:", typeName.c_str());
|
||||
ImGui::SameLine();
|
||||
|
||||
std::string buttonLabel = "button " + std::to_string(count);
|
||||
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64)))
|
||||
// Compter combien de textures de ce type existent
|
||||
int textureCount = 0;
|
||||
while (object->GetTexture(type, textureCount) != nullptr)
|
||||
{
|
||||
// Open file dialog
|
||||
textureCount++;
|
||||
}
|
||||
|
||||
// Afficher toutes les textures existantes
|
||||
ImGui::BeginGroup();
|
||||
for (int texIndex = 0; texIndex < textureCount; texIndex++)
|
||||
{
|
||||
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));
|
||||
@@ -307,33 +434,60 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
|
||||
ofn.lpstrFile = szFile;
|
||||
szFile[0] = '\0';
|
||||
ofn.nMaxFile = sizeof(szFile);
|
||||
ofn.lpstrFilter = L"Texture\0*.png\0";
|
||||
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
|
||||
ofn.nFilterIndex = 1;
|
||||
ofn.lpstrFileTitle = NULL;
|
||||
ofn.nMaxFileTitle = 0;
|
||||
ofn.lpstrInitialDir = NULL;
|
||||
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
|
||||
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Load the selected texture
|
||||
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count);
|
||||
// Changer la texture existante
|
||||
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// Afficher l'indice de texture et pr<70>visualisation au survol
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
|
||||
ImGui::Text("%s %d", typeName.c_str(), texIndex);
|
||||
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
if (count < textureCategories.size() - 1)
|
||||
{
|
||||
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();
|
||||
@@ -483,12 +637,30 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate Terrain"))
|
||||
if (ImGui::Button("Generate Flat Terrain"))
|
||||
{
|
||||
app->GenerateTerrain();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// Input for the number of cubes on each side
|
||||
ImGui::Text("Number of cubes on each side: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##SideCount", &m_SideCount);
|
||||
if (m_SideCount < 1)
|
||||
{
|
||||
m_SideCount = 1;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate BigCube Terrain"))
|
||||
{
|
||||
app->CreateBigCube(m_SideCount);
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Delete All Terrain Cubes"))
|
||||
{
|
||||
@@ -496,6 +668,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@@ -514,7 +687,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetSpeedSlider(&speed);
|
||||
app->SetSpeed(speed);
|
||||
WidgetButton();
|
||||
WidgetFPS();
|
||||
// WidgetFPS();
|
||||
WidgetAddObject(app);
|
||||
|
||||
ImGui::End();
|
||||
@@ -550,6 +723,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetRenderWindow(app, ImVec2(800, 600));
|
||||
}
|
||||
|
||||
if (showStatsWindow)
|
||||
{
|
||||
WidgetRenderStats(app);
|
||||
}
|
||||
|
||||
|
||||
//render imgui
|
||||
Render(app);
|
||||
@@ -798,3 +976,63 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
|
||||
|
||||
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();
|
||||
}
|
@@ -6,20 +6,38 @@ ModelClass::ModelClass()
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 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()
|
||||
{
|
||||
|
||||
// Destructor
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
|
||||
Logger::Get().Log("Initializing model class with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
||||
|
||||
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;
|
||||
|
||||
@@ -40,14 +58,9 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Textures = textures;
|
||||
|
||||
Logger::Get().Log("Model class initialized with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::Shutdown()
|
||||
{
|
||||
// Release the model textures.
|
||||
@@ -77,16 +90,12 @@ int ModelClass::GetIndexCount()
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
|
||||
if (index >= 0 && index < m_Textures.size()) {
|
||||
return m_Textures[index];
|
||||
}
|
||||
return nullptr; // Retourne nullptr si l'index est hors limites
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
|
||||
return m_Textures.GetTexture(type, index);
|
||||
}
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@@ -161,36 +170,16 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::ShutdownBuffers()
|
||||
{
|
||||
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
if (m_indexBuffer) { m_indexBuffer->Release(); m_indexBuffer = nullptr; }
|
||||
if (m_vertexBuffer) { m_vertexBuffer->Release(); m_vertexBuffer = nullptr; }
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
@@ -215,26 +204,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
|
||||
|
||||
// Release the texture object array.
|
||||
for (auto& texture : m_Textures)
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
texture->Release();
|
||||
texture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
m_Textures.clear();
|
||||
|
||||
Logger::Get().Log("Textures released", __FILE__, __LINE__);
|
||||
// Utilise la m<>thode ReleaseAll de TextureContainer
|
||||
m_Textures.ReleaseAll();
|
||||
}
|
||||
|
||||
bool ModelClass::LoadModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
|
||||
|
||||
std::string fileStr(filename);
|
||||
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
|
||||
@@ -258,66 +234,88 @@ bool ModelClass::LoadModel(char* filename)
|
||||
|
||||
bool ModelClass::LoadObjModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
std::string line;
|
||||
std::ifstream fin(filename);
|
||||
|
||||
// If it could not open the file then exit.
|
||||
// Lecture optimis<69>e du fichier en mode binaire
|
||||
std::ifstream fin(filename, std::ios::in | std::ios::binary);
|
||||
if (!fin)
|
||||
{
|
||||
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
|
||||
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();
|
||||
|
||||
// Pr<50>-allocation des vecteurs (<28>vite les r<>allocations)
|
||||
const size_t estimatedVertices = fileSize / 150;
|
||||
std::vector<XMFLOAT3> temp_positions;
|
||||
std::vector<XMFLOAT2> temp_texcoords;
|
||||
std::vector<XMFLOAT3> temp_normals;
|
||||
std::vector<ModelType> temp_model;
|
||||
|
||||
// Read the file line by line.
|
||||
while (std::getline(fin, line))
|
||||
{
|
||||
std::istringstream iss(line);
|
||||
std::string type;
|
||||
iss >> type;
|
||||
temp_positions.reserve(estimatedVertices);
|
||||
temp_texcoords.reserve(estimatedVertices);
|
||||
temp_normals.reserve(estimatedVertices);
|
||||
temp_model.reserve(estimatedVertices * 3);
|
||||
|
||||
if (type == "v") // Vertex position
|
||||
// Analyse du contenu
|
||||
std::istringstream iss(fileContent);
|
||||
std::string line;
|
||||
|
||||
while (std::getline(iss, line))
|
||||
{
|
||||
if (line.empty() || line[0] == '#') continue;
|
||||
|
||||
// Analyse plus rapide bas<61>e sur le premier caract<63>re
|
||||
if (line[0] == 'v')
|
||||
{
|
||||
if (line[1] == ' ') // Position de sommet
|
||||
{
|
||||
XMFLOAT3 pos;
|
||||
iss >> pos.x >> pos.y >> pos.z;
|
||||
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
|
||||
temp_positions.push_back(pos);
|
||||
}
|
||||
else if (type == "vt") // Texture coordinate
|
||||
else if (line[1] == 't') // Coordonn<EFBFBD>es de texture
|
||||
{
|
||||
XMFLOAT2 tex;
|
||||
iss >> tex.x >> tex.y;
|
||||
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
|
||||
temp_texcoords.push_back(tex);
|
||||
}
|
||||
else if (type == "vn") // Vertex normal
|
||||
else if (line[1] == 'n') // Normales
|
||||
{
|
||||
XMFLOAT3 norm;
|
||||
iss >> norm.x >> norm.y >> norm.z;
|
||||
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
|
||||
temp_normals.push_back(norm);
|
||||
}
|
||||
else if (type == "f") // Face
|
||||
}
|
||||
else if (line[0] == 'f')
|
||||
{
|
||||
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];
|
||||
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++;
|
||||
|
||||
// Handle negative indices
|
||||
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
|
||||
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
|
||||
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
|
||||
}
|
||||
|
||||
// .obj indices start from 1, not 0
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
ModelType vertex;
|
||||
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;
|
||||
@@ -331,28 +329,17 @@ bool ModelClass::LoadObjModel(char* filename)
|
||||
}
|
||||
}
|
||||
|
||||
// Allocation et copie efficace du mod<6F>le final
|
||||
m_vertexCount = temp_model.size();
|
||||
m_indexCount = temp_model.size();
|
||||
|
||||
// Create the model using the vertex count that was read in.
|
||||
m_model = new ModelType[m_vertexCount];
|
||||
for (int i = 0; i < m_vertexCount; i++)
|
||||
{
|
||||
m_model[i] = temp_model[i];
|
||||
}
|
||||
|
||||
fin.close();
|
||||
|
||||
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
|
||||
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::LoadTxtModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
ifstream fin;
|
||||
char input;
|
||||
int i;
|
||||
@@ -404,15 +391,11 @@ bool ModelClass::LoadTxtModel(char* filename)
|
||||
// Close the model file.
|
||||
fin.close();
|
||||
|
||||
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateModelVectors()
|
||||
{
|
||||
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
|
||||
|
||||
int faceCount, i, index;
|
||||
TempVertexType vertex1, vertex2, vertex3;
|
||||
VectorType tangent, binormal;
|
||||
@@ -474,10 +457,6 @@ void ModelClass::CalculateModelVectors()
|
||||
m_model[index - 3].by = binormal.y;
|
||||
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)
|
||||
@@ -532,60 +511,200 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
|
||||
binormal.x = binormal.x / length;
|
||||
binormal.y = binormal.y / length;
|
||||
binormal.z = binormal.z / length;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseModel()
|
||||
{
|
||||
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
|
||||
|
||||
if (m_model)
|
||||
{
|
||||
delete[] m_model;
|
||||
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);
|
||||
|
||||
HRESULT result;
|
||||
ID3D11ShaderResourceView* newTexture = nullptr;
|
||||
|
||||
// Load the new texture using WICTextureLoader.
|
||||
// Charger la nouvelle texture
|
||||
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to load new texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
if (FAILED(result)) {
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the old texture if it exists.
|
||||
if (index >= 0 && index < m_Textures.size() && m_Textures[index])
|
||||
{
|
||||
m_Textures[index]->Release();
|
||||
m_Textures[index] = nullptr;
|
||||
// R<EFBFBD>cup<EFBFBD>rer le vecteur correspondant au type de texture
|
||||
auto& textureVector = m_Textures.Get(type);
|
||||
|
||||
// Si l'index est hors limites, redimensionner le vecteur
|
||||
if (index >= textureVector.size()) {
|
||||
textureVector.resize(index + 1, nullptr);
|
||||
}
|
||||
|
||||
// Assign the new texture to the specified index.
|
||||
if (index >= 0 && index < m_Textures.size())
|
||||
{
|
||||
m_Textures[index] = newTexture;
|
||||
// Lib<EFBFBD>rer l'ancienne texture si elle existe
|
||||
if (textureVector[index]) {
|
||||
textureVector[index]->Release();
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the index is out of range, log an error and release the new texture.
|
||||
Logger::Get().Log("Texture index out of range", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
newTexture->Release();
|
||||
return false;
|
||||
|
||||
// Assigner la nouvelle texture
|
||||
textureVector[index] = newTexture;
|
||||
|
||||
// Mettre <20> jour le chemin dans le conteneur appropri<72> selon le type
|
||||
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);
|
||||
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;
|
||||
}
|
||||
|
||||
|
@@ -1,5 +1,9 @@
|
||||
#include "object.h"
|
||||
|
||||
#include <comdef.h>
|
||||
|
||||
#include "d3dclass.h"
|
||||
|
||||
Object::Object()// Initialize the reference here
|
||||
{
|
||||
m_scaleMatrix = XMMatrixIdentity();
|
||||
@@ -18,7 +22,6 @@ Object::Object()// Initialize the reference here
|
||||
|
||||
Object::~Object()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
@@ -88,7 +91,6 @@ XMVECTOR Object::GetRotation()
|
||||
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
XMVECTOR Object::GetScale()
|
||||
{
|
||||
XMFLOAT4X4 matrix;
|
||||
@@ -349,3 +351,40 @@ void Object::LaunchObject()
|
||||
sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha);
|
||||
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;
|
||||
}
|
Reference in New Issue
Block a user