Compare commits
11 Commits
Author | SHA1 | Date | |
---|---|---|---|
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 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
|
||||
<component name="AndroidProjectSystem">
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||||
<option name="providerId" value="RiderAndroidProjectSystem" />
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||||
</component>
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||||
</project>
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@@ -2,6 +2,7 @@
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||||
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||||
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||||
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||||
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||||
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92
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
92
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
@@ -6,7 +6,10 @@
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||||
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|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" afterDir="false" />
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||||
</list>
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||||
<option name="SHOW_DIALOG" value="false" />
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||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
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||||
@@ -20,6 +23,31 @@
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||||
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
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||||
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||||
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||||
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|
||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="cidr-memory-view://3" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
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||||
<setting file="file://$PROJECT_DIR$/../../IDE_VS/VC/Tools/MSVC/14.38.33130/include/type_traits" root0="SKIP_HIGHLIGHTING" />
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||||
@@ -36,25 +64,25 @@
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||||
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||||
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||||
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||||
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||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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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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||||
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<component name="PropertiesComponent"><![CDATA[{
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||||
"keyToString": {
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||||
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
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||||
"C++ Project.enginecustom.executor": "Run",
|
||||
"C/C++ Project.enginecustom.executor": "Run",
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||||
"RunOnceActivity.ShowReadmeOnStart": "true",
|
||||
"RunOnceActivity.git.unshallow": "true",
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||||
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||||
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||||
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"vue.rearranger.settings.migration": "true"
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||||
<component name="RunManager" selected="C/C++ Project.enginecustom">
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||||
<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
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||||
<configuration_1 setup="1">
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||||
@@ -165,6 +193,16 @@
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||||
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||||
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||||
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||||
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||||
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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||||
<option name="closed" value="true" />
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||||
@@ -208,6 +246,22 @@
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||||
<option name="LAST_COMMIT_MESSAGE" value="Patch update - add menu button" />
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||||
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||||
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||||
<watches-manager>
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||||
<configuration name="CppProject">
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||||
<watch expression="((class ModelClass &) (*(*(*this).m_Application).m_object[0]))" />
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||||
|
10
README.md
10
README.md
@@ -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** :
|
||||
|
||||
@@ -53,6 +60,7 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
- Shader rendering
|
||||
- Frustum culling
|
||||
- Object rendering
|
||||
- Terrain Instancing
|
||||
|
||||
## Demo :
|
||||
|
||||
|
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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[Window][Khaotic Engine]
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DockId=0x00000005,0
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[Window][Engine Settings]
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Size=353,1094
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[Window][Objects]
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[Window][Terrain]
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Pos=8,27
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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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||||
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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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||||
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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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DockId=0x00000001,2
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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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Collapsed=0
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DockId=0x00000007,0
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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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[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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||||
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||||
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||||
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[Window][Log]
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||||
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||||
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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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||||
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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=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=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
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||||
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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
|
||||
|
@@ -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>
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||||
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
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||||
<DestinationFolders Condition="'$(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>
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||||
</CopyFileToFolders>
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||||
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
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||||
<Filter>Texture</Filter>
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||||
</CopyFileToFolders>
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||||
<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">
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||||
<Filter>Assets\Skybox</Filter>
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||||
</CopyFileToFolders>
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</ItemGroup>
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</Project>
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DockId=0x00000009,1
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DockId=0x00000009,0
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[Window][Terrain]
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||||
Pos=8,27
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||||
Size=250,974
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||||
Size=250,826
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
|
||||
@@ -66,8 +66,8 @@ Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Log Window]
|
||||
Pos=8,627
|
||||
Size=1568,226
|
||||
Pos=8,37
|
||||
Size=16,19
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
|
@@ -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;
|
||||
|
@@ -151,7 +151,7 @@ public:
|
||||
|
||||
// Save and load scene
|
||||
void SaveScene();
|
||||
void LoadScene();
|
||||
bool LoadScene();
|
||||
|
||||
void SetScenePath(std::string path) { m_scenePath = path; };
|
||||
std::wstring GetScenePath();
|
||||
|
@@ -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
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -83,15 +204,30 @@ public:
|
||||
ModelClass(const 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 Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture(int index) const;
|
||||
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
|
||||
//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);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
@@ -106,11 +242,10 @@ 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,
|
||||
@@ -96,6 +98,8 @@ public:
|
||||
std::string ObjectTypeToString(ObjectType objectType);
|
||||
|
||||
void LaunchObject();
|
||||
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
|
||||
D3DClass* m_Direct3D);
|
||||
void SetAlpha(float alpha) { m_alpha = alpha; }
|
||||
float GetAlpha() const { return m_alpha; }
|
||||
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
|
||||
@@ -127,12 +131,11 @@ private:
|
||||
|
||||
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;
|
||||
|
@@ -29,12 +29,13 @@ 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);
|
||||
|
@@ -78,10 +78,10 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
bool result;
|
||||
HRESULT Hresult;
|
||||
|
||||
m_RenderQueues.push_back(std::ref(m_Skybox)); // Skybox doit <20>tre rendu en premier pour <20>tre derri<72>re touts les autres objets
|
||||
m_RenderQueues.push_back(std::ref(m_object));
|
||||
m_RenderQueues.push_back(std::ref(m_cubes));
|
||||
m_RenderQueues.push_back(std::ref(m_terrainChunk));
|
||||
m_RenderQueues.push_back(std::ref(m_Skybox));
|
||||
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
@@ -226,6 +226,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
L"assets/Texture/stone01.png"
|
||||
};
|
||||
|
||||
TextureContainer CubeTextures;
|
||||
|
||||
for (const auto& textureFilename : textureFilenames)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
@@ -235,13 +237,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textures.push_back(texture);
|
||||
CubeTextures.diffuse.push_back(texture);
|
||||
}
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTextures);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -337,6 +340,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
L"assets/Texture/marble01.png"
|
||||
};
|
||||
|
||||
TextureContainer BathTextures;
|
||||
|
||||
textures.clear();
|
||||
for (const auto& textureFilename : bathTextures)
|
||||
{
|
||||
@@ -347,7 +352,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textures.push_back(texture);
|
||||
BathTextures.diffuse.push_back(texture);
|
||||
}
|
||||
|
||||
// Set the file name of the bath model.
|
||||
@@ -356,7 +361,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
// Create and initialize the bath model object.
|
||||
m_BathModel = new ModelClass;
|
||||
|
||||
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, BathTextures);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK);
|
||||
@@ -370,6 +375,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
L"assets/Texture/water01.png"
|
||||
};
|
||||
|
||||
TextureContainer WaterTextures;
|
||||
|
||||
textures.clear();
|
||||
for (const auto& textureFilename : waterTextures)
|
||||
{
|
||||
@@ -380,13 +387,13 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textures.push_back(texture);
|
||||
WaterTextures.diffuse.push_back(texture);
|
||||
}
|
||||
|
||||
// Create and initialize the water model object.
|
||||
m_WaterModel = new ModelClass;
|
||||
|
||||
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, WaterTextures);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK);
|
||||
@@ -890,7 +897,7 @@ bool ApplicationClass::RenderRefractionToTexture()
|
||||
m_BathModel->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderRefractionShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_BathModel->GetTexture(0), m_Lights[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
|
||||
m_BathModel->GetTexture(TextureType::Diffuse,0), m_Lights[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@@ -946,7 +953,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0));
|
||||
m_Model->GetTexture(TextureType::Diffuse,0));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@@ -1026,7 +1033,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(TextureType::Diffuse,0),
|
||||
diffuseColor, lightPosition, ambientColor);
|
||||
|
||||
UpdateSkyboxPosition(); // Update the position of the skybox to match the camera position.
|
||||
@@ -1061,7 +1068,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
|
||||
// Render the bath model using the light shader.
|
||||
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_BathModel->GetTexture(0), diffuseColor, lightPosition, ambientColor);
|
||||
m_BathModel->GetTexture(TextureType::Diffuse,0), diffuseColor, lightPosition, ambientColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@@ -1081,7 +1088,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
|
||||
// Render the water model using the water shader.
|
||||
result = m_ShaderManager->RenderWaterShader(m_Direct3D->GetDeviceContext(), m_WaterModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix,
|
||||
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(0),
|
||||
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(TextureType::Diffuse,0),
|
||||
m_waterTranslation, 0.01f);
|
||||
if (!result)
|
||||
{
|
||||
@@ -1152,178 +1159,19 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
|
||||
// turn on the Z buffer
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
|
||||
// Get the light properties.
|
||||
for (i = 0; i < m_numLights; i++)
|
||||
{
|
||||
// Create the diffuse color array from the four light colors.
|
||||
diffuseColor[i] = m_Lights[i]->GetDiffuseColor();
|
||||
|
||||
|
||||
// Create the light position array from the four light positions.
|
||||
lightPosition[i] = m_Lights[i]->GetPosition();
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the alpha map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the texture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0));
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the render map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5));
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the multitexture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the translate shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), textureTranslation);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the translate shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the specular map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(),
|
||||
m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_Lights[0]->GetSpecularPower());
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-10.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the transparent shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTransparentShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the transparent shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-10.0f, -2.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the transparent shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition, ambientColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the transparent shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
|
||||
// R<>initialiser la cible de rendu au back buffer.
|
||||
m_Direct3D->SetBackBufferRenderTarget();
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1344,81 +1192,74 @@ int ApplicationClass::GetScreenHeight() const
|
||||
|
||||
void ApplicationClass::GenerateTerrain()
|
||||
{
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
|
||||
// Nettoyer les objets terrain existants pour <20>viter les fuites
|
||||
for (auto* chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
|
||||
char modelFilename[128];
|
||||
// Dimensions du terrain
|
||||
float scaleX = 10.0f;
|
||||
float scaleY = 1.0f;
|
||||
float scaleZ = 10.0f;
|
||||
int gridSizeX = 20;
|
||||
int gridSizeZ = 20;
|
||||
|
||||
XMMATRIX scaleMatrix;
|
||||
float scaleX, scaleY, scaleZ;
|
||||
// Cr<43>er un conteneur de textures partag<61>
|
||||
TextureContainer textureContainer;
|
||||
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
|
||||
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
|
||||
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
|
||||
|
||||
scaleX = 10.0f;
|
||||
scaleY = 1.0f;
|
||||
scaleZ = 10.0f;
|
||||
// Pr<50>charger les textures une seule fois
|
||||
ModelClass* sharedModel = new ModelClass();
|
||||
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
|
||||
|
||||
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
|
||||
char modelFilename[128];
|
||||
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
|
||||
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
|
||||
// G<>n<EFBFBD>rer les tuiles de terrain
|
||||
for (int i = 0; i < gridSizeX; i++)
|
||||
{
|
||||
for (int j = 0; j < gridSizeZ; j++)
|
||||
{
|
||||
// Cr<43>er un nouvel objet de terrain
|
||||
Object* terrain = new Object();
|
||||
|
||||
// Liste des fichiers de texture
|
||||
std::vector<std::wstring> terrainTexture = {
|
||||
L"assets/Texture/Bricks2K.png",
|
||||
L"assets/Texture/BricksNRM2K.png",
|
||||
L"assets/Texture/BricksGLOSS2K.png"
|
||||
};
|
||||
// Initialiser avec le mod<6F>le et les textures pr<70>charg<72>es
|
||||
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete terrain;
|
||||
continue;
|
||||
}
|
||||
|
||||
// D<>finir la position dans la grille
|
||||
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
|
||||
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
|
||||
|
||||
textures.clear();
|
||||
for (const auto& textureFilename : terrainTexture)
|
||||
{
|
||||
terrain->SetPosition(XMLoadFloat3(&position));
|
||||
terrain->SetScale(XMLoadFloat3(&scale));
|
||||
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.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();
|
||||
// Configurer les propri<72>t<EFBFBD>s
|
||||
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
|
||||
terrain->SetType(ObjectType::Cube);
|
||||
terrain->SetActiveShader(ShaderType::SUNLIGHT);
|
||||
terrain->SetId(m_ObjectId++);
|
||||
|
||||
//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(textureFilename.begin(), textureFilename.end()) +
|
||||
"\nError: " + std::to_string(result) +
|
||||
"\nDescription: " + str,
|
||||
__FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
}
|
||||
textures.push_back(texture);
|
||||
|
||||
// log success message
|
||||
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
}
|
||||
|
||||
std::filesystem::path p(modelFilename);
|
||||
std::string filenameWithoutExtension = p.stem().string();
|
||||
|
||||
|
||||
// for loop to generate terrain chunks for a 10x10 grid
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
for (int j = 0; j < 20; j++)
|
||||
{
|
||||
Object* newTerrain = new Object();
|
||||
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
newTerrain->SetScaleMatrix(scaleMatrix);
|
||||
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
|
||||
newTerrain->SetName(filenameWithoutExtension);
|
||||
newTerrain->SetType(ObjectType::Cube);
|
||||
newTerrain->SetActiveShader(ShaderType::SUNLIGHT);
|
||||
m_terrainChunk.push_back(newTerrain);
|
||||
|
||||
}
|
||||
}
|
||||
// Ajouter <20> la liste des chunks de terrain
|
||||
m_terrainChunk.push_back(terrain);
|
||||
}
|
||||
}
|
||||
|
||||
Logger::Get().Log("Terrain g<>n<EFBFBD>r<EFBFBD> avec " + std::to_string(m_terrainChunk.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
@@ -1427,8 +1268,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
|
||||
char modelFilename[128];
|
||||
vector<string> Filename;
|
||||
HRESULT result;
|
||||
|
||||
TextureContainer KobjectsTextures;
|
||||
filesystem::path p(filepath);
|
||||
string filename = p.stem().string();
|
||||
|
||||
@@ -1436,28 +1276,17 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
|
||||
|
||||
filesystem::current_path(m_WFolder);
|
||||
|
||||
|
||||
// Liste des fichiers de texture
|
||||
std::vector<std::wstring> kobjTexture = {
|
||||
L"assets/Texture/Bricks2K.png",
|
||||
L"assets/Texture/BricksNRM2K.png",
|
||||
L"assets/Texture/EmptyTexture.png"
|
||||
L"assets/Texture/BricksGLOSS2K.png"
|
||||
};
|
||||
|
||||
textures.clear();
|
||||
for (const auto& textureFilename : kobjTexture)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// Handle error
|
||||
}
|
||||
textures.push_back(texture);
|
||||
}
|
||||
|
||||
Object* newObject = new Object();
|
||||
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
newObject->LoadTexturesFromPath(kobjTexture,KobjectsTextures, m_Direct3D); // Load textures from the path
|
||||
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, KobjectsTextures);
|
||||
newObject->SetMass(1.0f);
|
||||
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
|
||||
newObject->SetName(filename);
|
||||
@@ -1469,7 +1298,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
m_object.push_back(newObject);
|
||||
|
||||
// V<>rifiez que l'objet a bien re<72>u les textures
|
||||
if (newObject->GetTexture(0) == nullptr)
|
||||
if (newObject->GetTexture(TextureType::Diffuse,0) == nullptr)
|
||||
{
|
||||
Logger::Get().Log("Object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
@@ -1477,12 +1306,10 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
|
||||
void ApplicationClass::AddCube()
|
||||
{
|
||||
|
||||
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
HRESULT result;
|
||||
|
||||
TextureContainer CubeTexture;
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
|
||||
|
||||
@@ -1491,25 +1318,11 @@ void ApplicationClass::AddCube()
|
||||
L"assets/Texture/Bricks2K.png"
|
||||
};
|
||||
|
||||
|
||||
textures.clear();
|
||||
for (const auto& textureFilename : cubeTexture)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
textures.push_back(texture);
|
||||
}
|
||||
|
||||
static int cubeCount = 0;
|
||||
float position = cubeCount * 2.0f;
|
||||
Object* newCube = new Object();
|
||||
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
|
||||
|
||||
newCube->LoadTexturesFromPath(cubeTexture, CubeTexture, m_Direct3D); // Load textures from the path
|
||||
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTexture);
|
||||
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
|
||||
|
||||
m_cubes.push_back(newCube);
|
||||
@@ -1789,7 +1602,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
for (const auto& RenderQueue : RenderQueues)
|
||||
{
|
||||
// D<>sactiver le Z-buffer si la RenderQueue est m_Skybox
|
||||
if (&RenderQueue.get() == &m_Skybox)
|
||||
bool isSkybox = (&RenderQueue.get() == &m_Skybox);
|
||||
if (isSkybox)
|
||||
{
|
||||
m_Direct3D->TurnZBufferOff();
|
||||
}
|
||||
@@ -1846,9 +1660,9 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(5),
|
||||
object->GetTexture(3)
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Diffuse,1),
|
||||
object->GetTexture(TextureType::Alpha,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
@@ -1866,7 +1680,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
m_SunLight->GetDiffuseColor(),
|
||||
m_SunLight->GetAmbientColor(),
|
||||
m_SunLight->GetDirection(),
|
||||
@@ -1886,8 +1700,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(1),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Normal,0),
|
||||
m_Lights[0]->GetDirection(),
|
||||
m_Lights[0]->GetDiffuseColor()
|
||||
);
|
||||
@@ -1905,9 +1719,9 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(1),
|
||||
object->GetTexture(2),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Normal,0),
|
||||
object->GetTexture(TextureType::Specular,0),
|
||||
m_Lights[0]->GetDirection(),
|
||||
m_Lights[0]->GetDiffuseColor(),
|
||||
m_Camera->GetPosition(),
|
||||
@@ -1920,6 +1734,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::TEXTURE:
|
||||
result = m_ShaderManager->RenderTextureShader(
|
||||
m_Direct3D->GetDeviceContext(),
|
||||
@@ -1927,7 +1742,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0)
|
||||
object->GetTexture(TextureType::Diffuse,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
@@ -1943,7 +1758,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
@@ -1962,26 +1777,12 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
m_SunLight->GetDiffuseColor(),
|
||||
m_SunLight->GetAmbientColor(),
|
||||
m_SunLight->GetDirection(),
|
||||
m_SunLight->GetIntensity()
|
||||
);
|
||||
|
||||
// m_Direct3D->GetDeviceContext(),
|
||||
// object->GetIndexCount(),
|
||||
// worldMatrix,
|
||||
// view,
|
||||
// projection,
|
||||
// object->GetTexture(0), // Front
|
||||
// object->GetTexture(1), // Back
|
||||
// object->GetTexture(2), // Left
|
||||
// object->GetTexture(3), // Right
|
||||
// object->GetTexture(4), // Top
|
||||
// object->GetTexture(5), // Bottom
|
||||
// m_SunLight->GetDiffuseColor() // Sunlight color to tint the skybox
|
||||
// );
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -1996,7 +1797,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
m_SunLight->GetDiffuseColor(),
|
||||
m_SunLight->GetAmbientColor(),
|
||||
m_SunLight->GetDirection(),
|
||||
@@ -2015,7 +1816,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(0),
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
@@ -2028,7 +1829,13 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isSkybox)
|
||||
{
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SetRenderCount(renderCount);
|
||||
|
||||
@@ -2192,7 +1999,8 @@ void ApplicationClass::SaveScene() {
|
||||
XMStoreFloat3(&position, object->GetPosition());
|
||||
XMStoreFloat3(&scale, object->GetScale());
|
||||
XMStoreFloat3(&rotation, object->GetRotation());
|
||||
|
||||
|
||||
// <20>crire les donn<6E>es de base de l'objet
|
||||
outFile << object->GetId() << " "
|
||||
<< object->GetName() << " "
|
||||
<< position.x << " " << position.y << " " << position.z << " "
|
||||
@@ -2203,14 +2011,51 @@ void ApplicationClass::SaveScene() {
|
||||
<< object->GetBoundingRadius() << " "
|
||||
<< object->ObjectTypeToString(object->GetType()) << " "
|
||||
<< object->GetMass() << " "
|
||||
<< object->IsPhysicsEnabled() << std::endl;
|
||||
<< object->IsPhysicsEnabled();
|
||||
|
||||
// Sauvegarder les chemins des textures
|
||||
// Format: nombre de textures diffuses, puis les chemins
|
||||
// M<>me chose pour les autres types de textures
|
||||
|
||||
// Textures diffuses
|
||||
const auto& diffusePaths = object->GetTextureContainer().GetPaths(TextureType::Diffuse);
|
||||
outFile << " " << diffusePaths.size();
|
||||
for (const auto& path : diffusePaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures normales
|
||||
const auto& normalPaths = object->GetTextureContainer().GetPaths(TextureType::Normal);
|
||||
outFile << " " << normalPaths.size();
|
||||
for (const auto& path : normalPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures sp<73>culaires
|
||||
const auto& specularPaths = object->GetTextureContainer().GetPaths(TextureType::Specular);
|
||||
outFile << " " << specularPaths.size();
|
||||
for (const auto& path : specularPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures alpha
|
||||
const auto& alphaPaths = object->GetTextureContainer().GetPaths(TextureType::Alpha);
|
||||
outFile << " " << alphaPaths.size();
|
||||
for (const auto& path : alphaPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
outFile << std::endl;
|
||||
}
|
||||
|
||||
outFile.close();
|
||||
Logger::Get().Log("Scene saved successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
Logger::Get().Log("Scene saved successfully to " + m_scenePath, __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
void ApplicationClass::LoadScene() {
|
||||
|
||||
|
||||
bool ApplicationClass::LoadScene() {
|
||||
Logger::Get().Log("Loading scene from " , __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
std::wstring scenePath = GetScenePath();
|
||||
if (!scenePath.empty())
|
||||
@@ -2218,53 +2063,169 @@ void ApplicationClass::LoadScene() {
|
||||
SetScenePath(ConvertWStringToString(scenePath));
|
||||
}
|
||||
|
||||
if (m_scenePath.empty()) {
|
||||
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
if (m_scenePath.empty()) {
|
||||
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::ifstream inFile(scenePath);
|
||||
if (!inFile.is_open()) {
|
||||
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::ifstream inFile(m_scenePath);
|
||||
if (!inFile.is_open()) {
|
||||
Logger::Get().Log("Failed to open file for loading scene", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
// Nettoyer les objets existants
|
||||
for (auto& obj : m_object) {
|
||||
if (obj) {
|
||||
obj->Shutdown();
|
||||
delete obj;
|
||||
}
|
||||
}
|
||||
|
||||
m_object.clear();
|
||||
m_ObjectId = 0;
|
||||
|
||||
int id;
|
||||
std::string name;
|
||||
float posX, posY, posZ;
|
||||
float rotX, rotY, rotZ;
|
||||
float scaleX, scaleY, scaleZ;
|
||||
std::string modelPath;
|
||||
std::string shaderTypeStr;
|
||||
float boundingRadius;
|
||||
std::string objectTypeStr;
|
||||
float mass;
|
||||
bool physicsEnabled;
|
||||
// Sauvegarder le r<>pertoire de travail actuel
|
||||
std::wstring currentDirectory = m_WFolder;
|
||||
|
||||
while (inFile >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ >> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr >> boundingRadius >> objectTypeStr >> mass >> physicsEnabled) {
|
||||
int size_needed = MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), NULL, 0);
|
||||
std::wstring wModelPath(size_needed, 0);
|
||||
MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), &wModelPath[0], size_needed);
|
||||
std::string line;
|
||||
while (std::getline(inFile, line)) {
|
||||
std::istringstream iss(line);
|
||||
int id;
|
||||
std::string name;
|
||||
XMFLOAT3 position, rotation, scale;
|
||||
std::string modelPath;
|
||||
std::string shaderTypeStr;
|
||||
float boundingRadius;
|
||||
std::string objectTypeStr;
|
||||
float mass;
|
||||
bool physicsEnabled;
|
||||
|
||||
AddKobject(wModelPath);
|
||||
// Lire les donn<6E>es de base de l'objet
|
||||
iss >> id >> name
|
||||
>> position.x >> position.y >> position.z
|
||||
>> rotation.x >> rotation.y >> rotation.z
|
||||
>> scale.x >> scale.y >> scale.z
|
||||
>> modelPath >> shaderTypeStr
|
||||
>> boundingRadius >> objectTypeStr
|
||||
>> mass >> physicsEnabled;
|
||||
|
||||
Object* newObject = m_object.back();
|
||||
if (iss.fail()) {
|
||||
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Cr<43>er un nouvel objet
|
||||
Object* newObject = new Object();
|
||||
|
||||
// Convertir le chemin du mod<6F>le en wstring
|
||||
std::wstring wModelPath(modelPath.begin(), modelPath.end());
|
||||
|
||||
// V<>rifier si le chemin est relatif (ne commence pas par un disque comme C:)
|
||||
if (modelPath.length() > 1 && modelPath[1] != ':') {
|
||||
// C'est un chemin relatif, pr<70>fixer avec le r<>pertoire de travail
|
||||
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
|
||||
// Ajouter un s<>parateur si n<>cessaire
|
||||
wModelPath = currentDirectory + L"\\" + wModelPath;
|
||||
} else {
|
||||
wModelPath = currentDirectory + wModelPath;
|
||||
}
|
||||
}
|
||||
|
||||
// Cr<43>er le conteneur de textures pour stocker les chemins
|
||||
TextureContainer objectTextures;
|
||||
|
||||
// IMPORTANT: Vider les conteneurs de chemins de textures
|
||||
objectTextures.diffusePaths.clear();
|
||||
objectTextures.normalPaths.clear();
|
||||
objectTextures.specularPaths.clear();
|
||||
objectTextures.alphaPaths.clear();
|
||||
|
||||
// Lire les chemins des textures diffuses
|
||||
int diffuseTextureCount;
|
||||
iss >> diffuseTextureCount;
|
||||
for (int i = 0; i < diffuseTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.diffusePaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures normales
|
||||
int normalTextureCount;
|
||||
iss >> normalTextureCount;
|
||||
for (int i = 0; i < normalTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.normalPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures sp<73>culaires
|
||||
int specularTextureCount;
|
||||
iss >> specularTextureCount;
|
||||
for (int i = 0; i < specularTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.specularPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures alpha
|
||||
int alphaTextureCount;
|
||||
iss >> alphaTextureCount;
|
||||
for (int i = 0; i < alphaTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.alphaPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// preload texture
|
||||
if (!newObject->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), objectTextures))
|
||||
{
|
||||
// G<>rer l'erreur
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialiser l'objet avec le mod<6F>le et les chemins de textures
|
||||
char modelFilename[256];
|
||||
size_t convertedChars = 0;
|
||||
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
|
||||
|
||||
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// NE PAS charger les textures avant Initialize
|
||||
// Laisser la m<>thode Initialize s'en charger <20> partir des chemins
|
||||
if (!newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, objectTextures)) {
|
||||
Logger::Get().Log("Failed to initialize object: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete newObject;
|
||||
continue;
|
||||
}
|
||||
|
||||
// D<>finir les propri<72>t<EFBFBD>s de l'objet
|
||||
newObject->SetId(id);
|
||||
newObject->SetName(name);
|
||||
newObject->SetPosition(XMVectorSet(posX, posY, posZ, 0.0f));
|
||||
newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 0.0f));
|
||||
newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f));
|
||||
newObject->SetPosition(XMLoadFloat3(&position));
|
||||
newObject->SetRotation(XMLoadFloat3(&rotation));
|
||||
newObject->SetScale(XMLoadFloat3(&scale));
|
||||
newObject->SetModelPath(wModelPath);
|
||||
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
|
||||
newObject->SetBoundingRadius(boundingRadius);
|
||||
newObject->SetType(newObject->StringToObjectType(objectTypeStr));
|
||||
newObject->SetMass(mass);
|
||||
newObject->SetPhysicsEnabled(physicsEnabled);
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
Logger::Get().Log("Scene loaded successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
// Mettre <20> jour l'ID global si n<>cessaire
|
||||
if (id >= m_ObjectId) {
|
||||
m_ObjectId = id + 1;
|
||||
}
|
||||
|
||||
m_object.push_back(newObject);
|
||||
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
return true;
|
||||
}
|
||||
|
||||
std::wstring ApplicationClass::GetScenePath()
|
||||
|
@@ -92,7 +92,6 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
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::EndMenu();
|
||||
@@ -272,69 +271,116 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
|
||||
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Separator();
|
||||
|
||||
// Texture
|
||||
// add all texture category names to a vector
|
||||
std::vector<std::string> textureCategories = {
|
||||
"Diffuse",
|
||||
"Normal",
|
||||
"Specular",
|
||||
"Reflection",
|
||||
"Refraction"
|
||||
};
|
||||
// D<>finir les types de textures
|
||||
std::vector<std::string> textureCategories = {
|
||||
"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::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::vector<TextureType> textureTypes = {
|
||||
TextureType::Diffuse, TextureType::Normal,
|
||||
TextureType::Specular, TextureType::Alpha
|
||||
};
|
||||
|
||||
std::string buttonLabel = "button " + std::to_string(count);
|
||||
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64)))
|
||||
{
|
||||
// Open file dialog
|
||||
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\0";
|
||||
ofn.nFilterIndex = 1;
|
||||
ofn.lpstrFileTitle = NULL;
|
||||
ofn.nMaxFileTitle = 0;
|
||||
ofn.lpstrInitialDir = NULL;
|
||||
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
|
||||
// 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++)
|
||||
{
|
||||
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();
|
||||
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Load the selected texture
|
||||
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count);
|
||||
}
|
||||
}
|
||||
// Compter combien de textures de ce type existent
|
||||
int textureCount = 0;
|
||||
while (object->GetTexture(type, textureCount) != nullptr)
|
||||
{
|
||||
textureCount++;
|
||||
}
|
||||
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
// 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));
|
||||
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)
|
||||
{
|
||||
ImGui::SameLine();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// 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::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();
|
||||
|
||||
|
@@ -18,8 +18,37 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
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, std::vector<ID3D11ShaderResourceView*> textures) {
|
||||
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
//
|
||||
// bool result = Initialize(device, deviceContext, modelFilename);
|
||||
// if (!result) {
|
||||
// return false;
|
||||
// }
|
||||
//
|
||||
// // Ajouter toutes les textures au container comme textures diffuses
|
||||
// for (auto& tex : textures) {
|
||||
// m_Textures.diffuse.push_back(tex);
|
||||
// }
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
||||
Logger::Get().Log("Initializing model class with preloaded texture container", __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) {
|
||||
Logger::Get().Log("Initializing model class without textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
bool result;
|
||||
|
||||
@@ -40,14 +69,11 @@ 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);
|
||||
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::Shutdown()
|
||||
{
|
||||
// Release the model textures.
|
||||
@@ -77,11 +103,13 @@ 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(int index) const {
|
||||
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
|
||||
// return m_Textures.GetTexture(TextureType::Diffuse, index);
|
||||
// }
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
|
||||
return m_Textures.GetTexture(type, index);
|
||||
}
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
@@ -216,19 +244,10 @@ 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();
|
||||
|
||||
|
||||
// Utilise la m<>thode ReleaseAll de TextureContainer
|
||||
m_Textures.ReleaseAll();
|
||||
|
||||
Logger::Get().Log("Textures released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
@@ -551,41 +570,193 @@ void ModelClass::ReleaseModel()
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index)
|
||||
// bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) {
|
||||
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
|
||||
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, 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();
|
||||
@@ -348,4 +352,41 @@ void Object::LaunchObject()
|
||||
char buffer[256];
|
||||
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