18 Commits

Author SHA1 Message Date
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
96aa41f649 Actualiser README.md 2025-05-06 15:11:14 +00:00
00e6749d01 Patch Update - IDE File - V10.1.2 2025-05-06 17:08:18 +02:00
5a3a4f73a8 Patch Update - Fix the loading and saving of the texture - V10.1.1 2025-05-06 17:07:45 +02:00
c442a87883 Minor Update - Texture Are Saved - V10.1.0 2025-05-06 15:29:23 +02:00
e681943aa8 Patch Update - workspace.xml - V10.0.2 2025-05-05 16:13:44 +02:00
e68f1d5dd0 Patch Update - LoadTexture Tweak - V10.0.1 2025-05-05 16:12:38 +02:00
8e6b7409d9 Major Update - Complete Rework Texture System - V10.0.0 2025-05-03 16:37:27 +02:00
7dbd735416 Patch Update - Clean Comment - V9.3.10 2025-05-02 15:28:18 +02:00
22 changed files with 1806 additions and 664 deletions

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<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment=""> <list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" /> <change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/assets/Model/OBJ/skysphere.obj" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Model/OBJ/skysphere.obj" afterDir="false" /> <change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
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@@ -20,6 +21,8 @@
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" /> <option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
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<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
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@@ -51,7 +54,7 @@
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&quot;settings.editor.selected.configurable&quot;: &quot;preferences.pluginManager&quot;, &quot;settings.editor.selected.configurable&quot;: &quot;preferences.build.unityPlugin&quot;,
&quot;vue.rearranger.settings.migration&quot;: &quot;true&quot; &quot;vue.rearranger.settings.migration&quot;: &quot;true&quot;
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@@ -165,6 +168,18 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak"> <task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" /> <option name="closed" value="true" />
@@ -208,6 +223,22 @@
<option name="LAST_COMMIT_MESSAGE" value="Patch update - add menu button" /> <option name="LAST_COMMIT_MESSAGE" value="Patch update - add menu button" />
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@@ -36,13 +36,20 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
**SHADER** : **SHADER** :
+ Sunlight shader + Sunlight shader
+ Cel Shading (Work In Progress) + Cel Shading
+ Skysphere
**Interface Graphique** : **Interface Graphique** :
+ Console link to the Logger object + Console link to the Logger object
+ Shader Manager + Shader Manager
+ Engine Settings + Engine Settings
+ Sunlight Settings
**Save And Load of a Scene** :
+ Save All Custom object
+ Save All Custom Texture for Custom Object
**Texture File** : **Texture File** :
@@ -53,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- Shader rendering - Shader rendering
- Frustum culling - Frustum culling
- Object rendering - Object rendering
- Terrain Instancing
## Demo : ## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c) [![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://youtu.be/DYgT1Nu7B4c)
## Engine Build by : ## Engine Build by :

View File

View File

@@ -1,49 +1,89 @@
[Window][DockSpace]
Pos=0,0
Size=2048,1129
Collapsed=0
[Window][Debug##Default] [Window][Debug##Default]
Pos=60,60 Pos=60,60
Size=400,400 Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1687,27 Pos=1697,27
Size=353,1094 Size=343,1094
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DockId=0x00000002,0
[Window][Objects]
Pos=8,27
Size=345,896
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Engine Settings] [Window][Objects]
Pos=1687,27 Pos=8,27
Size=353,1094 Size=289,547
Collapsed=0 Collapsed=0
DockId=0x00000002,1 DockId=0x00000007,0
[Window][Terrain] [Window][Terrain]
Pos=8,27 Pos=8,576
Size=345,896 Size=289,545
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[Window][Light] [Window][Light]
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DockId=0x0000000B,1
[Window][Shader Manager]
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DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,547
Collapsed=0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
Size=2048,1129
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
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Pos=8,518
Size=1568,335
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[Window][Log Window]
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Size=16,19
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000006,0
[Docking][Data] [Docking][Data]
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=X DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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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

View File

@@ -310,6 +310,22 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="font01.tga" /> <CopyFileToFolders Include="font01.tga" />
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Skybox</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Skybox</DestinationFolders>
</CopyFileToFolders>
<Image Include="KhaoticIcon.ico" /> <Image Include="KhaoticIcon.ico" />
<CopyFileToFolders Include="sprite01.tga" /> <CopyFileToFolders Include="sprite01.tga" />
<CopyFileToFolders Include="sprite02.tga" /> <CopyFileToFolders Include="sprite02.tga" />

View File

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

View File

@@ -4,28 +4,28 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1233,27 Pos=1745,19
Size=343,826 Size=303,1110
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Objects] [Window][Objects]
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Size=289,826 Size=281,307
Collapsed=0
DockId=0x00000009,1
[Window][Terrain]
Pos=8,27
Size=250,974
Collapsed=0 Collapsed=0
DockId=0x00000007,0 DockId=0x00000007,0
[Window][Light] [Window][Terrain]
Pos=8,27 Pos=0,19
Size=290,866 Size=281,883
Collapsed=0 Collapsed=0
DockId=0x00000007,1 DockId=0x00000008,0
[Window][Light]
Pos=0,328
Size=281,306
Collapsed=0
DockId=0x00000008,1
[Window][Shader Manager] [Window][Shader Manager]
Pos=8,27 Pos=8,27
@@ -34,10 +34,10 @@ Collapsed=0
DockId=0x00000001,2 DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=8,27 Pos=0,19
Size=289,826 Size=281,307
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,1
[Window][DockSpace Demo] [Window][DockSpace Demo]
Size=1584,861 Size=1584,861
@@ -47,11 +47,11 @@ Collapsed=0
Pos=8,27 Pos=8,27
Size=1559,974 Size=1559,974
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,0
[Window][DockSpace] [Window][DockSpace]
Pos=0,0 Pos=0,0
Size=1584,861 Size=2048,1129
Collapsed=0 Collapsed=0
[Window][Add Object] [Window][Add Object]
@@ -66,24 +66,32 @@ Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
[Window][Log Window] [Window][Log Window]
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[Docking][Data] [Window][Render Stats]
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y DockId=0x00000004,0
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C [Docking][Data]
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
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View File

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

View File

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

View File

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

View File

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

View File

@@ -22,7 +22,128 @@ using namespace std;
/////////////////////// ///////////////////////
#include "textureclass.h" #include "textureclass.h"
enum class TextureType
{
Diffuse,
Normal,
Specular,
Alpha
};
struct TextureContainer
{
// Textures
std::vector<ID3D11ShaderResourceView*> diffuse;
std::vector<ID3D11ShaderResourceView*> normal;
std::vector<ID3D11ShaderResourceView*> specular;
std::vector<ID3D11ShaderResourceView*> alpha;
// Textures Paths
std::vector<std::wstring> diffusePaths;
std::vector<std::wstring> normalPaths;
std::vector<std::wstring> specularPaths;
std::vector<std::wstring> alphaPaths;
// Get the vector of textures based on the type
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
case TextureType::Normal: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(normal);
case TextureType::Specular: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(specular);
case TextureType::Alpha: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(alpha);
default: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
}
}
// Get the vector of textures paths based on the type
std::vector<std::wstring> GetPaths(TextureType type) const {
switch (type)
{
case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
default: return std::vector<std::wstring>(diffusePaths);
}
}
// Get The texture based on the type and index
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
auto& vec = Get(type);
if (index >= 0 && index < vec.size())
return vec[index];
return nullptr;
}
// Get The texture path based on the type and index
std::wstring GetTexturePath(TextureType type, int index) const
{
std::vector<std::wstring> path = GetPaths(type);
if (index >= 0 && index < path.size())
return path[index];
return L"";
}
// Release all textures and textures paths
void ReleaseAll() {
ReleaseVector(diffuse);
ReleaseVector(normal);
ReleaseVector(specular);
ReleaseVector(alpha);
ReleaseVector(diffusePaths);
ReleaseVector(normalPaths);
ReleaseVector(specularPaths);
ReleaseVector(alphaPaths);
}
// Assign a texture and its path to the appropriate vector based on the index
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
{
switch (index)
{
case 0:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
case 1:
textContainer.normal.push_back(texture);
textContainer.normalPaths.push_back(paths);
break;
case 2:
textContainer.specular.push_back(texture);
textContainer.specularPaths.push_back(paths);
break;
case 3:
textContainer.alpha.push_back(texture);
textContainer.alphaPaths.push_back(paths);
break;
default:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
}
}
private:
void ReleaseVector(std::vector<ID3D11ShaderResourceView*>& vec) {
for (auto& tex : vec) {
if (tex) {
tex->Release();
tex = nullptr;
}
}
vec.clear();
}
void ReleaseVector(std::vector<std::wstring>& vec) {
vec.clear();
}
};
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass // Class name: ModelClass
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@@ -83,14 +204,37 @@ public:
ModelClass(const ModelClass&); ModelClass(const ModelClass&);
~ModelClass(); ~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>); //bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
// Nouvelle surcharge avec TextureContainer
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, const TextureContainer&);
// Nouvelle m<>thode - initialisation sans textures
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
void Shutdown(); void Shutdown();
void Render(ID3D11DeviceContext*); void Render(ID3D11DeviceContext*);
int GetIndexCount(); int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int index) const; int GetVertexCount() const { return m_vertexCount; }
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
// TEXTURE //
//ID3D11ShaderResourceView* GetTexture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
// M<>thodes pour ajouter une nouvelle texture
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
TextureContainer GetTextureContainer() const { return m_Textures; }
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
protected:
int m_vertexCount, m_indexCount;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
private: private:
bool InitializeBuffers(ID3D11Device*); bool InitializeBuffers(ID3D11Device*);
@@ -107,10 +251,7 @@ private:
void CalculateModelVectors(); void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&); void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
private: TextureContainer m_Textures;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
std::vector<ID3D11ShaderResourceView*> m_Textures;
ModelType* m_model; ModelType* m_model;
}; };

View File

@@ -3,6 +3,8 @@
#include <WICTextureLoader.h> #include <WICTextureLoader.h>
#include <SimpleMath.h> #include <SimpleMath.h>
#include "d3dclass.h"
enum class ObjectType enum class ObjectType
{ {
Sphere, Sphere,
@@ -48,6 +50,7 @@ public:
XMVECTOR GetPosition(); XMVECTOR GetPosition();
XMVECTOR GetRotation(); XMVECTOR GetRotation();
void Render(ID3D11DeviceContext* deviceContext);
XMVECTOR GetScale(); XMVECTOR GetScale();
void SetVelocity(XMVECTOR); void SetVelocity(XMVECTOR);
@@ -61,7 +64,8 @@ public:
bool IsGrounded() const; bool IsGrounded() const;
bool IsPhysicsEnabled() const; bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state); void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix(); void UpdateWorldMatrix();
void UpdateSRMatrix(); void UpdateSRMatrix();
@@ -96,6 +100,14 @@ public:
std::string ObjectTypeToString(ObjectType objectType); std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject(); void LaunchObject();
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
void EnableInstancing(bool enabled);
void SetInstanceCount(int count);
bool IsInstancingEnabled() const;
int GetInstanceCount() const;
ID3D11Buffer* GetInstanceBuffer() const;
void SetAlpha(float alpha) { m_alpha = alpha; } void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; } float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; } void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@@ -124,18 +136,22 @@ private:
float m_mass; float m_mass;
bool m_isGrounded; bool m_isGrounded;
bool m_isPhysicsEnabled; bool m_isPhysicsEnabled;
bool m_isVisible;
std::string m_name; std::string m_name;
ObjectType m_type = ObjectType::Unknown; ObjectType m_type = ObjectType::Unknown;
ShaderType m_activeShader = ShaderType::LIGHTING; ShaderType m_activeShader = ShaderType::LIGHTING;
float m_boundingRadius; float m_boundingRadius;
std::wstring m_modelPath; std::wstring m_modelPath;
TextureContainer m_texturesContainer;
float m_alpha = 0.0f; float m_alpha = 0.0f;
float m_initialStretch = 0.0f; float m_initialStretch = 0.0f;
float m_springConstant = 10.0f; float m_springConstant = 10.0f;
bool m_instancingEnabled;
int m_instanceCount;
ID3D11Buffer* m_instanceBuffer;
std::vector<XMMATRIX> m_instanceTransforms;
}; };

View File

@@ -30,11 +30,12 @@ Object* Skybox::ConstructSkybox()
char modelFilename[128]; char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj"); strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj");
textures.clear();
std::vector<std::wstring> skyboxTextures = { std::vector<std::wstring> skyboxTextures = {
L"assets/Skybox/skybox.png", L"assets/Skybox/skybox.png",
}; };
TextureContainer SkyboxTextures;
// Load the textures // Load the textures
for (const auto& textureFilename : skyboxTextures) for (const auto& textureFilename : skyboxTextures)
{ {
@@ -45,12 +46,13 @@ Object* Skybox::ConstructSkybox()
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return nullptr; return nullptr;
} }
textures.push_back(texture); SkyboxTextures.diffuse.push_back(texture);
} }
// Create the model object // Create the model object
m_Skybox = new Object(); m_Skybox = new Object();
HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, textures); HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, SkyboxTextures);
if (!result) if (!result)
{ {
Logger::Get().Log("Could not initialize the skybox model object", __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Could not initialize the skybox model object", __FILE__, __LINE__, Logger::LogLevel::Error);

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -4,6 +4,13 @@
imguiManager::imguiManager() imguiManager::imguiManager()
{ {
io = nullptr; io = nullptr;
m_frameTimeHistoryIndex = 0;
// Initialiser l'historique des frametimes <20> z<>ro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
{
m_frameTimeHistory[i] = 0.0f;
}
} }
imguiManager::~imguiManager() imguiManager::~imguiManager()
@@ -12,32 +19,130 @@ imguiManager::~imguiManager()
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext) bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{ {
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device; m_device = device;
m_deviceContext = deviceContext; m_deviceContext = deviceContext;
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
io = &ImGui::GetIO(); io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
io->FontGlobalScale = 1.0f;
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext);
// Appliquer un th<74>me sombre de base
ImGui::StyleColorsDark();
// 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);
ImGui_ImplWin32_Init(hwnd); unsigned char* pixels;
ImGui_ImplDX11_Init(m_device, m_deviceContext); int width, height;
io->Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Setup style Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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);
return true;
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
} }
void imguiManager::Shutdown() void imguiManager::Shutdown()
@@ -70,54 +175,61 @@ void imguiManager::NewFrame()
} }
void imguiManager::SetupDockspace(ApplicationClass* app) { void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; // Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowPos(viewport->Pos); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::SetNextWindowSize(viewport->Size); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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)); // Configuration du style pour les n<>uds de dock
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
ImGui::Begin("DockSpace", nullptr, window_flags); // Configuration de la fen<65>tre principale
ImGui::PopStyleVar(2); ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGui::PopStyleColor(); ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0));
if (ImGui::BeginMenuBar()) { ImGui::Begin("DockSpace", nullptr, window_flags);
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::EndMenu();
}
// Scene file menu // Pop des styles apr<70>s avoir cr<63><72> la fen<65>tre principale
if (ImGui::BeginMenu("Scene")) { ImGui::PopStyleVar(4); // 4 car nous avons pouss<73> 4 variables de style
if (ImGui::MenuItem("Save Scene")) { ImGui::PopStyleColor();
// Save the scene
app->SaveScene();
}
if (ImGui::MenuItem("Load Scene")) {
// Load the scene
app->LoadScene();
}
ImGui::EndMenu();
}
ImGui::EndMenuBar(); // 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);
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace"); if (ImGui::BeginMenuBar()) {
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode); if (ImGui::BeginMenu("Windows")) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
ImGui::EndMenu();
}
ImGui::End(); if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save Scene")) {
app->SaveScene();
}
if (ImGui::MenuItem("Load Scene")) {
app->LoadScene();
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::End();
} }
void imguiManager::WidgetSpeedSlider(float* speed) void imguiManager::WidgetSpeedSlider(float* speed)
@@ -135,11 +247,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
} }
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app) void imguiManager::WidgetAddObject(ApplicationClass* app)
{ {
if (ImGui::CollapsingHeader("Objects")) if (ImGui::CollapsingHeader("Objects"))
@@ -272,69 +379,116 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f)); object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
} }
ImGui::Separator(); ImGui::Separator();
// Texture // D<>finir les types de textures
// add all texture category names to a vector std::vector<std::string> textureCategories = {
std::vector<std::string> textureCategories = { "Diffuse", "Normal", "Specular", "Alpha"
"Diffuse", };
"Normal",
"Specular",
"Reflection",
"Refraction"
};
// Display all images std::vector<TextureType> textureTypes = {
ImGui::BeginChild("TextureChild", ImVec2(0, 100), false, ImGuiWindowFlags_HorizontalScrollbar); TextureType::Diffuse, TextureType::Normal,
for (int count = 0; count < textureCategories.size(); count++) TextureType::Specular, TextureType::Alpha
{ };
std::string textureLabel = "Texture##" + std::to_string(index) + "##" + std::to_string(count);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
ImGui::Text(textureCategories[count].c_str());
ImGui::SameLine();
std::string buttonLabel = "button " + std::to_string(count); // Cr<43>er un espace pour afficher les textures avec d<>filement
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64))) ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
{
// Open file dialog
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;
if (GetOpenFileName(&ofn)) // Pour chaque type de texture
{ for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
// Load the selected texture {
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count); TextureType type = textureTypes[typeIndex];
} std::string typeName = textureCategories[typeIndex];
}
if (ImGui::IsItemHovered()) // Afficher le titre de la cat<61>gorie
{ ImGui::Text("%s:", typeName.c_str());
ImGui::BeginTooltip(); ImGui::SameLine();
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
ImGui::EndTooltip();
}
if (count < textureCategories.size() - 1) // Compter combien de textures de ce type existent
{ int textureCount = 0;
ImGui::SameLine(); while (object->GetTexture(type, textureCount) != nullptr)
} {
} textureCount++;
} }
ImGui::EndChild();
// 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 (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(); ImGui::Separator();
@@ -483,12 +637,29 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator(); ImGui::Separator();
if (ImGui::Button("Generate Terrain")) if (ImGui::Button("Generate Flat Terrain"))
{ {
app->GenerateTerrain(); app->GenerateTerrain();
} }
ImGui::SameLine(); ImGui::Separator();
// int input area for the number of cubes
static int numCubes = 10;
ImGui::InputInt("Number of Cubes", &numCubes);
if (numCubes < 1)
{
numCubes = 1;
}
ImGui::Separator();
if (ImGui::Button("Generate Big Cube Terrain"))
{
app->CreateBigCube(numCubes);
}
ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes")) if (ImGui::Button("Delete All Terrain Cubes"))
{ {
@@ -496,6 +667,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
} }
ImGui::End(); ImGui::End();
} }
@@ -514,7 +686,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed); WidgetSpeedSlider(&speed);
app->SetSpeed(speed); app->SetSpeed(speed);
WidgetButton(); WidgetButton();
WidgetFPS(); // WidgetFPS();
WidgetAddObject(app); WidgetAddObject(app);
ImGui::End(); ImGui::End();
@@ -550,6 +722,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetRenderWindow(app, ImVec2(800, 600)); WidgetRenderWindow(app, ImVec2(800, 600));
} }
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui //render imgui
Render(app); Render(app);
@@ -798,3 +975,63 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
ImGui::End(); ImGui::End();
} }
void imguiManager::WidgetRenderStats(ApplicationClass* app)
{
ImGui::Begin("Render Stats");
// R<>cup<75>rer le frametime actuel et le mettre dans l'historique
float currentFrameTime = app->GetFrameTime();
m_frameTimeHistory[m_frameTimeHistoryIndex] = currentFrameTime;
m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT;
ImGui::Text("FPS: %d", app->GetCurrentFps());
ImGui::SameLine();
ImGui::Text("Min Fps: %d", app->GetMinFps());
ImGui::SameLine();
ImGui::Text("Max Fps: %d", app->GetMaxFps());
ImGui::Separator();
// Trouver les valeurs min/max pour l'<27>chelle du graphique
float frameTimeMin = FLT_MAX;
float frameTimeMax = 0.0f;
for (int i = 0; i < FRAME_HISTORY_COUNT; i++) {
if (m_frameTimeHistory[i] > 0.0f) {
frameTimeMin = min(frameTimeMin, m_frameTimeHistory[i]);
frameTimeMax = max(frameTimeMax, m_frameTimeHistory[i]);
}
}
// S'assurer d'avoir au moins une petite plage
if (frameTimeMax == 0.0f) frameTimeMax = 0.033f; // ~30 FPS
if (frameTimeMin == FLT_MAX) frameTimeMin = 0.0f;
// Ajouter 10% de marge pour la lisibilit<69>
float margin = (frameTimeMax - frameTimeMin) * 0.1f;
frameTimeMin = max(0.0f, frameTimeMin - margin);
frameTimeMax += margin;
// Afficher le graphique
ImGui::Text("Frame Time: %.3f ms", currentFrameTime * 1000.0f);
ImGui::PlotLines("FrameTimeGraph", // Au lieu de cha<68>ne vide ""
m_frameTimeHistory,
FRAME_HISTORY_COUNT,
m_frameTimeHistoryIndex,
"",
frameTimeMin,
frameTimeMax,
ImVec2(0, 80));
ImGui::Text("Draw Calls: %d", app->GetDrawCalls());
ImGui::Separator();
ImGui::Text("Statistiques de rendu:");
ImGui::Text("Vertices total: %d", app->GetTotalVertexCount());
ImGui::Text("Triangles total: %d", app->GetTotalTriangleCount());
ImGui::SameLine();
ImGui::Text("Triangles visibles: %d", app->GetVisibleTriangleCount());
ImGui::End();
}

View File

@@ -18,8 +18,19 @@ ModelClass::~ModelClass()
{ {
} }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) { bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
Logger::Get().Log("Initializing model class with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result = Initialize(device, deviceContext, modelFilename);
if (!result) {
return false;
}
m_Textures = textures; // Copie de la structure de textures
return true;
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
bool result; bool result;
@@ -40,14 +51,9 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false; return false;
} }
m_Textures = textures;
Logger::Get().Log("Model class initialized with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
void ModelClass::Shutdown() void ModelClass::Shutdown()
{ {
// Release the model textures. // Release the model textures.
@@ -77,16 +83,12 @@ int ModelClass::GetIndexCount()
return m_indexCount; return m_indexCount;
} }
ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const { ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
if (index >= 0 && index < m_Textures.size()) { return m_Textures.GetTexture(type, index);
return m_Textures[index];
}
return nullptr; // Retourne nullptr si l'index est hors limites
} }
bool ModelClass::InitializeBuffers(ID3D11Device* device) bool ModelClass::InitializeBuffers(ID3D11Device* device)
{ {
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices; VertexType* vertices;
unsigned long* indices; unsigned long* indices;
@@ -161,16 +163,12 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices; delete[] indices;
indices = 0; indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
void ModelClass::ShutdownBuffers() void ModelClass::ShutdownBuffers()
{ {
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer. // Release the index buffer.
if (m_indexBuffer) if (m_indexBuffer)
{ {
@@ -185,9 +183,6 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer = 0; m_vertexBuffer = 0;
} }
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
} }
@@ -215,26 +210,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
void ModelClass::ReleaseTextures() void ModelClass::ReleaseTextures()
{ {
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Release the texture object array. // Utilise la m<>thode ReleaseAll de TextureContainer
for (auto& texture : m_Textures) m_Textures.ReleaseAll();
{
if (texture)
{
texture->Release();
texture = nullptr;
}
}
m_Textures.clear();
Logger::Get().Log("Textures released", __FILE__, __LINE__);
} }
bool ModelClass::LoadModel(char* filename) bool ModelClass::LoadModel(char* filename)
{ {
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
std::string fileStr(filename); std::string fileStr(filename);
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1); std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
@@ -258,7 +240,6 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename) bool ModelClass::LoadObjModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__);
std::string line; std::string line;
std::ifstream fin(filename); std::ifstream fin(filename);
@@ -343,16 +324,12 @@ bool ModelClass::LoadObjModel(char* filename)
fin.close(); fin.close();
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
return true; return true;
} }
bool ModelClass::LoadTxtModel(char* filename) bool ModelClass::LoadTxtModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin; ifstream fin;
char input; char input;
int i; int i;
@@ -404,15 +381,11 @@ bool ModelClass::LoadTxtModel(char* filename)
// Close the model file. // Close the model file.
fin.close(); fin.close();
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
return true; return true;
} }
void ModelClass::CalculateModelVectors() void ModelClass::CalculateModelVectors()
{ {
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
int faceCount, i, index; int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3; TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal; VectorType tangent, binormal;
@@ -474,10 +447,6 @@ void ModelClass::CalculateModelVectors()
m_model[index - 3].by = binormal.y; m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z; m_model[index - 3].bz = binormal.z;
} }
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
return;
} }
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal) void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
@@ -532,60 +501,200 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
binormal.x = binormal.x / length; binormal.x = binormal.x / length;
binormal.y = binormal.y / length; binormal.y = binormal.y / length;
binormal.z = binormal.z / length; binormal.z = binormal.z / length;
return;
} }
void ModelClass::ReleaseModel() void ModelClass::ReleaseModel()
{ {
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
if (m_model) if (m_model)
{ {
delete[] m_model; delete[] m_model;
m_model = 0; m_model = 0;
} }
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
} }
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{ {
HRESULT hResult;
// Charger les textures diffuses
for (const auto& texturePath : textureContainer.diffusePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.diffuse.push_back(texture);
}
// Charger les textures normales
for (const auto& texturePath : textureContainer.normalPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.normal.push_back(texture);
}
// Charger les textures sp<73>culaires
for (const auto& texturePath : textureContainer.specularPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture sp<73>culaire: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.specular.push_back(texture);
}
// Charger les textures alpha
for (const auto& texturePath : textureContainer.alphaPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("<EFBFBD>chec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.alpha.push_back(texture);
}
return true;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result; HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr; ID3D11ShaderResourceView* newTexture = nullptr;
// Load the new texture using WICTextureLoader. // Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture); result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) if (FAILED(result)) {
{ Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to load new texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Release the old texture if it exists. // R<EFBFBD>cup<EFBFBD>rer le vecteur correspondant au type de texture
if (index >= 0 && index < m_Textures.size() && m_Textures[index]) auto& textureVector = m_Textures.Get(type);
{
m_Textures[index]->Release(); // Si l'index est hors limites, redimensionner le vecteur
m_Textures[index] = nullptr; if (index >= textureVector.size()) {
textureVector.resize(index + 1, nullptr);
} }
// Assign the new texture to the specified index. // Lib<EFBFBD>rer l'ancienne texture si elle existe
if (index >= 0 && index < m_Textures.size()) if (textureVector[index]) {
{ textureVector[index]->Release();
m_Textures[index] = newTexture;
} }
else
{ // Assigner la nouvelle texture
// If the index is out of range, log an error and release the new texture. textureVector[index] = newTexture;
Logger::Get().Log("Texture index out of range", __FILE__, __LINE__, Logger::LogLevel::Error);
newTexture->Release(); // Mettre <20> jour le chemin dans le conteneur appropri<72> selon le type
return false; switch (type) {
case TextureType::Diffuse:
if (index >= m_Textures.diffusePaths.size()) {
m_Textures.diffusePaths.resize(index + 1, L"");
}
m_Textures.diffusePaths[index] = filename;
break;
case TextureType::Normal:
if (index >= m_Textures.normalPaths.size()) {
m_Textures.normalPaths.resize(index + 1, L"");
}
m_Textures.normalPaths[index] = filename;
break;
case TextureType::Specular:
if (index >= m_Textures.specularPaths.size()) {
m_Textures.specularPaths.resize(index + 1, L"");
}
m_Textures.specularPaths[index] = filename;
break;
case TextureType::Alpha:
if (index >= m_Textures.alphaPaths.size()) {
m_Textures.alphaPaths.resize(index + 1, L"");
}
m_Textures.alphaPaths[index] = filename;
break;
} }
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) {
Logger::Get().Log("Adding texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur appropri<72> selon le type
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(newTexture);
// Ajouter le chemin de la texture au vecteur appropri<72> selon le type
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(filename);
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(filename);
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(filename);
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(filename);
break;
}
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) {
if (!texture) {
Logger::Get().Log("Cannot add null texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur appropri<72>
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(texture);
// Ajouter un chemin vide ou g<>n<EFBFBD>rique pour maintenir la synchronisation
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(L"[texture pr<70>charg<72>e]");
break;
}
return true;
}

View File

@@ -1,5 +1,9 @@
#include "object.h" #include "object.h"
#include <comdef.h>
#include "d3dclass.h"
Object::Object()// Initialize the reference here Object::Object()// Initialize the reference here
{ {
m_scaleMatrix = XMMatrixIdentity(); m_scaleMatrix = XMMatrixIdentity();
@@ -14,11 +18,19 @@ Object::Object()// Initialize the reference here
m_isGrounded = false; m_isGrounded = false;
m_id = NULL; m_id = NULL;
m_boundingRadius = 1.0f; m_boundingRadius = 1.0f;
m_instancingEnabled = false;
m_instanceCount = 0;
m_instanceBuffer = nullptr;
} }
Object::~Object() Object::~Object()
{ {
// Lib<69>rer le buffer d'instances
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
} }
void Object::SetScaleMatrix(XMMATRIX scaleMatrix) void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@@ -88,6 +100,44 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f); return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
} }
void Object::Render(ID3D11DeviceContext* deviceContext)
{
unsigned int strides[2];
unsigned int offsets[2];
ID3D11Buffer* bufferPointers[2];
// Configurer les vertex et index buffers
strides[0] = sizeof(VertexType);
offsets[0] = 0;
bufferPointers[0] = m_vertexBuffer;
// Si l'instanciation est activ<69>e
if (m_instancingEnabled && m_instanceBuffer)
{
// Configurer le buffer d'instances
strides[1] = sizeof(XMMATRIX);
offsets[1] = 0;
bufferPointers[1] = m_instanceBuffer;
// D<>finir les deux buffers (vertex et instance) sur le pipeline
deviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner les instances
deviceContext->DrawIndexedInstanced(m_indexCount, m_instanceCount, 0, 0, 0);
}
else
{
// Rendu normal sans instanciation
deviceContext->IASetVertexBuffers(0, 1, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner l'objet normalement
deviceContext->DrawIndexed(m_indexCount, 0, 0);
}
}
XMVECTOR Object::GetScale() XMVECTOR Object::GetScale()
{ {
@@ -349,3 +399,102 @@ void Object::LaunchObject()
sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha); sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha);
OutputDebugStringA(buffer); OutputDebugStringA(buffer);
} }
bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D)
{
HRESULT result;
int i = 0;
TextureType type;
for (const auto& texturePath : texturePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), texturePath.c_str(), nullptr, &texture);
if (FAILED(result))
{
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
_com_error err(result);
LPCTSTR errMsg = err.ErrorMessage();
//convertie errMessage en std::wstring
std::wstring ws(errMsg);
std::string str(ws.begin(), ws.end());
Logger::Get().Log("Failed to load texture: " + std::string(texturePath.begin(), texturePath.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return false; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
i++;
}
return true;
}
bool Object::SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms)
{
// Stocker les matrices de transformation
m_instanceTransforms = instanceTransforms;
m_instanceCount = static_cast<int>(instanceTransforms.size());
// Lib<69>rer le buffer d'instances existant si n<>cessaire
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
// Cr<43>er le buffer d'instances
D3D11_BUFFER_DESC instanceBufferDesc;
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
instanceBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
instanceBufferDesc.ByteWidth = sizeof(XMMATRIX) * m_instanceCount;
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instanceBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
instanceBufferDesc.MiscFlags = 0;
instanceBufferDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA instanceData;
ZeroMemory(&instanceData, sizeof(instanceData));
instanceData.pSysMem = instanceTransforms.data();
HRESULT result = device->CreateBuffer(&instanceBufferDesc, &instanceData, &m_instanceBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void Object::EnableInstancing(bool enabled)
{
m_instancingEnabled = enabled;
}
void Object::SetInstanceCount(int count)
{
m_instanceCount = count;
}
// Ajoutez <20>galement ces m<>thodes pour acc<63>der aux donn<6E>es d'instanciation
bool Object::IsInstancingEnabled() const
{
return m_instancingEnabled;
}
int Object::GetInstanceCount() const
{
return m_instanceCount;
}
ID3D11Buffer* Object::GetInstanceBuffer() const
{
return m_instanceBuffer;
}