#include "applicationclass.h" ApplicationClass::ApplicationClass() : m_ShouldQuit(false) { m_Direct3D = 0; m_Camera = 0; m_Model = 0; m_Bitmap = 0; m_Sprite = 0; m_Timer = 0; m_MouseStrings = 0; m_FontShader = 0; m_Font = 0; m_Fps = 0; m_FpsString = 0; m_ShaderManager = 0; m_RenderCountString = 0; m_ModelList = 0; m_Position = 0; m_Frustum = 0; m_DisplayPlane = 0; m_BathModel = 0; m_WaterModel = 0; m_Light = 0; m_RefractionTexture = 0; m_ReflectionTexture = 0; m_Physics = 0; } ApplicationClass::ApplicationClass(const ApplicationClass& other) { } ApplicationClass::~ApplicationClass() { } bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) { Logger::Get().Log("Initializing application class", __FILE__, __LINE__, Logger::LogLevel::Initialize); try { char mouseString1[32], mouseString2[32], mouseString3[32]; char modelFilename[128], renderString[32]; char bitmapFilename[128]; char spriteFilename[128]; char fpsString[32]; bool result; m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Create the Direct3D object. m_Direct3D = new D3DClass; if (!m_Direct3D) { Logger::Get().Log("Could not create the Direct3D object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR); if (!result) { Logger::Get().Log("Could not initialize Direct3D", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create the camera object. m_Camera = new CameraClass; if (!m_Camera) { Logger::Get().Log("Could not create the camera object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set the initial position of the camera. m_Camera->SetPosition(0.0f, 0.0f, -12.0f); m_Camera->SetRotation(0.0f, 0.0f, 0.0f); m_Camera->Render(); m_Camera->GetViewMatrix(m_baseViewMatrix); // Create and initialize the font shader object. m_FontShader = new FontShaderClass; result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { Logger::Get().Log("Could not initialize the font shader object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create and initialize the font object. m_Font = new FontClass; result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0); if (!result) { Logger::Get().Log("Could not initialize the font object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create and initialize the render to texture object. m_RenderTexture = new RenderTextureClass; result = m_RenderTexture->Initialize(m_Direct3D->GetDevice(), 256, 256, SCREEN_DEPTH, SCREEN_NEAR, 1); if (!result) { Logger::Get().Log("Could not initialize the render texture object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create and initialize the display plane object. m_DisplayPlane = new DisplayPlaneClass; result = m_DisplayPlane->Initialize(m_Direct3D->GetDevice(), 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not initialize the display plane object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set the sprite info file we will be using. // strcpy_s(spriteFilename, "sprite_data_01.txt"); // Create and initialize the sprite object. m_Sprite = new SpriteClass; result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50); if (!result) { Logger::Get().Log("Could not initialize the sprite object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set the initial mouse strings. strcpy_s(mouseString1, "Mouse X: 0"); strcpy_s(mouseString2, "Mouse Y: 0"); strcpy_s(mouseString3, "Mouse Button: No"); // Create and initialize the text objects for the mouse strings. m_MouseStrings = new TextClass[3]; for (int i = 0; i < 3; i++) { int y = 10 + (i * 25); result = m_MouseStrings[i].Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, mouseString1, 10, y, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not initialize the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } // Set the file name of the bitmap file. strcpy_s(bitmapFilename, "assets/Texture/stone01.tga"); // Create and initialize the bitmap object. m_Bitmap = new BitmapClass; result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50); if (!result) { Logger::Get().Log("Could not initialize the bitmap object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set the file name of the model. strcpy_s(modelFilename, "assets/Model/TXT/cube.txt"); // Charger les textures std::vector textureFilenames = { L"assets/Texture/stone01.png" }; for (const auto& textureFilename : textureFilenames) { 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 false; } textures.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); if (!result) { Logger::Get().Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create and initialize the light object. m_Light = new LightClass; m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetDirection(0.0f, 0.0f, -1.0f); m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetSpecularPower(16.0f); // Set the number of lights we will use. m_numLights = 4; // Create and initialize the light objects array. m_Lights.resize(m_numLights); m_Lights[0] = new LightClass; m_Lights[0]->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White m_Lights[0]->SetDirection(0.0f, 0.0f, -1.0f); m_Lights[0]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Lights[0]->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); m_Lights[0]->SetSpecularPower(16.0f); m_Lights[0]->SetPosition(10.0f, 7.0f, -5.0f); m_Lights[1] = new LightClass; m_Lights[1]->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red m_Lights[1]->SetDirection(0.0f, 0.0f, -1.0f); m_Lights[1]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Lights[1]->SetSpecularColor(1.0f, 0.0f, 0.0f, 1.0f); m_Lights[1]->SetSpecularPower(16.0f); m_Lights[1]->SetPosition(-10.0f, 7.0f, -5.0f); m_Lights[2] = new LightClass; m_Lights[2]->SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green m_Lights[2]->SetDirection(0.0f, 0.0f, -1.0f); m_Lights[2]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Lights[2]->SetSpecularColor(0.0f, 1.0f, 0.0f, 1.0f); m_Lights[2]->SetSpecularPower(16.0f); m_Lights[2]->SetPosition(10.0f, 7.0f, 5.0f); m_Lights[3] = new LightClass; m_Lights[3]->SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue m_Lights[3]->SetDirection(0.0f, 0.0f, -1.0f); m_Lights[3]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Lights[3]->SetSpecularColor(0.0f, 0.0f, 1.0f, 1.0f); m_Lights[3]->SetSpecularPower(16.0f); m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f); // Create and initialize the normal map shader object. m_ShaderManager = new ShaderManagerClass; result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { Logger::Get().Log("Could not initialize the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set the initial render count string. strcpy_s(renderString, "Render Count: 0"); // Create and initialize the text object for the render count string. m_RenderCountString = new TextClass; result = m_RenderCountString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, renderString, 10, 10, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not initialize the render count string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create and initialize the model list object. m_ModelList = new ModelListClass; m_ModelList->Initialize(25); // Charger les textures initiales pour m_BathModel std::vector bathTextures = { L"assets/Texture/marble01.png" }; textures.clear(); for (const auto& textureFilename : bathTextures) { 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 false; } textures.push_back(texture); } // Set the file name of the bath model. strcpy_s(modelFilename, "assets/Model/TXT/bath.txt"); // Create and initialize the bath model object. m_BathModel = new ModelClass; result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures); if (!result) { MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK); return false; } // Set the file names of the water model. strcpy_s(modelFilename, "assets/Model/TXT/water.txt"); // replace first element with the new filename std::vector waterTextures = { L"assets/Texture/water01.png" }; textures.clear(); for (const auto& textureFilename : waterTextures) { 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 false; } textures.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); if (!result) { MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK); return false; } // Create and initialize the refraction render to texture object. m_RefractionTexture = new RenderTextureClass; result = m_RefractionTexture->Initialize(m_Direct3D->GetDevice(), screenWidth, screenHeight, SCREEN_DEPTH, SCREEN_NEAR, 1); if (!result) { MessageBox(hwnd, L"Could not initialize the refraction render texture object.", L"Error", MB_OK); return false; } // Create and initialize the reflection render to texture object. m_ReflectionTexture = new RenderTextureClass; result = m_ReflectionTexture->Initialize(m_Direct3D->GetDevice(), screenWidth, screenHeight, SCREEN_DEPTH, SCREEN_NEAR, 1); if (!result) { MessageBox(hwnd, L"Could not initialize the reflection render texture object.", L"Error", MB_OK); return false; } // Set the height of the water. m_waterHeight = -9.25f; // Initialize the position of the water. m_waterTranslation = 100.0f; // Create and initialize the timer object. m_Timer = new TimerClass; result = m_Timer->Initialize(); if (!result) { Logger::Get().Log("Could not initialize the timer object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Create the position class object. m_Position = new PositionClass; // Create the frustum class object. m_Frustum = new FrustumClass; // Create and initialize the fps object. m_Fps = new FpsClass(); m_Fps->Initialize(); // Set the initial fps and fps string. m_previousFps = -1; strcpy_s(fpsString, "Fps: 0"); // Create and initialize the text object for the fps string. m_FpsString = new TextClass; result = m_FpsString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, fpsString, 10, 10, 0.0f, 1.0f, 0.0f); if (!result) { Logger::Get().Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } catch (const std::exception& e) { Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error); return false; } Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize); m_Physics = new Physics; return true; } void ApplicationClass::Shutdown() { Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown); // Release the shader manager object. if (m_ShaderManager) { Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_ShaderManager->Shutdown(); delete m_ShaderManager; m_ShaderManager = 0; Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the reflection render texture object. if (m_ReflectionTexture) { m_ReflectionTexture->Shutdown(); delete m_ReflectionTexture; m_ReflectionTexture = 0; } // Release the refraction render texture object. if (m_RefractionTexture) { m_RefractionTexture->Shutdown(); delete m_RefractionTexture; m_RefractionTexture = 0; } // Release the water model object. if (m_WaterModel) { m_WaterModel->Shutdown(); delete m_WaterModel; m_WaterModel = 0; } // Release the bath model object. if (m_BathModel) { m_BathModel->Shutdown(); delete m_BathModel; m_BathModel = 0; } // Release the physics object. if (m_Physics) { delete m_Physics; m_Physics = 0; } // Release the frustum class object. if (m_Frustum) { Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); delete m_Frustum; m_Frustum = 0; Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the display plane object. if (m_DisplayPlane) { Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_DisplayPlane->Shutdown(); delete m_DisplayPlane; m_DisplayPlane = 0; Logger::Get().Log("Display plane object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the position object. if (m_Position) { Logger::Get().Log("Releasing the position object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); delete m_Position; m_Position = 0; Logger::Get().Log("Position object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the model list object. if (m_ModelList) { Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_ModelList->Shutdown(); delete m_ModelList; m_ModelList = 0; Logger::Get().Log("Model list object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the text objects for the render count string. if (m_RenderCountString) { Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_RenderCountString->Shutdown(); delete m_RenderCountString; m_RenderCountString = 0; Logger::Get().Log("Render count string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the text objects for the mouse strings. if (m_MouseStrings) { Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_MouseStrings[0].Shutdown(); m_MouseStrings[1].Shutdown(); m_MouseStrings[2].Shutdown(); delete[] m_MouseStrings; m_MouseStrings = 0; Logger::Get().Log("Mouse strings released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the text object for the fps string. if (m_FpsString) { Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_FpsString->Shutdown(); delete m_FpsString; m_FpsString = 0; Logger::Get().Log("Fps string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the fps object. if (m_Fps) { Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); delete m_Fps; m_Fps = 0; Logger::Get().Log("Fps object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the font object. if (m_Font) { Logger::Get().Log("Releasing the font object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_Font->Shutdown(); delete m_Font; m_Font = 0; Logger::Get().Log("Font object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the font shader object. if (m_FontShader) { Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_FontShader->Shutdown(); delete m_FontShader; m_FontShader = 0; Logger::Get().Log("Font shader object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the timer object. if (m_Timer) { Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); delete m_Timer; m_Timer = 0; Logger::Get().Log("Timer object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the sprite object. if (m_Sprite) { Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_Sprite->Shutdown(); delete m_Sprite; m_Sprite = 0; Logger::Get().Log("Sprite object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } for (auto light : m_Lights) { Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); if (light) { delete light; light = 0; } Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the light object. if (m_Light) { Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); delete m_Light; m_Light = 0; Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the model object. if (m_Model) { Logger::Get().Log("Releasing the model object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_Model->Shutdown(); delete m_Model; m_Model = 0; Logger::Get().Log("Model object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } bool ApplicationClass::Frame(InputClass* Input) { int mouseX, mouseY, currentMouseX, currentMouseY; bool result, leftMouseDown, rightMouseDown, keyLeft, keyRight, keyUp, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown; float rotationY, rotationX, positionX, positionY, positionZ; static float textureTranslation = 0.0f; float frameTime; static int lastMouseX = 0, lastMouseY = 0; static float rotation = 360.0f; static float x = 0.0f; static float y = 3.0f; static float z = 0.0f; // Update the system stats. m_Timer->Frame(); // Get the current frame time. frameTime = m_Timer->GetTime(); // Check if the user pressed escape and wants to exit the application. if (Input->IsEscapePressed()) { Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__, Logger::LogLevel::Input); m_ShouldQuit = true; } // Get the location of the mouse from the input object, Input->GetMouseLocation(mouseX, mouseY); // Check if the mouse has been pressed. leftMouseDown = Input->IsLeftMousePressed(); rightMouseDown = Input->IsRightMousePressed(); currentMouseX = mouseX; int deltaX = currentMouseX - lastMouseX; // Calculate the mouse movement. lastMouseX = currentMouseX; // Update the last mouse position for the next frame currentMouseY = mouseY; int deltaY = currentMouseY - lastMouseY; // Calculate the mouse movement. lastMouseY = currentMouseY; // Update the last mouse position for the next frame // Set the frame time for calculating the updated position. m_Position->SetFrameTime(m_Timer->GetTime()); // Check if the left or right arrow key has been pressed, if so rotate the camera accordingly. //keyDown = Input->IsLeftArrowPressed(); //m_Position->TurnLeft(keyDown); //keyDown = Input->IsRightArrowPressed(); //m_Position->TurnRight(keyDown); m_Position->TurnMouse(deltaX, deltaY, 0.1f, rightMouseDown); // Get the current view point rotation. m_Position->GetRotation(rotationY, rotationX); scrollUp = Input->IsScrollUp(); scrollDown = Input->IsScrollDown(); // Check if the a(q), d, w(z), s, q(a), e have been pressed, if so move the camera accordingly. buttonQ = Input->IsAPressed(); buttonD = Input->IsDPressed(); buttonZ = Input->IsWPressed(); buttonS = Input->IsSPressed(); buttonA = Input->IsQPressed(); buttonE = Input->IsEPressed(); m_Position->MoveCamera(buttonZ, buttonS, buttonQ, buttonD, buttonE, buttonA, scrollUp, scrollDown, rightMouseDown); m_Position->GetPosition(positionX, positionY, positionZ); // Set the postion and rotation of the camera. m_Camera->SetPosition(positionX, positionY, positionZ); m_Camera->SetRotation(rotationX, rotationY, 0.0f); m_Camera->Render(); // Render the graphics scene. result = Render(rotation, x, y, z, textureTranslation); if (!result) { Logger::Get().Log("Could not render the graphics scene", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Update the frames per second each frame. result = UpdateFps(); if (!result) { Logger::Get().Log("Could not update the frames per second", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Update the rotation variable each frame. rotation -= 0.0174532925f * m_speed; if (rotation < 0.0f) { rotation += 360.0f; } // Update the position of the water to simulate motion. m_waterTranslation += 0.001f; if (m_waterTranslation > 1.0f) { m_waterTranslation -= 1.0f; } // Render the refraction of the scene to a texture. result = RenderRefractionToTexture(); if (!result) { return false; } // Render the reflection of the scene to a texture. result = RenderReflectionToTexture(); if (!result) { return false; } //// Update the x position variable each frame. //x -= 0.0174532925f * 0.6f; //y -= 0.0174532925f * 0.2f; //// Update the z position variable each frame. //z -= 0.0174532925f * 0.2f; keyLeft = Input->IsLeftArrowPressed(); keyRight = Input->IsRightArrowPressed(); keyUp = Input->IsUpArrowPressed(); keyDown = Input->IsDownArrowPressed(); for (auto& object : m_object) { if (object != nullptr) // Check if the object is not null { // Reset acceleration for the new frame object->SetAcceleration(XMVectorZero()); object->SetGrounded(false); for (auto& chunk : m_terrainChunk) { if (m_Physics->IsColliding(object, chunk)) { // Stop vertical movement, like gravity object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f)); object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f)); //// Stop movement in any direction //object->SetVelocity(XMVectorZero()); //object->SetAcceleration(XMVectorZero()); object->SetGrounded(true); } } for (auto& object2 : m_object) { if (object->GetId() != object2->GetId() && object2 != nullptr) { if (m_Physics->IsColliding(object, object2)) { // Stop movement in any direction object->SetVelocity(XMVectorZero()); object->SetAcceleration(XMVectorZero()); } } } // Apply forces float forceX = 0, forceY = 0, forceZ = 0, forceW = 0; if (keyLeft) { forceX = -10.0f; } if (keyRight) { forceX = 10.0f; } if (keyUp) { forceY = 40.0f; } if (keyDown && !object->IsGrounded()) { forceY = -40.0f; } XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW); m_Physics->AddForce(object, force); // Update velocity based on acceleration object->AddVelocity(frameTime); // Update position based on velocity XMVECTOR position = object->GetPosition(); position = position + object->GetVelocity() * frameTime; object->SetPosition(position); m_Physics->ApplyGravity(object, 1.0f, frameTime); // Check if the object has fallen below a certain position if (XMVectorGetY(object->GetPosition()) < -30.0f) { XMVECTOR currentPosition = object->GetPosition(); // Obtain the current position of the object object->SetPosition(XMVectorSetY(currentPosition, 50.0f)); // Define the new position of the object } object->m_previousPosition = object->GetPosition(); } } // Render the scene to a render texture. result = RenderSceneToTexture(rotation); if (!result) { Logger::Get().Log("Could not render the scene to the render texture", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Update the mouse strings each frame. result = UpdateMouseStrings(mouseX, mouseY, leftMouseDown); if (!result) { Logger::Get().Log("Could not update the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Update the sprite object using the frame time. m_Sprite->Update(frameTime); // Increment the texture translation. textureTranslation += 0.01f; if (textureTranslation > 1.0f) { textureTranslation -= 1.0f; } return true; } bool ApplicationClass::RenderRefractionToTexture() { XMMATRIX worldMatrix, viewMatrix, projectionMatrix; XMFLOAT4 diffuseColor[4], lightPosition[4], ambientColor[4]; XMFLOAT4 clipPlane; int i; bool result; // Setup a clipping plane based on the height of the water to clip everything above it. clipPlane = XMFLOAT4(0.0f, -1.0f, 0.0f, m_waterHeight + 0.1f); // Set the render target to be the refraction render to texture and clear it. m_RefractionTexture->SetRenderTarget(m_Direct3D->GetDeviceContext()); m_RefractionTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. m_Camera->Render(); // Get the world, view, and projection matrices from the camera and d3d objects. m_Direct3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_Direct3D->GetProjectionMatrix(projectionMatrix); // 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(); // Create the light position array from the four light positions. ambientColor[i] = m_Lights[i]->GetAmbientColor(); } // Translate to where the bath model will be rendered. worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f); // Render the bath model using the refraction shader. 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); if (!result) { return false; } // Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original. m_Direct3D->SetBackBufferRenderTarget(); m_Direct3D->ResetViewport(); return true; } bool ApplicationClass::RenderReflectionToTexture() { XMMATRIX worldMatrix, reflectionViewMatrix, projectionMatrix; XMFLOAT4 diffuseColor[4], getDirection[4], ambientColor[4]; bool result; // Set the render target to be the reflection render to texture and clear it. m_ReflectionTexture->SetRenderTarget(m_Direct3D->GetDeviceContext()); m_ReflectionTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f); // Use the camera to render the reflection and create a reflection view matrix. m_Camera->RenderReflection(m_waterHeight); // Get the camera reflection view matrix instead of the normal view matrix. m_Camera->GetReflectionViewMatrix(reflectionViewMatrix); // Get the world and projection matrices from the d3d object. m_Direct3D->GetWorldMatrix(worldMatrix); m_Direct3D->GetProjectionMatrix(projectionMatrix); // Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original. m_Direct3D->SetBackBufferRenderTarget(); m_Direct3D->ResetViewport(); return true; } bool ApplicationClass::RenderSceneToTexture(float rotation) { XMMATRIX worldMatrix, viewMatrix, projectionMatrix; bool result; // Set the render target to be the render texture and clear it. m_RenderTexture->SetRenderTarget(m_Direct3D->GetDeviceContext()); m_RenderTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.5f, 1.0f, 1.0f); // Set the position of the camera for viewing the cube. m_Camera->Render(); // Get the matrices. m_Direct3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_RenderTexture->GetProjectionMatrix(projectionMatrix); // Rotate the world matrix by the rotation value so that the cube will spin. worldMatrix = XMMatrixRotationY(rotation); // 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) { return false; } // Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original. m_Direct3D->SetBackBufferRenderTarget(); m_Direct3D->ResetViewport(); return true; } bool ApplicationClass::Render(float rotation, float x, float y, float z, float textureTranslation) { XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, reflectionMatrix; float positionX, positionY, positionZ, radius; XMFLOAT4 diffuseColor[4], lightPosition[4], getDirection[4], ambientColor[4]; int modelCount, renderCount, i; bool result, renderModel; float blendAmount; // Set the blending amount to 10%. blendAmount = 0.1f; // Generate the view matrix based on the camera's position. m_Camera->Render(); // Get the world, view, and projection matrices from the camera and d3d objects. m_Direct3D->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_Direct3D->GetProjectionMatrix(projectionMatrix); m_Direct3D->GetOrthoMatrix(orthoMatrix); // 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(); // Create the light position array from the four light positions. ambientColor[i] = m_Lights[i]->GetPosition(); } //Add the 3 first value of the first light position to the TrueLightPosition XMFLOAT3 positionX = lightPosition[0].x; positionY = lightPosition[0].y; positionZ = lightPosition[0].z; XMFLOAT3 TrueLightPosition = XMFLOAT3(positionX, positionY, positionZ); scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // 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); // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. 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), diffuseColor, lightPosition, ambientColor); for (auto cube : m_cubes) { scaleMatrix = cube->GetScaleMatrix(); if (cube->m_demoSpinning) rotateMatrix = XMMatrixRotationY(rotation); else { rotateMatrix = cube->GetRotateMatrix(); } translateMatrix = cube->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); cube->Render(m_Direct3D->GetDeviceContext()); if (!m_enableCelShading) { result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0), diffuseColor, lightPosition, ambientColor); if (!result) { Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } // Render cel shading globally to the scene using the cel shader if the checkbox is checked. if (m_enableCelShading) { result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition); if (!result) { Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } } for (auto& object : m_object) { scaleMatrix = object->GetScaleMatrix(); if (object->m_demoSpinning) rotateMatrix = XMMatrixRotationY(rotation); else { rotateMatrix = object->GetRotateMatrix(); } translateMatrix = object->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); object->Render(m_Direct3D->GetDeviceContext()); if (!m_enableCelShading) { // check if m_object is null or not if (object == nullptr) { Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } ID3D11ShaderResourceView* ObjTexture = object->GetTexture(0); result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, ObjTexture, diffuseColor, lightPosition, ambientColor); if (!result) { Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } // Render cel shading globally to the scene using the cel shader if the checkbox is checked. if (m_enableCelShading) { result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition); if (!result) { Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } } // Render terrain for (auto& chunk : m_terrainChunk) { scaleMatrix = chunk->GetScaleMatrix(); rotateMatrix = chunk->GetRotateMatrix(); translateMatrix = chunk->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); chunk->Render(m_Direct3D->GetDeviceContext()); if (!m_enableCelShading) { if (chunk->GetTexture(0) == nullptr) { Logger::Get().Log("Could not render the terrain model using the light shader, texture is null", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(0), diffuseColor, lightPosition, ambientColor ); if (!result) { Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } // Render cel shading globally to the scene using the cel shader if the checkbox is checked. if (m_enableCelShading) { result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(0), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition); if (!result) { Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } } // Translate to where the bath model will be rendered. worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f); // Put the bath model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_BathModel->Render(m_Direct3D->GetDeviceContext()); // 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); if (!result) { return false; } // Reset the world matrix. m_Direct3D->GetWorldMatrix(worldMatrix); // Get the camera reflection view matrix. m_Camera->GetReflectionViewMatrix(reflectionMatrix); // Translate to where the water model will be rendered. worldMatrix = XMMatrixTranslation(0.0f, m_waterHeight, 0.0f); // Put the water model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_WaterModel->Render(m_Direct3D->GetDeviceContext()); // 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_waterTranslation, 0.01f); if (!result) { return false; } // Setup matrices - Top display plane. worldMatrix = XMMatrixTranslation(0.0f, 1.5f, 0.0f); // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); if (!result) { Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Setup matrices - Bottom left display plane. worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f); // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); if (!result) { Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Setup matrices - Bottom right display plane. worldMatrix = XMMatrixTranslation(1.5f, -1.5f, 0.0f); // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); if (!result) { Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Construct the frustum. m_Frustum->ConstructFrustum(viewMatrix, projectionMatrix, SCREEN_DEPTH); // Get the number of models that will be rendered. modelCount = m_ModelList->GetModelCount(); // Initialize the count of models that have been rendered. renderCount = 0; // Go through all the models and render them only if they can be seen by the camera view. for (i = 0; i < modelCount; i++) { // Get the position and color of the sphere model at this index. m_ModelList->GetData(i, positionX, positionY, positionZ); // Set the radius of the sphere to 1.0 since this is already known. radius = 1.0f; // Check if the sphere model is in the view frustum. renderModel = m_Frustum->CheckSphere(positionX, positionY, positionZ, radius); // If it can be seen then render it, if not skip this model and check the next sphere. if (renderModel) { // Move the model to the location it should be rendered at. worldMatrix = XMMatrixTranslation(positionX, positionY, positionZ); // Render the model using the light 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) { Logger::Get().Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Since this model was rendered then increase the count for this frame. renderCount++; } } // Update the render count text. result = UpdateRenderCountString(renderCount); if (!result) { Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Disable the Z buffer and enable alpha blending for 2D rendering. m_Direct3D->TurnZBufferOff(); m_Direct3D->EnableAlphaBlending(); // Reset the world matrix. m_Direct3D->GetWorldMatrix(worldMatrix); // Render the render count text string using the font shader. m_RenderCountString->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_RenderCountString->GetIndexCount(), worldMatrix, m_baseViewMatrix, orthoMatrix, m_Font->GetTexture(), m_RenderCountString->GetPixelColor()); if (!result) { Logger::Get().Log("Could not render the render count text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Render the fps text string using the font shader. m_FpsString->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_FpsString->GetIndexCount(), worldMatrix, m_baseViewMatrix, orthoMatrix, m_Font->GetTexture(), m_FpsString->GetPixelColor()); if (!result) { Logger::Get().Log("Could not render the fps text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Render the mouse text strings using the font shader. for (i = 0; i < 3; i++) { m_MouseStrings[i].Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_MouseStrings[i].GetIndexCount(), worldMatrix, m_baseViewMatrix, orthoMatrix, m_Font->GetTexture(), m_MouseStrings[i].GetPixelColor()); if (!result) { Logger::Get().Log("Could not render the mouse text strings using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } } // Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing. result = m_Sprite->Render(m_Direct3D->GetDeviceContext()); if (!result) { return false; } // Render the sprite with the texture shader. result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture()); if (!result) { Logger::Get().Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // 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. m_Direct3D->TurnZBufferOn(); m_Direct3D->DisableAlphaBlending(); return true; } D3DClass* ApplicationClass::GetDirect3D() { return m_Direct3D; } int ApplicationClass::GetScreenWidth() const { return GetSystemMetrics(SM_CXSCREEN); } int ApplicationClass::GetScreenHeight() const { return GetSystemMetrics(SM_CYSCREEN); } void ApplicationClass::GenerateTerrain() { Logger::Get().Log("Generating terrain", __FILE__, __LINE__); char modelFilename[128]; bool result; XMMATRIX scaleMatrix; float scaleX, scaleY, scaleZ; scaleX = 10.0f; scaleY = 1.0f; scaleZ = 10.0f; scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ); // Set the file name of the model. strcpy_s(modelFilename, "assets/Model/TXT/plane.txt"); // Liste des fichiers de texture std::vector terrainTexture = { L"assets/Texture/Bricks2K.png", L"assets/Texture/BricksNRM2K.png", L"assets/Texture/BricksGLOSS2K.png" }; textures.clear(); for (const auto& textureFilename : terrainTexture) { 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 détaillées 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(textureFilename.begin(), textureFilename.end()) + "\nError: " + std::to_string(result) + "\nDescription: " + str, __FILE__, __LINE__, Logger::LogLevel::Error); return ; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée } 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 < 10; i++) { for (int j = 0; j < 10; j++) { Object* newTerrain = new Object(); newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures); newTerrain->SetScaleMatrix(scaleMatrix); newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -12.0f, j * (scaleZ * 2))); newTerrain->SetName(filenameWithoutExtension); m_terrainChunk.push_back(newTerrain); } } } void ApplicationClass::AddKobject(WCHAR* filepath) { Logger::Get().Log("Adding object", __FILE__, __LINE__); char modelFilename[128]; vector Filename; bool result; filesystem::path p(filepath); string filename = p.stem().string(); size_t convertedChars = 0; wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath, _TRUNCATE); // Liste des fichiers de texture std::vector kobjTexture = { L"assets/Texture/marble01.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)) { // Utiliser _com_error pour obtenir des informations détaillées 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(textureFilename.begin(), textureFilename.end()) + "\nError: " + std::to_string(result) + "\nDescription: " + str, __FILE__, __LINE__, Logger::LogLevel::Error); return; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée } textures.push_back(texture); } Object* newObject = new Object(); newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures); newObject->SetMass(1.0f); newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f)); newObject->SetName(filename); newObject->SetId(m_ObjectId); m_ObjectId++; m_object.push_back(newObject); } void ApplicationClass::AddCube() { Logger::Get().Log("Adding cube", __FILE__, __LINE__); char modelFilename[128]; bool result; // Set the file name of the model. strcpy_s(modelFilename, "assets/Model/TXT/cube.txt"); // Liste des fichiers de texture std::vector cubeTexture = { 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->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f)); m_cubes.push_back(newCube); } void ApplicationClass::DeleteKobject(int index) { Logger::Get().Log("Deleting object", __FILE__, __LINE__); if (index < m_object.size()) { m_object[index]->Shutdown(); delete m_object[index]; m_object.erase(m_object.begin() + index); } } void ApplicationClass::DeleteTerrain() { Logger::Get().Log("Deleting terrain", __FILE__, __LINE__); for (auto cube : m_terrainChunk) { cube->Shutdown(); delete cube; } m_terrainChunk.clear(); } bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown) { char tempString[16], finalString[32]; bool result; // Convert the mouse X integer to string format. sprintf_s(tempString, "%d", mouseX); // Setup the mouse X string. strcpy_s(finalString, "Mouse X: "); strcat_s(finalString, tempString); // Update the sentence vertex buffer with the new string information. result = m_MouseStrings[0].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 50, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not update the mouse X string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Convert the mouse Y integer to string format. sprintf_s(tempString, "%d", mouseY); // Setup the mouse Y string. strcpy_s(finalString, "Mouse Y: "); strcat_s(finalString, tempString); // Update the sentence vertex buffer with the new string information. result = m_MouseStrings[1].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 75, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not update the mouse Y string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Setup the mouse button string. if (mouseDown) { strcpy_s(finalString, "Mouse Button: Yes"); } else { strcpy_s(finalString, "Mouse Button: No"); } // Update the sentence vertex buffer with the new string information. result = m_MouseStrings[2].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 100, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not update the mouse button string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } return true; } bool ApplicationClass::UpdateFps() { int fps; char tempString[16], finalString[16]; float red, green, blue; bool result; // Update the fps each frame. m_Fps->Frame(); // Get the current fps. fps = m_Fps->GetFps(); // Check if the fps from the previous frame was the same, if so don't need to update the text string. if (m_previousFps == fps) { return true; } // Store the fps for checking next frame. m_previousFps = fps; // Truncate the fps to below 100,000. if (fps > 99999) { fps = 99999; } // Convert the fps integer to string format. sprintf_s(tempString, "%d", fps); // Setup the fps string. strcpy_s(finalString, "Fps: "); strcat_s(finalString, tempString); // If fps is 60 or above set the fps color to green. if (fps >= 60) { red = 0.0f; green = 1.0f; blue = 0.0f; } // If fps is below 60 set the fps color to yellow. if (fps < 60) { red = 1.0f; green = 1.0f; blue = 0.0f; } // If fps is below 30 set the fps color to red. if (fps < 30) { red = 1.0f; green = 0.0f; blue = 0.0f; } // Update the sentence vertex buffer with the new string information. result = m_FpsString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, red, green, blue); if (!result) { Logger::Get().Log("Could not update the fps string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } return true; } bool ApplicationClass::UpdateRenderCountString(int renderCount) { char tempString[16], finalString[32]; bool result; // Convert the render count integer to string format. sprintf_s(tempString, "%d", renderCount); // Setup the render count string. strcpy_s(finalString, "Render Count: "); strcat_s(finalString, tempString); // Update the sentence vertex buffer with the new string information. result = m_RenderCountString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 30, 1.0f, 1.0f, 1.0f); if (!result) { Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } return true; } XMVECTOR ApplicationClass::GetLightColor(int index) { //convert to XMVECTOR XMVECTOR lightColor = XMVectorSet(m_Lights[index]->GetDiffuseColor().x, m_Lights[index]->GetDiffuseColor().y, m_Lights[index]->GetDiffuseColor().z, 1.0f); return lightColor; } XMVECTOR ApplicationClass::GetLightPosition(int index) { //convert to XMVECTOR XMVECTOR lightPosition = XMVectorSet(m_Lights[index]->GetPosition().x, m_Lights[index]->GetPosition().y, m_Lights[index]->GetPosition().z, 1.0f); return lightPosition; } void ApplicationClass::SetLightColor(int index, XMVECTOR color) { //convert to XMFLOAT4 XMFLOAT4 lightColor; XMStoreFloat4(&lightColor, color); //set the color m_Lights[index]->SetDiffuseColor(lightColor.x, lightColor.y, lightColor.z, 1.0f); } void ApplicationClass::SetLightPosition(int index, XMVECTOR position) { //convert to XMFLOAT4 XMFLOAT4 lightPosition; XMStoreFloat4(&lightPosition, position); //set the position m_Lights[index]->SetPosition(lightPosition.x, lightPosition.y, lightPosition.z); }