khaotic-engine-Reborn/enginecustom/applicationclass.cpp
2024-09-30 15:29:49 +02:00

1967 lines
61 KiB
C++
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#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<std::wstring> 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<std::wstring> 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<std::wstring> 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<std::wstring> 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 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(textureFilename.begin(), textureFilename.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
textures.push_back(texture);
// log success message
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
}
std::filesystem::path p(modelFilename);
std::string filenameWithoutExtension = p.stem().string();
// for loop to generate terrain chunks for a 10x10 grid
for (int i = 0; i < 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<string> 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<std::wstring> 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 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(textureFilename.begin(), textureFilename.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
textures.push_back(texture);
}
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<std::wstring> 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);
}