khaotic-engine-Reborn/enginecustom/applicationclass.cpp
2024-04-10 13:04:34 +02:00

1473 lines
44 KiB
C++
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#include "applicationclass.h"
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
m_TextureShader = 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_ReflectionShader = 0;
}
ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}
ApplicationClass::~ApplicationClass()
{
}
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
logger.Log("Initializing application class", __FILE__, __LINE__);
try
{
char mouseString1[32], mouseString2[32], mouseString3[32];
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], textureFilename4[128], textureFilename5[128], textureFilename6[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.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.Log("Could not initialize Direct3D", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the camera object.
m_Camera = new CameraClass;
if (!m_Camera)
{
logger.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.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.Log("Could not initialize the font object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
logger.Log("Could not initialize the texture shader 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.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.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.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.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, "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.Log("Could not initialize the bitmap object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
textureFilename5, textureFilename6);
if (!result)
{
logger.Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
logger.Log("Could not initialize the light shader 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->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]->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);
// Manually set the color and position of each light.
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]->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]->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]->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.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.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);
// Create and initialize the timer object.
m_Timer = new TimerClass;
result = m_Timer->Initialize();
if (!result)
{
logger.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.Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
catch (const std::exception& e)
{
logger.Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Application class initialized", __FILE__, __LINE__);
return true;
}
void ApplicationClass::Shutdown()
{
// Release the shader manager object.
if (m_ShaderManager)
{
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
}
// Release the frustum class object.
if (m_Frustum)
{
delete m_Frustum;
m_Frustum = 0;
}
// Release the display plane object.
if (m_DisplayPlane)
{
m_DisplayPlane->Shutdown();
delete m_DisplayPlane;
m_DisplayPlane = 0;
}
// Release the position object.
if (m_Position)
{
delete m_Position;
m_Position = 0;
}
// Release the model list object.
if (m_ModelList)
{
m_ModelList->Shutdown();
delete m_ModelList;
m_ModelList = 0;
}
// Release the text objects for the render count string.
if (m_RenderCountString)
{
m_RenderCountString->Shutdown();
delete m_RenderCountString;
m_RenderCountString = 0;
}
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
m_MouseStrings[0].Shutdown();
m_MouseStrings[1].Shutdown();
m_MouseStrings[2].Shutdown();
delete[] m_MouseStrings;
m_MouseStrings = 0;
}
// Release the text object for the fps string.
if (m_FpsString)
{
m_FpsString->Shutdown();
delete m_FpsString;
m_FpsString = 0;
}
// Release the fps object.
if (m_Fps)
{
delete m_Fps;
m_Fps = 0;
}
// Release the font object.
if (m_Font)
{
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
}
// Release the font shader object.
if (m_FontShader)
{
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
}
// Release the timer object.
if (m_Timer)
{
delete m_Timer;
m_Timer = 0;
}
// Release the sprite object.
if (m_Sprite)
{
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
}
for (auto light : m_Lights)
{
if (light)
{
delete light;
light = 0;
}
}
// Release the light object.
if (m_Light)
{
delete m_Light;
m_Light = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the model object.
if (m_Model)
{
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
}
}
bool ApplicationClass::Frame(InputClass* Input)
{
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
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.f;
static float y = 0.f;
static float z = -8.f;
// 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())
{
return false;
}
// 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; // Calculez le d<>placement de la souris
lastMouseX = currentMouseX; // Mettez <20> jour la derni<6E>re position de la souris pour la prochaine image
currentMouseY = mouseY;
int deltaY = currentMouseY - lastMouseY; // Calculez le d<>placement de la souris
lastMouseY = currentMouseY; // Mettez <20> jour la derni<6E>re position de la souris pour la prochaine image
// 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, rightMouseDown);
// Get the current view point rotation.
m_Position->GetRotation(rotationY, rotationX);
// 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);
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.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.Log("Could not update the frames per second", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Update the rotation variable each frame.
rotation -= 0.0174532925f * speed;
if (rotation < 0.0f)
{
rotation += 360.0f;
}
//// 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;
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
if (!result)
{
logger.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.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;
}
/////////////////////////////
// C en commentaire pcl kc //
/////////////////////////////
//// Render the graphics scene.
//result = Render(rotation, x, y, z, textureTranslation);
//if (!result)
//{
// return false;
//}
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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(1));
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;
float positionX, positionY, positionZ, radius;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int modelCount, renderCount, i;
bool result, renderModel;
float blendAmount;
// Set the blending amount to 10%.
blendAmount = 0.1f;
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(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);
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();
}
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_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
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());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
logger.Log("Could not render the cube model using the light 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());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
logger.Log("Could not render the object model using the light 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());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
diffuseColor, lightPosition);
if (!result)
{
logger.Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
if (!result)
{
logger.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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
if (!result)
{
logger.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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
if (!result)
{
logger.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_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), diffuseColor, lightPosition);
if (!result)
{
logger.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.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.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.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.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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
if (!result)
{
logger.Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
//scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // 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);
// 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();
}
// Render the model using the multitexture shader.
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
//// Render the model using the multitexture shader.
//m_Model->Render(m_Direct3D->GetDeviceContext());
// 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.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.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.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.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.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.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.Log("Could not render the model using the transparent shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Turn off alpha blending.
m_Direct3D->DisableAlphaBlending();
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
// diffuseColor, lightPosition);
//if (!result)
//{
// return false;
//}
// Lightmapping, utiliser light01.tga en deuxieme texture
//result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
//if (!result)
//{
// return false;
//}
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
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.Log("Generating terrain", __FILE__, __LINE__);
char modelFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
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, "plane.txt");
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
// 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, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -5.0f, j * (scaleZ * 2)));
m_terrainChunk.push_back(newTerrain);
}
}
}
void ApplicationClass::AddKobject(WCHAR* filepath)
{
logger.Log("Adding object", __FILE__, __LINE__);
char modelFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
filesystem::path p(filepath);
string filename = p.stem().string();
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath, _TRUNCATE);
// Set the name of the texture file that we will be loading.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
Object* newObject = new Object();
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
newObject->SetName(filename);
m_object.push_back(newObject);
}
void ApplicationClass::AddCube()
{
logger.Log("Adding cube", __FILE__, __LINE__);
char modelFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
// Set the name of the texture file that we will be loading.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
static int cubeCount = 0;
float position = cubeCount * 2.0f;
Object* newCube = new Object();
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
m_cubes.push_back(newCube);
}
void ApplicationClass::DeleteKobject(int index)
{
logger.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.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.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.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.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.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.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);
}
void ApplicationClass::DeleteLight(int index)
{
logger.Log("Deleting light", __FILE__, __LINE__);
if (index < 0 || index >= m_Lights.size())
{
// Index out of bounds
return;
}
// Delete the light object
delete m_Lights[index];
// Remove the light from the vector
m_Lights.erase(m_Lights.begin() + index);
}