348 lines
10 KiB
C++

#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d_3d_class.h"
#include "camera_class.h"
#include "object.h"
#include "light_class.h"
#include <vector>
#include <filesystem>
#include "bitmap_class.h"
#include "sprite_class.h"
#include "timer_class.h"
#include "font_shader_class.h"
#include "font_class.h"
#include "text_class.h"
#include "fps_class.h"
#include "input_class.h"
#include "shader_manager_class.h"
#include "modellistclass.h"
#include "position_class.h"
#include "frustumclass.h"
#include "render_texture_class.h"
#include "display_plane_class.h"
#include "translate_shader_class.h"
#include "reflection_shader_class.h"
#include "physics.h"
#include "frustum.h"
#include "skybox.h"
#include <fstream>
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
#include <chrono>
#include <thread>
#include <map>
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
#include "shadow_map.h"
/////////////
// GLOBALS //
/////////////
constexpr bool full_screen = false;
constexpr float screen_depth = 1000.0f;
constexpr float screen_near = 0.3f;
struct input
{
bool key_left = false;
bool key_right = false;
bool key_up = false;
bool key_down = false;
};
////////////////////////////////////////////////////////////////////////////////
// Class name: application_class
////////////////////////////////////////////////////////////////////////////////
class application_class
{
public:
application_class();
~application_class();
d_3d_class* get_direct_3d();
render_texture_class* get_scene_texture() const { return scene_texture_; };
render_texture_class* get_render_texture() const { return render_texture_; };
render_texture_class* get_refraction_texture() const { return refraction_texture_; };
render_texture_class* get_reflection_texture() const { return reflection_texture_; };
int get_total_vertex_count() const;
int get_total_triangle_count() const;
int get_visible_triangle_count() const;
void create_big_cube(int side_count);
void process_terrain_generation();
bool initialize(int, int, HWND, bool is_vulkan);
void shutdown();
bool frame(input_class*);
void physics_thread_function();
int get_physics_tick_rate() const { return physics_tick_rate_; };
void set_physics_tick_rate(int physics_tick_rate) { physics_tick_rate_ = physics_tick_rate; };
int get_screen_width() const;
void set_screen_width(int screen_width);
int get_screen_height() const;
void set_screen_height(int screen_height);
float get_speed() const { return speed_; };
void set_speed(const float speed) { this->speed_ = speed; };
void add_cube();
void delete_kobject(int index);
size_t get_cube_count() const { return cubes_.size(); };
size_t get_terrain_cube_count() const { return terrain_chunk_.size(); };
std::vector<object*> get_cubes() const { return cubes_; };
std::vector<object*> get_terrain_cubes() const { return terrain_chunk_; };
std::vector<object*> get_kobjects() const { return object_; };
void add_kobject(std::wstring& filepath);
void set_path(WCHAR* path) { path_ = path; };
void set_w_folder(const std::filesystem::path& w_folder) { w_folder_ = w_folder; };
void generate_terrain();
void delete_terrain();
XMVECTOR get_light_position(int index);
XMVECTOR get_light_color(int index);
void set_light_position(int index, XMVECTOR position);
void set_light_color(int index, XMVECTOR color);
std::vector<light_class*> get_lights() const { return lights_; };
light_class* get_sun_light() const { return sun_light_; };
bool get_should_quit() const { return should_quit_; };
void set_should_quit(const bool should_quit) { should_quit_ = should_quit; };
void set_cel_shading(const bool enable) { enable_cel_shading_ = enable; };
void set_vsync(bool vsync);
bool get_vsync() const { return vsync_enabled_; };
HWND get_hwnd() const;
void set_hwnd(HWND hwnd);
bool is_windowed() const;
void set_windowed(bool windowed);
void set_window_size(const ImVec2 size) { window_size_ = size; };
ImVec2 get_window_size() const { return window_size_; };
float get_aspect_ratio() const { return static_cast<float>(screen_width_) / static_cast<float>(screen_height_); };
physics* get_physics() const { return physics_; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int get_current_fps() const;
int get_min_fps() const;
int get_max_fps() const;
float get_frame_time() const;
int get_draw_calls() const;
void reset_fps_stats();
void increment_draw_call_count();
void reset_draw_call_count();
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
frustum get_frustum() const { return frustum_culling_; };
void set_frustum(const frustum& frustum) { frustum_culling_ = frustum; };
void construct_frustum();
int get_render_count() const { return render_count_; };
void set_render_count(const int render_count) { render_count_ = render_count; };
float get_frustum_tolerance() const { return frustum_culling_tolerance_; };
void set_frustum_tolerance(const float frustum_tolerance) { frustum_culling_tolerance_ = frustum_tolerance; };
bool get_can_fixed_update() const { return can_fixed_update_; };
void set_can_fixed_update(bool can_fixed_update) { can_fixed_update_ = can_fixed_update; };
ID3D11ShaderResourceView* get_back_buffer_srv() const {return back_buffer_srv_;};
// Save and load scene
void save_scene();
bool load_scene();
void set_scene_path(const std::string& path) { scene_path_ = path; };
std::wstring get_scene_path();
std::string convert_w_string_to_string(const std::wstring& w_str);
private:
bool render(float, float, float, float, float);
bool render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time);
bool update_mouse_strings(int, int, bool);
bool update_fps();
bool update_render_count_string(int);
bool render_scene_to_texture(float);
bool render_refraction_to_texture();
bool render_reflection_to_texture();
bool render_pass(
const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues,
XMFLOAT4* diffuse,
XMFLOAT4* position,
XMFLOAT4* ambient,
XMMATRIX view,
XMMATRIX projection
);
bool create_shadow_map(
const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues
);
void update_skybox_position();
public :
std::vector<ID3D11ShaderResourceView*> textures;
private :
// Thread de culling
std::thread culling_thread_;
std::atomic<bool> culling_active_;
std::mutex objects_mutex_;
void culling_thread_function();
std::mutex terrain_mutex_;
std::vector<std::tuple<float, float, float, std::string, int>> terrain_generation_data_;
bool terrain_generation_ready_;
int next_terrain_object_id_;
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
d_3d_class* direct_3d_;
IDXGISwapChain* swap_chain_;
model_class* model_,* ground_model_, * wall_model_, * bath_model_, * water_model_;
ModelListClass* model_list_;
bool vsync_enabled_ = true;
HWND hwnd_;
bool windowed_;
std::string scene_path_;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX base_view_matrix_;
render_texture_class* render_texture_, * refraction_texture_, * reflection_texture_;
render_texture_class* scene_texture_;
display_plane_class* display_plane_;
int screen_width_, screen_height_;
camera_class* camera_;
position_class* position_;
int drawcalls_;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
object* selected_object_;
std::vector<object*> cubes_;
std::vector<object*> terrain_chunk_;
float speed_ = 0.1f; // speed for the demo spinning object
std::vector<object*> object_;
std::vector<object*> imported_object_;
int object_id_ = 0;
std::vector<std::reference_wrapper<std::vector<object*>>> render_queues_;
std::vector<object*> skybox_;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
light_class* m_light_;
std::vector<light_class*> lights_;
int num_lights_;
light_class* sun_light_;
XMFLOAT3 true_light_position_;
model_class* light_model_;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
shader_manager_class* shader_manager_;
font_shader_class* font_shader_;
bitmap_class* bitmap_;
sprite_class* sprite_;
bool enable_cel_shading_;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float water_height_, water_translation_;
wchar_t* path_;
std::filesystem::path w_folder_;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
timer_class* timer_;
text_class* mouse_strings_;
text_class* render_count_string_;
font_class* font_;
fps_class* fps_;
text_class* fps_string_;
int previous_fps_;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool should_quit_;
physics* physics_;
float gravity_;
XMVECTOR previous_position_;
ImVec2 window_size_;
int physics_tick_rate_ = 50;
bool can_fixed_update_ = false;
std::thread physics_thread_;
ID3D11Texture2D* back_buffer_texture_;
ID3D11ShaderResourceView* back_buffer_srv_;
// ------------------------------------------------- //
// ------------------- Culling --------------------- //
// ------------------------------------------------- //
frustum frustum_culling_;
int render_count_;
float frustum_culling_tolerance_ = 5.f;
// ------------------------------------------------- //
// -------------------- Input ---------------------- //
// ------------------------------------------------- //
input inputs_;
// ------------------------------------------------- //
// -------------------- Shadows -------------------- //
// ------------------------------------------------- //
shadow_map* shadow_map_;
camera_class* light_camera_;
XMFLOAT4 light_position_buffer_;
XMFLOAT3 light_rotation_buffer_;
XMMATRIX light_view_matrix_;
XMMATRIX light_projection_matrix_;
ID3D11ShaderResourceView* shadow_srv_;
};
#endif