Bug Fix + Modification ImGui

FIX :  Bug de FPS diviser par 2 corrigé

~ Le model de plane.txt a été changé par celui des cube pour le model de base
+ Nouvelle fonction qui combine les widget pour les afficher en une ligne dans le systemclass.cpp
This commit is contained in:
2024-04-05 16:19:16 +02:00
parent fbab9d7ee3
commit 3323dfa6ad
6 changed files with 94 additions and 65 deletions

View File

@@ -84,45 +84,76 @@ private:
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
private:
private :
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
CameraClass* m_Camera;
IDXGISwapChain* m_swapChain;
float speed = 0.1f;
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
LightShaderClass* m_LightShader;
LightClass* m_Light;
LightMapShaderClass* m_LightMapShader;
MultiTextureShaderClass* m_MultiTextureShader;
AlphaMapShaderClass* m_AlphaMapShader;
ModelClass* m_Model;
TextureShaderClass* m_TextureShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
TimerClass* m_Timer;
TextClass* m_MouseStrings;
LightClass* m_Lights;
int m_numLights;
FontShaderClass* m_FontShader;
TextClass* m_RenderCountString;
FontClass* m_Font;
TextClass *m_TextString1, *m_TextString2, *m_TextString3;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
std::vector<Object*> m_object;
NormalMapShaderClass* m_NormalMapShader;
SpecMapShaderClass* m_SpecMapShader;
ModelListClass* m_ModelList;
PositionClass* m_Position;
FrustumClass* m_Frustum;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX m_baseViewMatrix;
RenderTextureClass* m_RenderTexture;
DisplayPlaneClass* m_DisplayPlane;
float m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
FrustumClass* m_Frustum;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
float speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
LightClass* m_Light;
LightClass* m_Lights;
int m_numLights;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
MultiTextureShaderClass* m_MultiTextureShader;
AlphaMapShaderClass* m_AlphaMapShader;
TextureShaderClass* m_TextureShader;
FontShaderClass* m_FontShader;
NormalMapShaderClass* m_NormalMapShader;
SpecMapShaderClass* m_SpecMapShader;
TranslateShaderClass* m_TranslateShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
TextClass* m_TextString1, * m_TextString2, * m_TextString3;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
};
#endif