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