Danbias/Code/Tester/MainTest.cpp

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//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "Core/Core.h"
#include "Render\Preparations\Preparations.h"
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#include "Render\Resources\Resources.h"
#include "Render\Rendering\Render.h"
#include "FileLoader\ObjReader.h"
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#include "Definitions\GraphicalDefinition.h"
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//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
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Oyster::Graphics::Render::Model* m = new Oyster::Graphics::Render::Model();
Oyster::Math::Float4x4 V;
Oyster::Math::Float4x4 P;
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//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Render(float deltaTime);
HRESULT Update(float deltaTime);
HRESULT InitDirect3D();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDirect3D() ) )
return 0;
__int64 cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
float secsPerCnt = 1.0f / (float)cntsPerSec;
__int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
Update(dt);
Render(dt);
prevTimeStamp = currTimeStamp;
}
}
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
HRESULT hr = S_OK;;
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Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
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if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
return E_FAIL;
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/*std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
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std::wstring EffectPath = L"SimpleDebug\\";
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Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
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Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
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Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
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D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ID3D11InputLayout* layout;
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
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Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();*/
Oyster::Graphics::Render::Resources::Init();
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Oyster::Graphics::Render::Preparations::Basic::SetViewPort();
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/*struct float4
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{
float x,y,z,w;
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};*/
//Oyster::Graphics::Definitions::ObjVertex mesh[] =
//{
// {Oyster::Math::Vector3(-1,1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
// {Oyster::Math::Vector3(1,-1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
// {Oyster::Math::Vector3(1,1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
//};
//Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
//desc.ElementSize= sizeof(Oyster::Graphics::Definitions::ObjVertex);
//desc.NumElements = 3;
//desc.InitData=mesh;
//desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
//desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
//Oyster::Graphics::Buffer *b = new Oyster::Graphics::Buffer();;
//b->Init(desc);
////b.Apply(0);
//Oyster::Graphics::Render::ModelInfo* mi = new Oyster::Graphics::Render::ModelInfo();
//mi->Indexed = false;
//mi->VertexCount = 3;
//mi->Vertices = b;
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OBJReader or;
or.readOBJFile(L"bth.obj");
m->info = or.toModel();
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//m->info = mi;
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m->World = Oyster::Math::Matrix::identity;
P = Oyster::Math3D::ProjectionMatrix_Perspective(PI/4,16.0f/9.0f,1,100);
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V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,-1.5f,0.0f)).GetInverse();
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return S_OK;
}
HRESULT Update(float deltaTime)
{
return S_OK;
}
HRESULT Render(float deltaTime)
{
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Oyster::Graphics::Render::Rendering::Basic::NewFrame(V,P);
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//Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
//m->info->Vertices->Apply(0);
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//Oyster::Graphics::Core::deviceContext->Draw(3,0);
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//Oyster::Graphics::Core::swapChain->Present(0,0);
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Oyster::Graphics::Render::Rendering::Basic::RenderScene(m,1);
Oyster::Graphics::Render::Rendering::Basic::EndFrame();
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return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}