248 lines
6.6 KiB
C++
248 lines
6.6 KiB
C++
|
//--------------------------------------------------------------------------------------
|
||
|
// 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"
|
||
|
#include "IGame.h"
|
||
|
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
// Global Variables
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
HINSTANCE g_hInst = NULL;
|
||
|
HWND g_hWnd = NULL;
|
||
|
|
||
|
GameLogic::IGame* game;
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
// 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();
|
||
|
HRESULT InitGame();
|
||
|
HRESULT CleanUp();
|
||
|
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
// 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;
|
||
|
|
||
|
if( FAILED( InitGame() ) )
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
CleanUp();
|
||
|
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;;
|
||
|
|
||
|
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
|
||
|
|
||
|
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
|
||
|
return E_FAIL;
|
||
|
|
||
|
|
||
|
|
||
|
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||
|
std::wstring EffectPath = L"SimpleDebug\\";
|
||
|
|
||
|
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);
|
||
|
|
||
|
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
|
||
|
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
|
||
|
|
||
|
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);
|
||
|
|
||
|
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
|
||
|
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||
|
|
||
|
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
|
||
|
|
||
|
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();
|
||
|
|
||
|
return S_OK;
|
||
|
}
|
||
|
|
||
|
HRESULT InitGame()
|
||
|
{
|
||
|
game = new GameLogic::IGame();
|
||
|
game->Init();
|
||
|
game->StartGame();
|
||
|
return S_OK;
|
||
|
}
|
||
|
HRESULT Update(float deltaTime)
|
||
|
{
|
||
|
game->Update();
|
||
|
return S_OK;
|
||
|
}
|
||
|
|
||
|
HRESULT Render(float deltaTime)
|
||
|
{
|
||
|
//Oyster::Graphics::Render::Rendering::Basic::NewFrame();
|
||
|
Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
|
||
|
|
||
|
|
||
|
game->Render();
|
||
|
//Oyster::Graphics::Core::deviceContext->Draw(3,0);
|
||
|
|
||
|
//Oyster::Graphics::Render::Rendering::Basic::EndFrame();
|
||
|
Oyster::Graphics::Core::swapChain->Present(0,0);
|
||
|
|
||
|
return S_OK;
|
||
|
}
|
||
|
|
||
|
HRESULT CleanUp()
|
||
|
{
|
||
|
|
||
|
SAFE_DELETE(game);
|
||
|
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;
|
||
|
}
|
||
|
|