//-------------------------------------------------------------------------------------- // File: TemplateMain.cpp // // BTH-D3D-Template // // Copyright (c) Stefan Petersson 2011. All rights reserved. //-------------------------------------------------------------------------------------- #define NOMINMAX #include #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; }