Danbias/Code/Tester/MainTest.cpp

254 lines
6.9 KiB
C++

//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <vld.h>
#include <Windows.h>
#include "DllInterfaces\GFXAPI.h"
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
Oyster::Graphics::Model::Model* m = NULL;
Oyster::Graphics::Model::Model* m2 = NULL;
Oyster::Graphics::Model::Model* m3 = NULL;
Oyster::Math::Float4x4 V;
Oyster::Math::Float4x4 P;
//--------------------------------------------------------------------------------------
// 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 )
{
BOOL b = SetDllDirectoryW(L"..\\DLL");
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);
std::string fps = "FPS:";
char count[100];
// Main message loop
MSG msg = {0};
float fpsCounter = 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);
fpsCounter += dt;
if(fpsCounter>0.1f)
{
sprintf_s(count, "%f",1/dt);
SetWindowTextA(g_hWnd, (fps + count).c_str());
fpsCounter = 0;
}
prevTimeStamp = currTimeStamp;
}
}
Oyster::Graphics::API::DeleteModel(m);
Oyster::Graphics::API::DeleteModel(m2);
Oyster::Graphics::API::DeleteModel(m3);
Oyster::Graphics::API::Clean();
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;;
if(Oyster::Graphics::API::Init(g_hWnd,false,false, Oyster::Math::Float2( 1024, 768 )) == Oyster::Graphics::API::Fail)
{
return E_FAIL;
}
m = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m2 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
m3 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,100);
Oyster::Graphics::API::SetProjection(P);
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,15.4f));
V = V.GetInverse();
Oyster::Graphics::Definitions::Pointlight pl;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 1;
pl.Pos = Oyster::Math::Float3(0,5,5.4f);
pl.Radius = 15;
Oyster::Graphics::API::AddLight(pl);
return S_OK;
}
float angle = 0;
HRESULT Update(float deltaTime)
{
angle += Oyster::Math::pi/8 * deltaTime;
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
return S_OK;
}
HRESULT Render(float deltaTime)
{
Oyster::Graphics::API::SetView(V);
Oyster::Graphics::API::NewFrame();
Oyster::Graphics::API::RenderModel(*m);
Oyster::Graphics::API::RenderModel(*m2);
Oyster::Graphics::API::RenderModel(*m3);
Oyster::Graphics::API::EndFrame();
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;
//R
case 0x52:
#ifdef _DEBUG
Oyster::Graphics::API::ReloadShaders();
#endif
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}