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TestGame.cpp
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#include "TestGame.h"
using namespace DirectX;
using namespace Emerald;
using namespace TestGameApp;
extern GameEngine* pGameEngine;
extern BOOL USED3D11;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine, int iCmdShow)
{
MSG msg;
static int tickTrigger = 0;
int tickCount = 0;
TestGame* pTestGame = new TestGame();
if (pTestGame == nullptr)
{
return FALSE;
}
if (pTestGame->GameInitialise(hInstance, pTestGame))//Instantiate an engine
{
// Initialise the game engine (bring subsystems online)
if (!pGameEngine->Initialise(iCmdShow))
{
return FALSE;
}
// Enter the main message loop
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// Process the message
if (msg.message == WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// Make sure the game engine isn't sleeping
if (!pGameEngine->GetSleep())
{
// Check the tick count to see if a game cycle has elapsed
tickCount = GetTickCount();
if (tickCount > tickTrigger)
{
tickTrigger = tickCount + pGameEngine->GetFrameDelay();
pTestGame->GameCycle();
}
}
}
}
}
// End the game
pTestGame->GameEnd();
SAFE_DELETE(pTestGame);
return TRUE;
}
TestGame::TestGame()
{
m_pGameTitle = L"Test";
m_useD3D11 = USED3D11;
RM_GLSLEffectPassThru = 0;
RM_MeshTriangle = 0;
RM_MeshQuad = 0;
OR_GLSLEffectPassThru = 0;
OR_VAOTriangle = 0;
OR_VAOQuad = 0;
float triangle[9] = {0};
float quad[12] = {0};
float triangleColour[9] = {0};
float quadColour[12] = {0};
}
bool TestGame::SetupD3D11Rendering()
{
ID3D11Device* pDevice = pGameEngine->GetD3D11Renderer()->GetDevice();
if (pDevice == nullptr)
{
MessageBox(0, L"D3D11 Device Does Not Exist", 0, 0);
return false;
}
//vertex data
GameVertexFormat triangleMesh[] =
{
{XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
{XMFLOAT3(0.0f, 0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
{XMFLOAT3(0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)}
};
D3D11_SUBRESOURCE_DATA vertexData{};
vertexData.pSysMem = triangleMesh;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
//vertex buffer
D3D11_BUFFER_DESC vertexBufferDesc{};
vertexBufferDesc.ByteWidth = sizeof(triangleMesh);
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
Microsoft::WRL::ComPtr<ID3D11Buffer> pVertexBuffer;
pDevice->CreateBuffer(&vertexBufferDesc, &vertexData, pVertexBuffer.GetAddressOf());
//load shaders and compile them
HRESULT hr = pGameEngine->GetResourceManager()->GenerateHLSLShaderResource();
if (FAILED(hr))
{
MessageBox(0, L"Load HLSL Shaders Failed", 0, 0);
return false;
}
//vertex buffer layout description
D3D11_INPUT_ELEMENT_DESC vbElementDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,
0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT,
0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
Microsoft::WRL::ComPtr<ID3D11InputLayout> pInputLayout;
ID3D10Blob* pShaderCode = pGameEngine->GetResourceManager()->GetHLSLShader("SampleVertexShader");
if (pShaderCode == nullptr)
{
MessageBox(0, L"Sample Vertex Shader Does Not Exist", 0, 0);
return false;
}
hr = pDevice->CreateInputLayout(
vbElementDesc,
2,
pShaderCode->GetBufferPointer(),
pShaderCode->GetBufferSize(),
pInputLayout.GetAddressOf());
if (FAILED(hr))
{
MessageBox(0, L"Create Input Layout Failed.", 0, 0);
return false;
}
//create vertex shader object
Microsoft::WRL::ComPtr<ID3D11VertexShader> pVertexShader;
pDevice->CreateVertexShader(pShaderCode->GetBufferPointer(),
pShaderCode->GetBufferSize(), NULL, pVertexShader.GetAddressOf());
//create pixel shader object
pShaderCode = pGameEngine->GetResourceManager()->GetHLSLShader("SamplePixelShader");
if (pShaderCode == nullptr)
{
MessageBox(0, L"Sample Pixel Shader Does Not Exist", 0, 0);
return false;
}
Microsoft::WRL::ComPtr<ID3D11PixelShader> pPixelShader;
pDevice->CreatePixelShader(pShaderCode->GetBufferPointer(),
pShaderCode->GetBufferSize(), NULL, pPixelShader.GetAddressOf());
//prep IA
ID3D11DeviceContext* pContext = pGameEngine->GetD3D11Renderer()->GetDeviceContext();
ID3D11Buffer* pVertexBuffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {nullptr};
UINT strides[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};
UINT offsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};
pVertexBuffers[0] = pVertexBuffer.Get();
strides[0] = sizeof(GameVertexFormat);
pContext->IASetVertexBuffers(0, 1, pVertexBuffers, strides, offsets);
pContext->IASetInputLayout(pInputLayout.Get());
pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pContext->VSSetShader(pVertexShader.Get(), nullptr, 0);
pContext->PSSetShader(pPixelShader.Get(), nullptr, 0);
// Bind the render target view and depth/stencil view to the pipeline.
ID3D11RenderTargetView* pRenderTargetViews[] = { pGameEngine->GetD3D11Renderer()->GetRenderTargetView() };
pContext->OMSetRenderTargets(ARRAYSIZE(pRenderTargetViews), pRenderTargetViews, pGameEngine->GetD3D11Renderer()->GetDepthStencilView());
return true;
}
int TestGame::CreateGLSLEffectResource_PassThru()
{
//instruct resource manager to create glsl effect resource needed for the game
int shaderCount = 2;
int attribCount = 2;
//1. fill in GLSLShader structure for all the shaders
GLSLShader* pglsPassThru = new GLSLShader[shaderCount];
pglsPassThru[0].type = GL_VERTEX_SHADER;
pglsPassThru[0].pFileName = L"triangle.vert";
pglsPassThru[1].type = GL_FRAGMENT_SHADER;
pglsPassThru[1].pFileName = L"triangle.frag";
//2. create the resource
LPWSTR* ppAttribs = new LPWSTR[attribCount];
//ATTENTION: vertex attribute names have to be exactly the same as the ones declared in the shaders
//also the order is crucial!!!
ppAttribs[0] = L"VertexPosition";
ppAttribs[1] = L"VertexColor";
int index = pGameEngine->GetResourceManager()->GenerateGLSLEffectResource(pglsPassThru, shaderCount, L"pass through", ppAttribs, attribCount);
SAFE_DELETEARRAY(ppAttribs);
return index;
}
int TestGame::SetupGLSLEffectProgram_PassThru(int RM_Index)
{
//instruct opengl renderer to create a GLSLEffectProgram object based on its resource manager counterpart
int shaderCount = pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).glShaderCount;
int attribCount = pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).attribCount;
//ask for a GLSLEffectProgram object in OpenGLRenderer's repository
int OR_Index = pGameEngine->GetOpenGLRenderer()->NewEffectProgram(
pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).glShaderCount,
pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).pEffectName,
pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).attribCount,
pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).ppAttribNames);
if (OR_Index != -1)
{
//create shader objects
for (int i = 0; i < shaderCount; i++)
{
if (pGameEngine->GetOpenGLRenderer()->CreateShader(OR_Index,
pGameEngine->GetResourceManager()->GetTextResource(pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).pGLSLShaders[i].index),
pGameEngine->GetResourceManager()->GetGLSLEffectResource(RM_Index).pGLSLShaders[i].type) == false)
{
return -1;
}
}
}
return OR_Index;
}
int TestGame::LoadMesh()
{
// Setup triangle vertices
triangle[0] = -0.4f; triangle[1] = 0.1f; triangle[2] = 0.0f;
triangle[3] = 0.4f; triangle[4] = 0.1f; triangle[5] = 0.0f;
triangle[6] = 0.0f; triangle[7] = 0.7f; triangle[8] = 0.0f;
// Setup triangle color
triangleColour[0] = 1.0f; triangleColour[1] = 0.0f; triangleColour[2] = 0.0f;
triangleColour[3] = 0.0f; triangleColour[4] = 1.0f; triangleColour[5] = 0.0f;
triangleColour[6] = 0.0f; triangleColour[7] = 0.0f; triangleColour[8] = 1.0f;
// Setup quad vertices
quad[0] = -1.0f; quad[1] = 1.0f; quad[2] = 0.0f;
quad[3] = -1.0f; quad[4] = -1.0f; quad[5] = 0.0f;
quad[6] = 1.0f; quad[7] = 1.0f; quad[8] = 0.0f;
quad[9] = 1.0f; quad[10] = -1.0f; quad[11] = 0.0f;
// Setup quad color
quadColour[0] = 1.0f; quadColour[1] = 0.0f; quadColour[2] = 0.0f;
quadColour[3] = 0.0f; quadColour[4] = 1.0f; quadColour[8] = 0.0f;
quadColour[6] = 0.0f; quadColour[7] = 0.0f; quadColour[5] = 1.0f;
quadColour[9] = 1.0f; quadColour[10] = 1.0f; quadColour[11] = 0.0f;
//store meshes into the resource manager
Mesh mTemp;
//the triangle
mTemp.vertexCount = 3;
mTemp.vertexSize = 3;
mTemp.pPositions = new float[mTemp.vertexCount * mTemp.vertexSize];
for (int i = 0; i < mTemp.vertexCount * mTemp.vertexSize; i++)
{
mTemp.pPositions[i] = triangle[i];
}
mTemp.pColours = new float[mTemp.vertexCount * mTemp.vertexSize];
for (int i = 0; i < mTemp.vertexCount * mTemp.vertexSize; i++)
{
mTemp.pColours[i] = triangleColour[i];
}
RM_MeshTriangle = pGameEngine->GetResourceManager()->GenerateMeshResource(&mTemp);
SAFE_DELETEARRAY(mTemp.pPositions);
SAFE_DELETEARRAY(mTemp.pColours);
if (RM_MeshTriangle == -1)
{
return RM_MeshTriangle;
}
//the quad
mTemp.vertexCount = 4;
mTemp.vertexSize = 3;
mTemp.pPositions = new float[mTemp.vertexCount * mTemp.vertexSize];
for (int i = 0; i < mTemp.vertexCount * mTemp.vertexSize; i++)
mTemp.pPositions[i] = quad[i];
mTemp.pColours = new float[mTemp.vertexCount * mTemp.vertexSize];
for (int i = 0; i < mTemp.vertexCount * mTemp.vertexSize; i++)
mTemp.pColours[i] = quadColour[i];
RM_MeshQuad = pGameEngine->GetResourceManager()->GenerateMeshResource(&mTemp);
SAFE_DELETEARRAY(mTemp.pPositions);
SAFE_DELETEARRAY(mTemp.pColours);
if (RM_MeshQuad == -1)
{
return RM_MeshQuad;
}
//create VAO for each mesh
//the triangle
//first, ask for an instance of VertexArrayObject structure
OR_VAOTriangle = pGameEngine->GetOpenGLRenderer()->NewVertexArrayObject(2, L"triangle");
if (OR_VAOTriangle == -1)
{
return OR_VAOTriangle;
}
//create VBO, one attribute one VBO. MIND THE ATTRIB ORDER!!!!!
//1.VertexPosition
pGameEngine->GetOpenGLRenderer()->CreateVBO(OR_VAOTriangle, 0,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).pPositions,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).vertexCount *
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).vertexSize *
sizeof(float));
//2.VertexColour
pGameEngine->GetOpenGLRenderer()->CreateVBO(OR_VAOTriangle, 1,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).pColours,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).vertexCount *
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshTriangle).vertexSize *
sizeof(float));
//now VAO
pGameEngine->GetOpenGLRenderer()->CreateVAO(OR_VAOTriangle);
//the quad
//first, ask for an instance of VertexArrayObject structure
OR_VAOQuad = pGameEngine->GetOpenGLRenderer()->NewVertexArrayObject(2, L"quad");
if (OR_VAOQuad == -1)
{
return OR_VAOQuad;
}
//create VBO, one attribute one VBO. MIND THE ATTRIB ORDER!!!!!
//1.VertexPosition
pGameEngine->GetOpenGLRenderer()->CreateVBO(OR_VAOQuad, 0,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).pPositions,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).vertexCount *
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).vertexSize *
sizeof(float));
//2.VertexColour
pGameEngine->GetOpenGLRenderer()->CreateVBO(OR_VAOQuad, 1,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).pColours,
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).vertexCount *
pGameEngine->GetResourceManager()->GetMeshResource(RM_MeshQuad).vertexSize *
sizeof(float));
//now VAO
pGameEngine->GetOpenGLRenderer()->CreateVAO(OR_VAOQuad);
return 1;//temporary return value for success
}
bool TestGame::GameInitialise(HINSTANCE hInstance, GameApp* pGA)
{
pGameEngine = new GameEngine(hInstance, pGA, m_pGameTitle, m_pGameTitle, NULL, NULL);
if (pGameEngine)
{
return true;
}
else
{
return false;
}
}
void TestGame::GameStart()
{
if (m_useD3D11)
{
SetupD3D11Rendering();
}
else//use opengl
{
RM_GLSLEffectPassThru = CreateGLSLEffectResource_PassThru();
if (RM_GLSLEffectPassThru == -1)
{
PostMessage(pGameEngine->GetWindow(), WM_CLOSE, NULL, NULL);
return;
}
OR_GLSLEffectPassThru = SetupGLSLEffectProgram_PassThru(RM_GLSLEffectPassThru);
if (OR_GLSLEffectPassThru == -1)
{
PostMessage(pGameEngine->GetWindow(), WM_CLOSE, NULL, NULL);
return;
}
if (pGameEngine->GetOpenGLRenderer()->CreateShaderProgram(OR_GLSLEffectPassThru) == FALSE)
{
PostMessage(pGameEngine->GetWindow(), WM_CLOSE, NULL, NULL);
return;
}
if (LoadMesh() == -1)
{
PostMessage(pGameEngine->GetWindow(), WM_CLOSE, NULL, NULL);
return;
}
if (pGameEngine->GetResourceManager()->GenerateTexture2DResource(L"wow.jpg", L"jpeg") == -1)
{
PostMessage(pGameEngine->GetWindow(), WM_CLOSE, NULL, NULL);
return;
}
}
}
void TestGame::GameEnd()
{
SAFE_DELETE(pGameEngine);
}
void TestGame::GameActivate()
{
}
void TestGame::GameDeactivate()
{
}
void TestGame::GamePaint()
{
if (m_useD3D11)
{
ID3D11DeviceContext* pDeviceContext = pGameEngine->GetD3D11Renderer()->GetDeviceContext();
const float teal[] = { 0.098f, 0.439f, 0.439f, 1.000f };
pDeviceContext->ClearRenderTargetView(
pGameEngine->GetD3D11Renderer()->GetRenderTargetView(),
teal
);
pDeviceContext->ClearDepthStencilView(
pGameEngine->GetD3D11Renderer()->GetDepthStencilView(),
D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
1.0f,
0);
pDeviceContext->Draw(3, 0);
pGameEngine->GetD3D11Renderer()->GetSwapChain()->Present(0, 0);
}
else//use opengl
{
pGameEngine->GetOpenGLRenderer()->RenderScene();
}
}
void TestGame::GameCycle()
{
GamePaint();
}