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main.cpp
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main.cpp
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//--------------------------------------------------------------------------------------
// File: main.cpp
//
// YOU SHOULDN'T NEED TO ALTER THIS
//--------------------------------------------------------------------------------------
#define _XM_NO_INTRINSICS_
#include "main.h"
#include <time.h>
#include "Background.h"
#include "Waypoint.h"
#include "Vehicle.h"
#include "PickupItem.h"
#include "AIManager.h"
#include <iostream>
#include <sstream>
#include <vector>
#include "constants.h"
using namespace std;
DirectX::XMFLOAT4 g_EyePosition(0, 0, -200, 1);
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDirectXComponents();
HRESULT InitGameComponents();
HRESULT InitShader();
HRESULT InitViewProjection(int width, int height);
void Cleanup();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();
typedef vector<DrawableGameObject*> vecDrawables;
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11Device1* g_pd3dDevice1 = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
ID3D11DeviceContext1* g_pImmediateContext1 = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
IDXGISwapChain1* g_pSwapChain1 = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D* g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11SamplerState * g_pSamplerNormal = nullptr;
ID3D11InputLayout* g_pInputLayout = nullptr;
ID3D11Buffer* g_pConstantBuffer = nullptr;
ID3D11Buffer* g_pMaterialConstantBuffer = nullptr;
ID3D11Buffer* g_pLightConstantBuffer = nullptr;
XMMATRIX g_View;
XMMATRIX g_Projection;
int g_viewWidth;
int g_viewHeight;
vecDrawables g_GameObjects;
Background* g_pBackground = nullptr;
AIManager g_AIManager;
//--------------------------------------------------------------------------------------
// 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( _In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow )
{
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED(InitDirectXComponents() ) )
{
Cleanup();
return 0;
}
if (FAILED(InitGameComponents()))
{
Cleanup();
return 0;
}
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, nullptr, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
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 = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
wcex.hCursor = LoadCursor( nullptr, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"FrameworkWindowClass";
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
if( !RegisterClassEx( &wcex ) )
return E_FAIL;
// Create window
int width = SCREEN_WIDTH;
int height = SCREEN_HEIGHT;
g_hInst = hInstance;
RECT rc = { 0, 0, width, height };
g_viewWidth = width;
g_viewHeight = height;
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L"FrameworkWindowClass", L"AI Framework",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DCompile
//
// With VS 11, we could load up prebuilt .cso files instead...
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( const WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
dwShaderFlags |= D3DCOMPILE_DEBUG;
dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob* pErrorBlob = nullptr;
hr = D3DCompileFromFile( szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob );
if( FAILED(hr) )
{
if( pErrorBlob )
{
OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) );
pErrorBlob->Release();
}
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Game components
//--------------------------------------------------------------------------------------
HRESULT InitGameComponents()
{
// create the background (racetrack)
g_pBackground = new Background();
HRESULT hr = g_pBackground->initMesh(g_pd3dDevice);
if (FAILED(hr))
{
MessageBox(nullptr,
L"Failed to initialise background.", L"Error", MB_OK);
return hr;
}
// initialise the AI / SceneManager
g_AIManager.initialise(g_pd3dDevice);
return hr;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and other rendering components
//--------------------------------------------------------------------------------------
HRESULT InitDirectXComponents()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
if ( hr == E_INVALIDARG )
{
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
}
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
// Create swap chain
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
if ( dxgiFactory2 )
{
// DirectX 11.1 or later
hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
if (SUCCEEDED(hr))
{
(void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
}
DXGI_SWAP_CHAIN_DESC1 sd = {};
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 2;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
}
dxgiFactory2->Release();
}
else
{
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 2;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
}
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );
dxgiFactory->Release();
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
pBackBuffer->Release();
if( FAILED( hr ) )
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth = {};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil );
if( FAILED( hr ) )
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
if( FAILED( hr ) )
return hr;
g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports( 1, &vp );
// Create the constant buffer
D3D11_BUFFER_DESC bd = {};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
if (FAILED(hr))
return hr;
hr = InitShader();
if (FAILED(hr))
{
MessageBox(nullptr,
L"Failed to initialise shader.", L"Error", MB_OK);
return hr;
}
hr = InitViewProjection(width, height);
if (FAILED(hr))
{
MessageBox(nullptr,
L"Failed to initialise view/projection.", L"Error", MB_OK);
return hr;
}
return S_OK;
}
// ***************************************************************************************
// InitShader
// ***************************************************************************************
HRESULT InitShader()
{
// Compile the vertex shader
ID3DBlob* pVSBlob = nullptr;
HRESULT hr = CompileShaderFromFile(L"shader.fx", "VS", "vs_4_0", &pVSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
if (FAILED(hr))
{
pVSBlob->Release();
return hr;
}
// Define and set the input layout for the vertex shader
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pInputLayout);
pVSBlob->Release();
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pInputLayout);
// Compile the pixel shader
ID3DBlob* pPSBlob = nullptr;
hr = CompileShaderFromFile(L"shader.fx", "PS", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
pPSBlob->Release();
if (FAILED(hr))
return hr;
return hr;
}
// ***************************************************************************************
// InitViewProjection
// ***************************************************************************************
HRESULT InitViewProjection(int width, int height)
{
// Initialize the view matrix
XMVECTOR Eye = XMLoadFloat4(&g_EyePosition);
XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
// Initialize the projection matrix
g_Projection = XMMatrixOrthographicLH((float)width, (float)height, 0.01f, 1000.0f);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects created
//--------------------------------------------------------------------------------------
void Cleanup()
{
g_AIManager.release();
if (g_pBackground != nullptr)
{
g_pBackground->release();
delete g_pBackground;
g_pBackground = nullptr;
}
// Remove any bound render target or depth/stencil buffer
ID3D11RenderTargetView* nullViews[] = { nullptr };
g_pImmediateContext->OMSetRenderTargets(_countof(nullViews), nullViews, nullptr);
if (g_pImmediateContext)
{
g_pImmediateContext->ClearState();
// Flush the immediate context to force cleanup
if(g_pImmediateContext1) g_pImmediateContext1->Flush();
g_pImmediateContext->Flush();
if (g_pInputLayout) g_pInputLayout->Release();
if (g_pConstantBuffer) g_pConstantBuffer->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pDepthStencil) g_pDepthStencil->Release();
if (g_pDepthStencilView) g_pDepthStencilView->Release();
if (g_pRenderTargetView) g_pRenderTargetView->Release();
if (g_pSwapChain1) g_pSwapChain1->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pImmediateContext1) g_pImmediateContext1->Release();
if (g_pImmediateContext) g_pImmediateContext->Release();
}
ID3D11Debug* debugDevice = nullptr;
g_pd3dDevice->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void **>(&debugDevice));
if (g_pd3dDevice1) g_pd3dDevice1->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
// handy for finding dx memory leaks
//Result = debugDevice->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
if (debugDevice)
debugDevice->Release();
}
//--------------------------------------------------------------------------------------
// 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_LBUTTONUP:
{
int xPos = GET_X_LPARAM(lParam);
int yPos = GET_Y_LPARAM(lParam);
// modify the x and y pos to match the scene coordinates
xPos -= SCREEN_WIDTH / 2;
yPos -= SCREEN_HEIGHT / 2;
yPos *= -1;
g_AIManager.mouseUp(xPos, yPos);
std::stringstream posout;
posout << "" << xPos << " " << yPos << "" << endl;
OutputDebugStringA(posout.str().c_str());
break;
}
case WM_PAINT:
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
case WM_KEYDOWN:
g_AIManager.keyDown(wParam);
break;
case WM_KEYUP:
g_AIManager.keyUp(wParam);
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
void setupTransformConstantBuffer(XMMATRIX world, XMMATRIX view, XMMATRIX projection)
{
ConstantBuffer cb1;
cb1.mWorld = XMMatrixTranspose(world);
cb1.mView = XMMatrixTranspose(view);
cb1.mProjection = XMMatrixTranspose(projection);
g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);
}
void DrawItem(DrawableGameObject* object)
{
setupTransformConstantBuffer(XMLoadFloat4x4(object->getTransform()), g_View, g_Projection);
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->PSSetShaderResources(0, 1, object->getTextureResourceView());
g_pImmediateContext->PSSetSamplers(0, 1, object->getTextureSamplerState());
// draw
object->draw(g_pImmediateContext);
}
void AddItemToDrawList(DrawableGameObject* object)
{
if (object == nullptr)
return;
g_GameObjects.push_back(object);
}
void clearDrawList()
{
for (int i=0; i<g_GameObjects.size(); i++)
{
g_GameObjects[i] = nullptr;
}
g_GameObjects.clear();
}
void Update(const float deltaTime)
{
g_AIManager.update(deltaTime);
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Update our time
static float deltaTime = 0.0f;
static ULONGLONG timeStart = 0;
ULONGLONG timeCur = GetTickCount64();
if( timeStart == 0 )
timeStart = timeCur;
deltaTime = ( timeCur - timeStart ) / 1000.0f;
timeStart = timeCur;
float FPS60 = 1.0f / 60.0f;
static float cummulativeTime = 0;
// cap the framerate at 60 fps
cummulativeTime += deltaTime;
if (cummulativeTime >= FPS60) {
cummulativeTime = cummulativeTime - FPS60;
}
else {
return;
}
Update(deltaTime);
// Clear the back buffer
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::AntiqueWhite );
// Clear the depth buffer to 1.0 (max depth)
g_pImmediateContext->ClearDepthStencilView( g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 );
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
// draw the background
if (g_pBackground != nullptr) {
setupTransformConstantBuffer(XMLoadFloat4x4(g_pBackground->getTransform()), XMMatrixIdentity(), XMMatrixIdentity());
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->PSSetShaderResources(0, 1, g_pBackground->getTextureResourceView());
g_pImmediateContext->PSSetSamplers(0, 1, g_pBackground->getTextureSamplerState());
g_pBackground->draw(g_pd3dDevice, g_pImmediateContext);
}
// draw the vehicles / nodes
for(unsigned int i=0; i< g_GameObjects.size(); i++) {
DrawItem(g_GameObjects[i]);
}
g_GameObjects.clear(); // the list of items to draw is cleared each frame
// Present our back buffer to our front buffer
g_pSwapChain->Present( 0, 0 );
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
}