166 lines
5.6 KiB
C++
166 lines
5.6 KiB
C++
#include "data.h"
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#include "shaders.h"
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int main(int argc, char** argv) {
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#ifdef FULLSCREEN
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ShowCursor(0);
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hWnd = CreateWindowExA(0, (LPCSTR)ATOM_STATIC, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0);
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//ShowWindow(hWnd, SW_SHOW);
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#else
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#ifdef _DEBUG
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WNDCLASSEX wndclass;
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wndclass.cbSize = sizeof (wndclass);
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wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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wndclass.lpfnWndProc = (WNDPROC)DefWindowProc;
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wndclass.cbClsExtra = 0;
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wndclass.cbWndExtra = 0;
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wndclass.hInstance = NULL;
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wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
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wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
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wndclass.lpszMenuName = NULL;
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wndclass.lpszClassName = "BluFlame intro window class";
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wndclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
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RegisterClassEx(&wndclass);
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hWnd = CreateWindowExA(0,
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wndclass.lpszClassName,
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"Intro",
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WS_EX_APPWINDOW,
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GetSystemMetrics(SM_CXSCREEN) - WIDTH - 16,
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0,
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WIDTH + 16,
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HEIGHT + 40,
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NULL,
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NULL,
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GetModuleHandle(NULL),
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NULL
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);
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ShowWindow(hWnd, SW_NORMAL);
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SetWindowPos(hWnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
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#else
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hWnd = CreateWindowExA(0, (LPCSTR)ATOM_STATIC, 0, WS_POPUP | WS_VISIBLE, 0, 0, WIDTH, HEIGHT, 0, 0, 0, 0);
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#endif
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#endif
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swapChainDesc.OutputWindow = hWnd;
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D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, NULL, 0, D3D11_SDK_VERSION, (DXGI_SWAP_CHAIN_DESC*)&swapChainDesc, &swapChain, &device, NULL, &context);
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swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
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device->CreateTexture2D(&depthBufferDesc, NULL, &depthBuffer);
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device->CreateBuffer(&constantBufferDesc, NULL, &constantBuffer);
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device->CreateBuffer(&particleBufferDesc, NULL, &particleBuffer1);
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device->CreateUnorderedAccessView(particleBuffer1, &particleUavDesc, &particleBuffer1UAV);
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device->CreateShaderResourceView(particleBuffer1, &particleSrvDesc, &particleBuffer1SRV);
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device->CreateBuffer(&particleBufferDesc, NULL, &particleBuffer2);
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device->CreateUnorderedAccessView(particleBuffer2, &particleUavDesc, &particleBuffer2UAV);
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device->CreateShaderResourceView(particleBuffer2, &particleSrvDesc, &particleBuffer2SRV);
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device->CreateRenderTargetView(backBufferTexture, &backBufferRtvDesc, &backBufferRtv);
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device->CreateDepthStencilState(&depthStencilStateDesc, &depthStencilState);
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device->CreateDepthStencilView(depthBuffer, &depthStencilViewDesc, &depthStencilView);
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device->CreateBlendState(&alphaBlendDesc, &alphaBlendState);
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#ifndef _DEBUG
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CreateShaders();
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#else
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#ifndef SHADERDEBUG
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InitShader();
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shaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
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SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, 0, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
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#endif
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CreateShaders();
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#endif
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ID3D11UnorderedAccessView* uavs[] = { particleBuffer1UAV, particleBuffer2UAV };
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ID3D11ShaderResourceView* srvs[] = { particleBuffer1SRV, particleBuffer2SRV };
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UINT indices[] = { -1, 0, 0, 0 };
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context->CSSetUnorderedAccessViews(0, 2, uavs, indices);
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context->CSSetConstantBuffers(0, 1, &constantBuffer);
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context->CSSetShader(initShader, NULL, 0);
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context->Dispatch(1, 1, 1);
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float demoTime = 0.0f;
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LARGE_INTEGER startTime;
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QueryPerformanceCounter(&startTime);
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do {
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#ifdef _DEBUG
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MSG msg;
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while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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#endif
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context->ClearRenderTargetView(backBufferRtv, zero);
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context->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
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auto uavtemp = uavs[1];
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uavs[1] = uavs[0];
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uavs[0] = uavtemp;
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auto srvtemp = srvs[1];
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srvs[1] = srvs[0];
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srvs[0] = srvtemp;
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context->ClearUnorderedAccessViewUint(uavs[1], (UINT*)zero);
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context->CSSetUnorderedAccessViews(0, 2, uavs, indices);
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context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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auto constantBufferVertexData = (ConstantBufferType*)mappedResource.pData;
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LARGE_INTEGER time;
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LARGE_INTEGER freq;
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QueryPerformanceCounter(&time);
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QueryPerformanceFrequency(&freq);
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float deltaTime = (float(time.QuadPart - startTime.QuadPart) / freq.QuadPart);
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//deltaTime *= 0.05f;
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startTime = time;
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demoTime += deltaTime;
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constantBufferVertexData->demoTime = demoTime;
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constantBufferVertexData->deltaTime = deltaTime;
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constantBufferVertexData->dummy1 = 1.0f;
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constantBufferVertexData->dummy2 = 1.0f;
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context->Unmap(constantBuffer, 0);
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context->CSSetShader(updateShader, NULL, 0);
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context->Dispatch(1024, 1024, 1);
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context->CSSetUnorderedAccessViews(0, 2, (ID3D11UnorderedAccessView* const *)zero, NULL);
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UINT strides[] = { 48 };
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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context->VSSetConstantBuffers(0, 1, &constantBuffer);
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context->VSSetShader(particleVertexShader, NULL, 0);
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context->GSSetShader(particleGeometryShader, NULL, 0);
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context->PSSetShader(particlePixelShader, NULL, 0);
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context->OMSetRenderTargets(1, &backBufferRtv, NULL/*depthStencilView*/);
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//context->OMSetDepthStencilState(depthStencilState, 1);
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context->OMSetBlendState(alphaBlendState, NULL, 0xffffffff);
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context->RSSetViewports(1, &swapChainViewport);
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context->VSSetShaderResources(0, 1, &srvs[1]);
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context->DrawInstanced(1024 * 1024, 1, 0, 0);
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context->VSSetShaderResources(0, 1, (ID3D11ShaderResourceView* const*)zero);
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swapChain->Present(1, 0);
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//::Sleep(1000 * 0.05);
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#ifdef _DEBUG
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#ifndef SHADERDEBUG
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if (::WaitForSingleObject(shaderCompileEvent, 0) == WAIT_OBJECT_0)
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{
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::Sleep(50);
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CreateShaders();
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::Sleep(50);
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}
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#endif
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#endif
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} while (!GetAsyncKeyState(VK_ESCAPE));
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return EXIT_SUCCESS;
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} |