[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include "resource.h"
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| 3 | #include "GameManager.h"
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| 4 | #include "fmod.h"
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| 5 | #import <msxml.dll> named_guids
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| 6 |
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| 7 | // Global Variables
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| 8 | CDXUTDialogResourceManager DialogResourceManager;
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| 9 | CDXUTDialog GUI;
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| 10 | GameManager manager;
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| 11 | bool firstFrame;
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| 12 | bool secondFrame;
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| 13 | bool usePhysXDebug;
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| 14 | MSXML::IXMLDOMDocumentPtr configDomDocument;
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| 15 | MSXML::IXMLDOMElementPtr configDocRoot;
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| 16 | int width;
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| 17 | int height;
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| 18 |
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| 19 |
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| 20 | //--------------------------------------------------------------------------------------
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| 21 | // Rejects any devices that aren't acceptable by returning false
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| 22 | //--------------------------------------------------------------------------------------
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| 23 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
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| 24 | {
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| 25 | // Skip backbuffer formats that don't support alpha blending
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| 26 | IDirect3D9* pD3D = DXUTGetD3DObject();
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| 27 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 28 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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| 29 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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| 30 | return false;
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| 31 |
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| 32 | // Must support cube textures
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| 33 | if( !( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
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| 34 | return false;
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| 35 |
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| 36 | // Must support pixel shader 3.0
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| 37 | if( pCaps->PixelShaderVersion < D3DPS_VERSION( 3, 0 ) )
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| 38 | return false;
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| 39 |
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| 40 | // need to support D3DFMT_A32B32G32R32F render target
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| 41 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 42 | AdapterFormat, D3DUSAGE_RENDERTARGET,
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| 43 | D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F ) ) )
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| 44 | return false;
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| 45 |
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| 46 | // Verify that the depth format exists
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| 47 | HRESULT hr = pD3D->CheckDeviceFormat(pCaps->AdapterOrdinal,
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| 48 | pCaps->DeviceType,
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| 49 | AdapterFormat,
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| 50 | D3DUSAGE_DEPTHSTENCIL,
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| 51 | D3DRTYPE_SURFACE,
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| 52 | D3DFMT_D16);
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| 53 |
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| 54 | if(FAILED(hr)) return FALSE;
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| 55 |
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| 56 | // Verify that the depth format is compatible
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| 57 | hr = pD3D->CheckDepthStencilMatch(pCaps->AdapterOrdinal,
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| 58 | pCaps->DeviceType,
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| 59 | AdapterFormat,
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| 60 | BackBufferFormat,
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| 61 | D3DFMT_D16);
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| 62 | if(FAILED(hr)) return false;
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| 63 |
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| 64 | return true;
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| 65 | }
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| 66 |
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| 67 |
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| 68 | //--------------------------------------------------------------------------------------
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| 69 | // Before a device is created, modify the device settings as needed
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| 70 | //--------------------------------------------------------------------------------------
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| 71 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
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| 72 | {
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| 73 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW then switch to SWVP.
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| 74 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
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| 75 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
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| 76 | {
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| 77 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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| 78 | }
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| 79 | else
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| 80 | {
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| 81 | pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
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| 82 | }
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| 83 |
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| 84 | // This application is designed to work on a pure device by not using
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| 85 | // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
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| 86 | if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
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| 87 | (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
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| 88 | pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
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| 89 |
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| 90 | // Debugging vertex shaders requires either REF or software vertex processing
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| 91 | // and debugging pixel shaders requires REF.
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| 92 | #ifdef DEBUG_VS
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| 93 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
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| 94 | {
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| 95 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
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| 96 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
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| 97 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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| 98 | }
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| 99 | #endif
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| 100 | #ifdef DEBUG_PS
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| 101 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
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| 102 | #endif
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| 103 |
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| 104 |
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| 105 |
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| 106 |
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| 107 | return true;
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| 108 | }
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| 109 |
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| 110 |
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| 111 | //--------------------------------------------------------------------------------------
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| 112 | // Create any D3DPOOL_MANAGED resources here
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| 113 | //--------------------------------------------------------------------------------------
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| 114 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 115 | {
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| 116 | //GUI Stuff:
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| 117 | manager.OnCreateDevice( pd3dDevice, pBackBufferSurfaceDesc, pUserContext );
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| 118 |
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| 119 | DialogResourceManager.OnCreateDevice(pd3dDevice);
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| 120 | return S_OK;
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| 121 | }
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| 122 |
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| 123 |
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| 124 | //--------------------------------------------------------------------------------------
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| 125 | // Create any D3DPOOL_DEFAULT resources here
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| 126 | //--------------------------------------------------------------------------------------
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| 127 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
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| 128 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 129 | {
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| 130 | manager.printToConsole("On Reset Device in WuermerDX9 Called!");
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| 131 | HRESULT hr = DialogResourceManager.OnResetDevice();
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| 132 | if(hr!=S_OK)
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| 133 | manager.printToConsole("Reset failed!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
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| 134 | manager.OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext);
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| 135 | return S_OK;
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| 136 | }
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| 137 |
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| 138 |
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| 139 | //--------------------------------------------------------------------------------------
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| 140 | // Handle updates to the scene
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| 141 | //--------------------------------------------------------------------------------------
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| 142 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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| 143 | {
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| 144 | }
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| 145 |
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| 146 |
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| 147 | //--------------------------------------------------------------------------------------
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| 148 | // Render the scene
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| 149 | //--------------------------------------------------------------------------------------
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| 150 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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| 151 | {
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| 152 | manager.updateGame(fElapsedTime);
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| 153 | }
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| 154 |
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| 155 |
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| 156 | //--------------------------------------------------------------------------------------
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| 157 | // Handle messages to the application
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| 158 | //--------------------------------------------------------------------------------------
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| 159 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
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| 160 | bool* pbNoFurtherProcessing, void* pUserContext )
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| 161 | {
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| 162 | // Always allow dialog resource manager calls to handle global messages
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| 163 | // so GUI state is updated correctly
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| 164 | *pbNoFurtherProcessing = DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
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| 165 | if( *pbNoFurtherProcessing )
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| 166 | return 0;
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| 167 |
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| 168 | // Give the dialogs a chance to handle the message first
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| 169 | *pbNoFurtherProcessing = GUI.MsgProc( hWnd, uMsg, wParam, lParam );
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| 170 | if( *pbNoFurtherProcessing )
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| 171 | return 0;
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| 172 |
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| 173 | return 0;
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| 174 | }
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| 175 |
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| 176 |
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| 177 | //--------------------------------------------------------------------------------------
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| 178 | // Release resources created in the OnResetDevice callback here
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| 179 | //--------------------------------------------------------------------------------------
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| 180 | void CALLBACK OnLostDevice( void* pUserContext )
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| 181 | {
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| 182 | DialogResourceManager.OnLostDevice();
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| 183 | manager.OnLostDevice(pUserContext);
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| 184 | }
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| 185 |
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| 186 |
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| 187 | //--------------------------------------------------------------------------------------
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| 188 | // Release resources created in the OnCreateDevice callback here
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| 189 | //--------------------------------------------------------------------------------------
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| 190 | void CALLBACK OnDestroyDevice( void* pUserContext )
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| 191 | {
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| 192 | DialogResourceManager.OnDestroyDevice();
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| 193 | manager.OnDestroyDevice(pUserContext);
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| 194 | }
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| 195 |
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| 196 |
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| 197 | //--------------------------------------------------------------------------------------
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| 198 | // As a convenience, DXUT inspects the incoming windows messages for
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| 199 | // keystroke messages and decodes the message parameters to pass relevant keyboard
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| 200 | // messages to the application. The framework does not remove the underlying keystroke
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| 201 | // messages, which are still passed to the application's MsgProc callback.
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| 202 | //--------------------------------------------------------------------------------------
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| 203 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
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| 204 | {
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| 205 | manager.keyPressed(nChar, bKeyDown, bAltDown, pUserContext);
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| 206 | }
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| 207 |
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| 208 | void CALLBACK MouseCallback(bool bLeftButtonDown, bool bRightButtonDown,bool bMiddleButtonDown,
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| 209 | bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta,
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| 210 | int xPos, int yPos, void* pUserContext)
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| 211 | {
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| 212 | manager.setMouseStatus(bLeftButtonDown, bRightButtonDown, bMiddleButtonDown, bSideButton1Down, bSideButton2Down, nMouseWheelDelta, xPos, yPos);
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| 213 | }
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| 214 |
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| 215 | void testfunktion() {
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| 216 | }
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| 217 |
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| 218 | //--------------------------------------------------------------------------------------
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| 219 | // Handles the GUI events
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| 220 | //--------------------------------------------------------------------------------------
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| 221 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
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| 222 | {
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| 223 | manager.OnGUIEvent(nEvent, nControlID, pControl, pUserContext);
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| 224 | }
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| 225 |
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| 226 |
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| 227 | //--------------------------------------------------------------------------------------
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| 228 | // Initialize everything and go into a render loop
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| 229 | //--------------------------------------------------------------------------------------
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[1384] | 230 |
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| 231 | extern int CUBEMAP_SIZE;
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| 232 |
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[1378] | 233 | INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int )
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| 234 | {
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| 235 | // Enable run-time memory check for debug builds.
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| 236 | #if defined(DEBUG) | defined(_DEBUG)
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| 237 | _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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| 238 |
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| 239 | #endif
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| 240 |
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| 241 | // Set the callback functions
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| 242 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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| 243 | DXUTSetCallbackDeviceReset( OnResetDevice );
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| 244 | DXUTSetCallbackDeviceLost( OnLostDevice );
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| 245 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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| 246 | DXUTSetCallbackKeyboard( KeyboardProc );
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| 247 | DXUTSetCallbackMouse(MouseCallback,true);
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| 248 | DXUTSetCallbackMsgProc( MsgProc );
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| 249 | DXUTSetCallbackFrameRender( OnFrameRender );
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| 250 | DXUTSetCallbackFrameMove( OnFrameMove );
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| 251 |
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| 252 |
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| 253 | // TODO: Perform any application-level initialization here
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| 254 | manager.printToConsole("initialising game");
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| 255 |
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| 256 | //Sound init
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| 257 | manager.printToConsole("initialising FMOD");
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| 258 | FSOUND_Init(44100, 32, 0);
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| 259 | FSOUND_3D_SetDistanceFactor(1.0f);
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| 260 |
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| 261 | //Load Config XML
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| 262 | //XML Stuff
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| 263 | ::CoInitialize(NULL);
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| 264 |
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| 265 | HRESULT hr = configDomDocument.CreateInstance(MSXML::CLSID_DOMDocument);
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| 266 | if (FAILED(hr)) {
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| 267 | manager.printToConsole("Unable to create XML instance!");
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| 268 | exit(0);
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| 269 | }
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| 270 |
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| 271 | variant_t vResult;
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| 272 |
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| 273 | vResult = configDomDocument->load("./config.xml");
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| 274 | if (((bool)vResult) == TRUE) {
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| 275 | configDocRoot = configDomDocument->documentElement;
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| 276 | } else {
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| 277 | manager.printToConsole("Loading Configuration failed!");
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| 278 | exit(0);
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| 279 | }
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| 280 |
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| 281 | _bstr_t tmpWidth("width");
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| 282 | _bstr_t tmpHeight("height");
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| 283 | _bstr_t tmpFullscreen("fullscreen");
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| 284 | _bstr_t tmpUsePhysX("physxdebug");
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| 285 | _bstr_t tmpChallenge("challenge");
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| 286 | _bstr_t tmpChallengeName("name");
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| 287 | _bstr_t tmpChallengeLocation("location");
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| 288 | _bstr_t tmpChallengeScreen("loadingScreen");
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| 289 |
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[1384] | 290 | _bstr_t tmpCubemapSize("cubemapsize"); // MG
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| 291 |
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| 292 |
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[1378] | 293 | int fullscreen;
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| 294 | for (MSXML::IXMLDOMNodePtr pChild = configDocRoot->firstChild;NULL != pChild;pChild = pChild->nextSibling) {
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| 295 | if(pChild->nodeType == MSXML::NODE_ELEMENT) {
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| 296 | if(pChild->nodeName == tmpWidth) {
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| 297 | width = atoi(pChild->firstChild->text); //Width
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| 298 | } else if(pChild->nodeName == tmpHeight) {
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| 299 | height = atoi(pChild->firstChild->text); //Height
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| 300 | } else if(pChild->nodeName == tmpFullscreen) {
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| 301 | fullscreen = atoi(pChild->firstChild->text); //Use Fullscreen?
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[1384] | 302 | }
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| 303 | else if(pChild->nodeName == tmpCubemapSize) {
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| 304 | CUBEMAP_SIZE = atoi(pChild->firstChild->text); //Raytrace Effects Cubemap Size
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| 305 | }
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| 306 | else if(pChild->nodeName == tmpUsePhysX) {
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[1378] | 307 | usePhysXDebug = (atoi(pChild->firstChild->text)==1);//Use Shader?
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| 308 | } else if(pChild->nodeName == tmpChallenge) { //A Challenge
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| 309 | for(MSXML::IXMLDOMNodePtr pChallengeChild = pChild->firstChild; NULL != pChallengeChild; pChallengeChild = pChallengeChild->nextSibling) {
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| 310 | if(pChallengeChild->nodeName == tmpChallengeName) {
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| 311 | std::string temp = pChallengeChild->firstChild->text;
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| 312 | manager.ms.getChallengeNameList()->push_back(temp); //Challenge Name
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| 313 | } else if(pChallengeChild->nodeName == tmpChallengeLocation) {
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| 314 | std::string temp = pChallengeChild->firstChild->text;
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| 315 | manager.ms.getChallengeList()->push_back(temp); //Challenge xml file location
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| 316 | } else if(pChallengeChild->nodeName == tmpChallengeScreen) {
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| 317 | std::string temp = pChallengeChild->firstChild->text;
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| 318 | manager.ms.getChallengeScreenList()->push_back(temp); //Challenge loading screen file location
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| 319 | }
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| 320 | }
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| 321 | }
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| 322 | }
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| 323 | }
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| 324 |
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| 325 | manager.gs.usePhysXDebugger = usePhysXDebug;
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| 326 |
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| 327 | // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
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| 328 | DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
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| 329 |
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| 330 | // init GUI:
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| 331 | GUI.Init(&DialogResourceManager);
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| 332 | GUI.SetCallback(OnGUIEvent);
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| 333 | manager.ms.setDialogResourceManager(&DialogResourceManager);
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| 334 | manager.ms.setGUI(&GUI);
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| 335 | manager.ms.initGUI();
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| 336 |
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| 337 | //Setup Window
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| 338 | DXUTInit( true, false, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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| 339 | DXUTCreateWindow( L"WuermerDX9", hInstance, NULL, NULL, 0, 0 );
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| 340 | DXUTCreateDevice( D3DADAPTER_DEFAULT,
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| 341 | (fullscreen==0), // windowed mode - set to false for full screen!
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| 342 | width, // width
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| 343 | height, // height
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| 344 | IsDeviceAcceptable,
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| 345 | ModifyDeviceSettings );
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| 346 |
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| 347 |
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| 348 |
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| 349 |
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| 350 | // initialising game:
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| 351 | manager.setScreenDimension(width, height);
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| 352 | manager.initGame();
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| 353 | firstFrame = true;
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| 354 | secondFrame = false;
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| 355 | // Start the render loop
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| 356 | DXUTMainLoop();
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| 357 |
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| 358 | // TODO: Perform any application-level cleanup here
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| 359 | return DXUTGetExitCode();
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| 360 | } |
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