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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230 |
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231 | extern int CUBEMAP_SIZE;
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232 |
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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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290 | _bstr_t tmpCubemapSize("cubemapsize"); // MG
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291 |
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292 |
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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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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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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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