Apparently we're doing OpenGL now

This commit is contained in:
2014-02-20 16:28:54 +01:00
parent f14b733bd0
commit 0503f4e6bc
8 changed files with 11 additions and 284 deletions
+8 -2
View File
@@ -1,18 +1,24 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Escape-the-Dawn", "Escape-the-Dawn\Escape-the-Dawn.vcxproj", "{FE405CFA-8FCE-4867-92CF-797E73B36482}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
MinSizeRel|Win32 = MinSizeRel|Win32
Release|Win32 = Release|Win32
RelWithDebInfo|Win32 = RelWithDebInfo|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Debug|Win32.ActiveCfg = Debug|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Debug|Win32.Build.0 = Debug|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.MinSizeRel|Win32.Build.0 = Release|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.ActiveCfg = Release|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.Build.0 = Release|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{FE405CFA-8FCE-4867-92CF-797E73B36482}.RelWithDebInfo|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
-76
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@@ -1,76 +0,0 @@
#include "Direct3D.h"
void Direct3D::Initialize(Window* window)
{
m_Window = window;
DXGI_SWAP_CHAIN_DESC scd = { 0 };
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = window->GetHandle();
scd.SampleDesc.Count = 4;
scd.Windowed = TRUE;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
D3D11CreateDeviceAndSwapChain(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&SwapChain,
&Device,
NULL,
&DeviceContext);
// Set the back buffer render target
ID3D11Texture2D* pBackBuffer;
SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer);
Device->CreateRenderTargetView(pBackBuffer, NULL, &BackBuffer);
pBackBuffer->Release();
DeviceContext->OMSetRenderTargets(1, &BackBuffer, NULL);
// Set the viewport
D3D11_VIEWPORT viewport = { 0 };
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = window->GetWidth();
viewport.Height = window->GetHeight();
DeviceContext->RSSetViewports(1, &viewport);
}
void Direct3D::Resize(int width, int height)
{
DeviceContext->OMSetRenderTargets(0, 0, 0);
BackBuffer->Release();
HRESULT hr; // TODO: Error handling
// Preserve the existing buffer count and format.
hr = SwapChain->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
ID3D11Texture2D* pBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBuffer);
hr = Device->CreateRenderTargetView(pBuffer, NULL, &BackBuffer);
pBuffer->Release();
DeviceContext->OMSetRenderTargets(1, &BackBuffer, NULL);
// Set the viewport
D3D11_VIEWPORT viewport = { 0 };
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = width;
viewport.Height = height;
DeviceContext->RSSetViewports(1, &viewport);
}
Direct3D::~Direct3D()
{
SwapChain->Release();
BackBuffer->Release();
Device->Release();
DeviceContext->Release();
}
-31
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@@ -1,31 +0,0 @@
#ifndef Direct3D_h__
#define Direct3D_h__
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
#include "Window.h"
class Direct3D
{
public:
Direct3D() { }
~Direct3D();
IDXGISwapChain* SwapChain;
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11RenderTargetView* BackBuffer;
void Initialize(Window* window);
void Resize(int width, int height);
private:
Window* m_Window;
};
#endif // Direct3D_h__
+2 -6
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@@ -19,12 +19,14 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -72,13 +74,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Direct3D.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Direct3D.h" />
<ClInclude Include="Window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
@@ -18,19 +18,5 @@
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Direct3D.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Window.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Direct3D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Window.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
-69
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@@ -1,69 +0,0 @@
#include "Window.h"
LRESULT CALLBACK Window::MsgRouter(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (msg == WM_CREATE)
SetWindowLong(hWnd, GWL_USERDATA, reinterpret_cast<long>(LPCREATESTRUCT(lParam)->lpCreateParams));
Window* wnd = reinterpret_cast<Window*>(GetWindowLong(hWnd, GWL_USERDATA));
if (wnd)
return wnd->WndProc(msg, wParam, lParam);
else
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void Window::Create(std::string title, int width, int height)
{
m_Width = width;
m_Height = height;
WNDCLASSEX wc = { 0 };
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = Window::MsgRouter;
wc.hInstance = m_hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass1";
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
m_hWnd = CreateWindowEx(
NULL,
"WindowClass1",
title.c_str(),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
width,
height,
NULL,
NULL,
m_hInstance,
reinterpret_cast<void*>(this));
}
void Window::Show(int nCmdShow /*= SW_SHOW*/)
{
ShowWindow(m_hWnd, nCmdShow);
}
LRESULT CALLBACK Window::WndProc(UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
OutputDebugString("WM_CREATE\n");
case WM_CLOSE:
DestroyWindow(m_hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(m_hWnd, msg, wParam, lParam);
}
}
-32
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@@ -1,32 +0,0 @@
#ifndef Window_h__
#define Window_h__
#include <string>
#include <Windows.h>
class Window
{
public:
Window(HINSTANCE hInstance)
: m_hInstance(hInstance) { }
HWND GetHandle() { return m_hWnd; }
int GetWidth() { return m_Width; }
int GetHeight() { return m_Height; }
void Create(std::string title, int width, int height);
void Show(int nCmdShow = SW_SHOW);
static LRESULT CALLBACK MsgRouter(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
protected:
HWND m_hWnd;
HINSTANCE m_hInstance;
int m_Width;
int m_Height;
virtual LRESULT CALLBACK WndProc(UINT msg, WPARAM wParam, LPARAM lParam);
};
#endif // Window_h__
+1 -54
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@@ -1,57 +1,4 @@
#include <Windows.h>
#include <WindowsX.h>
#include "Direct3D.h"
#include "Window.h"
Direct3D* d3d;
void Update();
void Draw();
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
int main(int argc, char* argv[])
{
HINSTANCE hInstance = GetModuleHandle(NULL);
d3d = new Direct3D();
Window wnd(hInstance);
wnd.Create("Escape the Dawn", 1280, 720);
d3d->Initialize(&wnd);
wnd.Show();
MSG msg = { 0 };
while (true)
{
// Check to see if any messages are waiting in the queue
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
else
{
Update();
Draw();
}
}
// return this part of the WM_QUIT message to Windows
return msg.wParam;
}
void Update()
{
}
void Draw()
{
d3d->DeviceContext->ClearRenderTargetView(d3d->BackBuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
d3d->SwapChain->Present(0, 0);
return 0;
}