int main() { IDevice* device = gf::createDevice(EDT_DIRECT3D11, 800, 600); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->createSceneManager(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); ITimer* timer = device->getTimer(); timer->reset(); ITextureManager* textureManager = ITextureManager::getInstance(); IShaderManager* shaderMgr = driver->getShaderManager(); IShader* shader = shaderMgr->load(EST_COMPUTE_SHADER, "matmul.hlsl", "cs_main"); const u32 dimension = 512; const u32 sq_dimension = dimension * dimension; std::vector<f32> A(sq_dimension); std::vector<f32> B(sq_dimension); std::vector<f32> C(sq_dimension); std::vector<f32> D(sq_dimension); // init data for (u32 i = 0; i < sq_dimension; i++) { A[i] = math::RandomFloat(0, 10.0f); B[i] = math::RandomFloat(0, 10.0f); } f32 start_time, end_time; start_time = timer->getTime(); // store the right answers to D for (u32 i = 0; i < dimension; i++) { for (u32 j = 0; j < dimension; j++) { f32 sum = 0; for (u32 k = 0; k < dimension; k++) { sum += A[i * dimension + k] * B[k * dimension + j]; } D[i * dimension + j] = sum; } } end_time = timer->getTime(); printf("The computation time by CPU: %fs\n", end_time - start_time); start_time = timer->getTime(); ITexture* inputTexture1 = textureManager->createTexture2D("input1", dimension, dimension, ETBT_SHADER_RESOURCE, &A[0], 1, EGF_R32_FLOAT, 0); ITexture* inputTexture2 = textureManager->createTexture2D("input2", dimension, dimension, ETBT_SHADER_RESOURCE, &B[0], 1, EGF_R32_FLOAT, 0); ITexture* outputTexture = textureManager->createTexture2D("output", dimension, dimension, ETBT_UNORDERED_ACCESS, nullptr, 1, EGF_R32_FLOAT, 0); ITexture* copyTexture = textureManager->createTexture2D("copy", dimension, dimension, ETBT_CPU_ACCESS_READ, nullptr, 1, EGF_R32_FLOAT, 0); shader->setTexture("gInputA", inputTexture1); shader->setTexture("gInputB", inputTexture2); shader->setTexture("gOutput", outputTexture); u32 blockNum = dimension / 8; if (blockNum * 8 != dimension) blockNum++; driver->runComputeShader(shader, blockNum, blockNum, 1); //driver->resetRWTextures(); //driver->resetTextures(); outputTexture->copyDataToAnotherTexture(copyTexture); STextureData outputData; copyTexture->lock(ETLT_READ, &outputData); u8* data = (u8*)outputData.Data; for (u32 i = 0; i < dimension; i++) { // copy each row. memcpy(&C[i * dimension], data + outputData.RowPitch * i, dimension * sizeof(f32)); } copyTexture->unlock(); end_time = timer->getTime(); printf("The computation time by GPU: %fs\n", end_time - start_time); for (u32 i = 0; i < sq_dimension; i++) { assert(math::FloatEqual(C[i], D[i])); } // destory textures. if (!textureManager->destroy(inputTexture1)) printf("Destory texture failed!"); if (!textureManager->destroy(inputTexture2)) printf("Destory texture failed!"); if (!textureManager->destroy(outputTexture)) printf("Destory texture failed!"); if (!textureManager->destroy(copyTexture)) printf("Destory texture failed!"); //sphereMaterial.drop(); smgr->destroy(); device->drop(); system("pause"); return 0; }
void EditorScene::setupInitialScene() { math::SAxisAlignedBox aabb; aabb.Center = XMFLOAT3(0, 0.0f, 0); aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f); ISceneManager* smgr = mDevice->createSceneManager(aabb); mSceneManager = smgr; ITextureCube* skyTexture = mTextureManager->loadCubeTexture("skybox1.dds"); smgr->setSkyDome(skyTexture); IMeshNode* skyNode = mSceneManager->getSkyNode(); if (skyNode) skyNode->setMaterialName("skydome_material"); mTimer = mDevice->getTimer(); ISimpleMesh* cubeMesh = mMeshManager->createCubeMesh("cube1"); mSelectedCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false); mSelectedCubeNode->setMaterialName("selected_cube_material"); mSelectedCubeNode->setVisible(false); mSelectedCubeNode->setTag(WIRE_NODE_TAG); mPickingCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false); mPickingCubeNode->setMaterialName("picking_cube_material"); mPickingCubeNode->setVisible(false); mPickingCubeNode->setTag(WIRE_NODE_TAG); ISimpleMesh* sphereMesh = mMeshManager->createSphereMesh("pointlight_mesh", 1.0f, 10, 10); mPointLightCollectionNode = smgr->addInstanceCollectionNode(sphereMesh, nullptr, 4000, sizeof(XMFLOAT4)); mPointLightCollectionNode->setMaterialName("multi_wire_material"); mPointLightCollectionNode->setTag(WIRE_NODE_TAG); mPointLightCollectionNode->setVisible(false); mSceneManager->update(0); IVideoDriver* driver = IVideoDriver::getInstance(); mVideoDriver->setDeferredShading(true); driver->setDeferredShadingAlgorithm(EDSA_CS_TILE_BASED_DEFERRED_SHADING); IShaderManager* shaderManager = IShaderManager::getInstance(); mTileBasedDSShader = shaderManager->load(EST_COMPUTE_SHADER, "defer_shader_cs.hlsl", "cs_main"); smgr->setTileBasedDeferredShadingCS(mTileBasedDSShader); if (!CFileParser::ReadScene("main.scene")) { setupTerrain(); ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f)); light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f)); light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f)); light->enableShadow(true); mDirectionalLightNode = light; smgr->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)); mCamera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f), XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true); mCamera->setShadowRange(300.0f); mVideoDriver->setDeferredShading(true); mDeferredShading = true; } UpdateGlobalLighting(); smgr->update(); }
int main() { int d = 1; GF_PRINT_CONSOLE_INFO("Hello:%d\n", d); SDeviceContextSettings settings; settings.MultiSamplingCount = 4; settings.MultiSamplingQuality = 32; IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); IShaderManager* shaderManager = driver->getShaderManager(); IInputLayoutManager* inputlayoutManager = driver->getInputLayoutManager(); IPipelineManager* pipelineMgr = driver->getPipelineManager(); IShader* vs = shaderManager->load(EST_VERTEX_SHADER, "color.hlsl", "ColorVertexShader"); IShader* ps = shaderManager->load(EST_PIXEL_SHADER, "PixelShader.hlsl", "ColorPixelShader"); std::vector<SInputLayoutElement> elements; elements.resize(2); elements[0].SemanticName = "POSITION"; elements[0].SemanticIndex = 0; elements[0].Format = EGF_R32G32B32_FLOAT; elements[0].Offset = 0; elements[1].SemanticName = "COLOR"; elements[1].SemanticIndex = 0; elements[1].Format = EGF_R32G32B32A32_FLOAT; elements[1].Offset = 12; IInputLayout* layout = inputlayoutManager->create(elements, vs); IShader* shaders[2] = { vs, ps }; IPipeline* pipeline = pipelineMgr->create("color", shaders, 2, layout, EPT_TRIANGLELIST); ISceneManager* smgr = device->getSceneManager(); Vertex vertices[3]; vertices[0] = Vertex(XMFLOAT3(-1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)); vertices[1] = Vertex(XMFLOAT3(0.0f, 0.6f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)); vertices[2] = Vertex(XMFLOAT3(1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f)); //IMesh* mesh = smgr->createSimpleMesh(&vertices, 3, sizeof(Vertex), nullptr, 0, 0); IMesh* mesh = smgr->createCubeMesh(); IMeshNode* meshNode = smgr->addMeshNode(mesh, pipeline); //CD3D11ShaderManager* s = new CD3D11ShaderManager(nullptr); XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMVECTOR at = XMVectorZero(); XMMATRIX view = XMMatrixLookAtLH(eye, at, up); XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f * 3.14f, static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT), 1.0f, 1000.0f); meshNode->translate(0, 0, 5.0f); XMMATRIX world = meshNode->getAbsoluteTransformation(); //XMMATRIX world = XMMatrixIdentity(); pipeline->setMatrix("viewMatrix", reinterpret_cast<f32*>(&view)); pipeline->setMatrix("projectionMatrix", reinterpret_cast<f32*>(&proj)); SShaderAutoVariable var; var.Type = ESAVT_WORLD_MATRIX; var.ShaderType = EST_VERTEX_SHADER; var.VariableName = "worldMatrix"; pipeline->addShaderAutoVariable(var); std::cout << "Hello World" << std::endl; ITimer* timer = device->createTimer(); timer->reset(); while (device->run()) { const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; driver->beginScene(true, true, clearColor); f32 dt = timer->tick(); //std::cout << dt << std::endl; meshNode->setPosition(0, 0, -2.0f); meshNode->yaw(1.0f * dt); smgr->drawAll(); //XMMATRIX world = meshNode->getAbsoluteTransformation(); //pipeline->setMatrix("worldMatrix", reinterpret_cast<f32*>(&world)); driver->endScene(); } return 0; }