Пример #1
0
void InitLightExam()
{
	ZFXCOLOR color(0, 0, 1, 1);
	g_pDevice->SetShadeMode(RS_SHADE_SOLID, 1.0f, &color);
	ZFXVector vU(0, 1, 0);
	ZFXVIEWPORT vp = { 0, 0, 800, 600 };
	g_pDevice->InitStage(60, &vp, 0);
	g_pDevice->SetClippingPlanes(0.1f, 1000.0f);
	g_pDevice->SetMode(EMD_PERSPECTIVE, 0);

	IShaderManager* sm = g_pDevice->GetShaderManager();
	if (g_vshader)
		sm->BindShader(g_vshader);
	if (g_fshader)
		sm->BindShader(g_fshader);
	if (g_vshader || g_fshader)
		sm->EnableShader(true);


	light.Type = LGT_SPOT;
	light.cAmbient.rgba(0.2, 0.2, 0.2, 1);
	light.cDiffuse.rgba(0, 0, 1, 1);
	light.cSpecular.rgba(1, 0, 0, 1);
	light.fAttenuation0 = 1.0f;
	light.fAttenuation1 = 0.0f;
	light.fTheta = 30;
	light.fPhi = 60;
	light.fRange = 50;
	light.vcDirection = ZFXVector(0, 0, 0);
}
Пример #2
0
void DrawString(const char* str)
{
	IShaderManager* sm = g_pDevice->GetShaderManager();
	sm->EnableShader(false);

	g_pDevice->BeginRendering(true, true, true);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);


	g_pDevice->DrawText(g_fontID, 0, 0, 0xffff0000, str);

	g_pDevice->EndRendering();
}
Пример #3
0
void InitTriangleExam()
{
	ZFXCOLOR color(0, 0, 1, 1);
	g_pDevice->SetShadeMode(RS_SHADE_SOLID, 1.0f, &color);
	ZFXVector vU(0, 1, 0);
	ZFXVIEWPORT vp = { 0, 0, 800, 600 };
	g_pDevice->InitStage(60, &vp, 0);
	g_pDevice->SetClippingPlanes(0.1f, 1000.0f);
	g_pDevice->SetMode(EMD_ORTHOGONAL, 0);

	IShaderManager* sm = g_pDevice->GetShaderManager();
	if (g_vshader)
		sm->BindShader(g_vshader);
	if (g_fshader)
		sm->BindShader(g_fshader);
	if (g_vshader || g_fshader)
		sm->EnableShader(true);

	sm->EnableShader(false);
}
Пример #4
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();
}
Пример #5
0
/**
* Do one frame.
*/
HRESULT ProgramTick(void)
{
	HRESULT hr = ZFX_FAIL;
	ZFXMatrix mWorld;
	mWorld.Identity();

	static float fT = 0.0f;
	static float fA = 0.0f;


	// this is just fancy fadein/fadeout eyecandy ////////
	if (fT <= 1.0f)
	{
		fA = fT;
		fT += 0.01f;
	}
	else if (fT <= 2.0f)
	{
		fA = 1 - (fT - 1); 
		fT += 0.01f;
	}
	else fT = 0.0f;
	// end of fancy fadein/fadeout eyecandy //////////////

	// set first viewport (whole window)
	g_pDevice->SetMode(EMD_PERSPECTIVE, 0);
	IShaderManager* sm = g_pDevice->GetShaderManager();
	if (g_vshader)
		sm->BindShader(g_vshader);
	if (g_fshader)
		sm->BindShader(g_fshader);
	if(g_vshader || g_fshader)
		sm->EnableShader(true);
	GLfloat f[16] = { 0.0 };
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);
	g_pDevice->SetClearColor(0.7f, 0.7f, 1.0f);

	// clear buffers and start scene
	g_pDevice->BeginRendering(true, true, true);

	mWorld.Translate(-1.0f, 1.0f, 3.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pMarder->Render(true, false);

	mWorld.Translate(-1.0f, -5.0f, 2.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pLeopard2->Render(true, false);

	mWorld.Identity();
	//mWorld.Translate(1.1f, -0.6f, 1.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pG3->Render(true, false);

	g_pDevice->FadeScreen(0.0f, 0.0f, 0.0f, fA);

	// render into second viewport
	g_pDevice->SetMode(EMD_PERSPECTIVE, 1);
	if (g_vshader || g_fshader)
		sm->EnableShader(true);
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);
	g_pDevice->SetClearColor(1.0f, 0.2f, 0.2f);
	g_pDevice->Clear(true, true, true);

	mWorld.Translate(-2.0f, 1.0f, 3.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pMarder->Render(true, true);

	mWorld.Translate(-1.0f, -5.0f, 2.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pLeopard2->Render(true, true);

	mWorld.Translate(1.1f, -0.6f, 1.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pG3->Render(true, true);

	g_pDevice->FadeScreen(0.0f, 0.0f, 0.0f, 1.0f - fA);

	g_pDevice->SetMode(EMD_PERSPECTIVE, 0);

	/*if (g_pDevice->IsWindowed())
		g_pDevice->DrawText(g_nFontID, 10, 10, 255, 255, 0, "ZFXEngine 2.0");
	else 
	{
		g_pDevice->GetResolution(&pt);
		g_pDevice->DrawText(g_nFontID, 10, 10, 255, 255, 0, "Screen: (%d,%d)", pt.x, pt.y);
	}
*/
	// flip backbuffer to front
	g_pDevice->EndRendering();
	return hr;
} // Tick
Пример #6
0
/**
 * Create a render device and stuff.
 */
HRESULT ProgramStartup(const char *chAPI) 
{
	HWND hWnd3D[4];
	RECT rcWnd;
	int  x = 0, y = 0;

	// no opengl render device yet...
	//if (strcmp(chAPI, "OpenGL") == 0) return S_OK;

	// create a render objekt
	g_pRenderer = new ZFXRenderer(g_hInst);

	// create a device for the chosen api
	if (FAILED(g_pRenderer->CreateDevice(chAPI))) return E_FAIL;

	// get a pointer on that device
	g_pDevice = g_pRenderer->GetDevice();
	if (g_pDevice == NULL) return E_FAIL;

	// build for child windows
	GetClientRect(g_hWnd, &rcWnd);
	g_MAXWND = 0;
	for (int i = 0; i < g_MAXWND; i++) 
	{
		if ((i == 0) || (i == 2)) x = 10;
		else x = rcWnd.right / 2 + 10;

		if ((i == 0) || (i == 1)) y = 10;
		else y = rcWnd.bottom / 2 + 10;

		hWnd3D[i] = CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("static"),
			NULL, WS_CHILD | SS_BLACKRECT | WS_VISIBLE,
			x, y, rcWnd.right / 2 - 20, rcWnd.bottom / 2 - 20,
			g_hWnd, NULL, g_hInst, NULL);
	}

	// init render device
	if (FAILED(g_pDevice->Init(g_hWnd, hWnd3D, g_MAXWND, 16, 0, false)))
	{
		GetLogger().Print(LOG_DEBUG,log_file,"Error RenderDevice Init");
		return ZFX_FAIL;
	}

	g_pDevice->UseWindow(0);

	POINT ptRes;
	g_pDevice->GetResolution(&ptRes);
	long lx = 0, ldx = 0, ldy = 0, fs = 0;

	ldx = ptRes.x / 2.666666f;
	ldy = ldx / 1.333333f;
	lx = ptRes.x - ldx - 10;

	fs = ptRes.x / 20;

	ZFXVIEWPORT rc = { lx, 0, ldx, ldy };
	g_pDevice->InitStage(60, NULL, 0);
	g_pDevice->InitStage(60, &rc, 1);

	if (strcmp(chAPI, "Direct3D") == 0)
	{
		if (FAILED(g_pDevice->CreateFont("Arial", 0, false, false,
			false, fs, &g_nFontID)))
		{
			GetLogger().Print(LOG_DEBUG,log_file,"error: ZFXRenderDevice::CreateFont failed\n");
			return ZFX_FAIL;
		}
	}

	IShaderManager* sm = g_pDevice->GetShaderManager();
	std::string str("shader//shader.vert");
	g_vshader = sm->CreateShader((void*)str.c_str(), SHT_VERTEX, true);
	str.assign("shader//shader.frag");
	g_fshader = sm->CreateShader((void*)str.c_str(), SHT_PIXEL, true);


	return ZFX_OK;
} // ProgramStartup
Пример #7
0
/**
 * WinMain function to get the thing started.
 */
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance,
	LPSTR lpCmdLine, int nCmdShow) {
	WNDCLASSEX	wndclass;
	HRESULT     hr;
	HWND		   hWnd;
	MSG			msg;

	// Set up window attributes
	wndclass.cbSize = sizeof(wndclass);
	wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_DBLCLKS;
	wndclass.lpfnWndProc = MsgProc;
	wndclass.cbClsExtra = 0;
	wndclass.cbWndExtra = 0;
	wndclass.hInstance = hInst;
	wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
	wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW);
	wndclass.lpszMenuName = NULL;
	wndclass.lpszClassName = g_szAppClass;
	wndclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);

	if (RegisterClassEx(&wndclass) == 0)
		return 0;

	// create window
	if (!(hWnd = CreateWindowEx(NULL, g_szAppClass,
		"ZFXEngine - Demo Application",
		WS_OVERLAPPEDWINDOW | WS_VISIBLE,
		GetSystemMetrics(SM_CXSCREEN) / 2 - 400,
		GetSystemMetrics(SM_CYSCREEN) / 2 - 300,
		800, 600, NULL, NULL, hInst, NULL)))
		return 0;

	ShowWindow(hWnd, SW_HIDE);

	g_hWnd = hWnd;
	g_hInst = hInst;


	int SwitchAPI = 1;
	std::string chAPI;
	switch (SwitchAPI)
	{
	case 0:
		chAPI.assign("Direct3D");
		break;
	case 1:
		chAPI.assign("OpenGL");
		break;
	default:
		chAPI.assign("Direct3D");
		break;
	}

	

	// try to start the engine
	if (FAILED(hr = ProgramStartup(chAPI.c_str())))
	{
		GetLogger().Print(LOG_DEBUG,log_file,"error: ProgramStartup() failed\n");
		g_bDone = true;
	}
	else if (hr == ZFX_CANCELED)
	{
		GetLogger().Print(LOG_DEBUG,log_file,"error: ProgramStartup() canceled by user \n");
		g_bDone = true;
	}
	else
	{
		GetLogger().Print(LOG_DEBUG,log_file,"ProgramStartup Success");
		g_pDevice->SetClearColor(1, 1, 1);

		ShowWindow(hWnd, SW_SHOW);

		LoadModel();

	}

	//DrawVertex();

	InitTriangleExam();
	InitFont();
	//InitLightExam();

	InitGlyphTex();

	GetTimer()->Reset();

	while (!g_bDone)
	{
		while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}

		if (g_bIsActive)
		{
			UpdateFPS();


			//DrawGlyphTex();

			//DrawLightExam();


			//ProgramTick();
			
			IShaderManager* sm = g_pDevice->GetShaderManager();
			sm->EnableShader(false);
			//DrawTriangle(sm);
			
			//DrawS3DModel();

			
			DrawString("Life is cool");

			/*if (g_pDevice->IsWindowed())
			{
				g_pDevice->UseWindow(1);
				g_pDevice->SetView3D(vU*-1.0f, vR, vD, vP);
				ProgramTick();

				g_pDevice->UseWindow(2);
				g_pDevice->SetView3D(vR*-1.0f, vU*-1, vD, vP);
				ProgramTick();

				g_pDevice->UseWindow(3);
				g_pDevice->SetView3D(vU, vR*-1, vD, vP);
				ProgramTick();
			}*/
		}
	}

	// cleanup stuff
	ProgramCleanup();

	UnregisterClass(g_szAppClass, hInst);

	// return back to windows
	return (int)msg.wParam;
} // WinMain
Пример #8
0
void DrawLightExam()
{
	// compute camera 
	g_pos.y = distance * sin(yAngle);
	g_pos.x = distance * cos(yAngle) * sin(-xAngle);
	g_pos.z = distance * cos(yAngle) * cos(-xAngle);

	g_lightPos.y = LightDistantce * sin(yLightAngle);
	g_lightPos.x = LightDistantce * cos(yLightAngle) * sin(-xLightAngle);
	g_lightPos.z = LightDistantce * cos(yLightAngle) * cos(-xLightAngle);



	light.vcPosition = g_lightPos;
	light.vcDirection = -g_lightPos;
	light.vcDirection.w = 0;
	light.fPhi = g_cutoff;
	light.fExponent = g_exponent;

	g_pDevice->UseWindow(0);

	ZFXVector vU(0, 1, 0);
	g_pDevice->SetViewLookAt(g_pos, ZFXVector(0, 0, 0), vU);
	IShaderManager *sm = g_pDevice->GetShaderManager();
	sm->SetNamedConstant("camera_position", DAT_FVEC4, 1, g_pos.v);
	GLfloat f[16] = { 0.0 };
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);

	//sm->EnableShader(false);

	g_pDevice->SetAmbientLight(0.1, 0.1, 0.1);
	g_pDevice->SetLight(&light, 0);

	float v[4];
	glGetMaterialfv(GL_FRONT, GL_AMBIENT, v);
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, v);
	glGetMaterialfv(GL_FRONT, GL_SPECULAR, v);
	glGetMaterialfv(GL_FRONT, GL_EMISSION, v);

	DrawOBJModel();
	GLenum error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}

	glGetMaterialfv(GL_FRONT, GL_AMBIENT, v);
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, v);
	glGetMaterialfv(GL_FRONT, GL_SPECULAR, v);
	glGetMaterialfv(GL_FRONT, GL_EMISSION, v);

	glGetLightfv(GL_LIGHT0, GL_AMBIENT, v);
	glGetLightfv(GL_LIGHT0, GL_DIFFUSE, v);
	glGetLightfv(GL_LIGHT0, GL_SPECULAR, v);


	error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}
}
Пример #9
0
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;
}
Пример #10
0
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;
}