int main() { IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600); IVideoDriver* driver = device->getVideoDriver(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); IInputDriver* input = device->getInputDriver(); ISceneManager* smgr = setupScene(device); driver->setDeferredShading(true); ITimer* timer = device->getTimer(); timer->reset(); const f32 color[] = { 0, 0, 0, 1.0f }; while (device->run()) { float dt = timer->tick(); if (input->keyDown(GVK_ESCAPE)) break; smgr->update(dt); driver->beginScene(true, true, color); smgr->drawAll(); driver->endScene(); } smgr->destroy(); device->drop(); return 0; }
int main() { IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->createSceneManager(); ITimer* timer = device->getTimer(); timer->reset(); // test XMFLOAT4 plane(0, 1.0f, 0, 0); XMFLOAT3 p(1.0f, 3.0f, -2.0f); XMFLOAT3 p2 = math::ComputeMirrorPointAboutPlane(plane, p); std::cout << p2.x << "," << p2.y << "," << p2.z << std::endl; const f32 color[] = { 0, 1.0f, 0, 1.0f }; while (device->run()) { driver->beginScene(true, true, color); float dt = timer->tick(); smgr->update(dt); smgr->drawAll(); driver->endScene(); } smgr->destroy(); device->drop(); return 0; }
int main() { SDeviceContextSettings settings; settings.MultiSamplingCount = 4; settings.MultiSamplingQuality = 32; IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->createSceneManager(); IMeshManager* meshManager = driver->getMeshManager(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); //resourceGroupManager->loadResourceGroup("General"); XMFLOAT3 vertices[4]; vertices[0] = XMFLOAT3(-10.0f, 0.0f, 10.0f); vertices[1] = XMFLOAT3(10.0f, 0.0f, 10.0f); vertices[2] = XMFLOAT3(-10.0f, 0.0f, -10.0f); vertices[3] = XMFLOAT3(10.0f, 0.0f, -10.0f); ISimpleMesh* mesh = meshManager->createSimpleMesh("pointlist", EVF_POSITION, vertices, NULL, 4, sizeof(XMFLOAT3), 0, math::SAxisAlignedBox(), false); IMeshNode* meshNode = smgr->addMeshNode(mesh, nullptr, nullptr); meshNode->setMaterialName("test/ts_material"); meshNode->setNeedCulling(false); ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f)); char caption[200]; ITimer* timer = device->getTimer(); timer->reset(); while (device->run()) { const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; driver->beginScene(true, true, clearColor); float dt = timer->tick() * 0.001f; updateCamera(camera, dt); smgr->update(dt); smgr->drawAll(); driver->endScene(); sprintf(caption, "FPS:%f", getFps(dt)); device->setWindowCaption(caption); } device->drop(); return 0; }
int _tmain(int argc, _TCHAR* argv[]) { SDeviceContextSettings settings; settings.MultiSamplingCount = 1; settings.MultiSamplingQuality = 0; settings.WindowsProcedure = EditorWindow::WndProc; EditorWindow* window = new EditorWindow(SCREEN_WIDTH, SCREEN_HEIGHT); EditorWindow::_setInstance(window); IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); EditorScene* scene = new EditorScene(device); EditorScene::_setInstance(scene); scene->setupInitialScene(); window->init(); ITimer* timer = device->getTimer(); timer->reset(); char caption[200]; while (device->run()) { const float clearColor[] = { 1.0f, 0.0f, 0.0f, 1.0f }; driver->beginScene(true, true, clearColor); f32 dt = timer->tick(); scene->update(dt); scene->drawAll(); driver->endScene(); sprintf(caption, "FPS:%f", getFps(dt)); device->setWindowCaption(caption); } delete scene; device->drop(); return 0; }
int main() { //int avg = 2 * 90 + 3 * 88 + 4 * 87 + 3 * 84 + 4 * 92 + 2 * 93 + 2 * 83 + 2 * 80 + 2 * 95; //std::cout << "Avg : " << avg << std::endl; SDeviceContextSettings settings; settings.MultiSamplingCount = 4; settings.MultiSamplingQuality = 32; IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IMeshManager* meshManager = driver->getMeshManager(); IMaterialManager* materialManager = driver->getMaterialManager(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); resourceGroupManager->loadResourceGroup("General"); ISimpleMesh* cubeMesh = meshManager->createCubeMesh("cube1"); IMeshNode* cubeMeshNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, XMFLOAT3(0, 3.0f, 0)); cubeMeshNode->setMaterialName("test/material01"); //cubeMeshNode->remove(); ISimpleMesh* planeMesh = meshManager->createPlaneMesh("plane1", 10.0, 10.0f, 50, 50, 10.0f, 10.0f); IMeshNode* planeMeshNode = smgr->addMeshNode(planeMesh, nullptr); planeMeshNode->setMaterialName("test/ground_material"); IAnimatedMesh* animMesh = meshManager->getAnimatedMesh("lxq.mesh"); IAnimatedMeshNode* animNode = smgr->addAnimatedMeshNode(animMesh); animNode->scale(0.02f, 0.02f, 0.02f); IModelMesh* heroMesh = meshManager->getModelMesh("hero.mesh"); IMeshNode* heroNode = smgr->addModelMeshNode(heroMesh); heroNode->scale(0.01f, 0.01f, 0.01f); heroNode->translate(2.0f, 0.5f, 0); // create sampler state SSamplerDesc samplerDesc; samplerDesc.Filter = ESF_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = EAM_WRAP; samplerDesc.AddressV = EAM_WRAP; samplerDesc.AddressW = EAM_WRAP; ISampler* sampler = driver->getSamplerManager()->create(std::string("sampler1"), samplerDesc); IPipeline* pipeline = driver->getPipelineManager()->get("test/pipeline01"); //pipeline->setSampler(std::string("sampleType"), sampler); ILightNode* light = smgr->addLightNode(1); light->setType(ELT_POINT); light->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f)); light->setPosition(2.0f, 5.0f, -3.0f); light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f)); light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f)); light->setAttenuation(1.0f, 0.0f, 0.0f); light->setRange(100.0f); materialManager->destroy(std::string("test/material02")); //ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f)); ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f)); f32 rotx = 0; f32 roty = 0; f32 rotz = 0; char caption[200]; //FILE* fp = fopen("log.txt", "w"); 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); float dt = timer->tick(); rotx += dt * 2.0f; roty += dt * 1.0f; rotz += dt * 0.5f; if (rotx > XM_2PI) rotx -= XM_2PI; if (roty > XM_2PI) roty -= XM_2PI; if (rotz > XM_2PI) rotz -= XM_2PI; XMMATRIX Mx = XMMatrixRotationX(rotx); XMMATRIX My = XMMatrixRotationY(roty); XMMATRIX Mz = XMMatrixRotationZ(rotz); XMMATRIX rotM = Mx * My * Mz; cubeMeshNode->setOrientation(rotM); // heroNode->yaw(dt); animNode->addTime(dt * 3000.0f); updateCamera(camera, dt); // std::cout << dt << std::endl; smgr->drawAll(); driver->endScene(); sprintf(caption, "FPS:%f", getFps(dt)); device->setWindowCaption(caption); } device->drop(); return 0; }
int _tmain(int argc, _TCHAR* argv[]) { srand(time(0)); SDeviceContextSettings settings; settings.MultiSamplingCount = 4; settings.MultiSamplingQuality = 32; IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); math::SAxisAlignedBox aabb; aabb.Center = XMFLOAT3(0, 10.0f, 0); aabb.Extents = XMFLOAT3(500.0f, 500.0f, 500.0f); ISceneManager* smgr = device->createSceneManager(aabb); IMeshManager* meshManager = driver->getMeshManager(); IMaterialManager* materialManager = driver->getMaterialManager(); ITextureManager* textureManager = driver->getTextureManager(); IPipelineManager* pipelineManager = driver->getPipelineManager(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); PhysicsEngine::getInstance(); setupPhysics(smgr); // create ground ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 10, 10, 30.0f, 30.0f); IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false); groundNode->setMaterialName("ground_material"); createBoxes(smgr); // add directional light XMFLOAT3 light_dir(5.0f, -5.0f, -2.0f); f32 lightDistance = -20; ILightNode* light = smgr->addDirectionalLight(1, nullptr, light_dir); light->setSpecular(XMFLOAT4(1.0f, 1.0, 1.0f, 32.0f)); light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f)); //light->setShadowCameraOrthographicSize(10.0f, 7.0f); XMFLOAT4 unit_dir = light->getDirection(); light->setPosition(XMFLOAT3(unit_dir.x * lightDistance, unit_dir.y * lightDistance, unit_dir.z * lightDistance)); light->setShadowMapSize(SCREEN_WIDTH, SCREEN_HEIGHT); light->setShadowCameraOrthographicSize(100.0f, 100.0f); light->enableShadow(true); ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true); camera->setPosition(XMFLOAT3(0, 20.0f, -40.0f)); camera->lookAt(XMFLOAT3(0, 0, 0)); camera->setNearZ(1.0f); camera->setFarZ(1000.0f); camera->setShadowRange(200.0f); smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f)); updateLightDirection(10.0f, light); char caption[200]; ITimer* timer = device->getTimer(); timer->reset(); const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f }; while (device->run()) { const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; driver->beginScene(true, true, clearColor); u32 ms = timer->tick(); float dt = ms * 0.001f; updatePhysics(dt); updateCamera(camera, dt); //updateLightDirection(dt, light); smgr->update(ms); smgr->drawAll(); driver->endScene(); sprintf_s(caption, "FPS:%f", getFps(dt)); device->setWindowCaption(caption); //Sleep(10); } //sphereMaterial.drop(); smgr->destroy(); device->drop(); delete g_ground; delete g_box; PhysicsEngine::deleteInstance(); return 0; }
int _tmain(int argc, _TCHAR* argv[]) { SDeviceContextSettings settings; settings.MultiSamplingCount = 4; settings.MultiSamplingQuality = 32; IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings); IVideoDriver* driver = device->getVideoDriver(); math::SAxisAlignedBox aabb; aabb.Center = XMFLOAT3(0, 0.0f, 0); aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f); ISceneManager* smgr = device->createSceneManager(aabb); IMeshManager* meshManager = driver->getMeshManager(); IMaterialManager* materialManager = driver->getMaterialManager(); ITextureManager* textureManager = driver->getTextureManager(); IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager(); resourceGroupManager->init("Resources.cfg"); 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(0.4f, 0.4f, 0.4f, 1.0f)); light->enableShadow(true); ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f), XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true); camera->setShadowRange(200.0f); buildGrassLand(smgr); ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", GROUND_SIZE, GROUND_SIZE, 50, 50, 10.0f, 10.0f); IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false); groundNode->setMaterialName("ground_material"); ITextureCube* skyTexture = textureManager->loadCubeTexture("skybox1.dds"); smgr->setSkyDome(skyTexture); ITimer* timer = device->getTimer(); timer->reset(); char caption[200]; while (device->run()) { const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f }; driver->beginScene(true, true, clearColor); f32 dt = timer->tick(); updateCamera(camera, dt); g_grassLand->update(dt); smgr->update(dt); smgr->drawAll(); driver->endScene(); u32 num = smgr->getRenderedMeshNum(); sprintf(caption, "FPS:%f num:%d", getFps(dt), num); device->setWindowCaption(caption); } smgr->destroy(); device->drop(); return 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; }