示例#1
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;
}
示例#2
0
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;
}
示例#3
0
文件: main.cpp 项目: Wu1994/GameFinal
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;
}
示例#4
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;
}
示例#5
0
文件: main.cpp 项目: Wu1994/GameFinal
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;
}
示例#6
0
文件: main.cpp 项目: Wu1994/GameFinal
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;
}
示例#7
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;
}