it works!! mostly

This commit is contained in:
Asuro
2025-02-08 19:49:47 +01:00
parent aa18ffd1a5
commit 7e405aee75
3 changed files with 217 additions and 146 deletions

View File

@@ -15,123 +15,134 @@ typedef void (*Shutdown)();
constexpr UINT WM_CUSTOM_DLL_CHANGE = WM_USER + 1;
#ifdef VISUAL_STUDIO
const char* DLLPath = "PuzGame2.dll";
constexpr char* DLLPath = "PuzGame.dll";
constexpr wchar_t* DLLWatch = L"PuzGame2.dll";
#else
const char* DLLPath = "libPuzGame.dll";
constexpr char* DLLPath = "libPuzGame.dll";
constexpr wchar_t* DLLWatch = L"libPuzGame2.dll";
#endif
struct FileWatcherData
{
bool Change = false;
bool Change = false;
};
struct DevelopmentData
{
uint8_t FileChangeBuffer[1024]{0};
HMODULE GameLib = NULL;
HANDLE hDevDir = NULL;
FileWatcherData FileWatcher;
uint8_t FileChangeBuffer[1024]{ 0 };
HMODULE GameLib = NULL;
HANDLE hDevDir = NULL;
FileWatcherData FileWatcher;
};
namespace
{
DevelopmentData DevData;
Startup StartupFunc;
Update UpdateFunc;
Shutdown ShutdownFunc;
DevelopmentData DevData;
Startup StartupFunc;
Update UpdateFunc;
Shutdown ShutdownFunc;
}
unsigned long FileWatcherThread(void* data)
{
DWORD bytesReturned = 0;
bool isRunning = DevData.hDevDir;
while (isRunning)
{
bx::memSet(DevData.FileChangeBuffer, 0, sizeof(DevData.FileChangeBuffer));
if (ReadDirectoryChangesW(DevData.hDevDir, DevData.FileChangeBuffer, sizeof(DevData.FileChangeBuffer), true, FILE_NOTIFY_CHANGE_FILE_NAME | FILE_NOTIFY_CHANGE_LAST_WRITE | FILE_NOTIFY_CHANGE_SIZE, &bytesReturned, NULL, NULL))
{
uint32_t offset = 0;
while (true)
{
FILE_NOTIFY_INFORMATION* notifyData = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(&DevData.FileChangeBuffer[offset]);
wprintf(L"Change: %ls\n", notifyData->FileName);
DWORD bytesReturned = 0;
bool isRunning = DevData.hDevDir;
while (isRunning)
{
bx::memSet(DevData.FileChangeBuffer, 0, sizeof(DevData.FileChangeBuffer));
if (ReadDirectoryChangesW(DevData.hDevDir, DevData.FileChangeBuffer, sizeof(DevData.FileChangeBuffer), true, FILE_NOTIFY_CHANGE_FILE_NAME | FILE_NOTIFY_CHANGE_LAST_WRITE | FILE_NOTIFY_CHANGE_SIZE, &bytesReturned, NULL, NULL))
{
uint32_t offset = 0;
while (true)
{
FILE_NOTIFY_INFORMATION* notifyData = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(&DevData.FileChangeBuffer[offset]);
wprintf(L"Change: %ls\n", notifyData->FileName);
if (notifyData->Action == FILE_ACTION_ADDED || notifyData->Action == FILE_ACTION_MODIFIED || notifyData->Action == FILE_ACTION_RENAMED_NEW_NAME)
{
if (wcscmp(notifyData->FileName, L"libPuzGame2.dll") == 0)
{
DevData.FileWatcher.Change = true;
printf("detected dll change!\n");
}
}
if (notifyData->NextEntryOffset == 0) break;
offset += notifyData->NextEntryOffset;
}
}
}
printf("File watcher thread ended!\n");
return 0;
if (notifyData->Action == FILE_ACTION_ADDED || notifyData->Action == FILE_ACTION_MODIFIED || notifyData->Action == FILE_ACTION_RENAMED_NEW_NAME)
{
if (wcscmp(notifyData->FileName, DLLWatch) == 0)
{
DevData.FileWatcher.Change = true;
printf("detected dll change!\n");
}
}
if (notifyData->NextEntryOffset == 0) break;
offset += notifyData->NextEntryOffset;
}
}
}
printf("File watcher thread ended!\n");
return 0;
}
bool ReloadDLL()
{
if (DevData.GameLib != NULL)
{
FreeLibrary(DevData.GameLib);
}
if (!CopyFile("cmake-build\\libPuzGame2.dll", "cmake-build\\libPuzGame.dll", false))
{
printf("Failed to copy game DLL!\n");
}
HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
if (gameLibReloaded == NULL)
{
printf("Failed to load game DLL from %s!\n", DLLPath);
return false;
}
DevData.GameLib = gameLibReloaded;
if (DevData.GameLib != NULL)
{
FreeLibrary(DevData.GameLib);
}
#ifdef VISUAL_STUDIO
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "?Setup@Game@@YAXPEAX@Z");
if (!CopyFile("PuzGame2.dll", "PuzGame.dll", false))
{
printf("Failed to copy game DLL!\n");
return false;
}
#else
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "_ZN4Game5SetupEPv");
if (!CopyFile("cmake-build\\libPuzGame2.dll", "cmake-build\\libPuzGame.dll", false))
{
printf("Failed to copy game DLL!\n");
return false;
}
#endif
if (StartupReloaded == NULL)
{
printf("Failed to load startup function from game DLL!\n");
return false;
}
HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
if (gameLibReloaded == NULL)
{
printf("Failed to load game DLL from %s!\n", DLLPath);
return false;
}
DevData.GameLib = gameLibReloaded;
#ifdef VISUAL_STUDIO
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "?Update@Game@@YAXXZ");
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "?Setup@Game@@YAXPEAX@Z");
#else
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "_ZN4Game6UpdateEv");
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "_ZN4Game5SetupEPv");
#endif
if (UpdateReloaded == NULL)
{
printf("Failed to load update function from game DLL!\n");
return false;
}
if (StartupReloaded == NULL)
{
printf("Failed to load startup function from game DLL!\n");
return false;
}
#ifdef VISUAL_STUDIO
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "?Update@Game@@YAXXZ");
#else
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "_ZN4Game6UpdateEv");
#endif
if (ShutdownReloaded == NULL)
{
printf("Failed to load shutdown function from game DLL\n");
return false;
}
if (UpdateReloaded == NULL)
{
printf("Failed to load update function from game DLL!\n");
return false;
}
StartupFunc = StartupReloaded;
UpdateFunc = UpdateReloaded;
ShutdownFunc = ShutdownReloaded;
#ifdef VISUAL_STUDIO
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
#else
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
#endif
if (ShutdownReloaded == NULL)
{
printf("Failed to load shutdown function from game DLL\n");
return false;
}
printf("Loaded Game DLL successfully!\n");
return true;
StartupFunc = StartupReloaded;
UpdateFunc = UpdateReloaded;
ShutdownFunc = ShutdownReloaded;
printf("Loaded Game DLL successfully!\n");
return true;
}
int main()
@@ -142,6 +153,13 @@ int main()
if (!ReloadDLL()) return 1;
DevData.hDevDir = CreateFile(".",
FILE_LIST_DIRECTORY,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,
NULL,
OPEN_EXISTING,
FILE_FLAG_BACKUP_SEMANTICS | FILE_FLAG_OVERLAPPED,
NULL);
DWORD fileWatcherThreadId = 0;
CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);

View File

@@ -7,60 +7,63 @@
namespace Game
{
class GameSetup
{
public:
GameRendering Rendering;
int32_t FrameCounter = 0;
};
class GameSetup
{
public:
GameRendering Rendering;
int32_t FrameCounter = 0;
};
namespace
{
GameSetup Instance;
}
void Setup(void* window)
{
Log("Game Setup Start!");
if (!SDL_Init(SDL_INIT_VIDEO))
{
Log("Failed to init SDL!");
return;
}
SDL_Window* sdlWindow = SDL_CreateWindow("SDL", 1920, 1080, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
if (sdlWindow == nullptr)
{
Log("Failed to init SDL Window!");
return;
}
auto props = SDL_GetWindowProperties(sdlWindow);
SDL_EnumerateProperties(props, [](void*, SDL_PropertiesID id, const char* name)
{
Log("Prop: %s", name);
}, nullptr);
void* hwnd = SDL_GetPointerProperty(props, "SDL.window.win32.hwnd", nullptr);
if (hwnd == nullptr)
{
Log("Failed to get window pointer!");
return;
}
Instance.Rendering.Setup(hwnd);
}
namespace
{
GameSetup Instance;
}
void Update()
{
++Instance.FrameCounter;
if (Instance.FrameCounter % 100 == 0)
{
Log("Frame!");
}
void Setup(void* window)
{
Log("Game Setup Start!");
if (!SDL_Init(SDL_INIT_VIDEO))
{
Log("Failed to init SDL!");
return;
}
SDL_Window* sdlWindow = SDL_CreateWindow("SDL", 1920, 1080, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
if (sdlWindow == nullptr)
{
Log("Failed to init SDL Window!");
return;
}
auto props = SDL_GetWindowProperties(sdlWindow);
SDL_EnumerateProperties(props, [](void*, SDL_PropertiesID id, const char* name)
{
Log("Prop: %s", name);
}, nullptr);
void* hwnd = SDL_GetPointerProperty(props, "SDL.window.win32.hwnd", nullptr);
if (hwnd == nullptr)
{
Log("Failed to get window pointer!");
return;
}
Instance.Rendering.Setup(hwnd);
}
Instance.Rendering.Update();
}
void Update()
{
SDL_Event evt;
while (SDL_PollEvent(&evt)) {}
void Shutdown()
{
Log("Shutdown");
Instance.Rendering.Shutdown();
}
++Instance.FrameCounter;
if (Instance.FrameCounter % 100 == 0)
{
Log("Frame!");
}
Instance.Rendering.Update();
}
void Shutdown()
{
Log("Shutdown");
Instance.Rendering.Shutdown();
}
}

View File

@@ -101,7 +101,7 @@ namespace Game
{
bgfx::renderFrame();
bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12;
init.type = bgfx::RendererType::Direct3D11;
init.debug = true;
init.callback = &Callback;
init.platformData.nwh = window;
@@ -136,21 +136,71 @@ namespace Game
void GameRendering::Update()
{
float time = (float)((bx::getHPCounter() - State.StartTime) / double(bx::getHPFrequency()));
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
}
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -5.0f };
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
bgfx::setVertexBuffer(0, VertexBuffer);
bgfx::setIndexBuffer(IndexBuffer);
bgfx::IndexBufferHandle ibh = IndexBuffer;
uint64_t state = 0
| (true ? BGFX_STATE_WRITE_R : 0)
| (true ? BGFX_STATE_WRITE_G : 0)
| (true ? BGFX_STATE_WRITE_B : 0)
| (true ? BGFX_STATE_WRITE_A : 0)
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
| 0
;
bgfx::dbgTextPrintf(10, 10, 0x0F, "TEST");
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx * 0.21f, time + yy * 0.37f);
mtx[12] = -15.0f + float(xx) * 3.0f;
mtx[13] = -15.0f + float(yy) * 3.0f;
mtx[14] = 0.0f;
bgfx::submit(0, Shader);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, VertexBuffer);
bgfx::setIndexBuffer(ibh);
// Set render states.
bgfx::setState(state);
// Submit primitive for rendering to view 0.
bgfx::submit(0, Shader);
}
}
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}