it works!! mostly
This commit is contained in:
@@ -15,123 +15,134 @@ typedef void (*Shutdown)();
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constexpr UINT WM_CUSTOM_DLL_CHANGE = WM_USER + 1;
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constexpr UINT WM_CUSTOM_DLL_CHANGE = WM_USER + 1;
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#ifdef VISUAL_STUDIO
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#ifdef VISUAL_STUDIO
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const char* DLLPath = "PuzGame2.dll";
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constexpr char* DLLPath = "PuzGame.dll";
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constexpr wchar_t* DLLWatch = L"PuzGame2.dll";
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#else
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#else
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const char* DLLPath = "libPuzGame.dll";
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constexpr char* DLLPath = "libPuzGame.dll";
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constexpr wchar_t* DLLWatch = L"libPuzGame2.dll";
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#endif
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#endif
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struct FileWatcherData
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struct FileWatcherData
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{
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{
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bool Change = false;
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bool Change = false;
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};
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};
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struct DevelopmentData
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struct DevelopmentData
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{
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{
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uint8_t FileChangeBuffer[1024]{0};
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uint8_t FileChangeBuffer[1024]{ 0 };
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HMODULE GameLib = NULL;
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HMODULE GameLib = NULL;
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HANDLE hDevDir = NULL;
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HANDLE hDevDir = NULL;
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FileWatcherData FileWatcher;
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FileWatcherData FileWatcher;
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};
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};
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namespace
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namespace
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{
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{
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DevelopmentData DevData;
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DevelopmentData DevData;
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Startup StartupFunc;
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Startup StartupFunc;
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Update UpdateFunc;
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Update UpdateFunc;
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Shutdown ShutdownFunc;
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Shutdown ShutdownFunc;
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}
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}
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unsigned long FileWatcherThread(void* data)
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unsigned long FileWatcherThread(void* data)
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{
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{
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DWORD bytesReturned = 0;
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DWORD bytesReturned = 0;
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bool isRunning = DevData.hDevDir;
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bool isRunning = DevData.hDevDir;
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while (isRunning)
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while (isRunning)
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{
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{
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bx::memSet(DevData.FileChangeBuffer, 0, sizeof(DevData.FileChangeBuffer));
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bx::memSet(DevData.FileChangeBuffer, 0, sizeof(DevData.FileChangeBuffer));
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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))
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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))
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{
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{
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uint32_t offset = 0;
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uint32_t offset = 0;
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while (true)
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while (true)
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{
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{
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FILE_NOTIFY_INFORMATION* notifyData = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(&DevData.FileChangeBuffer[offset]);
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FILE_NOTIFY_INFORMATION* notifyData = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(&DevData.FileChangeBuffer[offset]);
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wprintf(L"Change: %ls\n", notifyData->FileName);
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wprintf(L"Change: %ls\n", notifyData->FileName);
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if (notifyData->Action == FILE_ACTION_ADDED || notifyData->Action == FILE_ACTION_MODIFIED || notifyData->Action == FILE_ACTION_RENAMED_NEW_NAME)
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if (notifyData->Action == FILE_ACTION_ADDED || notifyData->Action == FILE_ACTION_MODIFIED || notifyData->Action == FILE_ACTION_RENAMED_NEW_NAME)
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{
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{
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if (wcscmp(notifyData->FileName, L"libPuzGame2.dll") == 0)
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if (wcscmp(notifyData->FileName, DLLWatch) == 0)
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{
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{
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DevData.FileWatcher.Change = true;
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DevData.FileWatcher.Change = true;
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printf("detected dll change!\n");
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printf("detected dll change!\n");
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}
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}
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}
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}
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if (notifyData->NextEntryOffset == 0) break;
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if (notifyData->NextEntryOffset == 0) break;
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offset += notifyData->NextEntryOffset;
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offset += notifyData->NextEntryOffset;
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}
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}
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}
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}
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}
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}
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printf("File watcher thread ended!\n");
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printf("File watcher thread ended!\n");
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return 0;
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return 0;
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}
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}
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bool ReloadDLL()
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bool ReloadDLL()
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{
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{
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if (DevData.GameLib != NULL)
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if (DevData.GameLib != NULL)
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{
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{
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FreeLibrary(DevData.GameLib);
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FreeLibrary(DevData.GameLib);
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}
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}
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if (!CopyFile("cmake-build\\libPuzGame2.dll", "cmake-build\\libPuzGame.dll", false))
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#ifdef VISUAL_STUDIO
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{
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if (!CopyFile("PuzGame2.dll", "PuzGame.dll", false))
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printf("Failed to copy game DLL!\n");
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{
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}
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printf("Failed to copy game DLL!\n");
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return false;
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}
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#else
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if (!CopyFile("cmake-build\\libPuzGame2.dll", "cmake-build\\libPuzGame.dll", false))
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{
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printf("Failed to copy game DLL!\n");
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return false;
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}
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#endif
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HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
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HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
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if (gameLibReloaded == NULL)
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if (gameLibReloaded == NULL)
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{
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{
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printf("Failed to load game DLL from %s!\n", DLLPath);
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printf("Failed to load game DLL from %s!\n", DLLPath);
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return false;
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return false;
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}
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}
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DevData.GameLib = gameLibReloaded;
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DevData.GameLib = gameLibReloaded;
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#ifdef VISUAL_STUDIO
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#ifdef VISUAL_STUDIO
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Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "?Setup@Game@@YAXPEAX@Z");
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Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "?Setup@Game@@YAXPEAX@Z");
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#else
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#else
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Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "_ZN4Game5SetupEPv");
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Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "_ZN4Game5SetupEPv");
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#endif
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#endif
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if (StartupReloaded == NULL)
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if (StartupReloaded == NULL)
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{
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{
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printf("Failed to load startup function from game DLL!\n");
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printf("Failed to load startup function from game DLL!\n");
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return false;
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return false;
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}
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}
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#ifdef VISUAL_STUDIO
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#ifdef VISUAL_STUDIO
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Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "?Update@Game@@YAXXZ");
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Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "?Update@Game@@YAXXZ");
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#else
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#else
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Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "_ZN4Game6UpdateEv");
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Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "_ZN4Game6UpdateEv");
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#endif
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#endif
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if (UpdateReloaded == NULL)
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if (UpdateReloaded == NULL)
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{
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{
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printf("Failed to load update function from game DLL!\n");
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printf("Failed to load update function from game DLL!\n");
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return false;
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return false;
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}
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}
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#ifdef VISUAL_STUDIO
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#ifdef VISUAL_STUDIO
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
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#else
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#else
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
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#endif
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#endif
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if (ShutdownReloaded == NULL)
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if (ShutdownReloaded == NULL)
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{
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{
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printf("Failed to load shutdown function from game DLL\n");
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printf("Failed to load shutdown function from game DLL\n");
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return false;
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return false;
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}
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}
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StartupFunc = StartupReloaded;
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StartupFunc = StartupReloaded;
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UpdateFunc = UpdateReloaded;
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UpdateFunc = UpdateReloaded;
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ShutdownFunc = ShutdownReloaded;
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ShutdownFunc = ShutdownReloaded;
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printf("Loaded Game DLL successfully!\n");
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printf("Loaded Game DLL successfully!\n");
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return true;
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return true;
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}
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}
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int main()
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int main()
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@@ -142,6 +153,13 @@ int main()
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if (!ReloadDLL()) return 1;
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if (!ReloadDLL()) return 1;
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DevData.hDevDir = CreateFile(".",
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FILE_LIST_DIRECTORY,
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FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,
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NULL,
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OPEN_EXISTING,
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FILE_FLAG_BACKUP_SEMANTICS | FILE_FLAG_OVERLAPPED,
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NULL);
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DWORD fileWatcherThreadId = 0;
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DWORD fileWatcherThreadId = 0;
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CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);
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CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);
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@@ -7,60 +7,63 @@
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namespace Game
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namespace Game
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{
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{
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class GameSetup
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class GameSetup
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{
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{
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public:
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public:
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GameRendering Rendering;
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GameRendering Rendering;
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int32_t FrameCounter = 0;
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int32_t FrameCounter = 0;
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};
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};
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namespace
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namespace
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{
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{
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GameSetup Instance;
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GameSetup Instance;
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}
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}
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void Setup(void* window)
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void Setup(void* window)
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{
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{
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Log("Game Setup Start!");
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Log("Game Setup Start!");
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if (!SDL_Init(SDL_INIT_VIDEO))
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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{
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Log("Failed to init SDL!");
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Log("Failed to init SDL!");
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return;
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return;
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}
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}
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SDL_Window* sdlWindow = SDL_CreateWindow("SDL", 1920, 1080, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
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SDL_Window* sdlWindow = SDL_CreateWindow("SDL", 1920, 1080, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
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if (sdlWindow == nullptr)
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if (sdlWindow == nullptr)
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{
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{
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Log("Failed to init SDL Window!");
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Log("Failed to init SDL Window!");
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return;
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return;
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}
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}
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auto props = SDL_GetWindowProperties(sdlWindow);
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auto props = SDL_GetWindowProperties(sdlWindow);
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SDL_EnumerateProperties(props, [](void*, SDL_PropertiesID id, const char* name)
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SDL_EnumerateProperties(props, [](void*, SDL_PropertiesID id, const char* name)
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{
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{
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Log("Prop: %s", name);
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Log("Prop: %s", name);
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}, nullptr);
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}, nullptr);
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void* hwnd = SDL_GetPointerProperty(props, "SDL.window.win32.hwnd", nullptr);
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void* hwnd = SDL_GetPointerProperty(props, "SDL.window.win32.hwnd", nullptr);
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if (hwnd == nullptr)
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if (hwnd == nullptr)
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{
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{
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Log("Failed to get window pointer!");
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Log("Failed to get window pointer!");
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return;
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return;
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}
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}
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Instance.Rendering.Setup(hwnd);
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Instance.Rendering.Setup(hwnd);
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}
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}
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void Update()
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void Update()
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{
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{
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++Instance.FrameCounter;
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SDL_Event evt;
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if (Instance.FrameCounter % 100 == 0)
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while (SDL_PollEvent(&evt)) {}
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{
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Log("Frame!");
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}
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Instance.Rendering.Update();
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++Instance.FrameCounter;
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}
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if (Instance.FrameCounter % 100 == 0)
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{
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Log("Frame!");
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}
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void Shutdown()
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Instance.Rendering.Update();
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{
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}
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Log("Shutdown");
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Instance.Rendering.Shutdown();
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void Shutdown()
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}
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{
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Log("Shutdown");
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Instance.Rendering.Shutdown();
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}
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}
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}
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@@ -101,7 +101,7 @@ namespace Game
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{
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{
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bgfx::renderFrame();
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bgfx::renderFrame();
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bgfx::Init init;
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bgfx::Init init;
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init.type = bgfx::RendererType::Direct3D12;
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init.type = bgfx::RendererType::Direct3D11;
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init.debug = true;
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init.debug = true;
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init.callback = &Callback;
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init.callback = &Callback;
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init.platformData.nwh = window;
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init.platformData.nwh = window;
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@@ -136,21 +136,71 @@ namespace Game
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void GameRendering::Update()
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void GameRendering::Update()
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{
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{
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float time = (float)((bx::getHPCounter() - State.StartTime) / double(bx::getHPFrequency()));
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
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}
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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bgfx::touch(0);
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -5.0f };
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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bgfx::setVertexBuffer(0, VertexBuffer);
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bgfx::IndexBufferHandle ibh = IndexBuffer;
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bgfx::setIndexBuffer(IndexBuffer);
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uint64_t state = 0
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| (true ? BGFX_STATE_WRITE_R : 0)
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| (true ? BGFX_STATE_WRITE_G : 0)
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| (true ? BGFX_STATE_WRITE_B : 0)
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| (true ? BGFX_STATE_WRITE_A : 0)
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA
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| 0
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;
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bgfx::dbgTextPrintf(10, 10, 0x0F, "TEST");
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// Submit 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx * 0.21f, time + yy * 0.37f);
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mtx[12] = -15.0f + float(xx) * 3.0f;
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mtx[13] = -15.0f + float(yy) * 3.0f;
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mtx[14] = 0.0f;
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bgfx::submit(0, Shader);
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, VertexBuffer);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(state);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, Shader);
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}
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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bgfx::frame();
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}
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}
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Reference in New Issue
Block a user