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

@@ -15,9 +15,11 @@ 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
@@ -58,7 +60,7 @@ unsigned long FileWatcherThread(void* data)
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)
if (wcscmp(notifyData->FileName, DLLWatch) == 0)
{
DevData.FileWatcher.Change = true;
printf("detected dll change!\n");
@@ -80,10 +82,19 @@ bool ReloadDLL()
{
FreeLibrary(DevData.GameLib);
}
#ifdef VISUAL_STUDIO
if (!CopyFile("PuzGame2.dll", "PuzGame.dll", false))
{
printf("Failed to copy game DLL!\n");
return false;
}
#else
if (!CopyFile("cmake-build\\libPuzGame2.dll", "cmake-build\\libPuzGame.dll", false))
{
printf("Failed to copy game DLL!\n");
return false;
}
#endif
HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
if (gameLibReloaded == NULL)
@@ -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

@@ -49,6 +49,9 @@ namespace Game
void Update()
{
SDL_Event evt;
while (SDL_PollEvent(&evt)) {}
++Instance.FrameCounter;
if (Instance.FrameCounter % 100 == 0)
{

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()
{
bgfx::touch(0);
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, -5.0f };
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);
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
;
// 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;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, VertexBuffer);
bgfx::setIndexBuffer(IndexBuffer);
bgfx::setIndexBuffer(ibh);
bgfx::dbgTextPrintf(10, 10, 0x0F, "TEST");
// 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();
}