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// main.cpp
#include "options.h"
#include "render.h"
#include "render-d3d11.h"
#include "render-gl.h"
#include "slang-support.h"
#include <stdio.h>
#include <stdlib.h>
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX
namespace renderer_test {
//
int gWindowWidth = 1024;
int gWindowHeight = 768;
//
// For the purposes of a small example, we will define the vertex data for a
// single triangle directly in the source file. It should be easy to extend
// this example to load data from an external source, if desired.
//
struct Vertex
{
float position[3];
float color[3];
};
static const int kVertexCount = 3;
static const Vertex kVertexData[kVertexCount] = {
{ { 0, 0, 0.5 }, {1, 0, 0} },
{ { 0, 1, 0.5 }, {0, 0, 1} },
{ { 1, 0, 0.5 }, {0, 1, 0} },
};
// Global variables for state to be used for rendering...
uintptr_t gConstantBufferSize;
Buffer* gConstantBuffer;
InputLayout* gInputLayout;
Buffer* gVertexBuffer;
ShaderProgram* gShaderProgram;
// Entry point name to use for vertex/fragment shader
static char const* vertexEntryPointName = "vertexMain";
static char const* fragmentEntryPointName = "fragmentMain";
// "Profile" to use when compiling for HLSL targets
// TODO: does this belong here?
static char const* vertexProfileName = "vs_4_0";
static char const* fragmentProfileName = "ps_4_0";
Error initializeShaders(
ShaderCompiler* shaderCompiler)
{
// Read in the source code
char const* sourcePath = gOptions.sourcePath;
FILE* sourceFile = fopen(sourcePath, "rb");
if( !sourceFile )
{
fprintf(stderr, "error: failed to open '%s' for reading\n", sourcePath);
exit(1);
}
fseek(sourceFile, 0, SEEK_END);
size_t sourceSize = ftell(sourceFile);
fseek(sourceFile, 0, SEEK_SET);
char* sourceText = (char*) malloc(sourceSize + 1);
if( !sourceText )
{
fprintf(stderr, "error: out of memory");
exit(1);
}
fread(sourceText, sourceSize, 1, sourceFile);
fclose(sourceFile);
sourceText[sourceSize] = 0;
ShaderCompileRequest::SourceInfo sourceInfo;
sourceInfo.path = sourcePath;
sourceInfo.text = sourceText;
ShaderCompileRequest compileRequest;
compileRequest.source = sourceInfo;
compileRequest.vertexShader.source = sourceInfo;
compileRequest.vertexShader.name = vertexEntryPointName;
compileRequest.vertexShader.profile = vertexProfileName;
compileRequest.fragmentShader.source = sourceInfo;
compileRequest.fragmentShader.name = fragmentEntryPointName;
compileRequest.fragmentShader.profile = fragmentProfileName;
gShaderProgram = shaderCompiler->compileProgram(compileRequest);
if( !gShaderProgram )
{
return Error::Unexpected;
}
return Error::None;
}
//
// At initialization time, we are going to load and compile our Slang shader
// code, and then create the D3D11 API objects we need for rendering.
//
Error initializeInner(
Renderer* renderer,
ShaderCompiler* shaderCompiler)
{
Error err = Error::None;
err = initializeShaders(shaderCompiler);
if(err != Error::None) return err;
// Do other initialization that doesn't depend on the source language.
// TODO(tfoley): use each API's reflection interface to query the constant-buffer size needed
gConstantBufferSize = 16 * sizeof(float);
BufferDesc constantBufferDesc;
constantBufferDesc.size = gConstantBufferSize;
constantBufferDesc.flavor = BufferFlavor::Constant;
gConstantBuffer = renderer->createBuffer(constantBufferDesc);
if(!gConstantBuffer)
return Error::Unexpected;
// Input Assembler (IA)
InputElementDesc inputElements[] = {
{ "A", 0, Format::RGB_Float32, offsetof(Vertex, position) },
{ "A", 1, Format::RGB_Float32, offsetof(Vertex, color) },
};
gInputLayout = renderer->createInputLayout(&inputElements[0], 2);
if(!gInputLayout)
return Error::Unexpected;
BufferDesc vertexBufferDesc;
vertexBufferDesc.size = kVertexCount * sizeof(Vertex);
vertexBufferDesc.flavor = BufferFlavor::Vertex;
vertexBufferDesc.initData = &kVertexData[0];
gVertexBuffer = renderer->createBuffer(vertexBufferDesc);
if(!gVertexBuffer)
return Error::Unexpected;
return Error::None;
}
void renderFrameInner(
Renderer* renderer)
{
auto mappedData = renderer->map(gConstantBuffer, MapFlavor::WriteDiscard);
if(mappedData)
{
static const float kIdentity[] =
{ 1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 };
memcpy(mappedData, kIdentity, sizeof(kIdentity));
renderer->unmap(gConstantBuffer);
}
// Input Assembler (IA)
renderer->setInputLayout(gInputLayout);
renderer->setPrimitiveTopology(PrimitiveTopology::TriangleList);
renderer->setVertexBuffer(0, gVertexBuffer, sizeof(Vertex));
// Vertex Shader (VS)
// Pixel Shader (PS)
renderer->setShaderProgram(gShaderProgram);
renderer->setConstantBuffer(0, gConstantBuffer);
//
renderer->draw(3);
}
void finalize()
{
}
//
// We use a bare-minimum window procedure to get things up and running.
//
static LRESULT CALLBACK windowProc(
HWND windowHandle,
UINT message,
WPARAM wParam,
LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProcW(windowHandle, message, wParam, lParam);
}
} // renderer_test
//
int main(
int argc,
char** argv)
{
using namespace renderer_test;
// Parse command-line options
parseOptions(&argc, argv);
// Do initial window-creation stuff here, rather than in the renderer-specific files
HINSTANCE instance = GetModuleHandleA(0);
int showCommand = SW_SHOW;
// First we register a window class.
WNDCLASSEXW windowClassDesc;
windowClassDesc.cbSize = sizeof(windowClassDesc);
windowClassDesc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
windowClassDesc.lpfnWndProc = &windowProc;
windowClassDesc.cbClsExtra = 0;
windowClassDesc.cbWndExtra = 0;
windowClassDesc.hInstance = instance;
windowClassDesc.hIcon = 0;
windowClassDesc.hCursor = 0;
windowClassDesc.hbrBackground = 0;
windowClassDesc.lpszMenuName = 0;
windowClassDesc.lpszClassName = L"HelloWorld";
windowClassDesc.hIconSm = 0;
ATOM windowClassAtom = RegisterClassExW(&windowClassDesc);
if(!windowClassAtom)
{
fprintf(stderr, "error: failed to register window class\n");
return 1;
}
// Next, we create a window using that window class.
// We will create a borderless window since our screen-capture logic in GL
// seems to get thrown off by having to deal with a window frame.
DWORD windowStyle = WS_POPUP;
DWORD windowExtendedStyle = 0;
RECT windowRect = { 0, 0, gWindowWidth, gWindowHeight };
AdjustWindowRectEx(&windowRect, windowStyle, /*hasMenu=*/false, windowExtendedStyle);
auto width = windowRect.right - windowRect.left;
auto height = windowRect.bottom - windowRect.top;
LPWSTR windowName = L"Slang Render Test";
HWND windowHandle = CreateWindowExW(
windowExtendedStyle,
(LPWSTR)windowClassAtom,
windowName,
windowStyle,
0, 0, // x, y
width, height,
NULL, // parent
NULL, // menu
instance,
NULL);
if(!windowHandle)
{
fprintf(stderr, "error: failed to create window\n");
return 1;
}
Renderer* renderer = nullptr;
switch( gOptions.mode )
{
case Mode::Slang:
case Mode::HLSL:
renderer = createD3D11Renderer();
break;
case Mode::GLSL:
case Mode::GLSLCrossCompile:
renderer = createGLRenderer();
break;
default:
fprintf(stderr, "error: unexpected\n");
exit(1);
break;
}
renderer->initialize(windowHandle);
auto shaderCompiler = renderer->getShaderCompiler();
switch( gOptions.mode )
{
case Mode::Slang:
shaderCompiler = createSlangShaderCompiler(shaderCompiler, SLANG_HLSL);
break;
case Mode::GLSLCrossCompile:
shaderCompiler = createSlangShaderCompiler(shaderCompiler, SLANG_GLSL);
break;
default:
break;
}
Error err = initializeInner(renderer, shaderCompiler);
if( err != Error::None )
{
exit(1);
}
// Once initialization is all complete, we show the window...
ShowWindow(windowHandle, showCommand);
// ... and enter the event loop:
for(;;)
{
MSG message;
int result = PeekMessageW(&message, NULL, 0, 0, PM_REMOVE);
if (result != 0)
{
if (message.message == WM_QUIT)
{
return (int)message.wParam;
}
TranslateMessage(&message);
DispatchMessageW(&message);
}
else
{
// Whenver we don't have Windows events to process,
// we render a frame.
static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
renderer->setClearColor(kClearColor);
renderer->clearFrame();
renderFrameInner(renderer);
// If we are in a mode where output is requested, we need to snapshot the back buffer here
if( gOptions.outputPath )
{
renderer->captureScreenShot(gOptions.outputPath);
return 0;
}
renderer->presentFrame();
}
}
return 0;
}
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