true architecture

This commit is contained in:
axelpicou 2024-03-20 11:29:30 +01:00
parent 5714bbf085
commit e849aebc4e
19 changed files with 589 additions and 438 deletions

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@ -1,30 +0,0 @@
//{{NO_DEPENDENCIES}}
// Fichier Include généré par Microsoft Visual C++.
// Utilisé par khaotic-engine.rc
#define IDS_APP_TITLE 103
#define IDR_MAINFRAME 128
#define IDD_KHAOTICENGINE_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDI_KHAOTICENGINE 107
#define IDI_SMALL 108
#define IDC_KHAOTICENGINE 109
#define IDC_MYICON 2
#ifndef IDC_STATIC
#define IDC_STATIC -1
#endif
// Valeurs par défaut suivantes des nouveaux objets
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 130
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

31
enginecustom.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.9.34607.119
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "enginecustom", "enginecustom\enginecustom.vcxproj", "{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Debug|x64.ActiveCfg = Debug|x64
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Debug|x64.Build.0 = Debug|x64
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Debug|x86.ActiveCfg = Debug|Win32
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Debug|x86.Build.0 = Debug|Win32
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x64.ActiveCfg = Release|x64
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x64.Build.0 = Release|x64
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x86.ActiveCfg = Release|Win32
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {1EF23231-6B54-4B81-9818-BF931C50AA46}
EndGlobalSection
EndGlobal

26
enginecustom/Main.cpp Normal file
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#include "systemclass.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{
SystemClass* System;
bool result;
// Create the system object.
System = new SystemClass;
// Initialize and run the system object.
result = System->Initialize();
if (result)
{
System->Run();
}
// Shutdown and release the system object.
System->Shutdown();
delete System;
System = 0;
return 0;
}

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@ -0,0 +1,290 @@
#include "systemclass.h"
SystemClass::SystemClass()
{
m_Input = 0;
m_Application = 0;
}
SystemClass::SystemClass(const SystemClass& other)
{
}
SystemClass::~SystemClass()
{
}
bool SystemClass::Initialize()
{
int screenWidth, screenHeight;
bool result;
// Initialize the width and height of the screen to zero before sending the variables into the function.
screenWidth = 0;
screenHeight = 0;
// Initialize the windows api.
InitializeWindows(screenWidth, screenHeight);
// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
m_Input = new InputClass;
m_Input->Initialize();
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
m_Application = new ApplicationClass;
result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd);
if (!result)
{
return false;
}
return true;
}
void SystemClass::Shutdown()
{
// Release the application class object.
if (m_Application)
{
m_Application->Shutdown();
delete m_Application;
m_Application = 0;
}
// Release the input object.
if (m_Input)
{
delete m_Input;
m_Input = 0;
}
// Shutdown the window.
ShutdownWindows();
return;
}
void SystemClass::Run()
{
MSG msg;
bool done, result;
// Initialize the message structure.
ZeroMemory(&msg, sizeof(MSG));
// Loop until there is a quit message from the window or the user.
done = false;
while (!done)
{
// Handle the windows messages.
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// If windows signals to end the application then exit out.
if (msg.message == WM_QUIT)
{
done = true;
}
else
{
// Otherwise do the frame processing.
result = Frame();
if (!result)
{
done = true;
}
}
}
return;
}
bool SystemClass::Frame()
{
bool result;
// Check if the user pressed escape and wants to exit the application.
if (m_Input->IsKeyDown(VK_ESCAPE))
{
return false;
}
// Do the frame processing for the application class object.
result = m_Application->Frame();
if (!result)
{
return false;
}
return true;
}
LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{
switch (umsg)
{
// Check if a key has been pressed on the keyboard.
case WM_KEYDOWN:
{
// If a key is pressed send it to the input object so it can record that state.
m_Input->KeyDown((unsigned int)wparam);
return 0;
}
// Check if a key has been released on the keyboard.
case WM_KEYUP:
{
// If a key is released then send it to the input object so it can unset the state for that key.
m_Input->KeyUp((unsigned int)wparam);
return 0;
}
// Any other messages send to the default message handler as our application won't make use of them.
default:
{
return DefWindowProc(hwnd, umsg, wparam, lparam);
}
}
}
void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
{
WNDCLASSEX wc;
DEVMODE dmScreenSettings;
int posX, posY;
// Get an external pointer to this object.
ApplicationHandle = this;
// Get the instance of this application.
m_hinstance = GetModuleHandle(NULL);
// Give the application a name.
m_applicationName = L"Engine";
// Setup the windows class with default settings.
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = m_hinstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hIconSm = wc.hIcon;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX);
// Register the window class.
RegisterClassEx(&wc);
// Determine the resolution of the clients desktop screen.
screenWidth = GetSystemMetrics(SM_CXSCREEN);
screenHeight = GetSystemMetrics(SM_CYSCREEN);
// Setup the screen settings depending on whether it is running in full screen or in windowed mode.
if (FULL_SCREEN)
{
// If full screen set the screen to maximum size of the users desktop and 32bit.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth;
dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Change the display settings to full screen.
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
// Set the position of the window to the top left corner.
posX = posY = 0;
}
else
{
// If windowed then set it to 800x600 resolution.
screenWidth = 800;
screenHeight = 600;
// Place the window in the middle of the screen.
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2;
}
// Create the window with the screen settings and get the handle to it.
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP,
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
// Bring the window up on the screen and set it as main focus.
ShowWindow(m_hwnd, SW_SHOW);
SetForegroundWindow(m_hwnd);
SetFocus(m_hwnd);
// Hide the mouse cursor.
ShowCursor(false);
return;
}
void SystemClass::ShutdownWindows()
{
// Show the mouse cursor.
ShowCursor(true);
// Fix the display settings if leaving full screen mode.
if (FULL_SCREEN)
{
ChangeDisplaySettings(NULL, 0);
}
// Remove the window.
DestroyWindow(m_hwnd);
m_hwnd = NULL;
// Remove the application instance.
UnregisterClass(m_applicationName, m_hinstance);
m_hinstance = NULL;
// Release the pointer to this class.
ApplicationHandle = NULL;
return;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
{
switch (umessage)
{
// Check if the window is being destroyed.
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
// Check if the window is being closed.
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
// All other messages pass to the message handler in the system class.
default:
{
return ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
}
}
}

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#include "applicationclass.h"
ApplicationClass::ApplicationClass()
{
}
ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}
ApplicationClass::~ApplicationClass()
{
}
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
return true;
}
void ApplicationClass::Shutdown()
{
return;
}
bool ApplicationClass::Frame()
{
return true;
}
bool ApplicationClass::Render()
{
return true;
}

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#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <windows.h>
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
class ApplicationClass
{
public:
ApplicationClass();
ApplicationClass(const ApplicationClass&);
~ApplicationClass();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame();
private:
bool Render();
private:
};
#endif

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@ -18,11 +18,22 @@
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="applicationclass.cpp" />
<ClCompile Include="inputclass.cpp" />
<ClCompile Include="Main.cpp" />
<ClCompile Include="Systemclass.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="applicationclass.h" />
<ClInclude Include="inputclass.h" />
<ClInclude Include="systemclass.h" />
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{2c5096eb-e3ec-4bec-b945-27ca67723d1f}</ProjectGuid>
<RootNamespace>khaoticengine</RootNamespace>
<ProjectGuid>{92cf56c4-76bb-40d4-8fe5-36c15f5f127a}</ProjectGuid>
<RootNamespace>enginecustom</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -126,22 +137,6 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="framework.h" />
<ClInclude Include="khaotic-engine.h" />
<ClInclude Include="Resource.h" />
<ClInclude Include="targetver.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="khaotic-engine.cpp" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="khaotic-engine.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="khaotic-engine.ico" />
<Image Include="small.ico" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -15,35 +15,28 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="framework.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="targetver.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Resource.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="khaotic-engine.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="khaotic-engine.cpp">
<ClCompile Include="Main.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Systemclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="inputclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="applicationclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="khaotic-engine.rc">
<Filter>Fichiers de ressources</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<Image Include="small.ico">
<Filter>Fichiers de ressources</Filter>
</Image>
<Image Include="khaotic-engine.ico">
<Filter>Fichiers de ressources</Filter>
</Image>
<ClInclude Include="systemclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="inputclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="applicationclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
</Project>

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#include "inputclass.h"
InputClass::InputClass()
{
}
InputClass::InputClass(const InputClass& other)
{
}
InputClass::~InputClass()
{
}
void InputClass::Initialize()
{
int i;
// Initialize all the keys to being released and not pressed.
for (i = 0; i < 256; i++)
{
m_keys[i] = false;
}
return;
}
void InputClass::KeyDown(unsigned int input)
{
// If a key is pressed then save that state in the key array.
m_keys[input] = true;
return;
}
void InputClass::KeyUp(unsigned int input)
{
// If a key is released then clear that state in the key array.
m_keys[input] = false;
return;
}
bool InputClass::IsKeyDown(unsigned int key)
{
// Return what state the key is in (pressed/not pressed).
return m_keys[key];
}

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enginecustom/inputclass.h Normal file
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#ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_
////////////////////////////////////////////////////////////////////////////////
// Class name: InputClass
////////////////////////////////////////////////////////////////////////////////
class InputClass
{
public:
InputClass();
InputClass(const InputClass&);
~InputClass();
void Initialize();
void KeyDown(unsigned int);
void KeyUp(unsigned int);
bool IsKeyDown(unsigned int);
private:
bool m_keys[256];
};
#endif

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#ifndef _SYSTEMCLASS_H_
#define _SYSTEMCLASS_H_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include "inputclass.h"
#include "applicationclass.h"
class SystemClass
{
public:
SystemClass();
SystemClass(const SystemClass&);
~SystemClass();
bool Initialize();
void Shutdown();
void Run();
LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM);
private:
bool Frame();
void InitializeWindows(int&, int&);
void ShutdownWindows();
private:
LPCWSTR m_applicationName;
HINSTANCE m_hinstance;
HWND m_hwnd;
InputClass* m_Input;
ApplicationClass* m_Application;
};
/////////////////////////
// FUNCTION PROTOTYPES //
/////////////////////////
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
/////////////
// GLOBALS //
/////////////
static SystemClass* ApplicationHandle = 0;
#endif

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@ -1,15 +0,0 @@
// header.h : fichier Include pour les fichiers Include système standard,
// ou les fichiers Include spécifiques aux projets
//
#pragma once
#include "targetver.h"
#define WIN32_LEAN_AND_MEAN // Exclure les en-têtes Windows rarement utilisés
// Fichiers d'en-tête Windows
#include <windows.h>
// Fichiers d'en-tête C RunTime
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>

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@ -1,309 +0,0 @@
///////////////**************new**************////////////////////
//Include and link appropriate libraries and headers//
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3d10.lib")
#include <windows.h>
#include <d3d11.h>
#include <d3d10.h>
#include <DirectXMath.h>
#include <DirectXCollision.h>
#include <DirectXPackedVector.h>
//Global Declarations//
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
int colormodr = 1;
int colormodg = 1;
int colormodb = 1;
///////////////**************new**************////////////////////
LPCTSTR WndClassName = L"firstwindow";
HWND hwnd = NULL;
const int Width = 300;
const int Height = 300;
///////////////**************new**************////////////////////
//Function Prototypes//
bool InitializeDirect3d11App(HINSTANCE hInstance);
void ReleaseObjects();
bool InitScene();
void UpdateScene();
void DrawScene();
///////////////**************new**************////////////////////
bool InitializeWindow(HINSTANCE hInstance,
int ShowWnd,
int width, int height,
bool windowed);
int messageloop();
LRESULT CALLBACK WndProc(HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(_In_ HINSTANCE hInstance, //Main windows function
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPSTR lpCmdLine,
_In_ int nShowCmd)
{
if (!InitializeWindow(hInstance, nShowCmd, Width, Height, true))
{
MessageBox(0, L"Window Initialization - Failed",
L"Error", MB_OK);
return 0;
}
///////////////**************new**************////////////////////
if (!InitializeDirect3d11App(hInstance)) //Initialize Direct3D
{
MessageBox(0, L"Direct3D Initialization - Failed",
L"Error", MB_OK);
return 0;
}
if (!InitScene()) //Initialize our scene
{
MessageBox(0, L"Scene Initialization - Failed",
L"Error", MB_OK);
return 0;
}
messageloop();
ReleaseObjects();
///////////////**************new**************////////////////////
return 0;
}
bool InitializeWindow(HINSTANCE hInstance,
int ShowWnd,
int width, int height,
bool windowed)
{
typedef struct _WNDCLASS {
UINT cbSize;
UINT style;
WNDPROC lpfnWndProc;
int cbClsExtra;
int cbWndExtra;
HANDLE hInstance;
HICON hIcon;
HCURSOR hCursor;
HBRUSH hbrBackground;
LPCTSTR lpszMenuName;
LPCTSTR lpszClassName;
} WNDCLASS;
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = NULL;
wc.cbWndExtra = NULL;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
wc.lpszMenuName = NULL;
wc.lpszClassName = WndClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, L"Error registering class",
L"Error", MB_OK | MB_ICONERROR);
return 1;
}
hwnd = CreateWindowEx(
NULL,
WndClassName,
L"Khaotic Engine",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
width, height,
NULL,
NULL,
hInstance,
NULL
);
if (!hwnd)
{
MessageBox(NULL, L"Error creating window",
L"Error", MB_OK | MB_ICONERROR);
return 1;
}
ShowWindow(hwnd, ShowWnd);
UpdateWindow(hwnd);
return true;
}
///////////////**************new**************////////////////////
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 4; //multisampling standard
swapChainDesc.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // triple buffering
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
//Set our Render Target
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
return true;
}
void ReleaseObjects()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
}
bool InitScene()
{
return true;
}
void UpdateScene()
{
//Update the colors of our scene
red += colormodr * 0.00005f;
green += colormodg * 0.00002f;
blue += colormodb * 0.00001f;
if (red >= 1.0f || red <= 0.0f)
colormodr *= -1;
if (green >= 1.0f || green <= 0.0f)
colormodg *= -1;
if (blue >= 1.0f || blue <= 0.0f)
colormodb *= -1;
}
void DrawScene()
{
//Clear our backbuffer to the updated color
DirectX::XMFLOAT4 bgColor(red, green, blue, 1.0f);
float color[4] = { bgColor.x, bgColor.y, bgColor.z, bgColor.w };
d3d11DevCon->ClearRenderTargetView(renderTargetView, color);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
}
///////////////**************new**************////////////////////
int messageloop() {
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
while (true)
{
BOOL PeekMessageL(
LPMSG lpMsg,
HWND hWnd,
UINT wMsgFilterMin,
UINT wMsgFilterMax,
UINT wRemoveMsg
);
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
///////////////**************new**************////////////////////
// run game code
UpdateScene();
DrawScene();
///////////////**************new**************////////////////////
}
}
return msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd,
UINT msg,
WPARAM wParam,
LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) {
DestroyWindow(hwnd);
}
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd,
msg,
wParam,
lParam);
}

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#pragma once
#include "resource.h"

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.9.34607.119
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "khaotic-engine", "khaotic-engine.vcxproj", "{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Debug|x64.ActiveCfg = Debug|x64
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Debug|x64.Build.0 = Debug|x64
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Debug|x86.ActiveCfg = Debug|Win32
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Debug|x86.Build.0 = Debug|Win32
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Release|x64.ActiveCfg = Release|x64
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Release|x64.Build.0 = Release|x64
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Release|x86.ActiveCfg = Release|Win32
{2C5096EB-E3EC-4BEC-B945-27CA67723D1F}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {AE9097A3-6D17-4474-B6FB-ACA76C7C3C8B}
EndGlobalSection
EndGlobal

BIN
small.ico

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#pragma once
// // L'inclusion de SDKDDKVer.h définit la version de plateforme Windows la plus haute disponible.
// Si vous voulez générer votre application pour une plateforme Windows précédente, incluez WinSDKVer.h et
// définissez la macro _WIN32_WINNT sur la plateforme à prendre en charge avant d'inclure SDKDDKVer.h.
#include <SDKDDKVer.h>