conversion to c by gemini 4 argon

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Patedam committed 2026-10-16 23:40:45 -04:00
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commit f9356f9ba7
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#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <Windows.h>
#endif
#include <Core/Common/String.h>
#include <Core/HAL/Display/Display.h>
#include <Core/HAL/Event/SystemEvent.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HotReload/HotReload.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Main.h>
#include <Core/Math/Matrix.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Memory/Utils.h>
#include <Engine/Debug/MemoryDebugger.h>
#include <Engine/Engine.h>
#include <Graphics/Camera.h>
#include <Graphics/DebugDisplay.h>
#include <Graphics/Graphics.h>
#include <Graphics/GraphicsConfig.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/Mesh.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <Graphics/VertexData.h>
#ifdef JULIET_ENABLE_IMGUI
#include <dcimgui.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <wchar.h>
global bool8 g_show_memory_debugger = false;
typedef void (*GameShutdown_t)(void);
typedef void (*GameUpdate_t)(GameData* params, float deltaTime);
typedef struct GameFunctionTableStruct GameFunctionTableStruct;
struct GameFunctionTableStruct
{
GameShutdown_t Shutdown;
GameUpdate_t Update;
};
global GameFunctionTableStruct g_game = { 0 };
global GameData g_game_data = { 0 };
global const char* g_game_function_names[] = { "GameShutdown", "GameUpdate" };
typedef struct JulietAppState JulietAppState;
struct JulietAppState
{
Window* MainWindow;
GraphicsDevice* GraphicsDevice;
GraphicsPipeline* GraphicsPipeline;
Texture* DepthBuffer;
HotReloadCode GameCode;
bool8 Running;
float CameraTime;
int AutoCloseFrameCount;
};
global JulietAppState g_app = {
.MainWindow = NULL,
.GraphicsDevice = NULL,
.GraphicsPipeline = NULL,
.DepthBuffer = NULL,
.Running = false,
.CameraTime = 0.0f,
.AutoCloseFrameCount = -1
};
internal void App_Init(Arena* platformArena)
{
Assert(platformArena != NULL);
Log(LogLevel_Message, LogCategory_Tool, "Initializing Juliet Application...");
Log(LogLevel_Message, LogCategory_Tool, "%s", CStr(GetBasePath().Directories));
GraphicsConfig config = { 0 };
#if JULIET_DEBUG
config.EnableDebug = true;
#endif
g_app.GraphicsDevice = CreateGraphicsDevice(config);
g_app.MainWindow = CreatePlatformWindow("Juliet", 1920, 1080, 0);
g_app.Running = (g_app.MainWindow != NULL && g_app.GraphicsDevice != NULL);
if (g_app.Running)
{
AttachToWindow(g_app.GraphicsDevice, g_app.MainWindow);
{
// Create Depth Buffer
TextureCreateInfo depthCI = { 0 };
depthCI.Type = TextureType_2D;
depthCI.Width = 1920;
depthCI.Height = 1080;
depthCI.Format = TextureFormat_D32_FLOAT;
depthCI.Flags = TextureUsageFlag_DepthStencilTarget;
depthCI.LayerCount = 1;
depthCI.MipLevelCount = 1;
depthCI.SampleCount = TextureSampleCount_One;
g_app.DepthBuffer = CreateTexture(g_app.GraphicsDevice, &depthCI);
if (g_app.DepthBuffer == NULL)
{
LogError(LogCategory_Game, "Failed to create depth buffer!");
g_app.Running = false;
}
}
g_app.GameCode.Functions = (void**)&g_game;
g_app.GameCode.FunctionCount = ArraySize(g_game_function_names);
g_app.GameCode.FunctionNames = g_game_function_names;
InitHotReloadCode(platformArena, &g_app.GameCode, ConstString("Game.dll"), ConstString("Game_Temp.dll"),
ConstString("lock.tmp"));
g_app.Running = g_app.GameCode.IsValid;
}
}
internal void App_Shutdown(void)
{
Log(LogLevel_Message, LogCategory_Tool, "Shutting down Juliet Application...");
if (g_app.GameCode.IsValid)
{
g_game.Shutdown();
ShutdownHotReloadCode(&g_app.GameCode);
}
if (g_app.GraphicsPipeline != NULL)
{
DestroyGraphicsPipeline(g_app.GraphicsDevice, g_app.GraphicsPipeline);
}
if (g_app.DepthBuffer != NULL)
{
DestroyTexture(g_app.GraphicsDevice, g_app.DepthBuffer);
}
if (g_app.MainWindow != NULL && g_app.GraphicsDevice != NULL)
{
DetachFromWindow(g_app.GraphicsDevice, g_app.MainWindow);
}
if (g_app.MainWindow != NULL)
{
DestroyPlatformWindow(g_app.MainWindow);
}
if (g_app.GraphicsDevice != NULL)
{
DestroyGraphicsDevice(g_app.GraphicsDevice);
}
Log(LogLevel_Message, LogCategory_Tool, "Juliet App shutdown Completed");
}
internal void App_Update(float deltaTime)
{
g_app.CameraTime += deltaTime;
static float fpsTimer = 0.0f;
static int fpsFrames = 0;
fpsTimer += deltaTime;
fpsFrames++;
if (fpsTimer >= 0.5f)
{
float fps = (float)fpsFrames / fpsTimer;
float ms = (fpsTimer / (float)fpsFrames) * 1000.0f;
char title[64];
snprintf(title, sizeof(title), "Juliet | %.1f FPS | %.2f ms", (double)fps, (double)ms);
SetWindowTitle(g_app.MainWindow, WrapString(title));
fpsTimer = 0.0f;
fpsFrames = 0;
}
bool8 reloadShaders = false;
static bool8 reloadShadersDebounce = false;
SystemEvent evt = { 0 };
while (GetEvent(&evt))
{
if (evt.Type == EventType_Window_Close_Request)
{
if (evt.Data.Window.AssociatedWindowID == GetWindowID(g_app.MainWindow))
{
g_app.Running = false;
}
}
// Shader hot reload using keyboard.
if (!reloadShadersDebounce && ((GetKeyModState() & KeyMod_Alt) != KeyMod_None) && IsKeyDown(ScanCode_R))
{
reloadShaders = true;
reloadShadersDebounce = true;
}
if (reloadShadersDebounce && !IsKeyDown(ScanCode_R))
{
reloadShadersDebounce = false;
}
}
Vector3 origin = { 0.0f, 0.0f, 0.0f };
Vector3 xAxis = { 1.0f, 0.0f, 0.0f };
Vector3 yAxis = { 0.0f, 1.0f, 0.0f };
Vector3 zAxis = { 0.0f, 0.0f, 1.0f };
FColor redCol = { 1.0f, 0.0f, 0.0f, 1.0f };
FColor greenCol = { 0.0f, 1.0f, 0.0f, 1.0f };
FColor blueCol = { 0.0f, 0.0f, 1.0f, 1.0f };
FColor yelCol = { 1.0f, 1.0f, 0.0f, 1.0f };
DebugDisplay_DrawLine(origin, xAxis, redCol, false);
DebugDisplay_DrawLine(origin, yAxis, greenCol, true);
DebugDisplay_DrawLine(origin, zAxis, blueCol, true);
DebugDisplay_DrawSphere(origin, 0.5f, yelCol, true);
g_game.Update(&g_game_data, deltaTime);
if (ShouldReloadCode(&g_app.GameCode))
{
ReloadCode(&g_app.GameCode);
}
if (reloadShaders)
{
WaitUntilGPUIsIdle(g_app.GraphicsDevice);
#if ALLOW_SHADER_HOT_RELOAD
ReloadMeshRendererShaders();
#endif
}
// Memory debugger toggle
static bool8 toggleDebounce = false;
if (IsKeyDown(ScanCode_Home))
{
if (!toggleDebounce)
{
g_show_memory_debugger = !g_show_memory_debugger;
toggleDebounce = true;
}
}
else
{
toggleDebounce = false;
}
// Auto-close logic
if (g_app.AutoCloseFrameCount > 0)
{
g_app.AutoCloseFrameCount--;
if (g_app.AutoCloseFrameCount == 0)
{
Log(LogLevel_Message, LogCategory_Tool, "Auto-closing application as requested.");
g_app.Running = false;
}
}
if (g_show_memory_debugger)
{
#if JULIET_DEBUG
Debug_DebugDrawMemoryArena();
#endif
}
}
internal ColorTargetInfo App_GetColorTargetInfo(Texture* swapchainTexture)
{
ColorTargetInfo info = { 0 };
info.TargetTexture = swapchainTexture;
info.ClearColor = (FColor){ .R = 0.0f, .G = 0.0f, .B = 0.0f, .A = 1.0f };
info.LoadOperation = LoadOperation_Clear;
info.StoreOperation = StoreOperation_Store;
return info;
}
internal DepthStencilTargetInfo* App_GetDepthTargetInfo(void)
{
static DepthStencilTargetInfo info = { 0 };
info.TargetTexture = g_app.DepthBuffer;
info.ClearDepth = 1.0f;
info.LoadOperation = LoadOperation_Clear;
info.StoreOperation = StoreOperation_Store;
return &info;
}
internal bool8 App_IsRunning(void)
{
return g_app.Running;
}
internal Window* App_GetPlatformWindow(void)
{
return g_app.MainWindow;
}
internal GraphicsDevice* App_GetGraphicsDevice(void)
{
return g_app.GraphicsDevice;
}
int JulietMain(int argc, wchar_t** argv)
{
if (argc > 1)
{
for (int i = 1; i < argc; ++i)
{
if (wcscmp(argv[i], L"-autoclose") == 0 && (i + 1 < argc))
{
int frames = _wtoi(argv[i + 1]);
g_app.AutoCloseFrameCount = frames;
}
}
}
ApplicationCallbacks appCallbacks = {
.Init = App_Init,
.Shutdown = App_Shutdown,
.Update = App_Update,
.IsRunning = App_IsRunning,
.GetPlatformWindow = App_GetPlatformWindow,
.GetGraphicsDevice = App_GetGraphicsDevice,
.GetColorTargetInfo = App_GetColorTargetInfo,
.GetDepthTargetInfo = App_GetDepthTargetInfo,
};
StartApplication(appCallbacks, JulietInit_Flags_Display);
// Pause here to not close the console window immediately on stop
// Only pause if not in auto-close mode
if (g_app.AutoCloseFrameCount == -1 && !Debug_IsDebuggerPresent())
{
system("PAUSE");
}
return EXIT_SUCCESS;
}
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#include "main.h"
#ifdef global
#undef global
#endif
#define global static
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <Windows.h>
#endif
#include <Core/Application/ApplicationManager.h>
#include <Core/Common/EnumUtils.h>
#include <Core/Common/String.h>
#include <Core/HAL/Display/Display.h>
#include <Core/HAL/Event/SystemEvent.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Main.h>
#include <Core/Math/Matrix.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Memory/Utils.h>
#include <Engine/Debug/MemoryDebugger.h>
#include <Graphics/Camera.h>
#include <Graphics/DebugDisplay.h>
#include <Graphics/Graphics.h>
#include <Graphics/GraphicsConfig.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/Mesh.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <Graphics/VertexData.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h>
#endif
static bool ShowMemoryDebugger = false;
#if 0
static bool animateCubes = true;
static bool animateLights = true;
static bool animateCamera = true;
static bool freeCameraMode = false;
static float camYaw = 0.0f;
static float camPitch = 0.0f;
static Vector3 camPos = { 25.0f, 0.0f, 12.5f };
static float animateCubesTime = 0.0f;
static float animateLightsTime = 0.0f;
static float animateCameraTime = 0.0f;
static float redLightRadius = 10.0f;
static float redLightIntensity = 5.0f;
static float redLightColor[3] = { 1.0f, 0.2f, 0.2f };
static bool redLightFollowsCamera = false;
static bool enableGlobalLight = true;
static float globalLightDir[3] = { 0.5f, -1.0f, -0.5f };
static float globalLightColor[3] = { 1.0f, 0.95f, 0.8f };
static float globalAmbientIntensity = 0.2f;
static float blueLightRadius = 15.0f;
static float blueLightIntensity = 8.0f;
static float blueLightColor[3] = { 0.2f, 0.2f, 1.0f };
#endif
// TODO : Replace with message box from framework + call main and not winmain + subsystem
// TODO : Think how to do the draw pipeline.
// Ex: Expose a Draw method ?
// Store a graphics context ?
// For now. Put everything in Update down below.
// Should split update from draw, update should have a != timestep than graphics (60fps or more)
// TODO : Remove main.h. Useless
// May be remove that Application class, useless too.
namespace
{
using GameShutdown_t = void (*)(void);
using GameUpdate_t = void (*)(GameData* params, float deltaTime);
struct GameFunctionTable
{
GameShutdown_t Shutdown = nullptr;
GameUpdate_t Update = nullptr;
} Game;
GameData Data;
const char* GameFunctionTable[] = { "GameShutdown", "GameUpdate" };
#if 0
LightID RedLightID = 0;
LightID BlueLightID = 0;
#endif
} // namespace
void JulietApplication::Init(NonNullPtr<Arena> platformArena)
{
Log(LogLevel::Message, LogCategory::Tool, "Initializing Juliet Application...");
Log(LogLevel::Message, LogCategory::Tool, "%s", CStr(GetBasePath().Directories));
GraphicsConfig config;
#if JULIET_DEBUG
config.EnableDebug = true;
#endif
GraphicsDevice = CreateGraphicsDevice(config);
MainWindow = CreatePlatformWindow("Juliet", 1920, 1080);
Running = MainWindow != nullptr && GraphicsDevice != nullptr;
if (Running)
{
AttachToWindow(GraphicsDevice, MainWindow);
{
// Create Depth Buffer
TextureCreateInfo depthCI = {};
depthCI.Type = TextureType::Texture_2D;
depthCI.Width = 1920;
depthCI.Height = 1080;
depthCI.Format = TextureFormat::D32_FLOAT;
depthCI.Flags = TextureUsageFlag::DepthStencilTarget;
depthCI.LayerCount = 1;
depthCI.MipLevelCount = 1;
depthCI.SampleCount = TextureSampleCount::One;
DepthBuffer = CreateTexture(GraphicsDevice, depthCI);
if (DepthBuffer == nullptr)
{
LogError(LogCategory::Game, "Failed to create depth buffer!");
Running = false;
}
#if 0
constexpr int kGridSize = 10;
constexpr float kSpacing = 2.5f;
constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
for (int row = 0; row < kGridSize; ++row)
{
for (int col = 0; col < kGridSize; ++col)
{
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
float x = static_cast<float>(col) * kSpacing - kOffset;
float y = static_cast<float>(row) * kSpacing - kOffset;
float seed = static_cast<float>(row * kGridSize + col);
Matrix rotation = MatrixRotation(seed * 0.73f, seed * 1.17f, seed * 0.53f);
CreateMeshInstance(cubeAsset, 0, MatrixTranslation(x, y, 0.0f) * rotation);
}
}
// Start with some default test lights
PointLight redLight = {};
redLight.Position = { 5.0f, 5.0f, 2.0f };
redLight.Radius = redLightRadius;
redLight.Color = { redLightColor[0], redLightColor[1], redLightColor[2] };
redLight.Intensity = redLightIntensity;
RedLightID = AddPointLight(redLight);
PointLight blueLight = {};
blueLight.Position = { -5.0f, 0.0f, 2.0f };
blueLight.Radius = blueLightRadius;
blueLight.Color = { blueLightColor[0], blueLightColor[1], blueLightColor[2] };
blueLight.Intensity = blueLightIntensity;
BlueLightID = AddPointLight(blueLight);
#endif
}
GameCode.Functions = reinterpret_cast<void**>(&Game);
GameCode.FunctionCount = ArraySize(GameFunctionTable);
GameCode.FunctionNames = GameFunctionTable;
InitHotReloadCode(platformArena, GameCode, ConstString("Game.dll"), ConstString("Game_Temp.dll"), ConstString("lock.tmp"));
Running = GameCode.IsValid;
}
}
void JulietApplication::Shutdown()
{
Log(LogLevel::Message, LogCategory::Tool, "Shutting down Juliet Application...");
if (GameCode.IsValid)
{
Game.Shutdown();
ShutdownHotReloadCode(GameCode);
}
if (GraphicsPipeline)
{
DestroyGraphicsPipeline(GraphicsDevice, GraphicsPipeline);
}
if (DepthBuffer)
{
DestroyTexture(GraphicsDevice, DepthBuffer);
}
if (MainWindow && GraphicsDevice)
{
DetachFromWindow(GraphicsDevice, MainWindow);
}
if (MainWindow)
{
DestroyPlatformWindow(MainWindow);
}
if (GraphicsDevice)
{
DestroyGraphicsDevice(GraphicsDevice);
}
Log(LogLevel::Message, LogCategory::Tool, "Juliet App shutdown Completed");
}
void JulietApplication::Update(float deltaTime)
{
CameraTime += deltaTime;
static float fpsTimer = 0.0f;
static int fpsFrames = 0;
fpsTimer += deltaTime;
fpsFrames++;
if (fpsTimer >= 0.5f)
{
float fps = static_cast<float>(fpsFrames) / fpsTimer;
float ms = (fpsTimer / static_cast<float>(fpsFrames)) * 1000.0f;
char title[64];
snprintf(title, sizeof(title), "Juliet | %.1f FPS | %.2f ms", static_cast<double>(fps), static_cast<double>(ms));
SetWindowTitle(MainWindow, WrapString(title));
fpsTimer = 0.0f;
fpsFrames = 0;
}
bool reloadShaders = false;
static bool reloadShadersDebounce = false;
#if 0
static bool f1Debounce = false;
#endif
SystemEvent evt;
while (GetEvent(evt))
{
if (evt.Type == EventType::Window_Close_Request)
{
if (evt.Data.Window.AssociatedWindowID == GetWindowID(MainWindow))
{
Running = false;
}
}
// Shader hot reload using keyboard.
if (!reloadShadersDebounce && ((GetKeyModState() & KeyMod::Alt) != KeyMod::None) && IsKeyDown(ScanCode::R))
{
reloadShaders = true;
reloadShadersDebounce = true;
}
if (reloadShadersDebounce && !IsKeyDown(ScanCode::R))
{
reloadShadersDebounce = false;
}
}
#if 0
static bool firstFreeFrame = false;
if (IsKeyDown(ScanCode::F1))
{
if (!f1Debounce)
{
freeCameraMode = !freeCameraMode;
if (freeCameraMode)
{
firstFreeFrame = true;
}
f1Debounce = true;
}
}
else
{
f1Debounce = false;
}
// Confine and hide the mouse for Free Camera mode
if (freeCameraMode)
{
#ifdef JULIET_ENABLE_IMGUI
ImGui::SetMouseCursor(ImGuiMouseCursor_None);
#endif
#ifdef _WIN32
HWND hwnd = GetForegroundWindow();
if (hwnd)
{
RECT rect;
GetClientRect(hwnd, &rect);
POINT ptCenterClient = { (rect.right - rect.left) / 2, (rect.bottom - rect.top) / 2 };
if (!firstFreeFrame)
{
POINT currentPos;
GetCursorPos(&currentPos);
ScreenToClient(hwnd, &currentPos);
float deltaX = static_cast<float>(currentPos.x - ptCenterClient.x);
float deltaY = static_cast<float>(currentPos.y - ptCenterClient.y);
float sensitivity = 0.005f;
// Plus because the mouse is inverted inherently by windows to screen coordinate
camYaw += deltaX * sensitivity;
camPitch -= deltaY * sensitivity;
camPitch = std::min(camPitch, 1.5f);
camPitch = std::max(camPitch, -1.5f);
}
firstFreeFrame = false;
POINT ptCenterScreen = ptCenterClient;
ClientToScreen(hwnd, &ptCenterScreen);
SetCursorPos(ptCenterScreen.x, ptCenterScreen.y);
}
#endif
}
if (freeCameraMode)
{
float speed = 10.0f * deltaTime;
if ((GetKeyModState() & KeyMod::Shift) != KeyMod::None)
{
speed *= 3.0f;
}
Vector3 forward = { cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
Vector3 right = { cosf(camYaw + 1.5708f), sinf(camYaw + 1.5708f), 0.0f };
Vector3 up = { 0.0f, 0.0f, 1.0f };
if (IsKeyDown(ScanCode::W))
{
camPos = camPos + forward * speed;
}
if (IsKeyDown(ScanCode::S))
{
camPos = camPos - forward * speed;
}
if (IsKeyDown(ScanCode::D))
{
camPos = camPos + right * speed;
}
if (IsKeyDown(ScanCode::A))
{
camPos = camPos - right * speed;
}
if (IsKeyDown(ScanCode::E))
{
camPos = camPos + up * speed;
}
if (IsKeyDown(ScanCode::Q))
{
camPos = camPos - up * speed;
}
}
if (animateCubes)
{
animateCubesTime += deltaTime;
}
if (animateLights)
{
animateLightsTime += deltaTime;
}
if (animateCamera)
{
animateCameraTime += deltaTime;
}
#ifdef JULIET_ENABLE_IMGUI
ImGui::Begin("Debug Controls");
ImGui::Checkbox("Animate Cubes", &animateCubes);
ImGui::Checkbox("Animate Lights", &animateLights);
ImGui::Checkbox("Animate Camera", &animateCamera);
ImGui::Separator();
ImGui::Text("Global Light");
ImGui::Checkbox("Enable Global Light", &enableGlobalLight);
if (enableGlobalLight)
{
ImGui::SliderFloat3("Direction", globalLightDir, -1.0f, 1.0f);
ImGui::ColorEdit3("Color", globalLightColor);
ImGui::SliderFloat("Ambient Intensity", &globalAmbientIntensity, 0.0f, 1.0f);
}
ImGui::Separator();
ImGui::Text("Red Point Light");
ImGui::ColorEdit3("Red Color", redLightColor);
ImGui::SliderFloat("Red Radius", &redLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Red Intensity", &redLightIntensity, 0.0f, 50.0f);
ImGui::Checkbox("Red Light Follows Camera", &redLightFollowsCamera);
ImGui::Separator();
ImGui::Text("Blue Point Light");
ImGui::ColorEdit3("Blue Color", blueLightColor);
ImGui::SliderFloat("Blue Radius", &blueLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Blue Intensity", &blueLightIntensity, 0.0f, 50.0f);
ImGui::End();
#endif
Vector3 redLightPos = { 5.0f, 5.0f, 2.0f };
Vector3 blueLightPos = { -5.0f, 0.0f, 2.0f };
if (animateLights || animateLightsTime > 0.0f)
{
redLightPos = { cosf(animateLightsTime * 2.0f) * 5.0f, sinf(animateLightsTime * 2.0f) * 5.0f, 2.0f };
blueLightPos = { -5.0f, cosf(animateLightsTime) * 3.0f, 2.0f };
}
if (redLightFollowsCamera)
{
Camera cam = GetDebugCamera();
redLightPos = cam.Position;
}
SetPointLightPosition(RedLightID, redLightPos);
SetPointLightPosition(BlueLightID, blueLightPos);
SetPointLightColor(RedLightID, { redLightColor[0], redLightColor[1], redLightColor[2] });
SetPointLightRadius(RedLightID, redLightRadius);
SetPointLightIntensity(RedLightID, redLightIntensity);
SetPointLightColor(BlueLightID, { blueLightColor[0], blueLightColor[1], blueLightColor[2] });
SetPointLightRadius(BlueLightID, blueLightRadius);
SetPointLightIntensity(BlueLightID, blueLightIntensity);
// Animate the 100 cubes (10x10 grid)
constexpr int kGridSize = 10;
constexpr float kSpacing = 2.5f;
constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
for (int row = 0; row < kGridSize; ++row)
{
for (int col = 0; col < kGridSize; ++col)
{
MeshID cube = static_cast<MeshID>(row * kGridSize + col); // Assuming they were added first
float x = static_cast<float>(col) * kSpacing - kOffset;
float y = static_cast<float>(row) * kSpacing - kOffset;
float seed = static_cast<float>(cube);
float timeZ = animateCubesTime * 2.0f + seed * 0.5f;
float z = 0.0f;
float scaleF = 1.0f;
Matrix rotation = MatrixIdentity();
if (animateCubes || animateCubesTime > 0.0f)
{
z = sinf(timeZ) * 1.5f; // Oscillate up and down
scaleF = 1.0f + sinf(animateCubesTime * 1.5f + seed) * 0.3f; // Pulse scale
rotation = MatrixRotation(animateCubesTime * 1.2f + seed * 0.73f, animateCubesTime * 0.8f + seed * 1.17f,
animateCubesTime * 0.5f + seed * 0.53f);
}
Matrix scale = MatrixScale(scaleF, scaleF, scaleF);
SetMeshTransform(cube, MatrixTranslation(x, y, z) * rotation * scale);
}
}
DebugDisplay_DrawSphere(blueLightPos, 0.5f, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
DebugDisplay_DrawSphere(redLightPos, 0.5f, { 1.0f, 0.0f, 0.0f, 1.0f }, true);
#endif
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
DebugDisplay_DrawSphere({ 0.0f, 0.0f, 0.0f }, 0.5f, { 1.0f, 1.0f, 0.0f, 1.0f }, true);
Game.Update(&Data, deltaTime);
if (ShouldReloadCode(GameCode))
{
ReloadCode(GameCode);
}
if (reloadShaders)
{
WaitUntilGPUIsIdle(GraphicsDevice);
#if ALLOW_SHADER_HOT_RELOAD
ReloadMeshRendererShaders();
#endif
}
// Memory debugger toggle
static bool toggleDebounce = false;
if (IsKeyDown(ScanCode::Home))
{
if (!toggleDebounce)
{
ShowMemoryDebugger = !ShowMemoryDebugger;
toggleDebounce = true;
}
}
else
{
toggleDebounce = false;
}
// Auto-close logic
if (AutoCloseFrameCount > 0)
{
AutoCloseFrameCount--;
if (AutoCloseFrameCount == 0)
{
Log(LogLevel::Message, LogCategory::Tool, "Auto-closing application as requested.");
Running = false;
}
}
if (ShowMemoryDebugger)
{
#if JULIET_DEBUG
Debug::DebugDrawMemoryArena();
#endif
}
}
ColorTargetInfo JulietApplication::GetColorTargetInfo(Texture* swapchainTexture)
{
ColorTargetInfo info = {};
info.TargetTexture = swapchainTexture;
info.ClearColor = { .R = 0.0f, .G = 0.0f, .B = 0.0f, .A = 1.0f };
info.LoadOperation = LoadOperation::Clear;
info.StoreOperation = StoreOperation::Store;
return info;
}
DepthStencilTargetInfo* JulietApplication::GetDepthTargetInfo()
{
static DepthStencilTargetInfo info = {};
info.TargetTexture = DepthBuffer;
info.ClearDepth = 1.0f;
info.LoadOperation = LoadOperation::Clear;
info.StoreOperation = StoreOperation::Store;
return &info;
}
#if 0
Camera JulietApplication::GetDebugCamera()
{
if (freeCameraMode)
{
Camera cam = {};
cam.Position = camPos;
cam.Target = camPos + Vector3{ cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
return cam;
}
// --- Adjusted for 1-Meter Scale ---
float baseRadius = 25.0f; // Increased to see 10x10 cube grid
float radius = baseRadius;
if (animateCamera || animateCameraTime > 0.0f)
{
float orbitSpeed = 0.5f;
float currentOrbitTime = animateCameraTime * orbitSpeed;
float zoomAmplitude = 15.0f;
float zoomSpeed = 0.5f;
radius = baseRadius + (sinf(animateCameraTime * zoomSpeed) * zoomAmplitude);
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};
cam.Position = { cosf(currentOrbitTime) * radius, sinf(currentOrbitTime) * radius, zHeight };
cam.Target = { 0.0f, 0.0f, 0.0f };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
return cam;
}
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};
cam.Position = { radius, 0.0f, zHeight };
cam.Target = { 0.0f, 0.0f, 0.0f };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
return cam;
}
#endif
bool JulietApplication::IsRunning()
{
return Running;
}
namespace
{
JulietApplication Application;
}
JulietApplication& GetApplication()
{
return Application;
}
int JulietMain(int argc, wchar_t** argv)
{
if (argc > 1)
{
for (int i = 1; i < argc; ++i)
{
if (wcscmp(argv[i], L"-autoclose") == 0 && (i + 1 < argc))
{
int frames = _wtoi(argv[i + 1]);
Application.SetAutoCloseFrameCount(frames);
}
}
}
StartApplication(Application, JulietInit_Flags::Display);
// Pause here to not close the console window immediatly on stop
// Only pause if not in auto-close mode
if (Application.GetAutoCloseFrameCount() == -1 && !Debug::IsDebuggerPresent())
{
system("PAUSE");
}
return EXIT_SUCCESS;
}
-50
View File
@@ -1,50 +0,0 @@
#pragma once
#include <Core/Application/IApplication.h>
#include <Core/HAL/Display/Display.h>
#include <Core/HAL/DynLib/DynamicLibrary.h>
#include <Core/HotReload/HotReload.h>
#include <Graphics/GraphicsPipeline.h>
struct Mesh;
struct GraphicsTransferBuffer;
struct GraphicsBuffer;
struct GraphicsDevice;
struct Window;
class JulietApplication : public IApplication
{
protected:
void Init(NonNullPtr<Arena> arena) override;
void Shutdown() override;
void Update(float deltaTime) override;
bool IsRunning() override;
Window* GetPlatformWindow() override { return MainWindow; }
GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
// Render Lifecycle
ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) override;
DepthStencilTargetInfo* GetDepthTargetInfo() override;
#if 0
Camera GetDebugCamera() override;
#endif
public:
void SetAutoCloseFrameCount(int count) { AutoCloseFrameCount = count; }
int GetAutoCloseFrameCount() const { return AutoCloseFrameCount; }
private:
Window* MainWindow = {};
GraphicsDevice* GraphicsDevice = {};
HotReloadCode GameCode = {};
GraphicsPipeline* GraphicsPipeline = {};
Texture* DepthBuffer = {};
int AutoCloseFrameCount = -1;
bool Running = false;
float CameraTime = 0.0f;
};
JulietApplication& GetApplication();