Files
Juliet/JulietApp/main.cpp
Patedam f01c8c3ccb Added missing functions to allow wait for swap chain.
Proper resource tracking to allow for destruction of graphics pipeline
Textures are tracked but not released so nothing has been done yet
various changes
2025-03-13 23:07:01 -04:00

249 lines
7.6 KiB
C++

#include <main.h>
#include <Core/Application/ApplicationManager.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 <Graphics/Graphics.h>
#include <Graphics/GraphicsConfig.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/RenderPass.h>
#include <Core/Common/String.h>
#include <Core/Memory/Utils.h>
#include <cstdlib>
// 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.
using namespace Juliet;
namespace
{
using GameInit_t = void (*)(void);
using GameShutdown_t = void (*)(void);
using GameUpdate_t = void (*)(float deltaTime);
struct GameFunctionTable
{
GameInit_t Init = nullptr;
GameShutdown_t Shutdown = nullptr;
GameUpdate_t Update = nullptr;
} Game;
const char* GameFunctionTable[] = { "GameInit", "GameShutdown", "GameUpdate" };
} // namespace
void JulietApplication::Init()
{
Log(LogLevel::Message, LogCategory::Tool, "Initializing Juliet Application...");
Log(LogLevel::Message, LogCategory::Tool, "%s", CStr(GetBasePath()));
GraphicsConfig config;
#if JULIET_DEBUG
config.EnableDebug = true;
#endif
GraphicsDevice = CreateGraphicsDevice(config);
MainWindow = CreatePlatformWindow("Juliet Editor", 1280, 720);
Running = MainWindow != nullptr && GraphicsDevice != nullptr;
if (Running)
{
AttachToWindow(GraphicsDevice, MainWindow);
{
// Create graphics pipeline
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
// TODO: Assets management that handles path to assets or something.
String shaderPath = WrapString("../../../Assets/compiled/Triangle.vert.dxil");
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
shaderPath = WrapString("../../../Assets/compiled/SolidColor.frag.dxil");
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
ColorTargetDescription colorTargetDescription = {};
colorTargetDescription.Format = GetSwapChainTextureFormat(GraphicsDevice, MainWindow);
GraphicsPipelineCreateInfo pipelineCI = {};
pipelineCI.VertexShader = vertexShader;
pipelineCI.FragmentShader = fragmentShader;
pipelineCI.PrimitiveType = PrimitiveType::TriangleList;
pipelineCI.TargetInfo = { .ColorTargetDescriptions = &colorTargetDescription,
.NumColorTargets = 1,
.DepthStencilFormat = {},
.HasDepthStencilTarget = false };
pipelineCI.RasterizerState.FillMode = FillMode::Solid;
GraphicsPipeline = CreateGraphicsPipeline(GraphicsDevice, pipelineCI);
if (GraphicsPipeline == nullptr)
{
LogError(LogCategory::Game, "Failed to create graphics pipeline!");
Running = false;
}
if (vertexShader)
{
DestroyShader(GraphicsDevice, vertexShader);
}
if (fragmentShader)
{
DestroyShader(GraphicsDevice, fragmentShader);
}
if (Running == false)
{
return;
}
}
GameCode.Functions = reinterpret_cast<void**>(&Game);
GameCode.FunctionCount = ArraySize(GameFunctionTable);
GameCode.FunctionNames = GameFunctionTable;
InitHotReloadCode(GameCode, ConstString("Game.dll"), ConstString("Game_Temp.dll"), ConstString("lock.tmp"));
if ((Running = GameCode.IsValid))
{
Game.Init();
}
}
}
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 (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()
{
SystemEvent evt;
while (GetEvent(evt))
{
if (evt.Type == EventType::Window_Close_Request)
{
if (evt.Data.Window.AssociatedWindowID == GetWindowID(MainWindow))
{
Running = false;
}
}
}
Game.Update(0.0f);
if (ShouldReloadCode(GameCode))
{
ReloadCode(GameCode);
}
// Draw here for now
// 1) Acquire a Command Buffer
CommandList* cmdList = AcquireCommandList(GraphicsDevice, QueueType::Graphics);
if (cmdList == nullptr)
{
Log(LogLevel::Error, LogCategory::Tool, "Failed to acquire command list.");
Running = false;
return;
}
Texture* swapChainTexture = nullptr;
if (!WaitAndAcquireSwapChainTexture(cmdList, MainWindow, &swapChainTexture))
{
Log(LogLevel::Error, LogCategory::Tool, "Failed to acquire swapchain texture.");
Running = false;
return;
}
if (swapChainTexture)
{
ColorTargetInfo colorTargetInfo = {};
colorTargetInfo.TargetTexture = swapChainTexture;
colorTargetInfo.ClearColor = { .R = .5f, .G = .8f, .B = .0f, .A = 1.f };
colorTargetInfo.LoadOperation = LoadOperation::Clear;
colorTargetInfo.StoreOperation = StoreOperation::Store;
RenderPass* renderPass = BeginRenderPass(cmdList, colorTargetInfo);
BindGraphicsPipeline(renderPass, GraphicsPipeline);
DrawPrimitives(renderPass, 3, 1, 0, 0);
EndRenderPass(renderPass);
}
// Submit Commands
SubmitCommandLists(cmdList);
}
bool JulietApplication::IsRunning()
{
return Running;
}
namespace
{
JulietApplication EditorApplication;
}
JulietApplication& GetEditorApplication()
{
return EditorApplication;
}
int main(int argc, char** argv)
{
// Allow only one instance to be launched.
// Need to create Mutex code in the lib because i dont want to include windows.h in this file anymore
// CreateMutex(0, false, L"Local\\Juliet.App");
// if (GetLastError() == ERROR_ALREADY_EXISTS)
// {
// MessageBox(nullptr, L"An instance of Juliet is already running.", L"Juliet", MB_OK | MB_ICONEXCLAMATION);
// return EXIT_FAILURE;
// }
StartApplication(EditorApplication, JulietInit_Flags::Display);
// Pause here to not close the console window immediatly on stop
system("PAUSE");
return EXIT_SUCCESS;
}