Files
Juliet/JulietApp/main.cpp

415 lines
12 KiB
C++

#include "main.h"
#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 <cstdlib>
#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/VertexData.h>
#include <Juliet.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h>
#endif
static bool ShowMemoryDebugger = false;
// 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;
extern "C" {
__declspec(dllexport) extern const unsigned int D3D12SDKVersion = 615;
}
extern "C" {
__declspec(dllexport) extern const char* D3D12SDKPath = ".\\";
}
namespace
{
using GameInit_t = void (*)(GameInitParams*);
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" };
Arena* PlatformArena = nullptr;
} // namespace
void JulietApplication::Init()
{
Log(LogLevel::Message, LogCategory::Tool, "Initializing Juliet Application...");
Log(LogLevel::Message, LogCategory::Tool, "%s", CStr(GetBasePath()));
PlatformArena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_PARAM("Platform Arena"));
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);
{
Running = InitializeMeshRenderer(PlatformArena, GraphicsDevice, MainWindow);
// Create Depth Buffer
TextureCreateInfo depthCI = {};
depthCI.Type = TextureType::Texture_2D;
depthCI.Width = 1280;
depthCI.Height = 720;
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;
}
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 = AddCube();
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);
SetMeshTransform(cube, MatrixTranslation(x, y, 0.0f) * rotation);
}
}
CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
LoadMeshesOnGPU(loadCmd);
SubmitCommandLists(loadCmd);
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))
{
GameInitParams params;
params.GameArena = GameArena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Game Arena"));
params.ScratchArena = GameScratchArena = ArenaAllocate({} JULIET_DEBUG_ONLY(, "Scratch Arena"));
Game.Init(&params);
}
}
}
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);
}
ShutdownMeshRenderer();
if (MainWindow && GraphicsDevice)
{
DetachFromWindow(GraphicsDevice, MainWindow);
}
if (MainWindow)
{
DestroyPlatformWindow(MainWindow);
}
if (GraphicsDevice)
{
DestroyGraphicsDevice(GraphicsDevice);
}
ArenaRelease(PlatformArena);
Log(LogLevel::Message, LogCategory::Tool, "Juliet App shutdown Completed");
}
void JulietApplication::Update()
{
static LARGE_INTEGER frequency = {};
static LARGE_INTEGER lastTime = {};
if (frequency.QuadPart == 0)
{
QueryPerformanceFrequency(&frequency);
QueryPerformanceCounter(&lastTime);
}
LARGE_INTEGER currentTime;
QueryPerformanceCounter(&currentTime);
float deltaTime = static_cast<float>(currentTime.QuadPart - lastTime.QuadPart) / static_cast<float>(frequency.QuadPart);
lastTime = currentTime;
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;
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;
}
}
#ifdef JULIET_ENABLE_IMGUI
// ImGui::ShowDemoWindow();
#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(0.0f);
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(Juliet::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
}
ArenaClear(GameScratchArena);
}
void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
{
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
RenderMeshes(pass, cmd, pushData);
}
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;
}
Camera JulietApplication::GetDebugCamera()
{
float time = CameraTime;
float orbitSpeed = 0.5f;
float currentOrbitTime = time * orbitSpeed;
// --- Adjusted for 1-Meter Scale ---
float baseRadius = 25.0f; // Increased to see 10x10 cube grid
float radius = baseRadius;
//* Uncomment for active zoom
float zoomAmplitude = 15.0f;
float zoomSpeed = 0.5f;
radius = baseRadius + (sinf(time * 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;
}
bool JulietApplication::IsRunning()
{
return Running;
}
namespace
{
JulietApplication EditorApplication;
}
JulietApplication& GetEditorApplication()
{
return EditorApplication;
}
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]);
EditorApplication.SetAutoCloseFrameCount(frames);
}
}
}
StartApplication(EditorApplication, JulietInit_Flags::Display);
// Pause here to not close the console window immediatly on stop
// Only pause if not in auto-close mode
if (EditorApplication.GetAutoCloseFrameCount() == -1 && !Debug::IsDebuggerPresent())
{
system("PAUSE");
}
return EXIT_SUCCESS;
}