Files
funnygame/engine/engine.cpp
2026-02-05 11:10:40 +02:00

114 lines
3.2 KiB
C++

#include "tier2/ifilesystem.h"
#include "materialsystem/igamewindow.h"
#include "materialsystem/imaterialsystem.h"
#include "tier1/interface.h"
#include "tier0/commandline.h"
#include "tier0/mem.h"
#include "sv_dll.h"
IRenderContext *g_pRenderContext;
IFileSystem *filesystem;
IGameWindowManager *g_pWindowManager;
extern "C" void FunnyMain( int argc, char **argv )
{
CommandLine()->CreateCommandLine(argc, argv);
CreateInterfaceFn pFilesystemFactory = Sys_GetFactory("filesystem_std");
CreateInterfaceFn pMaterialSystemFactory = Sys_GetFactory("MaterialSystem");
CreateInterfaceFn pRenderSystemFactory = Sys_GetFactory("RenderSystemVulkan");
filesystem = (IFileSystem*)pFilesystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL);
filesystem->Init();
g_pWindowManager = (IGameWindowManager*)pRenderSystemFactory(GAME_WINDOW_MANAGER_INTERFACE_VERSION, NULL);
V_printf("%s\n", GAME_WINDOW_MANAGER_INTERFACE_VERSION);
g_pWindowManager->Init();
IGameWindow *pWindow = g_pWindowManager->CreateWindow();
pWindow->Init();
g_pRenderContext = (IRenderContext*)pRenderSystemFactory(RENDER_CONTEXT_INTERFACE_VERSION, NULL);
g_pRenderContext->SetMainWindowManager(g_pWindowManager);
g_pRenderContext->Init();
g_pRenderContext->RegisterGameWindow(pWindow);
ServerGameDLL()->Init();
IShader *pShader = NULL;
IBuffer *pCameraInfoBuffer = NULL;
IMaterial *pMaterial = NULL;
IImage *pOutputImage = NULL;
IVertexBuffer *pVertices = NULL;
float vertices[18] = {
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
-0.5, 0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0
};
pVertices = g_pRenderContext->CreateVertexBuffer(72);
void *pMapped = pVertices->Map();
V_memcpy(pMapped, vertices, 72);
pVertices->Unmap();
pCameraInfoBuffer = g_pRenderContext->CreateConstantBuffer(64);
pShader = g_pRenderContext->CreateShader("game/core/shaders/flat.shader_c");
pShader->AddLayout(0, 12);
pShader->AddAttribute(0, 0, VERTEX_FORMAT_XYZ32_SFLOAT, 0);
pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
pShader->Build();
pMaterial = g_pRenderContext->CreateMaterial(pShader);
pMaterial->PSSetConstantsBuffer(0, pCameraInfoBuffer);
pOutputImage = g_pRenderContext->CreateRenderTarget(
100,
100,
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE);
for (;;) {
g_pWindowManager->Frame(0);
if (pWindow->BRenderSizeUpdated())
{
g_pRenderContext->DestroyImage(pOutputImage);
pOutputImage = g_pRenderContext->CreateRenderTarget(
pWindow->GetRenderWidth(),
pWindow->GetRenderHeight(),
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE);
}
IRenderCommandList *pCommandList = g_pRenderContext->CreateCommandList();
pCommandList->StartRecording();
pCommandList->SetRenderResolution(pWindow->GetRenderWidth(), pWindow->GetRenderHeight());
pCommandList->SetRenderTarget(0, pOutputImage);
pCommandList->SetClearColor(0, 0, 0, 0, 0);
pCommandList->SetMaterial(pMaterial);
pCommandList->SetVertexBuffer(0, pVertices);
pCommandList->DrawPrimitives(6, 0, 1, 0);
pCommandList->EndRecording();
pWindow->SetOutputImage(pOutputImage);
g_pRenderContext->SubmitCommandList(pCommandList);
g_pRenderContext->Frame(0);
g_pRenderContext->DestroyCommandList(pCommandList);
};
};