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@@ -2,6 +2,7 @@
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//
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#include "stdafx.h"
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+#include <windows.h>
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#include "CmApplication.h"
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#include "CmDynLibManager.h"
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@@ -24,10 +25,15 @@
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using namespace CamelotEngine;
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-int _tmain(int argc, _TCHAR* argv[])
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+int CALLBACK WinMain(
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+ _In_ HINSTANCE hInstance,
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+ _In_ HINSTANCE hPrevInstance,
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+ _In_ LPSTR lpCmdLine,
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+ _In_ int nCmdShow
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+ )
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{
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- //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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- gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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+ gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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+ //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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//gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
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RenderSystem* renderSystem = RenderSystem::instancePtr();
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@@ -51,27 +57,27 @@ int _tmain(int argc, _TCHAR* argv[])
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HighLevelGpuProgramPtr vertProg;
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/////////////////// HLSL 9 SHADERS //////////////////////////
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- String fragShaderCode = "sampler2D tex; \
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- float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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- { \
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- float4 color = tex2D(tex, uv); \
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- return color; \
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- }";
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-
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- fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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-
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- String vertShaderCode = "float4x4 matViewProjection; \
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- void vs_main( \
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- float4 inPos : POSITION, \
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- float2 uv : TEXCOORD0, \
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- out float4 oPosition : POSITION, \
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- out float2 oUv : TEXCOORD0) \
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- { \
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- oPosition = mul(matViewProjection, inPos); \
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- oUv = uv; \
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- }";
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-
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- vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+ //String fragShaderCode = "sampler2D tex; \
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+ // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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+ // { \
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+ // float4 color = tex2D(tex, uv); \
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+ // return color; \
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+ // }";
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+
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+ //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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+
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+ //String vertShaderCode = "float4x4 matViewProjection; \
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+ // void vs_main( \
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+ // float4 inPos : POSITION, \
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+ // float2 uv : TEXCOORD0, \
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+ // out float4 oPosition : POSITION, \
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+ // out float2 oUv : TEXCOORD0) \
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+ // { \
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+ // oPosition = mul(matViewProjection, inPos); \
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+ // oUv = uv; \
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+ // }";
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+
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+ //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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/////////////////// HLSL 11 SHADERS //////////////////////////
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//String fragShaderCode = "SamplerState samp : register(s0); \
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@@ -121,31 +127,31 @@ int _tmain(int argc, _TCHAR* argv[])
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//vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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///////////////// GLSL SHADERS ////////////////////////////
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- //String fragShaderCode = " #version 400 \n \
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- // uniform sampler2D tex; \
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- // in vec2 texcoord0; \
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- // out vec4 fragColor; \
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- // void main() \
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- // {\
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- // vec4 texColor = texture2D(tex, texcoord0.st);\
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- // fragColor = texColor; \
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- // }";
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-
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- //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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-
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- //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
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- //String vertShaderCode = "#version 400 \n \
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- // uniform mainFragBlock { mat4 matViewProjection; }; \
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- // in vec4 cm_position; \
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- // in vec2 cm_texcoord0; \
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- // out vec2 texcoord0; \
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- // void main() \
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- // { \
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- // texcoord0 = cm_texcoord0; \
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- // gl_Position = cm_position * matViewProjection; \
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- // }";
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-
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- //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+ String fragShaderCode = " #version 400 \n \
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+ uniform sampler2D tex; \
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+ in vec2 texcoord0; \
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+ out vec4 fragColor; \
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+ void main() \
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+ {\
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+ vec4 texColor = texture2D(tex, texcoord0.st);\
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+ fragColor = texColor; \
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+ }";
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+
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+ fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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+
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+ // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
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+ String vertShaderCode = "#version 400 \n \
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+ uniform mainFragBlock { mat4 matViewProjection; }; \
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+ in vec4 cm_position; \
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+ in vec2 cm_texcoord0; \
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+ out vec2 texcoord0; \
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+ void main() \
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+ { \
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+ texcoord0 = cm_texcoord0; \
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+ gl_Position = cm_position * matViewProjection; \
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+ }";
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+
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+ vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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HighLevelGpuProgramHandle vertProgRef(vertProg);
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