#include "CmApplication.h" #include "CmRenderSystem.h" #include "CmRenderSystemManager.h" #include "CmWindowEventUtilities.h" #include "CmHardwareBufferManager.h" #include "CmRenderWindow.h" #include "CmCamera.h" #include "CmViewport.h" #include "CmHighLevelGpuProgram.h" #include "CmHighLevelGpuProgramManager.h" #include "CmDynLibManager.h" namespace CamelotEngine { Application::Application() :mRenderWindow(nullptr), mViewport(nullptr), mCamera(nullptr), mGpuProgramManager(nullptr) { } void Application::startUp(String renderSystemDll) { mGpuProgramManager = new HighLevelGpuProgramManager(); // TODO - Use Camelot::Module for instantiating this mDynLibManager = new DynLibManager(); // TODO - Same as above, use Module //RenderSystemManager::initialize("CamelotD3D9Renderer.dll"); RenderSystemManager::initialize("CamelotGLRenderer.dll"); RenderSystem* renderSystem = RenderSystemManager::getActive(); renderSystem->_initialise(false, "Camelot Renderer"); mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false); //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f); renderSystem->setLightingEnabled(false); mCamera = new Camera("SimpleCam"); mCamera->setPosition(Vector3(0,0,80)); mCamera->lookAt(Vector3(0,0,-300)); mCamera->setNearClipDistance(5); mCamera->setAspectRatio(480.0f / 640.0f); mViewport = mRenderWindow->addViewport(); /////////////////// HLSL SHADERS ////////////////////////// //String fragShaderCode = "float4 ps_main() : COLOR0 \ //{ \ // float4 color = float4(0, 0, 0, 0); \ // color.r = 1.0f; \ // color.a = 1.0f; \ // return color; \ //}"; //mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0); //mFragProg->load(); //String vertShaderCode = "float4x4 matViewProjection; \ //float4 vs_main(float4 inPos : POSITION) : POSITION \ //{ \ // return mul(matViewProjection, inPos); \ //}"; //mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0); //mVertProg->load(); ///////////////// GLSL SHADERS //////////////////////////// String fragShaderCode = "void main() \ {\ gl_FragColor = vec4(0.0,1.0,0.0,1.0); \ }"; mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0); mFragProg->load(); // TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided? String vertShaderCode = "uniform mat4 matViewProjection; \ attribute vec4 vertex; \ void main() \ { \ gl_Position = matViewProjection * vertex; \ }"; mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0); mVertProg->load(); while(true) { WindowEventUtilities::messagePump(); DBG_renderSimpleFrame(); } } void Application::shutDown() { if(RenderSystemManager::getActive() != nullptr) RenderSystemManager::getActive()->shutdown(); if(mGpuProgramManager != nullptr) delete mGpuProgramManager; } void Application::DBG_renderSimpleFrame() { RenderOperation ro; IndexData* indexData = new IndexData(); indexData->indexCount = 36; indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer( HardwareIndexBuffer::IT_16BIT, 36, HardwareBuffer::HBU_STATIC_WRITE_ONLY); unsigned short* idxData = static_cast(indexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL)); idxData[0] = 0; idxData[1] = 1; idxData[2] = 2; idxData[3] = 2; idxData[4] = 3; idxData[5] = 0; idxData[6] = 4; idxData[7] = 5; idxData[8] = 6; idxData[9] = 6; idxData[10] = 7; idxData[11] = 4; idxData[12] = 0; idxData[13] = 3; idxData[14] = 5; idxData[15] = 5; idxData[16] = 4; idxData[17] = 0; idxData[18] = 3; idxData[19] = 2; idxData[20] = 6; idxData[21] = 6; idxData[22] = 5; idxData[23] = 3; idxData[24] = 2; idxData[25] = 1; idxData[26] = 7; idxData[27] = 7; idxData[28] = 6; idxData[29] = 2; idxData[30] = 1; idxData[31] = 0; idxData[32] = 4; idxData[33] = 4; idxData[34] = 7; idxData[35] = 1; indexData->indexBuffer->unlock(); VertexData* vertexData = new VertexData(); vertexData->vertexStart = 0; vertexData->vertexCount = 8; VertexDeclaration* decl = vertexData->vertexDeclaration; decl->removeAllElements(); size_t offset = 0; decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); //decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE); //offset += VertexElement::getTypeSize(VET_COLOUR); HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer( vertexData->vertexDeclaration->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vertexData->vertexBufferBinding->setBinding(0, vertexBuffer); size_t vertexSize = vertexBuffer->getVertexSize(); char* vertBufferData = static_cast(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL)); Vector3 position(-5.0f, -5.0f, -5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(-5.0f, 5.0f, -5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(5.0f, 5.0f, -5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(5.0f, -5.0f, -5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(-5.0f, -5.0f, 5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(5.0f, -5.0f, 5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(5.0f, 5.0f, 5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; position = Vector3(-5.0f, 5.0f, 5.0f); memcpy(vertBufferData, &position, vertexSize); vertBufferData += vertexSize; vertexBuffer->unlock(); ro.indexData = indexData; ro.vertexData = vertexData; ro.useIndexes = true; ro.operationType = RenderOperation::OT_TRIANGLE_LIST; RenderSystem* renderSystem = RenderSystemManager::getActive(); renderSystem->_setViewport(mViewport); //Matrix4 projMatrix = mCamera->getProjectionMatrixRS(); //renderSystem->_setProjectionMatrix(projMatrix); //Matrix4 viewMatrix = mCamera->getViewMatrix(true); //renderSystem->_setViewMatrix(viewMatrix); Matrix4 projMatrixCstm = mCamera->getProjectionMatrix(); Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true); Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; renderSystem->setInvertVertexWinding(true); renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue); renderSystem->_beginFrame(); mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix); //renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL); renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly! renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly! // TODO - Shaders need to be bound and only then parameters can be set. I need to encapuslate this better because I can't expect users to know that renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, mFragProg->getDefaultParameters(), GPV_ALL); // TODO - If I dont call bind parameters before shader wont activate? I think I should handle that differently renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL); renderSystem->_render(ro); renderSystem->_endFrame(); renderSystem->_swapAllRenderTargetBuffers(false); } Application& gApplication() { static Application application; return application; } }