#include "stdafx.h" #include #include "BsApplication.h" #include "CmApplication.h" #include "CmDynLibManager.h" #include "CmSceneObject.h" #include "BsCamera.h" #include "CmHighLevelGpuProgramManager.h" #include "CmRenderSystem.h" #include "CmRenderWindow.h" #include "CmResources.h" #include "BsRenderable.h" #include "CmMaterial.h" #include "CmShader.h" #include "CmTechnique.h" #include "CmPass.h" #include "CmImporter.h" #include "CmMesh.h" #include "CmGpuProgInclude.h" // DEBUG ONLY #include "CmGpuProgramImportOptions.h" #include "CmFontImportOptions.h" #include "CmCommandQueue.h" #include "CmBlendState.h" #include "CmDebugCamera.h" #include "CmTestTextSprite.h" #include "CmEditorWindow.h" //#define DX11 //#define DX9 #define GL using namespace CamelotFramework; using namespace CamelotEditor; using namespace BansheeEngine; int CALLBACK WinMain( _In_ HINSTANCE hInstance, _In_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow ) { #ifdef DX11 gBansheeApp().startUp("CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas"); #elif defined DX9 gBansheeApp().startUp("CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas"); #else gBansheeApp().startUp("CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas"); #endif //CommandQueue::addBreakpoint(1, 11); RenderSystem* renderSystem = RenderSystem::instancePtr(); RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow(); HSceneObject cameraGO = SceneObject::create("MainCamera"); HCamera camera = cameraGO->addComponent(); camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0); cameraGO->setPosition(Vector3(0,50,1240)); cameraGO->lookAt(Vector3(0,50,-300)); camera->setNearClipDistance(5); camera->setAspectRatio(800.0f / 600.0f); GameObjectHandle debugCamera = cameraGO->addComponent(); HSceneObject testModelGO = SceneObject::create("TestMesh"); HRenderable testRenderable = testModelGO->addComponent(); HSceneObject testTextGO = SceneObject::create("TestText"); GameObjectHandle textSprite = testTextGO->addComponent(); HFont font; { ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf"); if(rtti_is_of_type(fontImportOptions)) { FontImportOptions* importOptions = static_cast(fontImportOptions.get()); vector::type fontSizes; fontSizes.push_back(12); importOptions->setFontSizes(fontSizes); } font = Importer::instance().import("C:\\arial.ttf", fontImportOptions); } HTexture windowFrameTex = static_resource_cast(Importer::instance().import("C:\\WindowFrameTest.bmp")); gResources().create(windowFrameTex, "C:\\WindowFrameTest.tex", true); windowFrameTex.waitUntilLoaded(); textSprite->init(camera, "Testing in a new row, does this work?", font, 12, windowFrameTex); #if defined DX9 ///////////////// HLSL 9 SHADERS ////////////////////////// String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog"; String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog"; ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("ps_main"); importOptions->setLanguage("hlsl"); importOptions->setProfile(GPP_PS_2_0); importOptions->setType(GPT_FRAGMENT_PROGRAM); } HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions); gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("vs_main"); importOptions->setLanguage("hlsl"); importOptions->setProfile(GPP_VS_2_0); importOptions->setType(GPT_VERTEX_PROGRAM); } HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions); #elif defined DX11 HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc"); const String& debugString = gpuProgInclude->getString(); /////////////////// HLSL 11 SHADERS ////////////////////////// String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog"; String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog"; ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("ps_main"); importOptions->setLanguage("hlsl"); importOptions->setProfile(GPP_PS_4_0); importOptions->setType(GPT_FRAGMENT_PROGRAM); } HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions); gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("vs_main"); importOptions->setLanguage("hlsl"); importOptions->setProfile(GPP_VS_4_0); importOptions->setType(GPT_VERTEX_PROGRAM); } HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions); #else ///////////////// GLSL SHADERS //////////////////////////// String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog"; String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog"; ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("main"); importOptions->setLanguage("glsl"); importOptions->setProfile(GPP_PS_2_0); importOptions->setType(GPT_FRAGMENT_PROGRAM); } HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions); gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc); if(rtti_is_of_type(gpuProgImportOptions)) { GpuProgramImportOptions* importOptions = static_cast(gpuProgImportOptions.get()); importOptions->setEntryPoint("main"); importOptions->setLanguage("glsl"); importOptions->setProfile(GPP_VS_2_0); importOptions->setType(GPT_VERTEX_PROGRAM); } HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions); #endif gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true); gResources().unload(vertProgRef); vertProgRef = gResources().load("C:\\vertProgCg.vprog"); gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true); gResources().unload(fragProgRef); fragProgRef = gResources().load("C:\\fragProgCg.vprog"); ShaderPtr testShader = Shader::create("TestShader"); testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4); #if defined DX11 testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8); #endif testShader->addParameter("samp", "samp", GPOT_SAMPLER2D); testShader->addParameter("tex", "tex", GPOT_TEXTURE2D); TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer"); PassPtr newPassGL = newTechniqueGL->addPass(); newPassGL->setVertexProgram(vertProgRef); newPassGL->setFragmentProgram(fragProgRef); // TODO - I need to create different techniques for different render systems (and renderers, if there were any), // which is redundant as some techniques can be reused. I should add a functionality that supports multiple // render systems/renderers per technique TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer"); PassPtr newPassDX = newTechniqueDX->addPass(); newPassDX->setVertexProgram(vertProgRef); newPassDX->setFragmentProgram(fragProgRef); TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer"); PassPtr newPassDX11 = newTechniqueDX11->addPass(); newPassDX11->setVertexProgram(vertProgRef); newPassDX11->setFragmentProgram(fragProgRef); HMaterial testMaterial = Material::create(); testMaterial->setShader(testShader); testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY); #if defined DX11 float dbgMultipliers1[2]; dbgMultipliers1[0] = 0.0f; dbgMultipliers1[1] = 0.0f; float dbgMultipliers2[2]; dbgMultipliers2[0] = 1.0f; dbgMultipliers2[1] = 1.0f; testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0); testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1); #endif //testMaterialRef = gResources().load("C:\\testMaterial.mat"); //testMaterialRef.waitUntilLoaded(); /*TextureRef testTex = static_resource_cast(Importer::instance().import("C:\\ImportTest.tga"));*/ HTexture testTexRef = static_resource_cast(Importer::instance().import("C:\\ArenaTowerDFS.psd")); HMesh dbgMeshRef = static_resource_cast(Importer::instance().import("C:\\X_Arena_Tower.FBX")); //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF); gResources().create(testTexRef, "C:\\ExportTest.tex", true); gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true); gResources().unload(testTexRef); gResources().unload(dbgMeshRef); testTexRef = static_resource_cast(gResources().loadAsync("C:\\ExportTest.tex")); dbgMeshRef = static_resource_cast(gResources().loadAsync("C:\\ExportMesh.mesh")); dbgMeshRef.waitUntilLoaded(); testTexRef.waitUntilLoaded(); testMaterial->setTexture("tex", testTexRef); gResources().create(testMaterial, "C:\\ExportMaterial.mat", true); gResources().unload(testMaterial); testMaterial = gResources().load("C:\\ExportMaterial.mat"); //_ASSERT(_CrtCheckMemory()); testRenderable->setMesh(dbgMeshRef); testRenderable->setMaterial(testMaterial); //// Set the new state for the flag //_CrtSetDbgFlag( tmpFlag ); //EditorWindow* newWindow = new EditorWindow("Test window", font, 12); gBansheeApp().runMainLoop(); // Release everything before shutdown //delete newWindow; //testMaterial->destroy(); #ifdef DX11 gpuProgInclude.reset(); #endif gResources().unload(testTexRef); gResources().unload(dbgMeshRef); gResources().unload(fragProgRef); gResources().unload(vertProgRef); gResources().unload(testMaterial); //windowFrameTex->destroy(); font.reset(); testMaterial.reset(); testTexRef.reset(); dbgMeshRef.reset(); fragProgRef.reset(); vertProgRef.reset(); testModelGO->destroy(); cameraGO->destroy(); newPassGL = nullptr; newTechniqueGL = nullptr; newPassDX = nullptr; newTechniqueDX = nullptr; newPassDX11 = nullptr; newTechniqueDX11 = nullptr; testShader = nullptr; renderWindow = nullptr; gBansheeApp().shutDown(); return 0; }