// CamelotClient.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include #include "CmApplication.h" #include "CmDynLibManager.h" #include "CmGameObject.h" #include "CmCamera.h" #include "CmHighLevelGpuProgramManager.h" #include "CmRenderSystem.h" #include "CmRenderWindow.h" #include "CmResources.h" #include "CmRenderable.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 "CmDebugCamera.h" //#define DX11 //#define DX9 #define GL using namespace CamelotEngine; int CALLBACK WinMain( _In_ HINSTANCE hInstance, _In_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow ) { #ifdef DX11 gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer"); #elif defined DX9 gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer"); #else gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer"); #endif RenderSystem* renderSystem = RenderSystem::instancePtr(); RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow(); GameObjectPtr cameraGO = GameObject::create("MainCamera"); CameraPtr 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); std::shared_ptr debugCamera = cameraGO->addComponent(); GameObjectPtr testModelGO = GameObject::create("TestMesh"); RenderablePtr testRenderable = testModelGO->addComponent(); #if defined DX9 ///////////////// HLSL 9 SHADERS ////////////////////////// String fragShaderCode = "sampler2D tex; \ float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \ { \ float4 color = tex2D(tex, uv); \ return color; \ }"; HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0); String vertShaderCode = "float4x4 matViewProjection; \ void vs_main( \ float4 inPos : POSITION, \ float2 uv : TEXCOORD0, \ out float4 oPosition : POSITION, \ out float2 oUv : TEXCOORD0) \ { \ oPosition = mul(matViewProjection, inPos); \ oUv = uv; \ }"; HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0); #elif defined DX11 GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc"); const String& debugString = gpuProgInclude->getString(); ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions("C:\\testGpuProg.gpuprog"); 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); } HighLevelGpuProgramHandle importedGpuProgram = Importer::instance().import("C:\\testGpuProg.gpuprog", gpuProgImportOptions); /////////////////// HLSL 11 SHADERS ////////////////////////// String fragShaderCode = "SamplerState samp : register(s0); \ Texture2D tex : register(t0); \ float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \ { \ float4 color = tex.Sample(samp, uv); \ return color; \ }"; HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0); String vertShaderCode = "struct InputStruct \ { \ float matMultiplier; \ float uvMultiplier; \ }; \ \ float test1; \ InputStruct input[2]; \ float4x4 matViewProjection; \ float test2; \ void vs_main( \ in float4 inPos : POSITION, \ in float2 uv : TEXCOORD0, \ out float4 oPosition : SV_Position, \ out float2 oUv : TEXCOORD0) \ { \ oPosition = mul(matViewProjection * input[1].matMultiplier, inPos); \ oUv = uv * input[1].uvMultiplier; \ }"; HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0); #else ///////////////// GLSL SHADERS //////////////////////////// String fragShaderCode = " #version 400 \n \ uniform sampler2D tex; \ in vec2 texcoord0; \ out vec4 fragColor; \ void main() \ {\ vec4 texColor = texture2D(tex, texcoord0.st);\ fragColor = texColor; \ }"; HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0); // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser) String vertShaderCode = "#version 400 \n \ struct InputStruct \ { \ float matMultiplier; \ float uvMultiplier; \ }; \ \ uniform mainFragBlock \ { \ float test1; \ InputStruct input[2]; \ mat4 matViewProjection; \ float test2; \ }; \ in vec4 cm_position; \ in vec2 cm_texcoord0; \ out vec2 texcoord0; \ void main() \ { \ texcoord0 = cm_texcoord0 * input[1].uvMultiplier; \ gl_Position = cm_position * (matViewProjection * input[1].matMultiplier); \ }"; HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0); #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 || defined GL 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); MaterialHandle testMaterial = Material::create(); testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot // but is that a good idea? testMaterial->setShader(testShader); testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY); #if defined DX11 || defined GL 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"));*/ TextureHandle testTexRef = static_resource_cast(Importer::instance().import("C:\\ArenaTowerDFS.psd")); MeshHandle 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 ); gApplication().runMainLoop(); // Release everything before shutdown //testMaterial->destroy(); #ifdef DX11 gpuProgInclude.reset(); #endif gResources().unload(testTexRef); gResources().unload(dbgMeshRef); gResources().unload(fragProgRef); gResources().unload(vertProgRef); gResources().unload(testMaterial); testMaterial.reset(); testTexRef.reset(); dbgMeshRef.reset(); fragProgRef.reset(); vertProgRef.reset(); testModelGO->destroy(); testModelGO = nullptr; testRenderable = nullptr; cameraGO->destroy(); cameraGO = nullptr; camera = nullptr; debugCamera = nullptr; newPassGL = nullptr; newTechniqueGL = nullptr; newPassDX = nullptr; newTechniqueDX = nullptr; newPassDX11 = nullptr; newTechniqueDX11 = nullptr; testShader = nullptr; renderWindow = nullptr; gApplication().shutDown(); return 0; }