CamelotClient.cpp 11 KB

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  1. // CamelotClient.cpp : Defines the entry point for the console application.
  2. //
  3. #include "stdafx.h"
  4. #include <windows.h>
  5. #include "CmApplication.h"
  6. #include "CmDynLibManager.h"
  7. #include "CmGameObject.h"
  8. #include "CmCamera.h"
  9. #include "CmHighLevelGpuProgramManager.h"
  10. #include "CmRenderSystem.h"
  11. #include "CmRenderWindow.h"
  12. #include "CmResources.h"
  13. #include "CmRenderable.h"
  14. #include "CmMaterial.h"
  15. #include "CmShader.h"
  16. #include "CmTechnique.h"
  17. #include "CmPass.h"
  18. #include "CmImporter.h"
  19. #include "CmMesh.h"
  20. #include "CmGpuProgInclude.h" // DEBUG ONLY
  21. #include "CmGpuProgramImportOptions.h"
  22. #include "CmDebugCamera.h"
  23. using namespace CamelotEngine;
  24. int CALLBACK WinMain(
  25. _In_ HINSTANCE hInstance,
  26. _In_ HINSTANCE hPrevInstance,
  27. _In_ LPSTR lpCmdLine,
  28. _In_ int nCmdShow
  29. )
  30. {
  31. //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  32. //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  33. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  34. RenderSystem* renderSystem = RenderSystem::instancePtr();
  35. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  36. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  37. CameraPtr camera = cameraGO->addComponent<Camera>();
  38. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  39. cameraGO->setPosition(Vector3(0,50,1240));
  40. cameraGO->lookAt(Vector3(0,50,-300));
  41. camera->setNearClipDistance(5);
  42. camera->setAspectRatio(800.0f / 600.0f);
  43. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  44. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  45. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  46. GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  47. const String& debugString = gpuProgInclude->getString();
  48. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions("C:\\testGpuProg.gpuprog");
  49. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  50. {
  51. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  52. importOptions->setEntryPoint("ps_main");
  53. importOptions->setLanguage("hlsl");
  54. importOptions->setProfile(GPP_PS_4_0);
  55. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  56. }
  57. HighLevelGpuProgramHandle importedGpuProgram = Importer::instance().import("C:\\testGpuProg.gpuprog", gpuProgImportOptions);
  58. /////////////////// HLSL 9 SHADERS //////////////////////////
  59. //String fragShaderCode = "sampler2D tex; \
  60. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  61. // { \
  62. // float4 color = tex2D(tex, uv); \
  63. // return color; \
  64. // }";
  65. //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  66. //String vertShaderCode = "float4x4 matViewProjection; \
  67. // void vs_main( \
  68. // float4 inPos : POSITION, \
  69. // float2 uv : TEXCOORD0, \
  70. // out float4 oPosition : POSITION, \
  71. // out float2 oUv : TEXCOORD0) \
  72. // { \
  73. // oPosition = mul(matViewProjection, inPos); \
  74. // oUv = uv; \
  75. // }";
  76. //HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  77. /////////////////// HLSL 11 SHADERS //////////////////////////
  78. String fragShaderCode = "SamplerState samp : register(s0); \
  79. Texture2D tex : register(t0); \
  80. float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
  81. { \
  82. float4 color = tex.Sample(samp, uv); \
  83. return color; \
  84. }";
  85. HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  86. String vertShaderCode = "struct InputStruct \
  87. { \
  88. float matMultiplier; \
  89. float uvMultiplier; \
  90. }; \
  91. \
  92. float test1; \
  93. InputStruct input[2]; \
  94. float4x4 matViewProjection; \
  95. float test2; \
  96. void vs_main( \
  97. in float4 inPos : POSITION, \
  98. in float2 uv : TEXCOORD0, \
  99. out float4 oPosition : SV_Position, \
  100. out float2 oUv : TEXCOORD0) \
  101. { \
  102. oPosition = mul(matViewProjection * input[1].matMultiplier, inPos); \
  103. oUv = uv * input[1].uvMultiplier; \
  104. }";
  105. HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  106. /////////////////// CG SHADERS //////////////////////////
  107. //String fragShaderCode = "sampler2D tex; \
  108. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  109. // { \
  110. // float4 color = tex2D(tex, uv); \
  111. // return color; \
  112. // }";
  113. //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  114. //String vertShaderCode = "float4x4 matViewProjection; \
  115. // void vs_main( \
  116. // float4 cm_position : POSITION, \
  117. // float2 cm_texcoord0 : TEXCOORD0, \
  118. // out float4 oPosition : POSITION, \
  119. // out float2 oUv : TEXCOORD0) \
  120. // { \
  121. // oPosition = mul(matViewProjection, cm_position); \
  122. // oUv = cm_texcoord0; \
  123. // }";
  124. //HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  125. ///////////////// GLSL SHADERS ////////////////////////////
  126. //String fragShaderCode = " #version 400 \n \
  127. // uniform sampler2D tex; \
  128. // in vec2 texcoord0; \
  129. // out vec4 fragColor; \
  130. // void main() \
  131. // {\
  132. // vec4 texColor = texture2D(tex, texcoord0.st);\
  133. // fragColor = texColor; \
  134. // }";
  135. //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  136. //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
  137. //String vertShaderCode = "#version 400 \n \
  138. // uniform mainFragBlock { mat4 matViewProjection; }; \
  139. // in vec4 cm_position; \
  140. // in vec2 cm_texcoord0; \
  141. // out vec2 texcoord0; \
  142. // void main() \
  143. // { \
  144. // texcoord0 = cm_texcoord0; \
  145. // gl_Position = cm_position * matViewProjection; \
  146. // }";
  147. //HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  148. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  149. gResources().unload(vertProgRef);
  150. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  151. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  152. gResources().unload(fragProgRef);
  153. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  154. ShaderPtr testShader = Shader::create("TestShader");
  155. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  156. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  157. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  158. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  159. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  160. PassPtr newPassGL = newTechniqueGL->addPass();
  161. newPassGL->setVertexProgram(vertProgRef);
  162. newPassGL->setFragmentProgram(fragProgRef);
  163. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  164. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  165. // render systems/renderers per technique
  166. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  167. PassPtr newPassDX = newTechniqueDX->addPass();
  168. newPassDX->setVertexProgram(vertProgRef);
  169. newPassDX->setFragmentProgram(fragProgRef);
  170. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  171. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  172. newPassDX11->setVertexProgram(vertProgRef);
  173. newPassDX11->setFragmentProgram(fragProgRef);
  174. MaterialHandle testMaterial = Material::create();
  175. testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot
  176. // but is that a good idea?
  177. testMaterial->setShader(testShader);
  178. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  179. float dbgMultipliers1[2];
  180. dbgMultipliers1[0] = 0.0f;
  181. dbgMultipliers1[1] = 0.0f;
  182. float dbgMultipliers2[2];
  183. dbgMultipliers2[0] = 1.0f;
  184. dbgMultipliers2[1] = 1.0f;
  185. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  186. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  187. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  188. //testMaterialRef.waitUntilLoaded();
  189. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  190. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  191. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  192. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  193. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  194. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  195. gResources().unload(testTexRef);
  196. gResources().unload(dbgMeshRef);
  197. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  198. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  199. dbgMeshRef.waitUntilLoaded();
  200. testTexRef.waitUntilLoaded();
  201. testMaterial->setTexture("tex", testTexRef);
  202. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  203. gResources().unload(testMaterial);
  204. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  205. //_ASSERT(_CrtCheckMemory());
  206. testRenderable->setMesh(dbgMeshRef);
  207. testRenderable->setMaterial(testMaterial);
  208. //// Set the new state for the flag
  209. //_CrtSetDbgFlag( tmpFlag );
  210. gApplication().runMainLoop();
  211. // Release everything before shutdown
  212. //testMaterial->destroy();
  213. gpuProgInclude.reset();
  214. gResources().unload(testTexRef);
  215. gResources().unload(dbgMeshRef);
  216. gResources().unload(fragProgRef);
  217. gResources().unload(vertProgRef);
  218. gResources().unload(testMaterial);
  219. testMaterial.reset();
  220. testTexRef.reset();
  221. dbgMeshRef.reset();
  222. fragProgRef.reset();
  223. vertProgRef.reset();
  224. testModelGO->destroy();
  225. testModelGO = nullptr;
  226. testRenderable = nullptr;
  227. cameraGO->destroy();
  228. cameraGO = nullptr;
  229. camera = nullptr;
  230. debugCamera = nullptr;
  231. newPassGL = nullptr;
  232. newTechniqueGL = nullptr;
  233. newPassDX = nullptr;
  234. newTechniqueDX = nullptr;
  235. newPassDX11 = nullptr;
  236. newTechniqueDX11 = nullptr;
  237. testShader = nullptr;
  238. renderWindow = nullptr;
  239. gApplication().shutDown();
  240. return 0;
  241. }