CamelotClient.cpp 10 KB

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  1. #include "stdafx.h"
  2. #include <windows.h>
  3. #include "CmApplication.h"
  4. #include "CmDynLibManager.h"
  5. #include "CmGameObject.h"
  6. #include "CmCamera.h"
  7. #include "CmHighLevelGpuProgramManager.h"
  8. #include "CmRenderSystem.h"
  9. #include "CmRenderWindow.h"
  10. #include "CmResources.h"
  11. #include "CmRenderable.h"
  12. #include "CmMaterial.h"
  13. #include "CmShader.h"
  14. #include "CmTechnique.h"
  15. #include "CmPass.h"
  16. #include "CmImporter.h"
  17. #include "CmMesh.h"
  18. #include "CmGpuProgInclude.h" // DEBUG ONLY
  19. #include "CmGpuProgramImportOptions.h"
  20. #include "CmDebugCamera.h"
  21. #define DX11
  22. //#define DX9
  23. //#define GL
  24. using namespace CamelotEngine;
  25. int CALLBACK WinMain(
  26. _In_ HINSTANCE hInstance,
  27. _In_ HINSTANCE hPrevInstance,
  28. _In_ LPSTR lpCmdLine,
  29. _In_ int nCmdShow
  30. )
  31. {
  32. #ifdef DX11
  33. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  34. #elif defined DX9
  35. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  36. #else
  37. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  38. #endif
  39. RenderSystem* renderSystem = RenderSystem::instancePtr();
  40. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  41. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  42. CameraPtr camera = cameraGO->addComponent<Camera>();
  43. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  44. cameraGO->setPosition(Vector3(0,50,1240));
  45. cameraGO->lookAt(Vector3(0,50,-300));
  46. camera->setNearClipDistance(5);
  47. camera->setAspectRatio(800.0f / 600.0f);
  48. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  49. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  50. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  51. #if defined DX9
  52. ///////////////// HLSL 9 SHADERS //////////////////////////
  53. String dx9psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_ps.gpuprog";
  54. String dx9vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_vs.gpuprog";
  55. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  56. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  57. {
  58. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  59. importOptions->setEntryPoint("ps_main");
  60. importOptions->setLanguage("hlsl");
  61. importOptions->setProfile(GPP_PS_2_0);
  62. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  63. }
  64. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  65. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  66. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  67. {
  68. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  69. importOptions->setEntryPoint("vs_main");
  70. importOptions->setLanguage("hlsl");
  71. importOptions->setProfile(GPP_VS_2_0);
  72. importOptions->setType(GPT_VERTEX_PROGRAM);
  73. }
  74. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  75. #elif defined DX11
  76. GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  77. const String& debugString = gpuProgInclude->getString();
  78. /////////////////// HLSL 11 SHADERS //////////////////////////
  79. String dx11psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_ps.gpuprog";
  80. String dx11vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_vs.gpuprog";
  81. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  82. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  83. {
  84. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  85. importOptions->setEntryPoint("ps_main");
  86. importOptions->setLanguage("hlsl");
  87. importOptions->setProfile(GPP_PS_4_0);
  88. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  89. }
  90. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  91. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  92. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  93. {
  94. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  95. importOptions->setEntryPoint("vs_main");
  96. importOptions->setLanguage("hlsl");
  97. importOptions->setProfile(GPP_VS_4_0);
  98. importOptions->setType(GPT_VERTEX_PROGRAM);
  99. }
  100. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  101. #else
  102. ///////////////// GLSL SHADERS ////////////////////////////
  103. String glslpsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_ps.gpuprog";
  104. String glslvsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_vs.gpuprog";
  105. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  106. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  107. {
  108. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  109. importOptions->setEntryPoint("main");
  110. importOptions->setLanguage("glsl");
  111. importOptions->setProfile(GPP_PS_2_0);
  112. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  113. }
  114. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  115. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  116. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  117. {
  118. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  119. importOptions->setEntryPoint("main");
  120. importOptions->setLanguage("glsl");
  121. importOptions->setProfile(GPP_VS_2_0);
  122. importOptions->setType(GPT_VERTEX_PROGRAM);
  123. }
  124. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  125. #endif
  126. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  127. gResources().unload(vertProgRef);
  128. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  129. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  130. gResources().unload(fragProgRef);
  131. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  132. ShaderPtr testShader = Shader::create("TestShader");
  133. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  134. #if defined DX11
  135. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  136. #endif
  137. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  138. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  139. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  140. PassPtr newPassGL = newTechniqueGL->addPass();
  141. newPassGL->setVertexProgram(vertProgRef);
  142. newPassGL->setFragmentProgram(fragProgRef);
  143. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  144. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  145. // render systems/renderers per technique
  146. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  147. PassPtr newPassDX = newTechniqueDX->addPass();
  148. newPassDX->setVertexProgram(vertProgRef);
  149. newPassDX->setFragmentProgram(fragProgRef);
  150. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  151. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  152. newPassDX11->setVertexProgram(vertProgRef);
  153. newPassDX11->setFragmentProgram(fragProgRef);
  154. MaterialHandle testMaterial = Material::create();
  155. testMaterial->setShader(testShader);
  156. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  157. #if defined DX11
  158. float dbgMultipliers1[2];
  159. dbgMultipliers1[0] = 0.0f;
  160. dbgMultipliers1[1] = 0.0f;
  161. float dbgMultipliers2[2];
  162. dbgMultipliers2[0] = 1.0f;
  163. dbgMultipliers2[1] = 1.0f;
  164. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  165. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  166. #endif
  167. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  168. //testMaterialRef.waitUntilLoaded();
  169. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  170. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  171. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  172. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  173. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  174. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  175. gResources().unload(testTexRef);
  176. gResources().unload(dbgMeshRef);
  177. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  178. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  179. dbgMeshRef.waitUntilLoaded();
  180. testTexRef.waitUntilLoaded();
  181. testMaterial->setTexture("tex", testTexRef);
  182. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  183. gResources().unload(testMaterial);
  184. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  185. //_ASSERT(_CrtCheckMemory());
  186. testRenderable->setMesh(dbgMeshRef);
  187. testRenderable->setMaterial(testMaterial);
  188. //// Set the new state for the flag
  189. //_CrtSetDbgFlag( tmpFlag );
  190. gApplication().runMainLoop();
  191. // Release everything before shutdown
  192. //testMaterial->destroy();
  193. #ifdef DX11
  194. gpuProgInclude.reset();
  195. #endif
  196. gResources().unload(testTexRef);
  197. gResources().unload(dbgMeshRef);
  198. gResources().unload(fragProgRef);
  199. gResources().unload(vertProgRef);
  200. gResources().unload(testMaterial);
  201. testMaterial.reset();
  202. testTexRef.reset();
  203. dbgMeshRef.reset();
  204. fragProgRef.reset();
  205. vertProgRef.reset();
  206. testModelGO->destroy();
  207. testModelGO = nullptr;
  208. testRenderable = nullptr;
  209. cameraGO->destroy();
  210. cameraGO = nullptr;
  211. camera = nullptr;
  212. debugCamera = nullptr;
  213. newPassGL = nullptr;
  214. newTechniqueGL = nullptr;
  215. newPassDX = nullptr;
  216. newTechniqueDX = nullptr;
  217. newPassDX11 = nullptr;
  218. newTechniqueDX11 = nullptr;
  219. testShader = nullptr;
  220. renderWindow = nullptr;
  221. gApplication().shutDown();
  222. return 0;
  223. }