CamelotClient.cpp 11 KB

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  1. #include "stdafx.h"
  2. #include <windows.h>
  3. #include "BsApplication.h"
  4. #include "CmApplication.h"
  5. #include "CmDynLibManager.h"
  6. #include "CmSceneObject.h"
  7. #include "BsCamera.h"
  8. #include "CmHighLevelGpuProgramManager.h"
  9. #include "CmRenderSystem.h"
  10. #include "CmRenderWindow.h"
  11. #include "CmResources.h"
  12. #include "BsRenderable.h"
  13. #include "CmMaterial.h"
  14. #include "CmShader.h"
  15. #include "CmTechnique.h"
  16. #include "CmPass.h"
  17. #include "CmImporter.h"
  18. #include "CmMesh.h"
  19. #include "CmGpuProgInclude.h" // DEBUG ONLY
  20. #include "CmGpuProgramImportOptions.h"
  21. #include "CmFontImportOptions.h"
  22. #include "CmCommandQueue.h"
  23. #include "CmBlendState.h"
  24. #include "CmDebugCamera.h"
  25. #include "CmTestTextSprite.h"
  26. #include "CmEditorWindow.h"
  27. #include "CmRTTIType.h"
  28. #include "CmCursor.h"
  29. //#define DX11
  30. //#define DX9
  31. #define GL
  32. using namespace CamelotFramework;
  33. using namespace BansheeEditor;
  34. using namespace BansheeEngine;
  35. int CALLBACK WinMain(
  36. _In_ HINSTANCE hInstance,
  37. _In_ HINSTANCE hPrevInstance,
  38. _In_ LPSTR lpCmdLine,
  39. _In_ int nCmdShow
  40. )
  41. {
  42. RENDER_WINDOW_DESC renderWindowDesc;
  43. renderWindowDesc.width = 1280;
  44. renderWindowDesc.height = 720;
  45. renderWindowDesc.title = "Banshee";
  46. renderWindowDesc.fullscreen = false;
  47. #ifdef DX11
  48. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  49. #elif defined DX9
  50. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  51. #else
  52. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  53. #endif
  54. //CommandQueue::addBreakpoint(0, 19);
  55. //CommandQueue::addBreakpoint(0, 22);
  56. //CommandQueue::addBreakpoint(0, 12);
  57. RenderSystem* renderSystem = RenderSystem::instancePtr();
  58. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  59. HSceneObject cameraGO = SceneObject::create("MainCamera");
  60. HCamera camera = cameraGO->addComponent<Camera>();
  61. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  62. cameraGO->setPosition(Vector3(0,50,1240));
  63. cameraGO->lookAt(Vector3(0,50,-300));
  64. camera->setNearClipDistance(5);
  65. camera->setAspectRatio(800.0f / 600.0f);
  66. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  67. HSceneObject testModelGO = SceneObject::create("TestMesh");
  68. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  69. HSceneObject testTextGO = SceneObject::create("TestText");
  70. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  71. textSprite->init(camera, "Testing in a new row, does this work?");
  72. #if defined DX9
  73. ///////////////// HLSL 9 SHADERS //////////////////////////
  74. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  75. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  76. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  77. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  78. {
  79. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  80. importOptions->setEntryPoint("ps_main");
  81. importOptions->setLanguage("hlsl");
  82. importOptions->setProfile(GPP_PS_2_0);
  83. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  84. }
  85. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  86. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  87. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  88. {
  89. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  90. importOptions->setEntryPoint("vs_main");
  91. importOptions->setLanguage("hlsl");
  92. importOptions->setProfile(GPP_VS_2_0);
  93. importOptions->setType(GPT_VERTEX_PROGRAM);
  94. }
  95. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  96. #elif defined DX11
  97. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  98. const String& debugString = gpuProgInclude->getString();
  99. /////////////////// HLSL 11 SHADERS //////////////////////////
  100. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  101. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  102. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  103. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  104. {
  105. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  106. importOptions->setEntryPoint("ps_main");
  107. importOptions->setLanguage("hlsl");
  108. importOptions->setProfile(GPP_PS_4_0);
  109. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  110. }
  111. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  112. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  113. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  114. {
  115. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  116. importOptions->setEntryPoint("vs_main");
  117. importOptions->setLanguage("hlsl");
  118. importOptions->setProfile(GPP_VS_4_0);
  119. importOptions->setType(GPT_VERTEX_PROGRAM);
  120. }
  121. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  122. #else
  123. ///////////////// GLSL SHADERS ////////////////////////////
  124. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  125. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  126. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  127. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  128. {
  129. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  130. importOptions->setEntryPoint("main");
  131. importOptions->setLanguage("glsl");
  132. importOptions->setProfile(GPP_PS_2_0);
  133. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  134. }
  135. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  136. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  137. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  138. {
  139. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  140. importOptions->setEntryPoint("main");
  141. importOptions->setLanguage("glsl");
  142. importOptions->setProfile(GPP_VS_2_0);
  143. importOptions->setType(GPT_VERTEX_PROGRAM);
  144. }
  145. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  146. #endif
  147. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  148. gResources().unload(vertProgRef);
  149. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  150. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  151. gResources().unload(fragProgRef);
  152. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  153. ShaderPtr testShader = Shader::create("TestShader");
  154. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  155. #if defined DX11
  156. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  157. #endif
  158. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  159. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  160. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  161. PassPtr newPassGL = newTechniqueGL->addPass();
  162. newPassGL->setVertexProgram(vertProgRef);
  163. newPassGL->setFragmentProgram(fragProgRef);
  164. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  165. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  166. // render systems/renderers per technique
  167. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  168. PassPtr newPassDX = newTechniqueDX->addPass();
  169. newPassDX->setVertexProgram(vertProgRef);
  170. newPassDX->setFragmentProgram(fragProgRef);
  171. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  172. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  173. newPassDX11->setVertexProgram(vertProgRef);
  174. newPassDX11->setFragmentProgram(fragProgRef);
  175. HMaterial testMaterial = Material::create();
  176. testMaterial->setShader(testShader);
  177. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  178. #if defined DX11
  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. #endif
  188. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  189. //testMaterialRef.waitUntilLoaded();
  190. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  191. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  192. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  193. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  194. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  195. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  196. gResources().unload(testTexRef);
  197. gResources().unload(dbgMeshRef);
  198. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  199. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  200. dbgMeshRef.waitUntilLoaded();
  201. testTexRef.waitUntilLoaded();
  202. testMaterial->setTexture("tex", testTexRef);
  203. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  204. gResources().unload(testMaterial);
  205. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  206. //_ASSERT(_CrtCheckMemory());
  207. testRenderable->setMesh(dbgMeshRef);
  208. testRenderable->setMaterial(testMaterial);
  209. //// Set the new state for the flag
  210. //_CrtSetDbgFlag( tmpFlag );
  211. Cursor::hide();
  212. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  213. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  214. gMainSyncedRC().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  215. gMainSyncedRC().submitToGpu(true);
  216. Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  217. dbgCursor.reset();
  218. EditorWindow* newWindow = new EditorWindow("Test window");
  219. gBansheeApp().runMainLoop();
  220. // Release everything before shutdown
  221. delete newWindow;
  222. //testMaterial->destroy();
  223. #ifdef DX11
  224. gpuProgInclude.reset();
  225. #endif
  226. gResources().unload(testTexRef);
  227. gResources().unload(dbgMeshRef);
  228. gResources().unload(fragProgRef);
  229. gResources().unload(vertProgRef);
  230. gResources().unload(testMaterial);
  231. testMaterial.reset();
  232. testTexRef.reset();
  233. dbgMeshRef.reset();
  234. fragProgRef.reset();
  235. vertProgRef.reset();
  236. testModelGO->destroy();
  237. cameraGO->destroy();
  238. newPassGL = nullptr;
  239. newTechniqueGL = nullptr;
  240. newPassDX = nullptr;
  241. newTechniqueDX = nullptr;
  242. newPassDX11 = nullptr;
  243. newTechniqueDX11 = nullptr;
  244. testShader = nullptr;
  245. renderWindow = nullptr;
  246. gBansheeApp().shutDown();
  247. return 0;
  248. }