CmApplication.cpp 12 KB

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  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmWindowEventUtilities.h"
  5. #include "CmHardwareBufferManager.h"
  6. #include "CmRenderWindow.h"
  7. #include "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmHighLevelGpuProgram.h"
  10. #include "CmHighLevelGpuProgramManager.h"
  11. #include "CmDynLib.h"
  12. #include "CmDynLibManager.h"
  13. #include "CmSceneManager.h"
  14. #include "CmImporter.h"
  15. #include "CmResources.h"
  16. namespace CamelotEngine
  17. {
  18. Application::Application()
  19. :mRenderWindow(nullptr), mViewport(nullptr), mCamera(nullptr)
  20. { }
  21. void Application::startUp(String renderSystemDll)
  22. {
  23. DynLibManager::startUp(new DynLibManager());
  24. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  25. RenderSystemManager::initialize(renderSystemDll);
  26. RenderSystem* renderSystem = RenderSystemManager::getActive();
  27. renderSystem->_initialise(false, "Camelot Renderer");
  28. SceneManager::startUp(new SceneManager());
  29. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  30. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  31. renderSystem->setLightingEnabled(false);
  32. mCamera = new Camera("SimpleCam");
  33. mCamera->setPosition(Vector3(0,0,40));
  34. mCamera->lookAt(Vector3(0,0,-300));
  35. mCamera->setNearClipDistance(5);
  36. mCamera->setAspectRatio(600.0f / 800.0f);
  37. mViewport = mRenderWindow->addViewport();
  38. /////////////////// HLSL SHADERS //////////////////////////
  39. //String fragShaderCode = "sampler2D diffuseMap; \
  40. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  41. //{ \
  42. // float4 color = tex2D(diffuseMap, uv); \
  43. // return color; \
  44. //}";
  45. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  46. //mFragProg->load();
  47. //String vertShaderCode = "float4x4 matViewProjection; \
  48. // void vs_main( \
  49. // float4 inPos : POSITION, \
  50. // float2 uv : TEXCOORD0, \
  51. // out float4 oPosition : POSITION, \
  52. // out float2 oUv : TEXCOORD0) \
  53. //{ \
  54. // oPosition = mul(matViewProjection, inPos); \
  55. // oUv = uv; \
  56. //}";
  57. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  58. //mVertProg->load();
  59. /////////////////// CG SHADERS //////////////////////////
  60. String fragShaderCode = "sampler2D diffuseMap; \
  61. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  62. { \
  63. float4 color = tex2D(diffuseMap, uv); \
  64. return color; \
  65. }";
  66. mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  67. mFragProg->load();
  68. String vertShaderCode = "float4x4 matViewProjection; \
  69. void vs_main( \
  70. float4 inPos : POSITION, \
  71. float2 uv : TEXCOORD0, \
  72. out float4 oPosition : POSITION, \
  73. out float2 oUv : TEXCOORD0) \
  74. { \
  75. oPosition = mul(matViewProjection, inPos); \
  76. oUv = uv; \
  77. }";
  78. mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  79. mVertProg->load();
  80. ///////////////// GLSL SHADERS ////////////////////////////
  81. //String fragShaderCode = "uniform sampler2D tex; \
  82. // void main() \
  83. // {\
  84. // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
  85. // gl_FragColor = texColor; \
  86. // }";
  87. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  88. //mFragProg->load();
  89. //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  90. //String vertShaderCode = "uniform mat4 matViewProjection; \
  91. // attribute vec4 vertex; \
  92. // void main() \
  93. // { \
  94. // gl_TexCoord[0] = gl_MultiTexCoord0; \
  95. // gl_Position = matViewProjection * vertex; \
  96. // }";
  97. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  98. //mVertProg->load();
  99. // IMPORTER TEST
  100. Importer::startUp(new Importer());
  101. DynLib* loadedLibrary = gDynLibManager().load("CamelotFreeImgImporter.dll"); // TODO - Load this automatically somehow
  102. if(loadedLibrary != nullptr)
  103. {
  104. typedef const void (*LoadPluginFunc)();
  105. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  106. loadPluginFunc();
  107. }
  108. //mDbgTexture = std::static_pointer_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  109. TexturePtr testTex = std::static_pointer_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  110. Resources::startUp(new Resources());
  111. gResources().save(testTex, "C:\\ExportTest.tex");
  112. mDbgTexture = std::static_pointer_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  113. mDbgTexture = testTex;
  114. }
  115. void Application::runMainLoop()
  116. {
  117. while(true)
  118. {
  119. WindowEventUtilities::messagePump();
  120. DBG_renderSimpleFrame();
  121. }
  122. }
  123. void Application::shutDown()
  124. {
  125. SceneManager::shutDown();
  126. if(RenderSystemManager::getActive() != nullptr)
  127. RenderSystemManager::getActive()->shutdown();
  128. HighLevelGpuProgramManager::shutDown();
  129. DynLibManager::shutDown();
  130. Resources::shutDown();
  131. }
  132. void Application::DBG_renderSimpleFrame()
  133. {
  134. RenderOperation ro;
  135. IndexData* indexData = new IndexData();
  136. indexData->indexCount = 36;
  137. indexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  138. HardwareIndexBuffer::IT_16BIT,
  139. 36,
  140. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  141. unsigned short* idxData = static_cast<unsigned short*>(indexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  142. idxData[0] = 0; idxData[1] = 1; idxData[2] = 2;
  143. idxData[3] = 2; idxData[4] = 3; idxData[5] = 0;
  144. idxData[6] = 4; idxData[7] = 5; idxData[8] = 6;
  145. idxData[9] = 6; idxData[10] = 7; idxData[11] = 4;
  146. idxData[12] = 0; idxData[13] = 3; idxData[14] = 5;
  147. idxData[15] = 5; idxData[16] = 4; idxData[17] = 0;
  148. idxData[18] = 3; idxData[19] = 2; idxData[20] = 6;
  149. idxData[21] = 6; idxData[22] = 5; idxData[23] = 3;
  150. idxData[24] = 2; idxData[25] = 1; idxData[26] = 7;
  151. idxData[27] = 7; idxData[28] = 6; idxData[29] = 2;
  152. idxData[30] = 1; idxData[31] = 0; idxData[32] = 4;
  153. idxData[33] = 4; idxData[34] = 7; idxData[35] = 1;
  154. indexData->indexBuffer->unlock();
  155. VertexData* vertexData = new VertexData();
  156. vertexData->vertexStart = 0;
  157. vertexData->vertexCount = 8;
  158. VertexDeclaration* decl = vertexData->vertexDeclaration;
  159. decl->removeAllElements();
  160. size_t offset = 0;
  161. decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
  162. offset += VertexElement::getTypeSize(VET_FLOAT3);
  163. decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES);
  164. offset += VertexElement::getTypeSize(VET_FLOAT2);
  165. //decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE);
  166. //offset += VertexElement::getTypeSize(VET_COLOUR);
  167. HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  168. vertexData->vertexDeclaration->getVertexSize(0),
  169. vertexData->vertexCount,
  170. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  171. vertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
  172. size_t vertexSize = vertexBuffer->getVertexSize();
  173. char* vertBufferData = static_cast<char*>(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  174. size_t posSize = VertexElement::getTypeSize(VET_FLOAT3);
  175. size_t uvSize = VertexElement::getTypeSize(VET_FLOAT2);
  176. Vector3 position(-5.0f, -5.0f, -5.0f);
  177. memcpy(vertBufferData, &position, posSize);
  178. vertBufferData += posSize;
  179. Vector2 uv(0.0f, 0.0f);
  180. memcpy(vertBufferData, &uv, uvSize);
  181. vertBufferData += uvSize;
  182. position = Vector3(-5.0f, 5.0f, -5.0f);
  183. memcpy(vertBufferData, &position, posSize);
  184. vertBufferData += posSize;
  185. uv = Vector2(0.0f, 1.0f);
  186. memcpy(vertBufferData, &uv, uvSize);
  187. vertBufferData += uvSize;
  188. position = Vector3(5.0f, 5.0f, -5.0f);
  189. memcpy(vertBufferData, &position, posSize);
  190. vertBufferData += posSize;
  191. uv = Vector2(1.0f, 1.0f);
  192. memcpy(vertBufferData, &uv, uvSize);
  193. vertBufferData += uvSize;
  194. position = Vector3(5.0f, -5.0f, -5.0f);
  195. memcpy(vertBufferData, &position, posSize);
  196. vertBufferData += posSize;
  197. uv = Vector2(1.0f, 0.0f);
  198. memcpy(vertBufferData, &uv, uvSize);
  199. vertBufferData += uvSize;
  200. position = Vector3(-5.0f, -5.0f, 5.0f);
  201. memcpy(vertBufferData, &position, posSize);
  202. vertBufferData += posSize;
  203. uv = Vector2(0.0f, 0.0f);
  204. memcpy(vertBufferData, &uv, uvSize);
  205. vertBufferData += uvSize;
  206. position = Vector3(5.0f, -5.0f, 5.0f);
  207. memcpy(vertBufferData, &position, posSize);
  208. vertBufferData += posSize;
  209. uv = Vector2(1.0f, 0.0f);
  210. memcpy(vertBufferData, &uv, uvSize);
  211. vertBufferData += uvSize;
  212. position = Vector3(5.0f, 5.0f, 5.0f);
  213. memcpy(vertBufferData, &position, posSize);
  214. vertBufferData += posSize;
  215. uv = Vector2(1.0f, 1.0f);
  216. memcpy(vertBufferData, &uv, uvSize);
  217. vertBufferData += uvSize;
  218. position = Vector3(-5.0f, 5.0f, 5.0f);
  219. memcpy(vertBufferData, &position, posSize);
  220. vertBufferData += posSize;
  221. uv = Vector2(0.0f, 1.0f);
  222. memcpy(vertBufferData, &uv, uvSize);
  223. vertBufferData += uvSize;
  224. vertexBuffer->unlock();
  225. ro.indexData = indexData;
  226. ro.vertexData = vertexData;
  227. ro.useIndexes = true;
  228. ro.operationType = RenderOperation::OT_TRIANGLE_LIST;
  229. RenderSystem* renderSystem = RenderSystemManager::getActive();
  230. renderSystem->_setViewport(mViewport);
  231. //Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  232. //renderSystem->_setProjectionMatrix(projMatrix);
  233. //Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  234. //renderSystem->_setViewMatrix(viewMatrix);
  235. Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  236. Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true);
  237. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  238. renderSystem->setInvertVertexWinding(false);
  239. renderSystem->_setDepthBufferParams();
  240. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  241. renderSystem->_beginFrame();
  242. mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix);
  243. //renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  244. renderSystem->_setTexture(0, true, mDbgTexture);
  245. renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  246. renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  247. // TODO - Shaders need to be bound and only then parameters can be set. I need to encapuslate this better because I can't expect users to know that
  248. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, mFragProg->getDefaultParameters(), GPV_ALL); // TODO - If I dont call bind parameters before shader wont activate? I think I should handle that differently
  249. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  250. renderSystem->_render(ro);
  251. renderSystem->_endFrame();
  252. renderSystem->_swapAllRenderTargetBuffers(false);
  253. }
  254. Application& gApplication()
  255. {
  256. static Application application;
  257. return application;
  258. }
  259. }