CmApplication.cpp 8.2 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 "CmDynLibManager.h"
  12. namespace CamelotEngine
  13. {
  14. Application::Application()
  15. :mRenderWindow(nullptr), mViewport(nullptr), mCamera(nullptr), mGpuProgramManager(nullptr)
  16. { }
  17. void Application::startUp(String renderSystemDll)
  18. {
  19. mGpuProgramManager = new HighLevelGpuProgramManager(); // TODO - Use Camelot::Module for instantiating this
  20. mDynLibManager = new DynLibManager(); // TODO - Same as above, use Module
  21. //RenderSystemManager::initialize("CamelotD3D9Renderer.dll");
  22. RenderSystemManager::initialize("CamelotGLRenderer.dll");
  23. RenderSystem* renderSystem = RenderSystemManager::getActive();
  24. renderSystem->_initialise(false, "Camelot Renderer");
  25. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  26. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  27. renderSystem->setLightingEnabled(false);
  28. mCamera = new Camera("SimpleCam");
  29. mCamera->setPosition(Vector3(0,0,80));
  30. mCamera->lookAt(Vector3(0,0,-300));
  31. mCamera->setNearClipDistance(5);
  32. mCamera->setAspectRatio(480.0f / 640.0f);
  33. mViewport = mRenderWindow->addViewport();
  34. /////////////////// HLSL SHADERS //////////////////////////
  35. //String fragShaderCode = "float4 ps_main() : COLOR0 \
  36. //{ \
  37. // float4 color = float4(0, 0, 0, 0); \
  38. // color.r = 1.0f; \
  39. // color.a = 1.0f; \
  40. // return color; \
  41. //}";
  42. //mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  43. //mFragProg->load();
  44. //String vertShaderCode = "float4x4 matViewProjection; \
  45. //float4 vs_main(float4 inPos : POSITION) : POSITION \
  46. //{ \
  47. // return mul(matViewProjection, inPos); \
  48. //}";
  49. //mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  50. //mVertProg->load();
  51. ///////////////// GLSL SHADERS ////////////////////////////
  52. String fragShaderCode = "void main() \
  53. {\
  54. gl_FragColor = vec4(0.0,1.0,0.0,1.0); \
  55. }";
  56. mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  57. mFragProg->load();
  58. // TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  59. String vertShaderCode = "uniform mat4 matViewProjection; \
  60. attribute vec4 vertex; \
  61. void main() \
  62. { \
  63. gl_Position = matViewProjection * vertex; \
  64. }";
  65. mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  66. mVertProg->load();
  67. while(true)
  68. {
  69. WindowEventUtilities::messagePump();
  70. DBG_renderSimpleFrame();
  71. }
  72. }
  73. void Application::shutDown()
  74. {
  75. if(RenderSystemManager::getActive() != nullptr)
  76. RenderSystemManager::getActive()->shutdown();
  77. if(mGpuProgramManager != nullptr)
  78. delete mGpuProgramManager;
  79. }
  80. void Application::DBG_renderSimpleFrame()
  81. {
  82. RenderOperation ro;
  83. IndexData* indexData = new IndexData();
  84. indexData->indexCount = 36;
  85. indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(
  86. HardwareIndexBuffer::IT_16BIT,
  87. 36,
  88. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  89. unsigned short* idxData = static_cast<unsigned short*>(indexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  90. idxData[0] = 0; idxData[1] = 1; idxData[2] = 2;
  91. idxData[3] = 2; idxData[4] = 3; idxData[5] = 0;
  92. idxData[6] = 4; idxData[7] = 5; idxData[8] = 6;
  93. idxData[9] = 6; idxData[10] = 7; idxData[11] = 4;
  94. idxData[12] = 0; idxData[13] = 3; idxData[14] = 5;
  95. idxData[15] = 5; idxData[16] = 4; idxData[17] = 0;
  96. idxData[18] = 3; idxData[19] = 2; idxData[20] = 6;
  97. idxData[21] = 6; idxData[22] = 5; idxData[23] = 3;
  98. idxData[24] = 2; idxData[25] = 1; idxData[26] = 7;
  99. idxData[27] = 7; idxData[28] = 6; idxData[29] = 2;
  100. idxData[30] = 1; idxData[31] = 0; idxData[32] = 4;
  101. idxData[33] = 4; idxData[34] = 7; idxData[35] = 1;
  102. indexData->indexBuffer->unlock();
  103. VertexData* vertexData = new VertexData();
  104. vertexData->vertexStart = 0;
  105. vertexData->vertexCount = 8;
  106. VertexDeclaration* decl = vertexData->vertexDeclaration;
  107. decl->removeAllElements();
  108. size_t offset = 0;
  109. decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
  110. offset += VertexElement::getTypeSize(VET_FLOAT3);
  111. //decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE);
  112. //offset += VertexElement::getTypeSize(VET_COLOUR);
  113. HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
  114. vertexData->vertexDeclaration->getVertexSize(0),
  115. vertexData->vertexCount,
  116. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  117. vertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
  118. size_t vertexSize = vertexBuffer->getVertexSize();
  119. char* vertBufferData = static_cast<char*>(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  120. Vector3 position(-5.0f, -5.0f, -5.0f);
  121. memcpy(vertBufferData, &position, vertexSize);
  122. vertBufferData += vertexSize;
  123. position = Vector3(-5.0f, 5.0f, -5.0f);
  124. memcpy(vertBufferData, &position, vertexSize);
  125. vertBufferData += vertexSize;
  126. position = Vector3(5.0f, 5.0f, -5.0f);
  127. memcpy(vertBufferData, &position, vertexSize);
  128. vertBufferData += vertexSize;
  129. position = Vector3(5.0f, -5.0f, -5.0f);
  130. memcpy(vertBufferData, &position, vertexSize);
  131. vertBufferData += vertexSize;
  132. position = Vector3(-5.0f, -5.0f, 5.0f);
  133. memcpy(vertBufferData, &position, vertexSize);
  134. vertBufferData += vertexSize;
  135. position = Vector3(5.0f, -5.0f, 5.0f);
  136. memcpy(vertBufferData, &position, vertexSize);
  137. vertBufferData += vertexSize;
  138. position = Vector3(5.0f, 5.0f, 5.0f);
  139. memcpy(vertBufferData, &position, vertexSize);
  140. vertBufferData += vertexSize;
  141. position = Vector3(-5.0f, 5.0f, 5.0f);
  142. memcpy(vertBufferData, &position, vertexSize);
  143. vertBufferData += vertexSize;
  144. vertexBuffer->unlock();
  145. ro.indexData = indexData;
  146. ro.vertexData = vertexData;
  147. ro.useIndexes = true;
  148. ro.operationType = RenderOperation::OT_TRIANGLE_LIST;
  149. RenderSystem* renderSystem = RenderSystemManager::getActive();
  150. renderSystem->_setViewport(mViewport);
  151. //Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  152. //renderSystem->_setProjectionMatrix(projMatrix);
  153. //Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  154. //renderSystem->_setViewMatrix(viewMatrix);
  155. Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  156. Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true);
  157. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  158. renderSystem->setInvertVertexWinding(true);
  159. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  160. renderSystem->_beginFrame();
  161. mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix);
  162. //renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  163. renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  164. renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  165. // 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
  166. 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
  167. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  168. renderSystem->_render(ro);
  169. renderSystem->_endFrame();
  170. renderSystem->_swapAllRenderTargetBuffers(false);
  171. }
  172. Application& gApplication()
  173. {
  174. static Application application;
  175. return application;
  176. }
  177. }