CamelotClient.cpp 12 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. // Editor includes
  25. #include "BsEditorWindowManager.h"
  26. #include "BsMainEditorWindow.h"
  27. // End editor includes
  28. #include "CmDebugCamera.h"
  29. #include "DbgEditorWidget1.h"
  30. #include "DbgEditorWidget2.h"
  31. #include "CmRTTIType.h"
  32. #include "CmCursor.h"
  33. //#define DX11
  34. //#define DX9
  35. #define GL
  36. using namespace CamelotFramework;
  37. using namespace BansheeEditor;
  38. using namespace BansheeEngine;
  39. int CALLBACK WinMain(
  40. _In_ HINSTANCE hInstance,
  41. _In_ HINSTANCE hPrevInstance,
  42. _In_ LPSTR lpCmdLine,
  43. _In_ int nCmdShow
  44. )
  45. {
  46. RENDER_WINDOW_DESC renderWindowDesc;
  47. renderWindowDesc.width = 1280;
  48. renderWindowDesc.height = 720;
  49. renderWindowDesc.title = "Banshee";
  50. renderWindowDesc.fullscreen = false;
  51. renderWindowDesc.border = WindowBorder::None;
  52. #ifdef DX11
  53. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  54. #elif defined DX9
  55. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  56. #else
  57. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  58. #endif
  59. RenderSystem* renderSystem = RenderSystem::instancePtr();
  60. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  61. HSceneObject testModelGO = SceneObject::create("TestMesh");
  62. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  63. #if defined DX9
  64. ///////////////// HLSL 9 SHADERS //////////////////////////
  65. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  66. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  67. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  68. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  69. {
  70. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  71. importOptions->setEntryPoint("ps_main");
  72. importOptions->setLanguage("hlsl");
  73. importOptions->setProfile(GPP_PS_2_0);
  74. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  75. }
  76. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  77. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  78. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  79. {
  80. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  81. importOptions->setEntryPoint("vs_main");
  82. importOptions->setLanguage("hlsl");
  83. importOptions->setProfile(GPP_VS_2_0);
  84. importOptions->setType(GPT_VERTEX_PROGRAM);
  85. }
  86. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  87. #elif defined DX11
  88. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  89. const String& debugString = gpuProgInclude->getString();
  90. /////////////////// HLSL 11 SHADERS //////////////////////////
  91. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  92. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  93. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  94. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  95. {
  96. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  97. importOptions->setEntryPoint("ps_main");
  98. importOptions->setLanguage("hlsl");
  99. importOptions->setProfile(GPP_PS_4_0);
  100. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  101. }
  102. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  103. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  104. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  105. {
  106. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  107. importOptions->setEntryPoint("vs_main");
  108. importOptions->setLanguage("hlsl");
  109. importOptions->setProfile(GPP_VS_4_0);
  110. importOptions->setType(GPT_VERTEX_PROGRAM);
  111. }
  112. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  113. #else
  114. ///////////////// GLSL SHADERS ////////////////////////////
  115. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  116. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  117. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  118. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  119. {
  120. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  121. importOptions->setEntryPoint("main");
  122. importOptions->setLanguage("glsl");
  123. importOptions->setProfile(GPP_PS_2_0);
  124. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  125. }
  126. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  127. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  128. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  129. {
  130. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  131. importOptions->setEntryPoint("main");
  132. importOptions->setLanguage("glsl");
  133. importOptions->setProfile(GPP_VS_2_0);
  134. importOptions->setType(GPT_VERTEX_PROGRAM);
  135. }
  136. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  137. #endif
  138. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  139. gResources().unload(vertProgRef);
  140. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  141. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  142. gResources().unload(fragProgRef);
  143. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  144. ShaderPtr testShader = Shader::create("TestShader");
  145. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  146. #if defined DX11
  147. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  148. #endif
  149. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  150. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  151. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  152. PassPtr newPassGL = newTechniqueGL->addPass();
  153. newPassGL->setVertexProgram(vertProgRef);
  154. newPassGL->setFragmentProgram(fragProgRef);
  155. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  156. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  157. // render systems/renderers per technique
  158. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  159. PassPtr newPassDX = newTechniqueDX->addPass();
  160. newPassDX->setVertexProgram(vertProgRef);
  161. newPassDX->setFragmentProgram(fragProgRef);
  162. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  163. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  164. newPassDX11->setVertexProgram(vertProgRef);
  165. newPassDX11->setFragmentProgram(fragProgRef);
  166. HMaterial testMaterial = Material::create();
  167. testMaterial->setShader(testShader);
  168. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  169. #if defined DX11
  170. float dbgMultipliers1[2];
  171. dbgMultipliers1[0] = 0.0f;
  172. dbgMultipliers1[1] = 0.0f;
  173. float dbgMultipliers2[2];
  174. dbgMultipliers2[0] = 1.0f;
  175. dbgMultipliers2[1] = 1.0f;
  176. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  177. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  178. #endif
  179. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  180. //testMaterialRef.waitUntilLoaded();
  181. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  182. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  183. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  184. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  185. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  186. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  187. gResources().unload(testTexRef);
  188. gResources().unload(dbgMeshRef);
  189. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  190. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  191. dbgMeshRef.synchronize();
  192. testTexRef.synchronize();
  193. testMaterial->setTexture("tex", testTexRef);
  194. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  195. gResources().unload(testMaterial);
  196. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  197. //_ASSERT(_CrtCheckMemory());
  198. testRenderable->setMesh(dbgMeshRef);
  199. testRenderable->setMaterial(0, testMaterial);
  200. //// Set the new state for the flag
  201. //_CrtSetDbgFlag( tmpFlag );
  202. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  203. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  204. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  205. gMainSyncedCA().submitToCoreThread(true);
  206. //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  207. dbgCursor.reset();
  208. /************************************************************************/
  209. /* EDITOR INIT */
  210. /************************************************************************/
  211. MainEditorWindow* mainWindow = cm_new<MainEditorWindow>(gApplication().getPrimaryWindow());
  212. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  213. /************************************************************************/
  214. /* EDITOR INIT END */
  215. /************************************************************************/
  216. DbgEditorWidget1::open();
  217. DbgEditorWidget2::open();
  218. gBansheeApp().runMainLoop();
  219. /************************************************************************/
  220. /* EDITOR SHUTDOWN */
  221. /************************************************************************/
  222. EditorWindowManager::shutDown();
  223. cm_delete(mainWindow);
  224. /************************************************************************/
  225. /* EDITOR SHUTDOWN END */
  226. /************************************************************************/
  227. //testMaterial->destroy();
  228. #ifdef DX11
  229. gpuProgInclude.reset();
  230. #endif
  231. gResources().unload(testTexRef);
  232. gResources().unload(dbgMeshRef);
  233. gResources().unload(fragProgRef);
  234. gResources().unload(vertProgRef);
  235. gResources().unload(testMaterial);
  236. testMaterial.reset();
  237. testTexRef.reset();
  238. dbgMeshRef.reset();
  239. fragProgRef.reset();
  240. vertProgRef.reset();
  241. testModelGO->destroy();
  242. newPassGL = nullptr;
  243. newTechniqueGL = nullptr;
  244. newPassDX = nullptr;
  245. newTechniqueDX = nullptr;
  246. newPassDX11 = nullptr;
  247. newTechniqueDX11 = nullptr;
  248. testShader = nullptr;
  249. renderWindow = nullptr;
  250. gBansheeApp().shutDown();
  251. return 0;
  252. }