Main.cpp 18 KB

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  1. #include <windows.h>
  2. #include "BsApplication.h"
  3. #include "BsImporter.h"
  4. #include "BsTextureImportOptions.h"
  5. #include "BsMaterial.h"
  6. #include "BsShader.h"
  7. #include "BsTechnique.h"
  8. #include "BsPass.h"
  9. #include "BsCoreThreadAccessor.h"
  10. #include "BsApplication.h"
  11. #include "BsVirtualInput.h"
  12. #include "BsCamera.h"
  13. #include "BsRenderable.h"
  14. #include "BsGUIWidget.h"
  15. #include "BsGUIArea.h"
  16. #include "BsGUILayoutX.h"
  17. #include "BsGUILayoutY.h"
  18. #include "BsGUISpace.h"
  19. #include "BsGUILabel.h"
  20. #include "BsGUIButton.h"
  21. #include "BsGUIListBox.h"
  22. #include "BsBuiltinResources.h"
  23. #include "BsRTTIType.h"
  24. #include "BsHString.h"
  25. #include "BsRenderWindow.h"
  26. #include "BsSceneObject.h"
  27. #include "BsCoreThread.h"
  28. #include "BsProfilerOverlay.h"
  29. #include "BsCoreRenderer.h"
  30. #include "BsResources.h"
  31. #include "CameraFlyer.h"
  32. namespace BansheeEngine
  33. {
  34. UINT32 windowResWidth = 1280;
  35. UINT32 windowResHeight = 720;
  36. /**
  37. * Imports all of our assets and prepares GameObject that handle the example logic.
  38. */
  39. void setUpExample();
  40. /**
  41. * Import mesh/texture/GPU programs used by the example.
  42. */
  43. void importAssets(HMesh& model, HTexture& texture, HShader& shader);
  44. /**
  45. * Create a material used by our example model.
  46. */
  47. HMaterial createMaterial(const HTexture& texture, const HShader& shader);
  48. /**
  49. * Set up example scene objects.
  50. */
  51. void setUp3DScene(const HMesh& mesh, const HMaterial& material);
  52. /**
  53. * Set up example GUI.
  54. */
  55. void setUpGUI();
  56. /**
  57. * Set up input configuration and callbacks.
  58. */
  59. void setUpInput();
  60. /**
  61. * Toggles the primary window between full-screen and windowed mode.
  62. */
  63. void toggleFullscreen();
  64. /**
  65. * Called whenever the main render window is resized.
  66. */
  67. void renderWindowResized();
  68. /**
  69. * Called when the selected video mode changes in the video mode list box.
  70. */
  71. void videoModeChanged(UINT32 idx);
  72. /**
  73. * Triggered whenever a virtual button is released.
  74. */
  75. void buttonUp(const VirtualButton& button, UINT32 deviceIdx);
  76. }
  77. using namespace BansheeEngine;
  78. /**
  79. * Main entry point into the application.
  80. */
  81. int CALLBACK WinMain(
  82. _In_ HINSTANCE hInstance,
  83. _In_ HINSTANCE hPrevInstance,
  84. _In_ LPSTR lpCmdLine,
  85. _In_ int nCmdShow
  86. )
  87. {
  88. // Descriptor used for initializing the primary application window.
  89. RENDER_WINDOW_DESC renderWindowDesc;
  90. renderWindowDesc.videoMode = VideoMode(windowResWidth, windowResHeight);
  91. renderWindowDesc.title = "Banshee Example App";
  92. renderWindowDesc.fullscreen = false;
  93. // Initializes the application with primary window defined as above and DirectX 11 render system.
  94. // You may use other render systems than DirectX 11, however this example for simplicity only uses DirectX 11.
  95. // If you wanted other render systems you would need to create separate shaders for them and import them
  96. // along with (or replace) the DX11 ones.
  97. Application::startUp(renderWindowDesc, RenderSystemPlugin::DX11);
  98. // Imports all of ours assets and prepares GameObject that handle the example logic.
  99. setUpExample();
  100. // Runs the main loop that does most of the work. This method will exit when user closes the main
  101. // window or exits in some other way.
  102. Application::instance().runMainLoop();
  103. Application::shutDown();
  104. return 0;
  105. }
  106. namespace BansheeEngine
  107. {
  108. Path exampleModelPath = "..\\..\\..\\..\\Data\\Examples\\Dragon.fbx";
  109. Path exampleTexturePath = "..\\..\\..\\..\\Data\\Examples\\Dragon.tga";
  110. Path exampleShaderPath = "..\\..\\..\\..\\Data\\Examples\\Example.bsl";
  111. GUIButton* toggleFullscreenButton = nullptr;
  112. bool fullscreen = false;
  113. const VideoMode* selectedVideoMode = nullptr;
  114. Vector<const VideoMode*> videoModes;
  115. HCamera sceneCamera;
  116. HProfilerOverlay profilerOverlay;
  117. VirtualButton toggleCPUProfilerBtn;
  118. VirtualButton toggleGPUProfilerBtn;
  119. bool cpuProfilerActive = false;
  120. bool gpuProfilerActive = false;
  121. void setUpExample()
  122. {
  123. HMesh exampleModel;
  124. HTexture exampleTexture;
  125. HShader exampleShader;
  126. importAssets(exampleModel, exampleTexture, exampleShader);
  127. HMaterial exampleMaterial = createMaterial(exampleTexture, exampleShader);
  128. setUp3DScene(exampleModel, exampleMaterial);
  129. setUpGUI();
  130. setUpInput();
  131. }
  132. void importAssets(HMesh& model, HTexture& texture, HShader& shader)
  133. {
  134. // Import mesh, texture and shader from the disk. In a normal application you would want to save the imported assets
  135. // so next time the application is ran you can just load them directly. This can be done with Resources::save/load.
  136. // Import an FBX mesh.
  137. model = Importer::instance().import<Mesh>(exampleModelPath);
  138. // When importing you may specify optional import options that control how is the asset imported.
  139. ImportOptionsPtr textureImportOptions = Importer::instance().createImportOptions(exampleTexturePath);
  140. // rtti_is_of_type checks if the import options are of valid type, in case the provided path is pointing to a non-texture resource.
  141. // This is similar to dynamic_cast but uses Banshee internal RTTI system for type checking.
  142. if (rtti_is_of_type<TextureImportOptions>(textureImportOptions))
  143. {
  144. TextureImportOptions* importOptions = static_cast<TextureImportOptions*>(textureImportOptions.get());
  145. // We want maximum number of mipmaps to be generated
  146. importOptions->setGenerateMipmaps(true);
  147. }
  148. // Import texture with specified import options
  149. texture = Importer::instance().import<Texture>(exampleTexturePath, textureImportOptions);
  150. // Import shader
  151. shader = Importer::instance().import<Shader>(exampleShaderPath);
  152. }
  153. HMaterial createMaterial(const HTexture& texture, const HShader& shader)
  154. {
  155. // And finally create a material with the newly created shader
  156. HMaterial exampleMaterial = Material::create(shader);
  157. // And set the texture to be used by the "tex" shader parameter. We leave the "samp"
  158. // parameter at its defaults.
  159. exampleMaterial->setTexture("tex", texture);
  160. return exampleMaterial;
  161. }
  162. void setUp3DScene(const HMesh& mesh, const HMaterial& material)
  163. {
  164. /************************************************************************/
  165. /* SCENE OBJECT */
  166. /************************************************************************/
  167. // Now we create a scene object that has a position, orientation, scale and optionally
  168. // components to govern its logic. In this particular case we are creating a SceneObject
  169. // with a Renderable component which will render a mesh at the position of the scene object
  170. // with the provided material.
  171. // Create new scene object at (0, 0, 0)
  172. HSceneObject dragonSO = SceneObject::create("Dragon");
  173. // Attach the Renderable component and hook up the mesh we imported earlier,
  174. // and the material we created in the previous section.
  175. HRenderable renderable = dragonSO->addComponent<Renderable>();
  176. renderable->setMesh(mesh);
  177. renderable->setMaterial(material);
  178. /************************************************************************/
  179. /* CAMERA */
  180. /************************************************************************/
  181. // In order something to render on screen we need at least one camera.
  182. // Like before, we create a new scene object at (0, 0, 0).
  183. HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  184. // Get the primary render window we need for creating the camera. Additionally
  185. // hook up a callback so we are notified when user resizes the window.
  186. RenderWindowPtr window = gApplication().getPrimaryWindow();
  187. window->onResized.connect(&renderWindowResized);
  188. // Add a Camera component that will output whatever it sees into that window
  189. // (You could also use a render texture or another window you created).
  190. sceneCamera = sceneCameraSO->addComponent<Camera>(window);
  191. // Set up camera component properties
  192. // Priority determines in what order are cameras rendered in case multiple cameras render to the same render target.
  193. // We raise the priority slightly because later in code we have defined a GUI camera that we want to render second.
  194. sceneCamera->setPriority(1);
  195. // Set closest distance that is visible. Anything below that is clipped.
  196. sceneCamera->setNearClipDistance(5);
  197. // Set aspect ratio depending on the current resolution
  198. sceneCamera->setAspectRatio(windowResWidth / (float)windowResHeight);
  199. // Add a CameraFlyer component that allows us to move the camera. See CameraFlyer for more information.
  200. sceneCameraSO->addComponent<CameraFlyer>();
  201. // Position and orient the camera scene object
  202. sceneCameraSO->setPosition(Vector3(-130.0f, 140.0f, 650.0f));
  203. sceneCameraSO->lookAt(Vector3(0, 0, 0));
  204. }
  205. void setUpInput()
  206. {
  207. // Register input configuration
  208. // Banshee allows you to use VirtualInput system which will map input device buttons
  209. // and axes to arbitrary names, which allows you to change input buttons without affecting
  210. // the code that uses it, since the code is only aware of the virtual names.
  211. // If you want more direct input, see Input class.
  212. auto inputConfig = VirtualInput::instance().getConfiguration();
  213. // Camera controls for buttons (digital 0-1 input, e.g. keyboard or gamepad button)
  214. inputConfig->registerButton("Forward", BC_W);
  215. inputConfig->registerButton("Back", BC_S);
  216. inputConfig->registerButton("Left", BC_A);
  217. inputConfig->registerButton("Right", BC_D);
  218. inputConfig->registerButton("Forward", BC_UP);
  219. inputConfig->registerButton("Back", BC_BACK);
  220. inputConfig->registerButton("Left", BC_LEFT);
  221. inputConfig->registerButton("Right", BC_RIGHT);
  222. inputConfig->registerButton("FastMove", BC_LSHIFT);
  223. inputConfig->registerButton("RotateCam", BC_MOUSE_RIGHT);
  224. // Camera controls for axes (analog input, e.g. mouse or gamepad thumbstick)
  225. // These return values in [-1.0, 1.0] range.
  226. inputConfig->registerAxis("Horizontal", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseX));
  227. inputConfig->registerAxis("Vertical", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseY));
  228. // Controls that toggle the profiler overlays
  229. inputConfig->registerButton("CPUProfilerOverlay", BC_F1);
  230. inputConfig->registerButton("GPUProfilerOverlay", BC_F2);
  231. // Cache the profiler overlay buttons so when a button is pressed we can quickly
  232. // use these to determine its the one we want
  233. toggleCPUProfilerBtn = VirtualButton("CPUProfilerOverlay");
  234. toggleGPUProfilerBtn = VirtualButton("GPUProfilerOverlay");
  235. // Hook up a callback that gets triggered whenever a virtual button is released
  236. VirtualInput::instance().onButtonUp.connect(&buttonUp);
  237. }
  238. void setUpGUI()
  239. {
  240. // Create a scene object that will contain GUI components
  241. HSceneObject guiSO = SceneObject::create("Example");
  242. // Get the primary render window we need for creating the camera.
  243. RenderWindowPtr window = gApplication().getPrimaryWindow();
  244. // First we want another camera that is responsible for rendering GUI
  245. HCamera guiCamera = guiSO->addComponent<Camera>(window);
  246. // Set up GUI camera properties.
  247. // We don't care about aspect ratio for GUI camera.
  248. guiCamera->setAspectRatio(1.0f);
  249. // This camera should ignore any Renderable objects in the scene
  250. guiCamera->setIgnoreSceneRenderables(true);
  251. // Don't clear this camera as that would clear anything the main camera has rendered.
  252. guiCamera->getViewport()->setRequiresClear(false, false, false);
  253. // Add a GUIWidget, the top-level GUI component, parent to all GUI elements. GUI widgets
  254. // require you to specify a viewport that they will output rendered GUI elements to.
  255. HGUIWidget gui = guiSO->addComponent<GUIWidget>(guiCamera->getViewport().get());
  256. // Depth allows you to control how is a GUI widget rendered in relation to other widgets
  257. // Lower depth means the widget will be rendered in front of those with higher. In this case we just
  258. // make the depth mid-range as there are no other widgets.
  259. gui->setDepth(128);
  260. // GUI skin defines how are all child elements of the GUI widget renderered. It contains all their styles
  261. // and default layout properties. We use the default skin that comes built into Banshee.
  262. gui->setSkin(BuiltinResources::instance().getGUISkin());
  263. // Create a GUI area that is used for displaying messages about toggling profiler overlays.
  264. // This area will stretch the entire surface of its parent widget, even if the widget is resized.
  265. GUIArea* bottomArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  266. // Add a vertical layout that will automatically position any child elements top to bottom.
  267. GUILayout* bottomLayout = bottomArea->getLayout().addNewElement<GUILayoutY>();
  268. // Add a flexible space that fills up any remaining area in the layout, making the two labels above be aligned
  269. // to the bottom of the GUI widget (and the screen).
  270. bottomLayout->addNewElement<GUIFlexibleSpace>();
  271. // Add a couple of labels to the layout with the needed messages. Labels expect a HString object that
  272. // maps into a string table and allows for easily localization.
  273. bottomLayout->addElement(GUILabel::create(HString(L"Press F1 to toggle CPU profiler overlay")));
  274. bottomLayout->addElement(GUILabel::create(HString(L"Press F2 to toggle GPU profiler overlay")));
  275. // Create a GUI area that is used for displaying resolution and fullscreen options.
  276. GUIArea* rightArea = GUIArea::createStretchedXY(*gui, 30, 30, 30, 30);
  277. // We want all the GUI elements be right aligned, so we add a flexible space first.
  278. rightArea->getLayout().addNewElement<GUIFlexibleSpace>();
  279. // And we want the elements to be vertically placed, top to bottom
  280. GUILayout* rightLayout = rightArea->getLayout().addNewElement<GUILayoutY>();
  281. // Add a button that will trigger a callback when clicked
  282. toggleFullscreenButton = GUIButton::create(HString(L"Toggle fullscreen"));
  283. toggleFullscreenButton->onClick.connect(&toggleFullscreen);
  284. rightLayout->addElement(toggleFullscreenButton);
  285. // Add a profiler overlay object that is resposible for displaying CPU and GPU profiling GUI
  286. profilerOverlay = guiSO->addComponent<ProfilerOverlay>(guiCamera->getViewport());
  287. // Set up video mode list box
  288. // First get a list of output devices
  289. const VideoModeInfo& videoModeInfo = RenderAPI::getVideoModeInfo();
  290. // Get video mode info for the primary monitor
  291. const VideoOutputInfo& primaryMonitorInfo = videoModeInfo.getOutputInfo(0);
  292. // Make the current desktop mode the default video mode
  293. selectedVideoMode = &primaryMonitorInfo.getDesktopVideoMode();
  294. // Create list box elements for each available video mode
  295. UINT32 numVideoModes = primaryMonitorInfo.getNumVideoModes();
  296. Vector<HString> videoModeLabels(numVideoModes);
  297. UINT32 selectedVideoModeIdx = 0;
  298. for (UINT32 i = 0; i < numVideoModes; i++)
  299. {
  300. const VideoMode& curVideoMode = primaryMonitorInfo.getVideoMode(i);
  301. HString videoModeLabel(L"{0} x {1} at {2}Hz");
  302. videoModeLabel.setParameter(0, toWString(curVideoMode.getWidth()));
  303. videoModeLabel.setParameter(1, toWString(curVideoMode.getHeight()));
  304. videoModeLabel.setParameter(2, toWString(Math::roundToInt(curVideoMode.getRefreshRate())));
  305. videoModeLabels[i] = videoModeLabel;
  306. videoModes.push_back(&curVideoMode);
  307. if (curVideoMode == *selectedVideoMode)
  308. selectedVideoModeIdx = i;
  309. }
  310. // Create the list box
  311. GUIListBox* videoModeListBox = GUIListBox::create(videoModeLabels);
  312. rightLayout->addElement(videoModeListBox);
  313. // Select the default (desktop) video mode
  314. videoModeListBox->selectElement(selectedVideoModeIdx);
  315. // Set up a callback to be notified when video mode changes
  316. videoModeListBox->onSelectionChanged.connect(&videoModeChanged);
  317. }
  318. void toggleFullscreen()
  319. {
  320. RenderWindowPtr window = gApplication().getPrimaryWindow();
  321. // In order to toggle between full-screen and windowed mode we need to use a CoreAccessor.
  322. // Banshee is a multi-threaded engine and when you need to communicate between simulation and
  323. // core thread you will use a CoreAccessor. Calling a core accessor method will essentially
  324. // queue the method to be executed later. Since RenderWindow is a core object you need to use
  325. // CoreAccessor to modify and access it from simulation thread, except where noted otherwise.
  326. // Classes where it is not clear if they are to be used on the core or simulation thread have
  327. // it noted in their documentation. e.g. RenderWindow::setWindowed method is marked as "Core only".
  328. // Additional asserts are normally in place for debug builds which make it harder for you to accidentally
  329. // call something from the wrong thread.
  330. if (fullscreen)
  331. {
  332. window->setWindowed(gCoreAccessor(), windowResWidth, windowResHeight);
  333. }
  334. else
  335. {
  336. window->setFullscreen(gCoreAccessor(), *selectedVideoMode);
  337. }
  338. fullscreen = !fullscreen;
  339. }
  340. void renderWindowResized()
  341. {
  342. RenderWindowPtr window = gApplication().getPrimaryWindow();
  343. const RenderWindowProperties& rwProps = window->getProperties();
  344. if (!fullscreen)
  345. {
  346. windowResWidth = rwProps.getWidth();
  347. windowResHeight = rwProps.getHeight();
  348. }
  349. sceneCamera->setAspectRatio(rwProps.getWidth() / (float)rwProps.getHeight());
  350. }
  351. void videoModeChanged(UINT32 idx)
  352. {
  353. selectedVideoMode = videoModes[idx];
  354. if (fullscreen)
  355. {
  356. RenderWindowPtr window = gApplication().getPrimaryWindow();
  357. window->setFullscreen(gCoreAccessor(), *selectedVideoMode);
  358. }
  359. }
  360. void buttonUp(const VirtualButton& button, UINT32 deviceIdx)
  361. {
  362. // Check if the pressed button is one of the either buttons we defined
  363. // in "setUpExample", and toggle profiler overlays accordingly.
  364. // Device index is ignored for now, as it is assumed the user is using a single keyboard,
  365. // but if you wanted support for multiple gamepads you would check deviceIdx.
  366. if (button == toggleCPUProfilerBtn)
  367. {
  368. if (cpuProfilerActive)
  369. {
  370. profilerOverlay->hide();
  371. cpuProfilerActive = false;
  372. }
  373. else
  374. {
  375. profilerOverlay->show(ProfilerOverlayType::CPUSamples);
  376. cpuProfilerActive = true;
  377. gpuProfilerActive = false;
  378. }
  379. }
  380. else if (button == toggleGPUProfilerBtn)
  381. {
  382. if (gpuProfilerActive)
  383. {
  384. profilerOverlay->hide();
  385. gpuProfilerActive = false;
  386. }
  387. else
  388. {
  389. profilerOverlay->show(ProfilerOverlayType::GPUSamples);
  390. gpuProfilerActive = true;
  391. cpuProfilerActive = false;
  392. }
  393. }
  394. }
  395. }