CamelotClient.cpp 8.4 KB

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  1. // CamelotClient.cpp : Defines the entry point for the console application.
  2. //
  3. #include "stdafx.h"
  4. #include "CmApplication.h"
  5. #include "CmDynLibManager.h"
  6. #include "CmGameObject.h"
  7. #include "CmCamera.h"
  8. #include "CmHighLevelGpuProgramManager.h"
  9. #include "CmRenderSystem.h"
  10. #include "CmRenderWindow.h"
  11. #include "CmResources.h"
  12. #include "CmRenderable.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 "CmDebugCamera.h"
  20. using namespace CamelotEngine;
  21. int _tmain(int argc, _TCHAR* argv[])
  22. {
  23. //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  24. //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  25. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  26. RenderSystem* renderSystem = RenderSystem::instancePtr();
  27. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  28. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  29. CameraPtr camera = cameraGO->addComponent<Camera>();
  30. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  31. cameraGO->setPosition(Vector3(0,50,1240));
  32. cameraGO->lookAt(Vector3(0,50,-300));
  33. camera->setNearClipDistance(5);
  34. camera->setAspectRatio(800.0f / 600.0f);
  35. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  36. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  37. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  38. HighLevelGpuProgramPtr fragProg;
  39. HighLevelGpuProgramPtr vertProg;
  40. /////////////////// HLSL 9 SHADERS //////////////////////////
  41. //String fragShaderCode = "sampler2D tex; \
  42. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  43. // { \
  44. // float4 color = tex2D(tex, uv); \
  45. // return color; \
  46. // }";
  47. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  48. //String vertShaderCode = "float4x4 matViewProjection; \
  49. // void vs_main( \
  50. // float4 inPos : POSITION, \
  51. // float2 uv : TEXCOORD0, \
  52. // out float4 oPosition : POSITION, \
  53. // out float2 oUv : TEXCOORD0) \
  54. // { \
  55. // oPosition = mul(matViewProjection, inPos); \
  56. // oUv = uv; \
  57. // }";
  58. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  59. /////////////////// HLSL 11 SHADERS //////////////////////////
  60. String fragShaderCode = "SamplerState samp : register(s0); \
  61. Texture2D tex : register(t0); \
  62. float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
  63. { \
  64. float4 color = tex.Sample(samp, uv); \
  65. return color; \
  66. }";
  67. fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  68. String vertShaderCode = "float4x4 matViewProjection; \
  69. void vs_main( \
  70. in float4 inPos : POSITION, \
  71. in float2 uv : TEXCOORD0, \
  72. out float4 oPosition : SV_Position, \
  73. out float2 oUv : TEXCOORD0) \
  74. { \
  75. oPosition = mul(matViewProjection, inPos); \
  76. oUv = uv; \
  77. }";
  78. vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  79. /////////////////// CG SHADERS //////////////////////////
  80. //String fragShaderCode = "sampler2D tex; \
  81. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  82. // { \
  83. // float4 color = tex2D(tex, uv); \
  84. // return color; \
  85. // }";
  86. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  87. //String vertShaderCode = "float4x4 matViewProjection; \
  88. // void vs_main( \
  89. // float4 cm_position : POSITION, \
  90. // float2 cm_texcoord0 : TEXCOORD0, \
  91. // out float4 oPosition : POSITION, \
  92. // out float2 oUv : TEXCOORD0) \
  93. // { \
  94. // oPosition = mul(matViewProjection, cm_position); \
  95. // oUv = cm_texcoord0; \
  96. // }";
  97. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  98. ///////////////// GLSL SHADERS ////////////////////////////
  99. //String fragShaderCode = " #version 400 \n \
  100. // uniform sampler2D tex; \
  101. // in vec2 texcoord0; \
  102. // out vec4 fragColor; \
  103. // void main() \
  104. // {\
  105. // vec4 texColor = texture2D(tex, texcoord0.st);\
  106. // fragColor = texColor; \
  107. // }";
  108. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  109. //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
  110. //String vertShaderCode = "#version 400 \n \
  111. // uniform mainFragBlock { mat4 matViewProjection; }; \
  112. // in vec4 cm_position; \
  113. // in vec2 cm_texcoord0; \
  114. // out vec2 texcoord0; \
  115. // void main() \
  116. // { \
  117. // texcoord0 = cm_texcoord0; \
  118. // gl_Position = cm_position * matViewProjection; \
  119. // }";
  120. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  121. HighLevelGpuProgramHandle vertProgRef(vertProg);
  122. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  123. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  124. HighLevelGpuProgramHandle fragProgRef(fragProg);
  125. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  126. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  127. ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
  128. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  129. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  130. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  131. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  132. PassPtr newPassGL = newTechniqueGL->addPass();
  133. newPassGL->setVertexProgram(vertProgRef);
  134. newPassGL->setFragmentProgram(fragProgRef);
  135. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  136. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  137. // render systems/renderers per technique
  138. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  139. PassPtr newPassDX = newTechniqueDX->addPass();
  140. newPassDX->setVertexProgram(vertProgRef);
  141. newPassDX->setFragmentProgram(fragProgRef);
  142. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  143. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  144. newPassDX11->setVertexProgram(vertProgRef);
  145. newPassDX11->setFragmentProgram(fragProgRef);
  146. MaterialHandle testMaterial = MaterialPtr(new Material());
  147. testMaterial->setShader(testShader);
  148. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  149. TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  150. MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  151. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  152. gResources().create(testTex, "C:\\ExportTest.tex", true);
  153. gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
  154. testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  155. dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  156. testMaterial->setTexture("tex", testTex);
  157. //gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  158. //testMaterial = gResources().load("C:\\ExportMaterial.mat");
  159. //_ASSERT(_CrtCheckMemory());
  160. testRenderable->setMesh(dbgMesh);
  161. testRenderable->setMaterial(testMaterial);
  162. //// Set the new state for the flag
  163. //_CrtSetDbgFlag( tmpFlag );
  164. gApplication().runMainLoop();
  165. gApplication().shutDown();
  166. return 0;
  167. }