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- // CamelotClient.cpp : Defines the entry point for the console application.
- //
- #include "stdafx.h"
- #include "CmApplication.h"
- #include "CmDynLibManager.h"
- #include "CmGameObject.h"
- #include "CmCamera.h"
- #include "CmHighLevelGpuProgramManager.h"
- #include "CmRenderSystem.h"
- #include "CmRenderWindow.h"
- #include "CmResources.h"
- #include "CmRenderable.h"
- #include "CmMaterial.h"
- #include "CmShader.h"
- #include "CmTechnique.h"
- #include "CmPass.h"
- #include "CmImporter.h"
- #include "CmMesh.h"
- #include "CmDebugCamera.h"
- using namespace CamelotEngine;
- int _tmain(int argc, _TCHAR* argv[])
- {
- gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
- //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
- RenderSystem* renderSystem = RenderSystem::instancePtr();
- RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
- GameObjectPtr cameraGO = GameObject::create("MainCamera");
- CameraPtr camera = cameraGO->addComponent<Camera>();
- camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
- cameraGO->setPosition(Vector3(0,50,1240));
- cameraGO->lookAt(Vector3(0,50,-300));
- camera->setNearClipDistance(5);
- camera->setAspectRatio(800.0f / 600.0f);
- std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
- GameObjectPtr testModelGO = GameObject::create("TestMesh");
- RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
- HighLevelGpuProgramPtr fragProg;
- HighLevelGpuProgramPtr vertProg;
- /////////////////// HLSL SHADERS //////////////////////////
- //String fragShaderCode = "sampler2D tex; \
- // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
- // { \
- // float4 color = tex2D(tex, uv); \
- // return color; \
- // }";
- //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
- //String vertShaderCode = "float4x4 matViewProjection; \
- // void vs_main( \
- // float4 inPos : POSITION, \
- // float2 uv : TEXCOORD0, \
- // out float4 oPosition : POSITION, \
- // out float2 oUv : TEXCOORD0) \
- // { \
- // oPosition = mul(matViewProjection, inPos); \
- // oUv = uv; \
- // }";
- //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
- /////////////////// CG SHADERS //////////////////////////
- String fragShaderCode = "sampler2D tex; \
- float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
- { \
- float4 color = tex2D(tex, uv); \
- return color; \
- }";
- fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
- String vertShaderCode = "float4x4 matViewProjection; \
- void vs_main( \
- float4 inPos : POSITION, \
- float2 uv : TEXCOORD0, \
- out float4 oPosition : POSITION, \
- out float2 oUv : TEXCOORD0) \
- { \
- oPosition = mul(matViewProjection, inPos); \
- oUv = uv; \
- }";
- vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
- ///////////////// GLSL SHADERS ////////////////////////////
- //String fragShaderCode = "uniform sampler2D tex; \
- // void main() \
- // {\
- // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
- // gl_FragColor = texColor; \
- // }";
- //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
- //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
- //String vertShaderCode = "uniform mat4 matViewProjection; \
- // attribute vec4 vertex; \
- // void main() \
- // { \
- // gl_TexCoord[0] = gl_MultiTexCoord0; \
- // gl_Position = matViewProjection * vertex; \
- // }";
- //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
- HighLevelGpuProgramHandle vertProgRef(vertProg);
- gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
- vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
- HighLevelGpuProgramHandle fragProgRef(fragProg);
- gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
- fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
- ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
- TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
- PassPtr newPassGL = newTechniqueGL->addPass();
- newPassGL->setVertexProgram(vertProgRef);
- newPassGL->setFragmentProgram(fragProgRef);
- // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
- // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
- // render systems/renderers per technique
- TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
- PassPtr newPassDX = newTechniqueDX->addPass();
- newPassDX->setVertexProgram(vertProgRef);
- newPassDX->setFragmentProgram(fragProgRef);
- MaterialHandle testMaterial = MaterialPtr(new Material());
- testMaterial->setShader(testShader);
- /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
- TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
- MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
- //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
- gResources().create(testTex, "C:\\ExportTest.tex", true);
- gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
- testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
- dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
- testMaterial->setTexture("tex", testTex);
- gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
- testMaterial = gResources().load("C:\\ExportMaterial.mat");
- //_ASSERT(_CrtCheckMemory());
- testRenderable->setMesh(dbgMesh);
- testRenderable->setMaterial(testMaterial);
- //// Set the new state for the flag
- //_CrtSetDbgFlag( tmpFlag );
- gApplication().runMainLoop();
- gApplication().shutDown();
- return 0;
- }
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