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. #include "CmDebugCamera.h"
  25. #include "CmTestTextSprite.h"
  26. #include "CmEditorWindow.h"
  27. #define DX11
  28. //#define DX9
  29. //#define GL
  30. using namespace CamelotFramework;
  31. using namespace CamelotEditor;
  32. using namespace BansheeEngine;
  33. int CALLBACK WinMain(
  34. _In_ HINSTANCE hInstance,
  35. _In_ HINSTANCE hPrevInstance,
  36. _In_ LPSTR lpCmdLine,
  37. _In_ int nCmdShow
  38. )
  39. {
  40. RENDER_WINDOW_DESC renderWindowDesc;
  41. renderWindowDesc.width = 1280;
  42. renderWindowDesc.height = 720;
  43. renderWindowDesc.title = "Banshee";
  44. renderWindowDesc.fullscreen = false;
  45. #ifdef DX11
  46. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  47. #elif defined DX9
  48. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  49. #else
  50. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  51. #endif
  52. //CommandQueue::addBreakpoint(0, 19);
  53. //CommandQueue::addBreakpoint(0, 22);
  54. //CommandQueue::addBreakpoint(0, 12);
  55. RenderSystem* renderSystem = RenderSystem::instancePtr();
  56. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  57. HSceneObject cameraGO = SceneObject::create("MainCamera");
  58. HCamera camera = cameraGO->addComponent<Camera>();
  59. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  60. cameraGO->setPosition(Vector3(0,50,1240));
  61. cameraGO->lookAt(Vector3(0,50,-300));
  62. camera->setNearClipDistance(5);
  63. camera->setAspectRatio(800.0f / 600.0f);
  64. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  65. HSceneObject testModelGO = SceneObject::create("TestMesh");
  66. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  67. HSceneObject testTextGO = SceneObject::create("TestText");
  68. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  69. HFont font;
  70. {
  71. ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf");
  72. if(rtti_is_of_type<FontImportOptions>(fontImportOptions))
  73. {
  74. FontImportOptions* importOptions = static_cast<FontImportOptions*>(fontImportOptions.get());
  75. vector<CamelotFramework::UINT32>::type fontSizes;
  76. fontSizes.push_back(12);
  77. importOptions->setFontSizes(fontSizes);
  78. }
  79. font = Importer::instance().import("C:\\arial.ttf", fontImportOptions);
  80. }
  81. HTexture windowFrameTex = static_resource_cast<Texture>(Importer::instance().import("C:\\WindowFrameTest.bmp"));
  82. gResources().create(windowFrameTex, "C:\\WindowFrameTest.tex", true);
  83. windowFrameTex.waitUntilLoaded();
  84. textSprite->init(camera, "Testing in a new row, does this work?", font, 12, windowFrameTex);
  85. #if defined DX9
  86. ///////////////// HLSL 9 SHADERS //////////////////////////
  87. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  88. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  89. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  90. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  91. {
  92. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  93. importOptions->setEntryPoint("ps_main");
  94. importOptions->setLanguage("hlsl");
  95. importOptions->setProfile(GPP_PS_2_0);
  96. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  97. }
  98. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  99. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  100. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  101. {
  102. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  103. importOptions->setEntryPoint("vs_main");
  104. importOptions->setLanguage("hlsl");
  105. importOptions->setProfile(GPP_VS_2_0);
  106. importOptions->setType(GPT_VERTEX_PROGRAM);
  107. }
  108. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  109. #elif defined DX11
  110. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  111. const String& debugString = gpuProgInclude->getString();
  112. /////////////////// HLSL 11 SHADERS //////////////////////////
  113. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  114. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  115. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  116. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  117. {
  118. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  119. importOptions->setEntryPoint("ps_main");
  120. importOptions->setLanguage("hlsl");
  121. importOptions->setProfile(GPP_PS_4_0);
  122. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  123. }
  124. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  125. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  126. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  127. {
  128. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  129. importOptions->setEntryPoint("vs_main");
  130. importOptions->setLanguage("hlsl");
  131. importOptions->setProfile(GPP_VS_4_0);
  132. importOptions->setType(GPT_VERTEX_PROGRAM);
  133. }
  134. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  135. #else
  136. ///////////////// GLSL SHADERS ////////////////////////////
  137. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  138. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  139. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  140. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  141. {
  142. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  143. importOptions->setEntryPoint("main");
  144. importOptions->setLanguage("glsl");
  145. importOptions->setProfile(GPP_PS_2_0);
  146. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  147. }
  148. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  149. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  150. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  151. {
  152. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  153. importOptions->setEntryPoint("main");
  154. importOptions->setLanguage("glsl");
  155. importOptions->setProfile(GPP_VS_2_0);
  156. importOptions->setType(GPT_VERTEX_PROGRAM);
  157. }
  158. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  159. #endif
  160. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  161. gResources().unload(vertProgRef);
  162. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  163. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  164. gResources().unload(fragProgRef);
  165. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  166. ShaderPtr testShader = Shader::create("TestShader");
  167. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  168. #if defined DX11
  169. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  170. #endif
  171. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  172. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  173. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  174. PassPtr newPassGL = newTechniqueGL->addPass();
  175. newPassGL->setVertexProgram(vertProgRef);
  176. newPassGL->setFragmentProgram(fragProgRef);
  177. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  178. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  179. // render systems/renderers per technique
  180. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  181. PassPtr newPassDX = newTechniqueDX->addPass();
  182. newPassDX->setVertexProgram(vertProgRef);
  183. newPassDX->setFragmentProgram(fragProgRef);
  184. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  185. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  186. newPassDX11->setVertexProgram(vertProgRef);
  187. newPassDX11->setFragmentProgram(fragProgRef);
  188. HMaterial testMaterial = Material::create();
  189. testMaterial->setShader(testShader);
  190. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  191. #if defined DX11
  192. float dbgMultipliers1[2];
  193. dbgMultipliers1[0] = 0.0f;
  194. dbgMultipliers1[1] = 0.0f;
  195. float dbgMultipliers2[2];
  196. dbgMultipliers2[0] = 1.0f;
  197. dbgMultipliers2[1] = 1.0f;
  198. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  199. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  200. #endif
  201. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  202. //testMaterialRef.waitUntilLoaded();
  203. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  204. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  205. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  206. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  207. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  208. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  209. gResources().unload(testTexRef);
  210. gResources().unload(dbgMeshRef);
  211. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  212. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  213. dbgMeshRef.waitUntilLoaded();
  214. testTexRef.waitUntilLoaded();
  215. testMaterial->setTexture("tex", testTexRef);
  216. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  217. gResources().unload(testMaterial);
  218. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  219. //_ASSERT(_CrtCheckMemory());
  220. testRenderable->setMesh(dbgMeshRef);
  221. testRenderable->setMaterial(testMaterial);
  222. //// Set the new state for the flag
  223. //_CrtSetDbgFlag( tmpFlag );
  224. EditorWindow* newWindow = new EditorWindow("Test window", font, 12);
  225. gBansheeApp().runMainLoop();
  226. // Release everything before shutdown
  227. delete newWindow;
  228. //testMaterial->destroy();
  229. #ifdef DX11
  230. gpuProgInclude.reset();
  231. #endif
  232. gResources().unload(testTexRef);
  233. gResources().unload(dbgMeshRef);
  234. gResources().unload(fragProgRef);
  235. gResources().unload(vertProgRef);
  236. gResources().unload(testMaterial);
  237. gResources().unload(windowFrameTex);
  238. font.reset();
  239. testMaterial.reset();
  240. testTexRef.reset();
  241. dbgMeshRef.reset();
  242. fragProgRef.reset();
  243. vertProgRef.reset();
  244. windowFrameTex.reset();
  245. testModelGO->destroy();
  246. cameraGO->destroy();
  247. newPassGL = nullptr;
  248. newTechniqueGL = nullptr;
  249. newPassDX = nullptr;
  250. newTechniqueDX = nullptr;
  251. newPassDX11 = nullptr;
  252. newTechniqueDX11 = nullptr;
  253. testShader = nullptr;
  254. renderWindow = nullptr;
  255. gBansheeApp().shutDown();
  256. return 0;
  257. }