CamelotClient.cpp 9.7 KB

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  1. // CamelotClient.cpp : Defines the entry point for the console application.
  2. //
  3. #include "stdafx.h"
  4. #include <windows.h>
  5. #include "CmApplication.h"
  6. #include "CmDynLibManager.h"
  7. #include "CmGameObject.h"
  8. #include "CmCamera.h"
  9. #include "CmHighLevelGpuProgramManager.h"
  10. #include "CmRenderSystem.h"
  11. #include "CmRenderWindow.h"
  12. #include "CmResources.h"
  13. #include "CmRenderable.h"
  14. #include "CmMaterial.h"
  15. #include "CmShader.h"
  16. #include "CmTechnique.h"
  17. #include "CmPass.h"
  18. #include "CmImporter.h"
  19. #include "CmMesh.h"
  20. #include "CmDebugCamera.h"
  21. using namespace CamelotEngine;
  22. int CALLBACK WinMain(
  23. _In_ HINSTANCE hInstance,
  24. _In_ HINSTANCE hPrevInstance,
  25. _In_ LPSTR lpCmdLine,
  26. _In_ int nCmdShow
  27. )
  28. {
  29. //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  30. //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  31. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  32. RenderSystem* renderSystem = RenderSystem::instancePtr();
  33. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  34. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  35. CameraPtr camera = cameraGO->addComponent<Camera>();
  36. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  37. cameraGO->setPosition(Vector3(0,50,1240));
  38. cameraGO->lookAt(Vector3(0,50,-300));
  39. camera->setNearClipDistance(5);
  40. camera->setAspectRatio(800.0f / 600.0f);
  41. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  42. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  43. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  44. HighLevelGpuProgramPtr fragProg;
  45. HighLevelGpuProgramPtr vertProg;
  46. /////////////////// HLSL 9 SHADERS //////////////////////////
  47. //String fragShaderCode = "sampler2D tex; \
  48. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  49. // { \
  50. // float4 color = tex2D(tex, uv); \
  51. // return color; \
  52. // }";
  53. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  54. //String vertShaderCode = "float4x4 matViewProjection; \
  55. // void vs_main( \
  56. // float4 inPos : POSITION, \
  57. // float2 uv : TEXCOORD0, \
  58. // out float4 oPosition : POSITION, \
  59. // out float2 oUv : TEXCOORD0) \
  60. // { \
  61. // oPosition = mul(matViewProjection, inPos); \
  62. // oUv = uv; \
  63. // }";
  64. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  65. /////////////////// HLSL 11 SHADERS //////////////////////////
  66. String fragShaderCode = "SamplerState samp : register(s0); \
  67. Texture2D tex : register(t0); \
  68. float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
  69. { \
  70. float4 color = tex.Sample(samp, uv); \
  71. return color; \
  72. }";
  73. fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  74. String vertShaderCode = "float4x4 matViewProjection; \
  75. void vs_main( \
  76. in float4 inPos : POSITION, \
  77. in float2 uv : TEXCOORD0, \
  78. out float4 oPosition : SV_Position, \
  79. out float2 oUv : TEXCOORD0) \
  80. { \
  81. oPosition = mul(matViewProjection, inPos); \
  82. oUv = uv; \
  83. }";
  84. vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  85. /////////////////// CG SHADERS //////////////////////////
  86. //String fragShaderCode = "sampler2D tex; \
  87. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  88. // { \
  89. // float4 color = tex2D(tex, uv); \
  90. // return color; \
  91. // }";
  92. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  93. //String vertShaderCode = "float4x4 matViewProjection; \
  94. // void vs_main( \
  95. // float4 cm_position : POSITION, \
  96. // float2 cm_texcoord0 : TEXCOORD0, \
  97. // out float4 oPosition : POSITION, \
  98. // out float2 oUv : TEXCOORD0) \
  99. // { \
  100. // oPosition = mul(matViewProjection, cm_position); \
  101. // oUv = cm_texcoord0; \
  102. // }";
  103. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  104. ///////////////// GLSL SHADERS ////////////////////////////
  105. //String fragShaderCode = " #version 400 \n \
  106. // uniform sampler2D tex; \
  107. // in vec2 texcoord0; \
  108. // out vec4 fragColor; \
  109. // void main() \
  110. // {\
  111. // vec4 texColor = texture2D(tex, texcoord0.st);\
  112. // fragColor = texColor; \
  113. // }";
  114. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  115. //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
  116. //String vertShaderCode = "#version 400 \n \
  117. // uniform mainFragBlock { mat4 matViewProjection; }; \
  118. // in vec4 cm_position; \
  119. // in vec2 cm_texcoord0; \
  120. // out vec2 texcoord0; \
  121. // void main() \
  122. // { \
  123. // texcoord0 = cm_texcoord0; \
  124. // gl_Position = cm_position * matViewProjection; \
  125. // }";
  126. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  127. HighLevelGpuProgramHandle vertProgRef(vertProg);
  128. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  129. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  130. HighLevelGpuProgramHandle fragProgRef(fragProg);
  131. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  132. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  133. ShaderPtr testShader = Shader::create("TestShader");
  134. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  135. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  136. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  137. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  138. PassPtr newPassGL = newTechniqueGL->addPass();
  139. newPassGL->setVertexProgram(vertProgRef);
  140. newPassGL->setFragmentProgram(fragProgRef);
  141. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  142. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  143. // render systems/renderers per technique
  144. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  145. PassPtr newPassDX = newTechniqueDX->addPass();
  146. newPassDX->setVertexProgram(vertProgRef);
  147. newPassDX->setFragmentProgram(fragProgRef);
  148. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  149. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  150. newPassDX11->setVertexProgram(vertProgRef);
  151. newPassDX11->setFragmentProgram(fragProgRef);
  152. MaterialHandle testMaterial = Material::create();
  153. testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot
  154. // but is that a good idea?
  155. testMaterial->setShader(testShader);
  156. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  157. gResources().create(testMaterial, "C:\\testMaterial.mat", true);
  158. testMaterial = static_resource_cast<MaterialHandle>(gResources().load("C:\\testMaterial.mat"));
  159. testMaterial.waitUntilLoaded();
  160. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  161. TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  162. MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  163. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  164. gResources().create(testTex, "C:\\ExportTest.tex", true);
  165. gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
  166. testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  167. dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  168. testMaterial->setTexture("tex", testTex);
  169. //gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  170. //testMaterial = gResources().load("C:\\ExportMaterial.mat");
  171. //_ASSERT(_CrtCheckMemory());
  172. testRenderable->setMesh(dbgMesh);
  173. testRenderable->setMaterial(testMaterial);
  174. //// Set the new state for the flag
  175. //_CrtSetDbgFlag( tmpFlag );
  176. gApplication().runMainLoop();
  177. // Release everything before shutdown
  178. testMaterial->destroy();
  179. testMaterial.reset();
  180. testTex->destroy();
  181. testTex.reset(); // TODO - Maybe instead of reset() override assignment so I can just do testTex = nullptr;
  182. dbgMesh->destroy();
  183. dbgMesh.reset();
  184. fragProgRef->destroy();
  185. fragProgRef.reset();
  186. fragProg = nullptr;
  187. vertProgRef->destroy();
  188. vertProgRef.reset();
  189. vertProg = nullptr;
  190. testModelGO->destroy();
  191. testModelGO = nullptr;
  192. testRenderable = nullptr;
  193. cameraGO->destroy();
  194. cameraGO = nullptr;
  195. camera = nullptr;
  196. debugCamera = nullptr;
  197. newPassGL = nullptr;
  198. newTechniqueGL = nullptr;
  199. newPassDX = nullptr;
  200. newTechniqueDX = nullptr;
  201. newPassDX11 = nullptr;
  202. newTechniqueDX11 = nullptr;
  203. testShader = nullptr;
  204. renderWindow = nullptr;
  205. gApplication().shutDown();
  206. return 0;
  207. }