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 "BsDebugDraw.h"
  25. // Editor includes
  26. #include "BsEditorWindowManager.h"
  27. #include "BsMainEditorWindow.h"
  28. // End editor includes
  29. #include "CmDebugCamera.h"
  30. #include "DbgEditorWidget1.h"
  31. #include "DbgEditorWidget2.h"
  32. #include "CmRTTIType.h"
  33. #include "CmCursor.h"
  34. #define DX11
  35. //#define DX9
  36. //#define GL
  37. using namespace CamelotFramework;
  38. using namespace BansheeEditor;
  39. using namespace BansheeEngine;
  40. int CALLBACK WinMain(
  41. _In_ HINSTANCE hInstance,
  42. _In_ HINSTANCE hPrevInstance,
  43. _In_ LPSTR lpCmdLine,
  44. _In_ int nCmdShow
  45. )
  46. {
  47. RENDER_WINDOW_DESC renderWindowDesc;
  48. renderWindowDesc.width = 1280;
  49. renderWindowDesc.height = 720;
  50. renderWindowDesc.title = "Banshee";
  51. renderWindowDesc.fullscreen = false;
  52. renderWindowDesc.border = WindowBorder::None;
  53. #ifdef DX11
  54. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  55. #elif defined DX9
  56. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  57. #else
  58. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  59. #endif
  60. RenderSystem* renderSystem = RenderSystem::instancePtr();
  61. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  62. HSceneObject testModelGO = SceneObject::create("TestMesh");
  63. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  64. #if defined DX9
  65. ///////////////// HLSL 9 SHADERS //////////////////////////
  66. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  67. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  68. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  69. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  70. {
  71. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  72. importOptions->setEntryPoint("ps_main");
  73. importOptions->setLanguage("hlsl");
  74. importOptions->setProfile(GPP_PS_2_0);
  75. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  76. }
  77. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  78. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  79. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  80. {
  81. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  82. importOptions->setEntryPoint("vs_main");
  83. importOptions->setLanguage("hlsl");
  84. importOptions->setProfile(GPP_VS_2_0);
  85. importOptions->setType(GPT_VERTEX_PROGRAM);
  86. }
  87. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  88. #elif defined DX11
  89. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  90. const String& debugString = gpuProgInclude->getString();
  91. /////////////////// HLSL 11 SHADERS //////////////////////////
  92. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  93. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  94. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  95. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  96. {
  97. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  98. importOptions->setEntryPoint("ps_main");
  99. importOptions->setLanguage("hlsl");
  100. importOptions->setProfile(GPP_PS_4_0);
  101. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  102. }
  103. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  104. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  105. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  106. {
  107. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  108. importOptions->setEntryPoint("vs_main");
  109. importOptions->setLanguage("hlsl");
  110. importOptions->setProfile(GPP_VS_4_0);
  111. importOptions->setType(GPT_VERTEX_PROGRAM);
  112. }
  113. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  114. #else
  115. ///////////////// GLSL SHADERS ////////////////////////////
  116. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  117. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  118. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  119. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  120. {
  121. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  122. importOptions->setEntryPoint("main");
  123. importOptions->setLanguage("glsl");
  124. importOptions->setProfile(GPP_PS_2_0);
  125. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  126. }
  127. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  128. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  129. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  130. {
  131. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  132. importOptions->setEntryPoint("main");
  133. importOptions->setLanguage("glsl");
  134. importOptions->setProfile(GPP_VS_2_0);
  135. importOptions->setType(GPT_VERTEX_PROGRAM);
  136. }
  137. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  138. #endif
  139. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  140. gResources().unload(vertProgRef);
  141. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  142. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  143. gResources().unload(fragProgRef);
  144. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  145. ShaderPtr testShader = Shader::create("TestShader");
  146. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  147. #if defined DX11
  148. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  149. #endif
  150. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  151. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  152. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  153. PassPtr newPassGL = newTechniqueGL->addPass();
  154. newPassGL->setVertexProgram(vertProgRef);
  155. newPassGL->setFragmentProgram(fragProgRef);
  156. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  157. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  158. // render systems/renderers per technique
  159. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  160. PassPtr newPassDX = newTechniqueDX->addPass();
  161. newPassDX->setVertexProgram(vertProgRef);
  162. newPassDX->setFragmentProgram(fragProgRef);
  163. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  164. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  165. newPassDX11->setVertexProgram(vertProgRef);
  166. newPassDX11->setFragmentProgram(fragProgRef);
  167. HMaterial testMaterial = Material::create();
  168. testMaterial->setShader(testShader);
  169. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  170. #if defined DX11
  171. float dbgMultipliers1[2];
  172. dbgMultipliers1[0] = 0.0f;
  173. dbgMultipliers1[1] = 0.0f;
  174. float dbgMultipliers2[2];
  175. dbgMultipliers2[0] = 1.0f;
  176. dbgMultipliers2[1] = 1.0f;
  177. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  178. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  179. #endif
  180. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  181. //testMaterialRef.waitUntilLoaded();
  182. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  183. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  184. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  185. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  186. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  187. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  188. gResources().unload(testTexRef);
  189. gResources().unload(dbgMeshRef);
  190. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  191. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  192. dbgMeshRef.synchronize();
  193. testTexRef.synchronize();
  194. testMaterial->setTexture("tex", testTexRef);
  195. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  196. gResources().unload(testMaterial);
  197. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  198. //_ASSERT(_CrtCheckMemory());
  199. testRenderable->setMesh(dbgMeshRef);
  200. testRenderable->setMaterial(0, testMaterial);
  201. //// Set the new state for the flag
  202. //_CrtSetDbgFlag( tmpFlag );
  203. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  204. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  205. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  206. gMainSyncedCA().submitToCoreThread(true);
  207. //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  208. dbgCursor.reset();
  209. DebugDraw::instance().drawQuad2D(Vector2(-1.0f, 0.0f), Vector2(100, 50), Color::White);
  210. /************************************************************************/
  211. /* EDITOR INIT */
  212. /************************************************************************/
  213. MainEditorWindow* mainWindow = cm_new<MainEditorWindow>(gApplication().getPrimaryWindow());
  214. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  215. /************************************************************************/
  216. /* EDITOR INIT END */
  217. /************************************************************************/
  218. DbgEditorWidget1::open();
  219. DbgEditorWidget2::open();
  220. gBansheeApp().runMainLoop();
  221. /************************************************************************/
  222. /* EDITOR SHUTDOWN */
  223. /************************************************************************/
  224. EditorWindowManager::shutDown();
  225. cm_delete(mainWindow);
  226. /************************************************************************/
  227. /* EDITOR SHUTDOWN END */
  228. /************************************************************************/
  229. //testMaterial->destroy();
  230. #ifdef DX11
  231. gpuProgInclude.reset();
  232. #endif
  233. gResources().unload(testTexRef);
  234. gResources().unload(dbgMeshRef);
  235. gResources().unload(fragProgRef);
  236. gResources().unload(vertProgRef);
  237. gResources().unload(testMaterial);
  238. testMaterial.reset();
  239. testTexRef.reset();
  240. dbgMeshRef.reset();
  241. fragProgRef.reset();
  242. vertProgRef.reset();
  243. testModelGO->destroy();
  244. newPassGL = nullptr;
  245. newTechniqueGL = nullptr;
  246. newPassDX = nullptr;
  247. newTechniqueDX = nullptr;
  248. newPassDX11 = nullptr;
  249. newTechniqueDX11 = nullptr;
  250. testShader = nullptr;
  251. renderWindow = nullptr;
  252. gBansheeApp().shutDown();
  253. return 0;
  254. }