CamelotClient.cpp 12 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 "CmGpuProgInclude.h" // DEBUG ONLY
  21. #include "CmGpuProgramImportOptions.h"
  22. #include "CmDebugCamera.h"
  23. //#define DX11
  24. //#define DX9
  25. #define GL
  26. using namespace CamelotEngine;
  27. int CALLBACK WinMain(
  28. _In_ HINSTANCE hInstance,
  29. _In_ HINSTANCE hPrevInstance,
  30. _In_ LPSTR lpCmdLine,
  31. _In_ int nCmdShow
  32. )
  33. {
  34. #ifdef DX11
  35. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  36. #elif defined DX9
  37. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  38. #else
  39. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  40. #endif
  41. RenderSystem* renderSystem = RenderSystem::instancePtr();
  42. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  43. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  44. CameraPtr camera = cameraGO->addComponent<Camera>();
  45. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  46. cameraGO->setPosition(Vector3(0,50,1240));
  47. cameraGO->lookAt(Vector3(0,50,-300));
  48. camera->setNearClipDistance(5);
  49. camera->setAspectRatio(800.0f / 600.0f);
  50. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  51. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  52. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  53. #if defined DX9
  54. ///////////////// HLSL 9 SHADERS //////////////////////////
  55. String fragShaderCode = "sampler2D tex; \
  56. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  57. { \
  58. float4 color = tex2D(tex, uv); \
  59. return color; \
  60. }";
  61. HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  62. String vertShaderCode = "float4x4 matViewProjection; \
  63. void vs_main( \
  64. float4 inPos : POSITION, \
  65. float2 uv : TEXCOORD0, \
  66. out float4 oPosition : POSITION, \
  67. out float2 oUv : TEXCOORD0) \
  68. { \
  69. oPosition = mul(matViewProjection, inPos); \
  70. oUv = uv; \
  71. }";
  72. HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  73. #elif defined DX11
  74. GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  75. const String& debugString = gpuProgInclude->getString();
  76. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions("C:\\testGpuProg.gpuprog");
  77. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  78. {
  79. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  80. importOptions->setEntryPoint("ps_main");
  81. importOptions->setLanguage("hlsl");
  82. importOptions->setProfile(GPP_PS_4_0);
  83. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  84. }
  85. HighLevelGpuProgramHandle importedGpuProgram = Importer::instance().import("C:\\testGpuProg.gpuprog", gpuProgImportOptions);
  86. /////////////////// HLSL 11 SHADERS //////////////////////////
  87. String fragShaderCode = "SamplerState samp : register(s0); \
  88. Texture2D tex : register(t0); \
  89. float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
  90. { \
  91. float4 color = tex.Sample(samp, uv); \
  92. return color; \
  93. }";
  94. HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
  95. String vertShaderCode = "struct InputStruct \
  96. { \
  97. float matMultiplier; \
  98. float uvMultiplier; \
  99. }; \
  100. \
  101. float test1; \
  102. InputStruct input[2]; \
  103. float4x4 matViewProjection; \
  104. float test2; \
  105. void vs_main( \
  106. in float4 inPos : POSITION, \
  107. in float2 uv : TEXCOORD0, \
  108. out float4 oPosition : SV_Position, \
  109. out float2 oUv : TEXCOORD0) \
  110. { \
  111. oPosition = mul(matViewProjection * input[1].matMultiplier, inPos); \
  112. oUv = uv * input[1].uvMultiplier; \
  113. }";
  114. HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  115. #else
  116. ///////////////// GLSL SHADERS ////////////////////////////
  117. String fragShaderCode = " #version 400 \n \
  118. uniform sampler2D tex; \
  119. in vec2 texcoord0; \
  120. out vec4 fragColor; \
  121. void main() \
  122. {\
  123. vec4 texColor = texture2D(tex, texcoord0.st);\
  124. fragColor = texColor; \
  125. }";
  126. HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  127. // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
  128. String vertShaderCode = "#version 400 \n \
  129. struct InputStruct \
  130. { \
  131. float matMultiplier[2]; \
  132. float uvMultiplier; \
  133. }; \
  134. \
  135. uniform mainFragBlock \
  136. { \
  137. float test1[2]; \
  138. InputStruct input[2]; \
  139. mat4 matViewProjection; \
  140. float test2; \
  141. }; \
  142. in vec4 cm_position; \
  143. in vec2 cm_texcoord0; \
  144. out vec2 texcoord0; \
  145. void main() \
  146. { \
  147. texcoord0 = cm_texcoord0 * test1[0]; \
  148. gl_Position = cm_position * (matViewProjection * test1[1]); \
  149. }";
  150. HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  151. #endif
  152. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  153. gResources().unload(vertProgRef);
  154. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  155. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  156. gResources().unload(fragProgRef);
  157. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  158. ShaderPtr testShader = Shader::create("TestShader");
  159. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  160. #if defined DX11
  161. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  162. #endif
  163. #if defined GL
  164. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 12);
  165. testShader->addParameter("test1", "test1", GPDT_FLOAT1, 2);
  166. #endif
  167. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  168. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  169. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  170. PassPtr newPassGL = newTechniqueGL->addPass();
  171. newPassGL->setVertexProgram(vertProgRef);
  172. newPassGL->setFragmentProgram(fragProgRef);
  173. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  174. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  175. // render systems/renderers per technique
  176. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  177. PassPtr newPassDX = newTechniqueDX->addPass();
  178. newPassDX->setVertexProgram(vertProgRef);
  179. newPassDX->setFragmentProgram(fragProgRef);
  180. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  181. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  182. newPassDX11->setVertexProgram(vertProgRef);
  183. newPassDX11->setFragmentProgram(fragProgRef);
  184. MaterialHandle testMaterial = Material::create();
  185. testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot
  186. // but is that a good idea?
  187. testMaterial->setShader(testShader);
  188. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  189. #if defined DX11
  190. float dbgMultipliers1[2];
  191. dbgMultipliers1[0] = 0.0f;
  192. dbgMultipliers1[1] = 0.0f;
  193. float dbgMultipliers2[2];
  194. dbgMultipliers2[0] = 1.0f;
  195. dbgMultipliers2[1] = 1.0f;
  196. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  197. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  198. #endif
  199. #if defined GL
  200. float dbgMultipliers1[3];
  201. dbgMultipliers1[0] = 0.0f;
  202. dbgMultipliers1[1] = 0.0f;
  203. dbgMultipliers1[2] = 0.0f;
  204. float dbgMultipliers2[3];
  205. dbgMultipliers2[0] = 0.0f;
  206. dbgMultipliers2[1] = 1.0f;
  207. dbgMultipliers2[2] = 1.0f;
  208. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  209. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  210. testMaterial->setFloat("test1", 1.0f, 0);
  211. testMaterial->setFloat("test1", 1.0f, 1);
  212. #endif
  213. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  214. //testMaterialRef.waitUntilLoaded();
  215. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  216. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  217. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  218. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  219. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  220. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  221. gResources().unload(testTexRef);
  222. gResources().unload(dbgMeshRef);
  223. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  224. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  225. dbgMeshRef.waitUntilLoaded();
  226. testTexRef.waitUntilLoaded();
  227. testMaterial->setTexture("tex", testTexRef);
  228. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  229. gResources().unload(testMaterial);
  230. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  231. //_ASSERT(_CrtCheckMemory());
  232. testRenderable->setMesh(dbgMeshRef);
  233. testRenderable->setMaterial(testMaterial);
  234. //// Set the new state for the flag
  235. //_CrtSetDbgFlag( tmpFlag );
  236. gApplication().runMainLoop();
  237. // Release everything before shutdown
  238. //testMaterial->destroy();
  239. #ifdef DX11
  240. gpuProgInclude.reset();
  241. #endif
  242. gResources().unload(testTexRef);
  243. gResources().unload(dbgMeshRef);
  244. gResources().unload(fragProgRef);
  245. gResources().unload(vertProgRef);
  246. gResources().unload(testMaterial);
  247. testMaterial.reset();
  248. testTexRef.reset();
  249. dbgMeshRef.reset();
  250. fragProgRef.reset();
  251. vertProgRef.reset();
  252. testModelGO->destroy();
  253. testModelGO = nullptr;
  254. testRenderable = nullptr;
  255. cameraGO->destroy();
  256. cameraGO = nullptr;
  257. camera = nullptr;
  258. debugCamera = nullptr;
  259. newPassGL = nullptr;
  260. newTechniqueGL = nullptr;
  261. newPassDX = nullptr;
  262. newTechniqueDX = nullptr;
  263. newPassDX11 = nullptr;
  264. newTechniqueDX11 = nullptr;
  265. testShader = nullptr;
  266. renderWindow = nullptr;
  267. gApplication().shutDown();
  268. return 0;
  269. }