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. #include "CmRTTIType.h"
  28. #include "CmCursor.h"
  29. #define DX11
  30. //#define DX9
  31. //#define GL
  32. using namespace CamelotFramework;
  33. using namespace BansheeEditor;
  34. using namespace BansheeEngine;
  35. int CALLBACK WinMain(
  36. _In_ HINSTANCE hInstance,
  37. _In_ HINSTANCE hPrevInstance,
  38. _In_ LPSTR lpCmdLine,
  39. _In_ int nCmdShow
  40. )
  41. {
  42. RENDER_WINDOW_DESC renderWindowDesc;
  43. renderWindowDesc.width = 1280;
  44. renderWindowDesc.height = 720;
  45. renderWindowDesc.title = "Banshee";
  46. renderWindowDesc.fullscreen = false;
  47. #ifdef DX11
  48. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  49. #elif defined DX9
  50. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  51. #else
  52. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  53. #endif
  54. //CommandQueue::addBreakpoint(0, 19);
  55. //CommandQueue::addBreakpoint(0, 22);
  56. //CommandQueue::addBreakpoint(0, 12);
  57. RenderSystem* renderSystem = RenderSystem::instancePtr();
  58. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  59. HSceneObject cameraGO = SceneObject::create("MainCamera");
  60. HCamera camera = cameraGO->addComponent<Camera>();
  61. camera->initialize(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  62. cameraGO->setPosition(Vector3(0,50,1240));
  63. cameraGO->lookAt(Vector3(0,50,-300));
  64. camera->setNearClipDistance(5);
  65. camera->setAspectRatio(800.0f / 600.0f);
  66. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  67. HSceneObject testModelGO = SceneObject::create("TestMesh");
  68. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  69. HSceneObject testTextGO = SceneObject::create("TestText");
  70. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  71. textSprite->initialize(camera->getViewport().get(), renderWindow.get());
  72. textSprite->init(camera, "Testing in a new row, does this work?");
  73. #if defined DX9
  74. ///////////////// HLSL 9 SHADERS //////////////////////////
  75. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  76. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  77. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  78. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  79. {
  80. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  81. importOptions->setEntryPoint("ps_main");
  82. importOptions->setLanguage("hlsl");
  83. importOptions->setProfile(GPP_PS_2_0);
  84. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  85. }
  86. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  87. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  88. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  89. {
  90. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  91. importOptions->setEntryPoint("vs_main");
  92. importOptions->setLanguage("hlsl");
  93. importOptions->setProfile(GPP_VS_2_0);
  94. importOptions->setType(GPT_VERTEX_PROGRAM);
  95. }
  96. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  97. #elif defined DX11
  98. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  99. const String& debugString = gpuProgInclude->getString();
  100. /////////////////// HLSL 11 SHADERS //////////////////////////
  101. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  102. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  103. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  104. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  105. {
  106. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  107. importOptions->setEntryPoint("ps_main");
  108. importOptions->setLanguage("hlsl");
  109. importOptions->setProfile(GPP_PS_4_0);
  110. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  111. }
  112. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  113. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  114. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  115. {
  116. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  117. importOptions->setEntryPoint("vs_main");
  118. importOptions->setLanguage("hlsl");
  119. importOptions->setProfile(GPP_VS_4_0);
  120. importOptions->setType(GPT_VERTEX_PROGRAM);
  121. }
  122. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  123. #else
  124. ///////////////// GLSL SHADERS ////////////////////////////
  125. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  126. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  127. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  128. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  129. {
  130. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  131. importOptions->setEntryPoint("main");
  132. importOptions->setLanguage("glsl");
  133. importOptions->setProfile(GPP_PS_2_0);
  134. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  135. }
  136. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  137. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  138. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  139. {
  140. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  141. importOptions->setEntryPoint("main");
  142. importOptions->setLanguage("glsl");
  143. importOptions->setProfile(GPP_VS_2_0);
  144. importOptions->setType(GPT_VERTEX_PROGRAM);
  145. }
  146. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  147. #endif
  148. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  149. gResources().unload(vertProgRef);
  150. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  151. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  152. gResources().unload(fragProgRef);
  153. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  154. ShaderPtr testShader = Shader::create("TestShader");
  155. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  156. #if defined DX11
  157. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  158. #endif
  159. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  160. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  161. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  162. PassPtr newPassGL = newTechniqueGL->addPass();
  163. newPassGL->setVertexProgram(vertProgRef);
  164. newPassGL->setFragmentProgram(fragProgRef);
  165. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  166. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  167. // render systems/renderers per technique
  168. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  169. PassPtr newPassDX = newTechniqueDX->addPass();
  170. newPassDX->setVertexProgram(vertProgRef);
  171. newPassDX->setFragmentProgram(fragProgRef);
  172. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  173. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  174. newPassDX11->setVertexProgram(vertProgRef);
  175. newPassDX11->setFragmentProgram(fragProgRef);
  176. HMaterial testMaterial = Material::create();
  177. testMaterial->setShader(testShader);
  178. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  179. #if defined DX11
  180. float dbgMultipliers1[2];
  181. dbgMultipliers1[0] = 0.0f;
  182. dbgMultipliers1[1] = 0.0f;
  183. float dbgMultipliers2[2];
  184. dbgMultipliers2[0] = 1.0f;
  185. dbgMultipliers2[1] = 1.0f;
  186. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  187. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  188. #endif
  189. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  190. //testMaterialRef.waitUntilLoaded();
  191. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  192. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  193. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  194. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  195. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  196. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  197. gResources().unload(testTexRef);
  198. gResources().unload(dbgMeshRef);
  199. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  200. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  201. dbgMeshRef.waitUntilLoaded();
  202. testTexRef.waitUntilLoaded();
  203. testMaterial->setTexture("tex", testTexRef);
  204. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  205. gResources().unload(testMaterial);
  206. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  207. //_ASSERT(_CrtCheckMemory());
  208. testRenderable->setMesh(dbgMeshRef);
  209. testRenderable->setMaterial(testMaterial);
  210. //// Set the new state for the flag
  211. //_CrtSetDbgFlag( tmpFlag );
  212. Cursor::hide();
  213. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  214. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  215. gMainSyncedRC().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  216. gMainSyncedRC().submitToGpu(true);
  217. //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  218. dbgCursor.reset();
  219. EditorWindow* newWindow = new EditorWindow("Test window");
  220. gBansheeApp().runMainLoop();
  221. // Release everything before shutdown
  222. delete newWindow;
  223. //testMaterial->destroy();
  224. #ifdef DX11
  225. gpuProgInclude.reset();
  226. #endif
  227. gResources().unload(testTexRef);
  228. gResources().unload(dbgMeshRef);
  229. gResources().unload(fragProgRef);
  230. gResources().unload(vertProgRef);
  231. gResources().unload(testMaterial);
  232. testMaterial.reset();
  233. testTexRef.reset();
  234. dbgMeshRef.reset();
  235. fragProgRef.reset();
  236. vertProgRef.reset();
  237. testModelGO->destroy();
  238. cameraGO->destroy();
  239. newPassGL = nullptr;
  240. newTechniqueGL = nullptr;
  241. newPassDX = nullptr;
  242. newTechniqueDX = nullptr;
  243. newPassDX11 = nullptr;
  244. newTechniqueDX11 = nullptr;
  245. testShader = nullptr;
  246. renderWindow = nullptr;
  247. gBansheeApp().shutDown();
  248. return 0;
  249. }