CamelotClient.cpp 11 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. uniform mainFragBlock { mat4 matViewProjection; }; \
  130. in vec4 cm_position; \
  131. in vec2 cm_texcoord0; \
  132. out vec2 texcoord0; \
  133. void main() \
  134. { \
  135. texcoord0 = cm_texcoord0; \
  136. gl_Position = cm_position * matViewProjection; \
  137. }";
  138. HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  139. #endif
  140. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  141. gResources().unload(vertProgRef);
  142. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  143. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  144. gResources().unload(fragProgRef);
  145. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  146. ShaderPtr testShader = Shader::create("TestShader");
  147. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  148. #ifdef DX11
  149. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  150. #endif
  151. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  152. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  153. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  154. PassPtr newPassGL = newTechniqueGL->addPass();
  155. newPassGL->setVertexProgram(vertProgRef);
  156. newPassGL->setFragmentProgram(fragProgRef);
  157. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  158. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  159. // render systems/renderers per technique
  160. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  161. PassPtr newPassDX = newTechniqueDX->addPass();
  162. newPassDX->setVertexProgram(vertProgRef);
  163. newPassDX->setFragmentProgram(fragProgRef);
  164. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  165. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  166. newPassDX11->setVertexProgram(vertProgRef);
  167. newPassDX11->setFragmentProgram(fragProgRef);
  168. MaterialHandle testMaterial = Material::create();
  169. testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot
  170. // but is that a good idea?
  171. testMaterial->setShader(testShader);
  172. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  173. #ifdef DX11
  174. float dbgMultipliers1[2];
  175. dbgMultipliers1[0] = 0.0f;
  176. dbgMultipliers1[1] = 0.0f;
  177. float dbgMultipliers2[2];
  178. dbgMultipliers2[0] = 1.0f;
  179. dbgMultipliers2[1] = 1.0f;
  180. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  181. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  182. #endif
  183. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  184. //testMaterialRef.waitUntilLoaded();
  185. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  186. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  187. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  188. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  189. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  190. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  191. gResources().unload(testTexRef);
  192. gResources().unload(dbgMeshRef);
  193. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  194. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  195. dbgMeshRef.waitUntilLoaded();
  196. testTexRef.waitUntilLoaded();
  197. testMaterial->setTexture("tex", testTexRef);
  198. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  199. gResources().unload(testMaterial);
  200. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  201. //_ASSERT(_CrtCheckMemory());
  202. testRenderable->setMesh(dbgMeshRef);
  203. testRenderable->setMaterial(testMaterial);
  204. //// Set the new state for the flag
  205. //_CrtSetDbgFlag( tmpFlag );
  206. gApplication().runMainLoop();
  207. // Release everything before shutdown
  208. //testMaterial->destroy();
  209. #ifdef DX11
  210. gpuProgInclude.reset();
  211. #endif
  212. gResources().unload(testTexRef);
  213. gResources().unload(dbgMeshRef);
  214. gResources().unload(fragProgRef);
  215. gResources().unload(vertProgRef);
  216. gResources().unload(testMaterial);
  217. testMaterial.reset();
  218. testTexRef.reset();
  219. dbgMeshRef.reset();
  220. fragProgRef.reset();
  221. vertProgRef.reset();
  222. testModelGO->destroy();
  223. testModelGO = nullptr;
  224. testRenderable = nullptr;
  225. cameraGO->destroy();
  226. cameraGO = nullptr;
  227. camera = nullptr;
  228. debugCamera = nullptr;
  229. newPassGL = nullptr;
  230. newTechniqueGL = nullptr;
  231. newPassDX = nullptr;
  232. newTechniqueDX = nullptr;
  233. newPassDX11 = nullptr;
  234. newTechniqueDX11 = nullptr;
  235. testShader = nullptr;
  236. renderWindow = nullptr;
  237. gApplication().shutDown();
  238. return 0;
  239. }