CamelotClient.cpp 11 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. #define DX11
  29. //#define DX9
  30. //#define GL
  31. using namespace CamelotFramework;
  32. using namespace CamelotEditor;
  33. using namespace BansheeEngine;
  34. int CALLBACK WinMain(
  35. _In_ HINSTANCE hInstance,
  36. _In_ HINSTANCE hPrevInstance,
  37. _In_ LPSTR lpCmdLine,
  38. _In_ int nCmdShow
  39. )
  40. {
  41. RENDER_WINDOW_DESC renderWindowDesc;
  42. renderWindowDesc.width = 1280;
  43. renderWindowDesc.height = 720;
  44. renderWindowDesc.title = "Banshee";
  45. renderWindowDesc.fullscreen = false;
  46. #ifdef DX11
  47. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  48. #elif defined DX9
  49. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  50. #else
  51. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  52. #endif
  53. //CommandQueue::addBreakpoint(0, 19);
  54. //CommandQueue::addBreakpoint(0, 22);
  55. //CommandQueue::addBreakpoint(0, 12);
  56. RenderSystem* renderSystem = RenderSystem::instancePtr();
  57. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  58. HSceneObject cameraGO = SceneObject::create("MainCamera");
  59. HCamera camera = cameraGO->addComponent<Camera>();
  60. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  61. cameraGO->setPosition(Vector3(0,50,1240));
  62. cameraGO->lookAt(Vector3(0,50,-300));
  63. camera->setNearClipDistance(5);
  64. camera->setAspectRatio(800.0f / 600.0f);
  65. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  66. HSceneObject testModelGO = SceneObject::create("TestMesh");
  67. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  68. HSceneObject testTextGO = SceneObject::create("TestText");
  69. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  70. HTexture windowFrameTex = static_resource_cast<Texture>(Importer::instance().import("C:\\WindowFrameTest.bmp"));
  71. gResources().create(windowFrameTex, "C:\\WindowFrameTest.tex", true);
  72. windowFrameTex.waitUntilLoaded();
  73. textSprite->init(camera, "Testing in a new row, does this work?", windowFrameTex);
  74. #if defined DX9
  75. ///////////////// HLSL 9 SHADERS //////////////////////////
  76. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  77. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  78. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  79. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  80. {
  81. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  82. importOptions->setEntryPoint("ps_main");
  83. importOptions->setLanguage("hlsl");
  84. importOptions->setProfile(GPP_PS_2_0);
  85. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  86. }
  87. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  88. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  89. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  90. {
  91. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  92. importOptions->setEntryPoint("vs_main");
  93. importOptions->setLanguage("hlsl");
  94. importOptions->setProfile(GPP_VS_2_0);
  95. importOptions->setType(GPT_VERTEX_PROGRAM);
  96. }
  97. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  98. #elif defined DX11
  99. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  100. const String& debugString = gpuProgInclude->getString();
  101. /////////////////// HLSL 11 SHADERS //////////////////////////
  102. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  103. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  104. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  105. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  106. {
  107. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  108. importOptions->setEntryPoint("ps_main");
  109. importOptions->setLanguage("hlsl");
  110. importOptions->setProfile(GPP_PS_4_0);
  111. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  112. }
  113. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  114. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  115. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  116. {
  117. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  118. importOptions->setEntryPoint("vs_main");
  119. importOptions->setLanguage("hlsl");
  120. importOptions->setProfile(GPP_VS_4_0);
  121. importOptions->setType(GPT_VERTEX_PROGRAM);
  122. }
  123. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  124. #else
  125. ///////////////// GLSL SHADERS ////////////////////////////
  126. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  127. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  128. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  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_PS_2_0);
  135. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  136. }
  137. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  138. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  139. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  140. {
  141. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  142. importOptions->setEntryPoint("main");
  143. importOptions->setLanguage("glsl");
  144. importOptions->setProfile(GPP_VS_2_0);
  145. importOptions->setType(GPT_VERTEX_PROGRAM);
  146. }
  147. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  148. #endif
  149. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  150. gResources().unload(vertProgRef);
  151. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  152. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  153. gResources().unload(fragProgRef);
  154. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  155. ShaderPtr testShader = Shader::create("TestShader");
  156. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  157. #if defined DX11
  158. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  159. #endif
  160. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  161. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  162. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  163. PassPtr newPassGL = newTechniqueGL->addPass();
  164. newPassGL->setVertexProgram(vertProgRef);
  165. newPassGL->setFragmentProgram(fragProgRef);
  166. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  167. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  168. // render systems/renderers per technique
  169. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  170. PassPtr newPassDX = newTechniqueDX->addPass();
  171. newPassDX->setVertexProgram(vertProgRef);
  172. newPassDX->setFragmentProgram(fragProgRef);
  173. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  174. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  175. newPassDX11->setVertexProgram(vertProgRef);
  176. newPassDX11->setFragmentProgram(fragProgRef);
  177. HMaterial testMaterial = Material::create();
  178. testMaterial->setShader(testShader);
  179. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  180. #if defined DX11
  181. float dbgMultipliers1[2];
  182. dbgMultipliers1[0] = 0.0f;
  183. dbgMultipliers1[1] = 0.0f;
  184. float dbgMultipliers2[2];
  185. dbgMultipliers2[0] = 1.0f;
  186. dbgMultipliers2[1] = 1.0f;
  187. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  188. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  189. #endif
  190. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  191. //testMaterialRef.waitUntilLoaded();
  192. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  193. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  194. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  195. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  196. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  197. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  198. gResources().unload(testTexRef);
  199. gResources().unload(dbgMeshRef);
  200. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  201. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  202. dbgMeshRef.waitUntilLoaded();
  203. testTexRef.waitUntilLoaded();
  204. testMaterial->setTexture("tex", testTexRef);
  205. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  206. gResources().unload(testMaterial);
  207. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  208. //_ASSERT(_CrtCheckMemory());
  209. testRenderable->setMesh(dbgMeshRef);
  210. testRenderable->setMaterial(testMaterial);
  211. //// Set the new state for the flag
  212. //_CrtSetDbgFlag( tmpFlag );
  213. EditorWindow* newWindow = new EditorWindow("Test window");
  214. gBansheeApp().runMainLoop();
  215. // Release everything before shutdown
  216. delete newWindow;
  217. //testMaterial->destroy();
  218. #ifdef DX11
  219. gpuProgInclude.reset();
  220. #endif
  221. gResources().unload(testTexRef);
  222. gResources().unload(dbgMeshRef);
  223. gResources().unload(fragProgRef);
  224. gResources().unload(vertProgRef);
  225. gResources().unload(testMaterial);
  226. gResources().unload(windowFrameTex);
  227. testMaterial.reset();
  228. testTexRef.reset();
  229. dbgMeshRef.reset();
  230. fragProgRef.reset();
  231. vertProgRef.reset();
  232. windowFrameTex.reset();
  233. testModelGO->destroy();
  234. cameraGO->destroy();
  235. newPassGL = nullptr;
  236. newTechniqueGL = nullptr;
  237. newPassDX = nullptr;
  238. newTechniqueDX = nullptr;
  239. newPassDX11 = nullptr;
  240. newTechniqueDX11 = nullptr;
  241. testShader = nullptr;
  242. renderWindow = nullptr;
  243. gBansheeApp().shutDown();
  244. return 0;
  245. }