CamelotClient.cpp 6.7 KB

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  1. // CamelotClient.cpp : Defines the entry point for the console application.
  2. //
  3. #include "stdafx.h"
  4. #include "CmApplication.h"
  5. #include "CmDynLibManager.h"
  6. #include "CmGameObject.h"
  7. #include "CmCamera.h"
  8. #include "CmHighLevelGpuProgramManager.h"
  9. #include "CmRenderSystemManager.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 "CmDebugCamera.h"
  21. using namespace CamelotEngine;
  22. int _tmain(int argc, _TCHAR* argv[])
  23. {
  24. //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  25. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  26. RenderSystem* renderSystem = RenderSystemManager::getActive();
  27. RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();
  28. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  29. CameraPtr camera = cameraGO->addComponent<Camera>();
  30. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  31. cameraGO->setPosition(Vector3(0,50,1240));
  32. cameraGO->lookAt(Vector3(0,50,-300));
  33. camera->setNearClipDistance(5);
  34. camera->setAspectRatio(800.0f / 600.0f);
  35. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  36. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  37. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  38. HighLevelGpuProgramPtr fragProg;
  39. HighLevelGpuProgramPtr vertProg;
  40. /////////////////// HLSL SHADERS //////////////////////////
  41. //String fragShaderCode = "sampler2D tex; \
  42. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  43. // { \
  44. // float4 color = tex2D(tex, uv); \
  45. // return color; \
  46. // }";
  47. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  48. //fragProg->load();
  49. //String vertShaderCode = "float4x4 matViewProjection; \
  50. // void vs_main( \
  51. // float4 inPos : POSITION, \
  52. // float2 uv : TEXCOORD0, \
  53. // out float4 oPosition : POSITION, \
  54. // out float2 oUv : TEXCOORD0) \
  55. // { \
  56. // oPosition = mul(matViewProjection, inPos); \
  57. // oUv = uv; \
  58. // }";
  59. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  60. //vertProg->load();
  61. /////////////////// CG SHADERS //////////////////////////
  62. String fragShaderCode = "sampler2D tex; \
  63. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  64. { \
  65. float4 color = tex2D(tex, uv); \
  66. return color; \
  67. }";
  68. fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  69. String vertShaderCode = "float4x4 matViewProjection; \
  70. void vs_main( \
  71. float4 inPos : POSITION, \
  72. float2 uv : TEXCOORD0, \
  73. out float4 oPosition : POSITION, \
  74. out float2 oUv : TEXCOORD0) \
  75. { \
  76. oPosition = mul(matViewProjection, inPos); \
  77. oUv = uv; \
  78. }";
  79. vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  80. HighLevelGpuProgramHandle vertProgRef(vertProg);
  81. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  82. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  83. HighLevelGpuProgramHandle fragProgRef(fragProg);
  84. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  85. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  86. ///////////////// GLSL SHADERS ////////////////////////////
  87. //String fragShaderCode = "uniform sampler2D tex; \
  88. // void main() \
  89. // {\
  90. // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
  91. // gl_FragColor = texColor; \
  92. // }";
  93. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  94. //fragProg->load();
  95. //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  96. //String vertShaderCode = "uniform mat4 matViewProjection; \
  97. // attribute vec4 vertex; \
  98. // void main() \
  99. // { \
  100. // gl_TexCoord[0] = gl_MultiTexCoord0; \
  101. // gl_Position = matViewProjection * vertex; \
  102. // }";
  103. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  104. //vertProg->load();
  105. ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
  106. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  107. PassPtr newPassGL = newTechniqueGL->addPass();
  108. newPassGL->setVertexProgram(vertProgRef);
  109. newPassGL->setFragmentProgram(fragProgRef);
  110. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  111. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  112. // render systems/renderers per technique
  113. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  114. PassPtr newPassDX = newTechniqueDX->addPass();
  115. newPassDX->setVertexProgram(vertProgRef);
  116. newPassDX->setFragmentProgram(fragProgRef);
  117. MaterialHandle testMaterial = MaterialPtr(new Material());
  118. testMaterial->setShader(testShader);
  119. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  120. TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  121. MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  122. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  123. gResources().create(testTex, "C:\\ExportTest.tex", true);
  124. gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
  125. testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  126. dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  127. testMaterial->setTexture("tex", testTex);
  128. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  129. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  130. //_ASSERT(_CrtCheckMemory());
  131. testRenderable->setMesh(dbgMesh);
  132. testRenderable->setMaterial(testMaterial);
  133. //// Set the new state for the flag
  134. //_CrtSetDbgFlag( tmpFlag );
  135. gApplication().runMainLoop();
  136. gApplication().shutDown();
  137. return 0;
  138. }