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. //#define DX11
  28. //#define DX9
  29. #define GL
  30. using namespace CamelotFramework;
  31. using namespace CamelotEditor;
  32. using namespace BansheeEngine;
  33. int CALLBACK WinMain(
  34. _In_ HINSTANCE hInstance,
  35. _In_ HINSTANCE hPrevInstance,
  36. _In_ LPSTR lpCmdLine,
  37. _In_ int nCmdShow
  38. )
  39. {
  40. #ifdef DX11
  41. gBansheeApp().startUp("CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  42. #elif defined DX9
  43. gBansheeApp().startUp("CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  44. #else
  45. gBansheeApp().startUp("CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  46. #endif
  47. //CommandQueue::addBreakpoint(1, 11);
  48. RenderSystem* renderSystem = RenderSystem::instancePtr();
  49. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  50. HSceneObject cameraGO = SceneObject::create("MainCamera");
  51. HCamera camera = cameraGO->addComponent<Camera>();
  52. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  53. cameraGO->setPosition(Vector3(0,50,1240));
  54. cameraGO->lookAt(Vector3(0,50,-300));
  55. camera->setNearClipDistance(5);
  56. camera->setAspectRatio(800.0f / 600.0f);
  57. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  58. HSceneObject testModelGO = SceneObject::create("TestMesh");
  59. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  60. HSceneObject testTextGO = SceneObject::create("TestText");
  61. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  62. HFont font;
  63. {
  64. ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf");
  65. if(rtti_is_of_type<FontImportOptions>(fontImportOptions))
  66. {
  67. FontImportOptions* importOptions = static_cast<FontImportOptions*>(fontImportOptions.get());
  68. vector<CamelotFramework::UINT32>::type fontSizes;
  69. fontSizes.push_back(12);
  70. importOptions->setFontSizes(fontSizes);
  71. }
  72. font = Importer::instance().import("C:\\arial.ttf", fontImportOptions);
  73. }
  74. HTexture windowFrameTex = static_resource_cast<Texture>(Importer::instance().import("C:\\WindowFrameTest.bmp"));
  75. gResources().create(windowFrameTex, "C:\\WindowFrameTest.tex", true);
  76. windowFrameTex.waitUntilLoaded();
  77. textSprite->init(camera, "Testing in a new row, does this work?", font, 12, windowFrameTex);
  78. #if defined DX9
  79. ///////////////// HLSL 9 SHADERS //////////////////////////
  80. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  81. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  82. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  83. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  84. {
  85. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  86. importOptions->setEntryPoint("ps_main");
  87. importOptions->setLanguage("hlsl");
  88. importOptions->setProfile(GPP_PS_2_0);
  89. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  90. }
  91. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  92. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  93. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  94. {
  95. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  96. importOptions->setEntryPoint("vs_main");
  97. importOptions->setLanguage("hlsl");
  98. importOptions->setProfile(GPP_VS_2_0);
  99. importOptions->setType(GPT_VERTEX_PROGRAM);
  100. }
  101. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  102. #elif defined DX11
  103. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  104. const String& debugString = gpuProgInclude->getString();
  105. /////////////////// HLSL 11 SHADERS //////////////////////////
  106. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  107. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  108. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  109. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  110. {
  111. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  112. importOptions->setEntryPoint("ps_main");
  113. importOptions->setLanguage("hlsl");
  114. importOptions->setProfile(GPP_PS_4_0);
  115. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  116. }
  117. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  118. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  119. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  120. {
  121. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  122. importOptions->setEntryPoint("vs_main");
  123. importOptions->setLanguage("hlsl");
  124. importOptions->setProfile(GPP_VS_4_0);
  125. importOptions->setType(GPT_VERTEX_PROGRAM);
  126. }
  127. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  128. #else
  129. ///////////////// GLSL SHADERS ////////////////////////////
  130. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  131. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  132. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  133. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  134. {
  135. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  136. importOptions->setEntryPoint("main");
  137. importOptions->setLanguage("glsl");
  138. importOptions->setProfile(GPP_PS_2_0);
  139. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  140. }
  141. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  142. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  143. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  144. {
  145. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  146. importOptions->setEntryPoint("main");
  147. importOptions->setLanguage("glsl");
  148. importOptions->setProfile(GPP_VS_2_0);
  149. importOptions->setType(GPT_VERTEX_PROGRAM);
  150. }
  151. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  152. #endif
  153. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  154. gResources().unload(vertProgRef);
  155. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  156. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  157. gResources().unload(fragProgRef);
  158. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  159. ShaderPtr testShader = Shader::create("TestShader");
  160. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  161. #if defined DX11
  162. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  163. #endif
  164. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  165. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  166. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  167. PassPtr newPassGL = newTechniqueGL->addPass();
  168. newPassGL->setVertexProgram(vertProgRef);
  169. newPassGL->setFragmentProgram(fragProgRef);
  170. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  171. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  172. // render systems/renderers per technique
  173. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  174. PassPtr newPassDX = newTechniqueDX->addPass();
  175. newPassDX->setVertexProgram(vertProgRef);
  176. newPassDX->setFragmentProgram(fragProgRef);
  177. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  178. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  179. newPassDX11->setVertexProgram(vertProgRef);
  180. newPassDX11->setFragmentProgram(fragProgRef);
  181. HMaterial testMaterial = Material::create();
  182. testMaterial->setShader(testShader);
  183. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  184. #if defined DX11
  185. float dbgMultipliers1[2];
  186. dbgMultipliers1[0] = 0.0f;
  187. dbgMultipliers1[1] = 0.0f;
  188. float dbgMultipliers2[2];
  189. dbgMultipliers2[0] = 1.0f;
  190. dbgMultipliers2[1] = 1.0f;
  191. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  192. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  193. #endif
  194. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  195. //testMaterialRef.waitUntilLoaded();
  196. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  197. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  198. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  199. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  200. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  201. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  202. gResources().unload(testTexRef);
  203. gResources().unload(dbgMeshRef);
  204. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  205. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  206. dbgMeshRef.waitUntilLoaded();
  207. testTexRef.waitUntilLoaded();
  208. testMaterial->setTexture("tex", testTexRef);
  209. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  210. gResources().unload(testMaterial);
  211. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  212. //_ASSERT(_CrtCheckMemory());
  213. testRenderable->setMesh(dbgMeshRef);
  214. testRenderable->setMaterial(testMaterial);
  215. //// Set the new state for the flag
  216. //_CrtSetDbgFlag( tmpFlag );
  217. //EditorWindow* newWindow = new EditorWindow("Test window", font, 12);
  218. gBansheeApp().runMainLoop();
  219. // Release everything before shutdown
  220. //delete newWindow;
  221. //testMaterial->destroy();
  222. #ifdef DX11
  223. gpuProgInclude.reset();
  224. #endif
  225. gResources().unload(testTexRef);
  226. gResources().unload(dbgMeshRef);
  227. gResources().unload(fragProgRef);
  228. gResources().unload(vertProgRef);
  229. gResources().unload(testMaterial);
  230. //windowFrameTex->destroy();
  231. font.reset();
  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. }