CamelotClient.cpp 6.8 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 "CmRenderSystem.h"
  10. #include "CmRenderWindow.h"
  11. #include "CmResources.h"
  12. #include "CmRenderable.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 "CmDebugCamera.h"
  20. using namespace CamelotEngine;
  21. int _tmain(int argc, _TCHAR* argv[])
  22. {
  23. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  24. //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  25. RenderSystem* renderSystem = RenderSystem::instancePtr();
  26. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  27. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  28. CameraPtr camera = cameraGO->addComponent<Camera>();
  29. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  30. cameraGO->setPosition(Vector3(0,50,1240));
  31. cameraGO->lookAt(Vector3(0,50,-300));
  32. camera->setNearClipDistance(5);
  33. camera->setAspectRatio(800.0f / 600.0f);
  34. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  35. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  36. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  37. HighLevelGpuProgramPtr fragProg;
  38. HighLevelGpuProgramPtr vertProg;
  39. /////////////////// HLSL SHADERS //////////////////////////
  40. //String fragShaderCode = "sampler2D tex; \
  41. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  42. // { \
  43. // float4 color = tex2D(tex, uv); \
  44. // return color; \
  45. // }";
  46. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  47. //String vertShaderCode = "float4x4 matViewProjection; \
  48. // void vs_main( \
  49. // float4 inPos : POSITION, \
  50. // float2 uv : TEXCOORD0, \
  51. // out float4 oPosition : POSITION, \
  52. // out float2 oUv : TEXCOORD0) \
  53. // { \
  54. // oPosition = mul(matViewProjection, inPos); \
  55. // oUv = uv; \
  56. // }";
  57. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  58. /////////////////// CG SHADERS //////////////////////////
  59. //String fragShaderCode = "sampler2D tex; \
  60. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  61. // { \
  62. // float4 color = tex2D(tex, uv); \
  63. // return color; \
  64. // }";
  65. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  66. //String vertShaderCode = "float4x4 matViewProjection; \
  67. // void vs_main( \
  68. // float4 inPos : POSITION, \
  69. // float2 uv : TEXCOORD0, \
  70. // out float4 oPosition : POSITION, \
  71. // out float2 oUv : TEXCOORD0) \
  72. // { \
  73. // oPosition = mul(matViewProjection, inPos); \
  74. // oUv = uv; \
  75. // }";
  76. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  77. ///////////////// GLSL SHADERS ////////////////////////////
  78. String fragShaderCode = " #version 400 \n \
  79. uniform mainFragBlock { vec4 solidcolor; }; \
  80. uniform sampler2D tex; \
  81. in vec2 texcoord0; \
  82. out vec4 fragColor; \
  83. void main() \
  84. {\
  85. vec4 texColor = texture2D(tex, texcoord0.st);\
  86. fragColor = solidcolor; \
  87. }";
  88. fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  89. // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
  90. String vertShaderCode = "#version 400 \n \
  91. uniform mat4 matViewProjection; \
  92. in vec4 cm_position; \
  93. in vec2 cm_texcoord0; \
  94. out vec2 texcoord0; \
  95. void main() \
  96. { \
  97. texcoord0 = cm_texcoord0; \
  98. gl_Position = matViewProjection * cm_position; \
  99. }";
  100. vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  101. HighLevelGpuProgramHandle vertProgRef(vertProg);
  102. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  103. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  104. HighLevelGpuProgramHandle fragProgRef(fragProg);
  105. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  106. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  107. ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
  108. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  109. PassPtr newPassGL = newTechniqueGL->addPass();
  110. newPassGL->setVertexProgram(vertProgRef);
  111. newPassGL->setFragmentProgram(fragProgRef);
  112. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  113. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  114. // render systems/renderers per technique
  115. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  116. PassPtr newPassDX = newTechniqueDX->addPass();
  117. newPassDX->setVertexProgram(vertProgRef);
  118. newPassDX->setFragmentProgram(fragProgRef);
  119. MaterialHandle testMaterial = MaterialPtr(new Material());
  120. testMaterial->setShader(testShader);
  121. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  122. TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  123. MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  124. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  125. gResources().create(testTex, "C:\\ExportTest.tex", true);
  126. gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
  127. testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  128. dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  129. testMaterial->setTexture("tex", testTex);
  130. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  131. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  132. //_ASSERT(_CrtCheckMemory());
  133. testRenderable->setMesh(dbgMesh);
  134. testRenderable->setMaterial(testMaterial);
  135. //// Set the new state for the flag
  136. //_CrtSetDbgFlag( tmpFlag );
  137. gApplication().runMainLoop();
  138. gApplication().shutDown();
  139. return 0;
  140. }