Main.cpp 8.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264
  1. #include <windows.h>
  2. #include "BsApplication.h"
  3. #include "BsImporter.h"
  4. #include "BsGpuProgramImportOptions.h"
  5. #include "BsMaterial.h"
  6. #include "BsShader.h"
  7. #include "BsTechnique.h"
  8. #include "BsPass.h"
  9. #include "BsCoreThreadAccessor.h"
  10. #include "BsApplication.h"
  11. #include "BsVirtualInput.h"
  12. #include "BsCamera.h"
  13. #include "BsRenderable.h"
  14. #include "BsGUIWidget.h"
  15. #include "BsGUIArea.h"
  16. #include "BsGUILayoutX.h"
  17. #include "BsGUILayoutY.h"
  18. #include "BsGUISpace.h"
  19. #include "BsGUILabel.h"
  20. #include "BsGUIButton.h"
  21. #include "BsGUIListBox.h"
  22. #include "BsBuiltinResources.h"
  23. #include "BsRTTIType.h"
  24. #include "BsHString.h"
  25. #include "BsRenderWindow.h"
  26. #include "BsSceneObject.h"
  27. #include "BsCoreThread.h"
  28. #include "BsProfilerOverlay.h"
  29. #include "BsRenderer.h"
  30. #include "CameraFlyer.h"
  31. namespace BansheeEngine
  32. {
  33. Path exampleModelPath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.fbx";
  34. Path exampleTexturePath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.psd";
  35. Path exampleFragmentShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_fs.gpuprog";
  36. Path exampleVertexShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_vs.gpuprog";
  37. GUIButton* toggleFullscreenButton = nullptr;
  38. UINT32 resolutionWidth = 1280;
  39. UINT32 resolutionHeight = 720;
  40. bool fullscreen = false;
  41. const VideoMode* videoMode = nullptr;
  42. HMesh exampleModel;
  43. HTexture exampleTexture;
  44. HGpuProgram exampleFragmentGPUProg;
  45. HGpuProgram exampleVertexGPUProg;
  46. HCamera sceneCamera;
  47. HProfilerOverlay profilerOverlay;
  48. VirtualButton toggleCPUProfilerBtn;
  49. VirtualButton toggleGPUProfilerBtn;
  50. bool cpuProfilerActive = false;
  51. bool gpuProfilerActive = false;
  52. void toggleFullscreen()
  53. {
  54. RenderWindowPtr window = gApplication().getPrimaryWindow();
  55. if (fullscreen)
  56. {
  57. gCoreAccessor().setWindowed(window, resolutionWidth, resolutionHeight);
  58. }
  59. else
  60. {
  61. //gCoreAccessor().setFullscreen(window, *videoMode);
  62. gCoreAccessor().setFullscreen(window, 1920, 1200);
  63. }
  64. fullscreen = !fullscreen;
  65. }
  66. void buttonUp(const VirtualButton& button, UINT32 deviceIdx)
  67. {
  68. if (button == toggleCPUProfilerBtn)
  69. {
  70. if (cpuProfilerActive)
  71. {
  72. profilerOverlay->hide();
  73. cpuProfilerActive = false;
  74. }
  75. else
  76. {
  77. profilerOverlay->show(ProfilerOverlayType::CPUSamples);
  78. cpuProfilerActive = true;
  79. gpuProfilerActive = false;
  80. }
  81. }
  82. else if (button == toggleGPUProfilerBtn)
  83. {
  84. if (gpuProfilerActive)
  85. {
  86. profilerOverlay->hide();
  87. gpuProfilerActive = false;
  88. }
  89. else
  90. {
  91. profilerOverlay->show(ProfilerOverlayType::GPUSamples);
  92. gpuProfilerActive = true;
  93. cpuProfilerActive = false;
  94. }
  95. }
  96. }
  97. void setUpExample()
  98. {
  99. // Import assets
  100. exampleModel = static_resource_cast<Mesh>(Importer::instance().import(exampleModelPath));
  101. exampleTexture = static_resource_cast<Texture>(Importer::instance().import(exampleTexturePath));
  102. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(exampleFragmentShaderPath);
  103. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  104. {
  105. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  106. importOptions->setEntryPoint("ps_main");
  107. importOptions->setLanguage("hlsl");
  108. importOptions->setProfile(GPP_PS_4_0);
  109. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  110. }
  111. exampleFragmentGPUProg = static_resource_cast<GpuProgram>(Importer::instance().import(exampleFragmentShaderPath, gpuProgImportOptions));
  112. gpuProgImportOptions = Importer::instance().createImportOptions(exampleVertexShaderPath);
  113. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  114. {
  115. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  116. importOptions->setEntryPoint("vs_main");
  117. importOptions->setLanguage("hlsl");
  118. importOptions->setProfile(GPP_VS_4_0);
  119. importOptions->setType(GPT_VERTEX_PROGRAM);
  120. }
  121. exampleVertexGPUProg = static_resource_cast<GpuProgram>(Importer::instance().import(exampleVertexShaderPath, gpuProgImportOptions));
  122. // TODO - Optionally make the entire import step one-time. After import save resources and the created scene. Then on next load just load them directly from disk.
  123. // Create material
  124. ShaderPtr exampleShader = Shader::create("ExampleShader");
  125. // Set up shader parameters and renderer semantics
  126. exampleShader->setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  127. exampleShader->addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  128. exampleShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  129. exampleShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  130. TechniquePtr technique = exampleShader->addTechnique(RenderSystemDX11, RendererDefault); // TODO - This render system and forward renderer names should at least match the above names used for initialization
  131. PassPtr pass = technique->addPass();
  132. pass->setVertexProgram(exampleVertexGPUProg);
  133. pass->setFragmentProgram(exampleFragmentGPUProg);
  134. HMaterial exampleMaterial = Material::create(exampleShader);
  135. exampleMaterial->setTexture("tex", exampleTexture);
  136. // Set up the object to render
  137. HSceneObject pyromancerSO = SceneObject::create("Pyromancer");
  138. HRenderable renderable = pyromancerSO->addComponent<Renderable>();
  139. renderable->setMesh(exampleModel);
  140. renderable->setMaterial(exampleMaterial);
  141. // Set up scene camera
  142. HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  143. RenderWindowPtr window = gApplication().getPrimaryWindow();
  144. sceneCamera = sceneCameraSO->addComponent<Camera>(window);
  145. sceneCamera->setPriority(1);
  146. sceneCameraSO->setPosition(Vector3(40.0f, 30.0f, 230.0f));
  147. sceneCameraSO->lookAt(Vector3(0, 0, 0));
  148. sceneCamera->setNearClipDistance(5);
  149. sceneCamera->setAspectRatio(resolutionWidth / (float)resolutionHeight); // TODO - This needs to get called whenever resolution changes
  150. sceneCameraSO->addComponent<CameraFlyer>();
  151. // Register input configuration
  152. auto inputConfig = VirtualInput::instance().getConfiguration();
  153. inputConfig->registerButton("Forward", BC_W);
  154. inputConfig->registerButton("Back", BC_S);
  155. inputConfig->registerButton("Left", BC_A);
  156. inputConfig->registerButton("Right", BC_D);
  157. inputConfig->registerButton("Forward", BC_UP);
  158. inputConfig->registerButton("Back", BC_BACK);
  159. inputConfig->registerButton("Left", BC_LEFT);
  160. inputConfig->registerButton("Right", BC_RIGHT);
  161. inputConfig->registerButton("FastMove", BC_LSHIFT);
  162. inputConfig->registerButton("RotateCam", BC_MOUSE_RIGHT);
  163. inputConfig->registerAxis("Horizontal", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseX));
  164. inputConfig->registerAxis("Vertical", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseY));
  165. inputConfig->registerButton("CPUProfilerOverlay", BC_F1);
  166. inputConfig->registerButton("GPUProfilerOverlay", BC_F2);
  167. toggleCPUProfilerBtn = VirtualButton("CPUProfilerOverlay");
  168. toggleGPUProfilerBtn = VirtualButton("GPUProfilerOverlay");
  169. VirtualInput::instance().onButtonUp.connect(&buttonUp);
  170. HSceneObject exampleSO = SceneObject::create("Example");
  171. HCamera guiCamera = exampleSO->addComponent<Camera>(window);
  172. guiCamera->setNearClipDistance(5);
  173. guiCamera->setAspectRatio(1.0f);
  174. guiCamera->setIgnoreSceneRenderables(true);
  175. guiCamera->getViewport()->setRequiresClear(false, false, false);
  176. HGUIWidget gui = exampleSO->addComponent<GUIWidget>(guiCamera->getViewport().get());
  177. gui->setDepth(128);
  178. gui->setSkin(BuiltinResources::instance().getGUISkin());
  179. // Profiler overlay GUI
  180. GUIArea* topArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  181. GUILayout& topLayout = topArea->getLayout().addLayoutY();
  182. topLayout.addElement(GUILabel::create(HString(L"Press F1 to toggle CPU profiler overlay")));
  183. topLayout.addElement(GUILabel::create(HString(L"Press F2 to toggle GPU profiler overlay")));
  184. topLayout.addFlexibleSpace();
  185. // Resolution/Camera options GUI
  186. GUIArea* rightArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  187. rightArea->getLayout().addFlexibleSpace();
  188. GUILayout& rightLayout = rightArea->getLayout().addLayoutY();
  189. rightLayout.addSpace(50);
  190. toggleFullscreenButton = GUIButton::create(HString(L"Toggle fullscreen"));
  191. toggleFullscreenButton->onClick.connect(&toggleFullscreen);
  192. rightLayout.addElement(toggleFullscreenButton);
  193. // Initialize profiler overlay
  194. profilerOverlay = exampleSO->addComponent<ProfilerOverlay>(guiCamera->getViewport());
  195. // TODO - add ExampleGUI component
  196. }
  197. }
  198. using namespace BansheeEngine;
  199. int CALLBACK WinMain(
  200. _In_ HINSTANCE hInstance,
  201. _In_ HINSTANCE hPrevInstance,
  202. _In_ LPSTR lpCmdLine,
  203. _In_ int nCmdShow
  204. )
  205. {
  206. RENDER_WINDOW_DESC renderWindowDesc;
  207. renderWindowDesc.videoMode = VideoMode(resolutionWidth, resolutionHeight);
  208. renderWindowDesc.title = "Banshee Example App";
  209. renderWindowDesc.fullscreen = false;
  210. Application::startUp(renderWindowDesc, RenderSystemPlugin::DX11, RendererPlugin::Default);
  211. setUpExample();
  212. Application::instance().runMainLoop();
  213. Application::shutDown();
  214. return 0;
  215. }