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. // Editor includes
  25. #include "BsEditorWindowManager.h"
  26. #include "BsMainEditorWindow.h"
  27. // End editor includes
  28. #include "CmDebugCamera.h"
  29. #include "DbgEditorWidget1.h"
  30. #include "DbgEditorWidget2.h"
  31. #include "CmRTTIType.h"
  32. #include "CmCursor.h"
  33. #define DX11
  34. //#define DX9
  35. //#define GL
  36. using namespace CamelotFramework;
  37. using namespace BansheeEditor;
  38. using namespace BansheeEngine;
  39. int CALLBACK WinMain(
  40. _In_ HINSTANCE hInstance,
  41. _In_ HINSTANCE hPrevInstance,
  42. _In_ LPSTR lpCmdLine,
  43. _In_ int nCmdShow
  44. )
  45. {
  46. RENDER_WINDOW_DESC renderWindowDesc;
  47. renderWindowDesc.width = 1280;
  48. renderWindowDesc.height = 720;
  49. renderWindowDesc.title = "Banshee";
  50. renderWindowDesc.fullscreen = false;
  51. renderWindowDesc.border = WindowBorder::None;
  52. #ifdef DX11
  53. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  54. #elif defined DX9
  55. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  56. #else
  57. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  58. #endif
  59. //CommandQueue::addBreakpoint(0, 19);
  60. //CommandQueue::addBreakpoint(0, 22);
  61. //CommandQueue::addBreakpoint(0, 12);
  62. RenderSystem* renderSystem = RenderSystem::instancePtr();
  63. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  64. HSceneObject testModelGO = SceneObject::create("TestMesh");
  65. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  66. #if defined DX9
  67. ///////////////// HLSL 9 SHADERS //////////////////////////
  68. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  69. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  70. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  71. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  72. {
  73. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  74. importOptions->setEntryPoint("ps_main");
  75. importOptions->setLanguage("hlsl");
  76. importOptions->setProfile(GPP_PS_2_0);
  77. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  78. }
  79. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  80. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  81. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  82. {
  83. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  84. importOptions->setEntryPoint("vs_main");
  85. importOptions->setLanguage("hlsl");
  86. importOptions->setProfile(GPP_VS_2_0);
  87. importOptions->setType(GPT_VERTEX_PROGRAM);
  88. }
  89. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  90. #elif defined DX11
  91. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  92. const String& debugString = gpuProgInclude->getString();
  93. /////////////////// HLSL 11 SHADERS //////////////////////////
  94. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  95. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  96. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  97. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  98. {
  99. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  100. importOptions->setEntryPoint("ps_main");
  101. importOptions->setLanguage("hlsl");
  102. importOptions->setProfile(GPP_PS_4_0);
  103. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  104. }
  105. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  106. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  107. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  108. {
  109. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  110. importOptions->setEntryPoint("vs_main");
  111. importOptions->setLanguage("hlsl");
  112. importOptions->setProfile(GPP_VS_4_0);
  113. importOptions->setType(GPT_VERTEX_PROGRAM);
  114. }
  115. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  116. #else
  117. ///////////////// GLSL SHADERS ////////////////////////////
  118. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  119. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  120. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  121. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  122. {
  123. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  124. importOptions->setEntryPoint("main");
  125. importOptions->setLanguage("glsl");
  126. importOptions->setProfile(GPP_PS_2_0);
  127. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  128. }
  129. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  130. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  131. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  132. {
  133. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  134. importOptions->setEntryPoint("main");
  135. importOptions->setLanguage("glsl");
  136. importOptions->setProfile(GPP_VS_2_0);
  137. importOptions->setType(GPT_VERTEX_PROGRAM);
  138. }
  139. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  140. #endif
  141. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  142. gResources().unload(vertProgRef);
  143. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  144. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  145. gResources().unload(fragProgRef);
  146. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  147. ShaderPtr testShader = Shader::create("TestShader");
  148. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  149. #if defined DX11
  150. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  151. #endif
  152. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  153. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  154. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  155. PassPtr newPassGL = newTechniqueGL->addPass();
  156. newPassGL->setVertexProgram(vertProgRef);
  157. newPassGL->setFragmentProgram(fragProgRef);
  158. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  159. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  160. // render systems/renderers per technique
  161. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  162. PassPtr newPassDX = newTechniqueDX->addPass();
  163. newPassDX->setVertexProgram(vertProgRef);
  164. newPassDX->setFragmentProgram(fragProgRef);
  165. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  166. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  167. newPassDX11->setVertexProgram(vertProgRef);
  168. newPassDX11->setFragmentProgram(fragProgRef);
  169. HMaterial testMaterial = Material::create();
  170. testMaterial->setShader(testShader);
  171. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  172. #if defined DX11
  173. float dbgMultipliers1[2];
  174. dbgMultipliers1[0] = 0.0f;
  175. dbgMultipliers1[1] = 0.0f;
  176. float dbgMultipliers2[2];
  177. dbgMultipliers2[0] = 1.0f;
  178. dbgMultipliers2[1] = 1.0f;
  179. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  180. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  181. #endif
  182. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  183. //testMaterialRef.waitUntilLoaded();
  184. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  185. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  186. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  187. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  188. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  189. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  190. gResources().unload(testTexRef);
  191. gResources().unload(dbgMeshRef);
  192. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  193. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  194. dbgMeshRef.waitUntilLoaded();
  195. testTexRef.waitUntilLoaded();
  196. testMaterial->setTexture("tex", testTexRef);
  197. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  198. gResources().unload(testMaterial);
  199. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  200. //_ASSERT(_CrtCheckMemory());
  201. testRenderable->setMesh(dbgMeshRef);
  202. testRenderable->setMaterial(testMaterial);
  203. //// Set the new state for the flag
  204. //_CrtSetDbgFlag( tmpFlag );
  205. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  206. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  207. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  208. gMainSyncedCA().submitToCoreThread(true);
  209. //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  210. dbgCursor.reset();
  211. /************************************************************************/
  212. /* EDITOR INIT */
  213. /************************************************************************/
  214. MainEditorWindow mainWindow(gApplication().getPrimaryWindow());
  215. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  216. /************************************************************************/
  217. /* EDITOR INIT END */
  218. /************************************************************************/
  219. DbgEditorWidget1::open();
  220. DbgEditorWidget2::open();
  221. gBansheeApp().runMainLoop();
  222. /************************************************************************/
  223. /* EDITOR SHUTDOWN */
  224. /************************************************************************/
  225. EditorWindowManager::shutDown();
  226. /************************************************************************/
  227. /* EDITOR SHUTDOWN END */
  228. /************************************************************************/
  229. //testMaterial->destroy();
  230. #ifdef DX11
  231. gpuProgInclude.reset();
  232. #endif
  233. gResources().unload(testTexRef);
  234. gResources().unload(dbgMeshRef);
  235. gResources().unload(fragProgRef);
  236. gResources().unload(vertProgRef);
  237. gResources().unload(testMaterial);
  238. testMaterial.reset();
  239. testTexRef.reset();
  240. dbgMeshRef.reset();
  241. fragProgRef.reset();
  242. vertProgRef.reset();
  243. testModelGO->destroy();
  244. newPassGL = nullptr;
  245. newTechniqueGL = nullptr;
  246. newPassDX = nullptr;
  247. newTechniqueDX = nullptr;
  248. newPassDX11 = nullptr;
  249. newTechniqueDX11 = nullptr;
  250. testShader = nullptr;
  251. renderWindow = nullptr;
  252. gBansheeApp().shutDown();
  253. return 0;
  254. }