Main.cpp 20 KB

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  1. #include <windows.h>
  2. #include "BsApplication.h"
  3. #include "BsImporter.h"
  4. #include "BsGpuProgramImportOptions.h"
  5. #include "BsTextureImportOptions.h"
  6. #include "BsMaterial.h"
  7. #include "BsShader.h"
  8. #include "BsTechnique.h"
  9. #include "BsPass.h"
  10. #include "BsCoreThreadAccessor.h"
  11. #include "BsApplication.h"
  12. #include "BsVirtualInput.h"
  13. #include "BsCamera.h"
  14. #include "BsRenderable.h"
  15. #include "BsGUIWidget.h"
  16. #include "BsGUIArea.h"
  17. #include "BsGUILayoutX.h"
  18. #include "BsGUILayoutY.h"
  19. #include "BsGUISpace.h"
  20. #include "BsGUILabel.h"
  21. #include "BsGUIButton.h"
  22. #include "BsGUIListBox.h"
  23. #include "BsBuiltinResources.h"
  24. #include "BsRTTIType.h"
  25. #include "BsHString.h"
  26. #include "BsRenderWindow.h"
  27. #include "BsSceneObject.h"
  28. #include "BsCoreThread.h"
  29. #include "BsProfilerOverlay.h"
  30. #include "BsRenderer.h"
  31. #include "BsResources.h"
  32. #include "CameraFlyer.h"
  33. namespace BansheeEngine
  34. {
  35. UINT32 resolutionWidth = 1280;
  36. UINT32 resolutionHeight = 720;
  37. /**
  38. * Imports all of our assets and prepares GameObject that handle the example logic.
  39. */
  40. void setUpExample();
  41. /**
  42. * Releases all resources and prepares the example fur shutdown.
  43. */
  44. void shutDownExample();
  45. /**
  46. * Toggles the primary window between full-screen and windowed mode.
  47. */
  48. void toggleFullscreen();
  49. /**
  50. * Triggered whenever a virtual button is released.
  51. */
  52. void buttonUp(const VirtualButton& button, UINT32 deviceIdx);
  53. }
  54. using namespace BansheeEngine;
  55. /**
  56. * Main entry point into the application.
  57. */
  58. int CALLBACK WinMain(
  59. _In_ HINSTANCE hInstance,
  60. _In_ HINSTANCE hPrevInstance,
  61. _In_ LPSTR lpCmdLine,
  62. _In_ int nCmdShow
  63. )
  64. {
  65. // Descriptor used for initializing the primary application window.
  66. RENDER_WINDOW_DESC renderWindowDesc;
  67. renderWindowDesc.videoMode = VideoMode(resolutionWidth, resolutionHeight);
  68. renderWindowDesc.title = "Banshee Example App";
  69. renderWindowDesc.fullscreen = false;
  70. // Initializes the application with primary window defined as above and DirectX 11 render system.
  71. // You may use other render systems than DirectX 11, however this example for simplicity only uses DirectX 11.
  72. // If you wanted other render systems you would need to create separate shaders for them and import them
  73. // along with (or replace) the DX11 ones.
  74. Application::startUp(renderWindowDesc, RenderSystemPlugin::DX11);
  75. // Imports all of ours assets and prepares GameObject that handle the example logic.
  76. setUpExample();
  77. // Runs the main loop that does most of the work. This method will exit when user closes the main
  78. // window or exits in some other way.
  79. Application::instance().runMainLoop();
  80. // Perform cleanup
  81. shutDownExample();
  82. Application::shutDown();
  83. return 0;
  84. }
  85. namespace BansheeEngine
  86. {
  87. Path exampleModelPath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.fbx";
  88. Path exampleTexturePath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.psd";
  89. Path exampleFragmentShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_fs.gpuprog";
  90. Path exampleVertexShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_vs.gpuprog";
  91. GUIButton* toggleFullscreenButton = nullptr;
  92. bool fullscreen = false;
  93. const VideoMode* videoMode = nullptr;
  94. HMesh exampleModel;
  95. HTexture exampleTexture;
  96. HGpuProgram exampleFragmentGPUProg;
  97. HGpuProgram exampleVertexGPUProg;
  98. HCamera sceneCamera;
  99. HProfilerOverlay profilerOverlay;
  100. VirtualButton toggleCPUProfilerBtn;
  101. VirtualButton toggleGPUProfilerBtn;
  102. bool cpuProfilerActive = false;
  103. bool gpuProfilerActive = false;
  104. void setUpExample()
  105. {
  106. /************************************************************************/
  107. /* IMPORT ASSETS */
  108. /************************************************************************/
  109. // Import mesh, texture and shader from the disk. In a normal application you would want to save the imported assets
  110. // so next time the application is ran you can just load them directly. This can be done with Resources::save/load.
  111. // Import an FBX mesh.
  112. exampleModel = static_resource_cast<Mesh>(Importer::instance().import(exampleModelPath));
  113. // When importing you may specify optional import options that control how is the asset imported.
  114. ImportOptionsPtr textureImportOptions = Importer::instance().createImportOptions(exampleTexturePath);
  115. // rtti_is_of_type checks if the import options are of valid type, in case the provided path is pointing to a non-texture resource.
  116. // This is similar to dynamic_cast but uses Banshee internal RTTI system for type checking.
  117. if (rtti_is_of_type<TextureImportOptions>(textureImportOptions))
  118. {
  119. TextureImportOptions* importOptions = static_cast<TextureImportOptions*>(textureImportOptions.get());
  120. // We want maximum number of mipmaps to be generated
  121. importOptions->setGenerateMipmaps(true);
  122. }
  123. // Import texture with specified import options
  124. exampleTexture = static_resource_cast<Texture>(Importer::instance().import(exampleTexturePath, textureImportOptions));
  125. // Create import options for fragment GPU program
  126. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(exampleFragmentShaderPath);
  127. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  128. {
  129. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  130. // Name of the entry function in the GPU program
  131. importOptions->setEntryPoint("ps_main");
  132. // Language the GPU program is written in. Can only be hlsl for DX11
  133. importOptions->setLanguage("hlsl");
  134. // GPU program profile specifying what feature-set the shader code uses.
  135. importOptions->setProfile(GPP_PS_4_0);
  136. // Type of the shader.
  137. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  138. }
  139. // Import fragment GPU program
  140. exampleFragmentGPUProg = static_resource_cast<GpuProgram>(Importer::instance().import(exampleFragmentShaderPath, gpuProgImportOptions));
  141. // Create import options for vertex GPU program. Similar as above.
  142. gpuProgImportOptions = Importer::instance().createImportOptions(exampleVertexShaderPath);
  143. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  144. {
  145. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  146. importOptions->setEntryPoint("vs_main");
  147. importOptions->setLanguage("hlsl");
  148. importOptions->setProfile(GPP_VS_4_0);
  149. importOptions->setType(GPT_VERTEX_PROGRAM);
  150. }
  151. // Import vertex GPU program
  152. exampleVertexGPUProg = static_resource_cast<GpuProgram>(Importer::instance().import(exampleVertexShaderPath, gpuProgImportOptions));
  153. /************************************************************************/
  154. /* CREATE SHADER */
  155. /************************************************************************/
  156. // Create a shader that references our vertex and fragment GPU programs, and set
  157. // up shader input parameters.
  158. ShaderPtr exampleShader = Shader::create("ExampleShader");
  159. // Set up shader parameters and renderer semantics.
  160. // Renderer semantics allow our renderer to automatically populate certain shader parameters (e.g. a world view projection matrix).
  161. // These semantics are purely optional and depend on the renderer used. Certain renderers expect certain semantics to be set up
  162. // otherwise they will not render the objects. You always have the option to populate all the parameters manually, but in this example
  163. // we go with the semantics route as it allows for a "set up and forget" approach.
  164. // Add a world view projection matrix parameter, which will be populated by the renderer.
  165. // We map our shader parameter name to the actual GPU program variable, both being "matWorldViewProj" in this case.
  166. exampleShader->addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  167. // Add a sampler and a texture semantic that we will populate manually.
  168. exampleShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  169. exampleShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  170. // Our GPU programs use parameter blocks (constant buffers in DX11 lingo). Here we notify the renderer
  171. // that this particular parameter block contains object-specific data (like the world view projection parameter
  172. // we defined above).
  173. exampleShader->setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  174. /************************************************************************/
  175. /* CREATE MATERIAL */
  176. /************************************************************************/
  177. // Create a shader technique. Shader can have many different techniques and the renderer will automatically
  178. // use the most appropriate technique depending on the active renderer and render system. e.g. you can have different
  179. // techniques using HLSL9, HLSL11 and GLSL GPU programs for DirectX 9, DirectX 11 and OpenGL render systems respectively.
  180. TechniquePtr technique = exampleShader->addTechnique(RenderSystemDX11, RendererDefault);
  181. // Add a new pass to the technique. Each technique can have multiple passes that allow you to render the same
  182. // object multiple times using different GPU programs.
  183. PassPtr pass = technique->addPass();
  184. pass->setVertexProgram(exampleVertexGPUProg);
  185. pass->setFragmentProgram(exampleFragmentGPUProg);
  186. // And finally create a material with the newly created shader
  187. HMaterial exampleMaterial = Material::create(exampleShader);
  188. // And set the texture to be used by the "tex" shader parameter. We leave the "samp"
  189. // parameter at its defaults.
  190. exampleMaterial->setTexture("tex", exampleTexture);
  191. /************************************************************************/
  192. /* SCENE OBJECT */
  193. /************************************************************************/
  194. // Now we create a scene object that has a position, orientation, scale and optionally
  195. // components to govern its logic. In this particular case we are creating a SceneObject
  196. // with a Renderable component which will render a mesh at the position of the scene object
  197. // with the provided material.
  198. // Create new scene object at (0, 0, 0)
  199. HSceneObject pyromancerSO = SceneObject::create("Pyromancer");
  200. // Attach the Renderable component and hook up the mesh we imported earlier,
  201. // and the material we created in the previous section.
  202. HRenderable renderable = pyromancerSO->addComponent<Renderable>();
  203. renderable->setMesh(exampleModel);
  204. renderable->setMaterial(exampleMaterial);
  205. /************************************************************************/
  206. /* CAMERA */
  207. /************************************************************************/
  208. // In order something to render on screen we need at least one camera.
  209. // Like before, we create a new scene object at (0, 0, 0).
  210. HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  211. // We retrieve the primary render window and add a Camera component that
  212. // will output whatever it sees into that window (You could also use a render texture
  213. // or another window you created).
  214. RenderWindowPtr window = gApplication().getPrimaryWindow();
  215. sceneCamera = sceneCameraSO->addComponent<Camera>(window);
  216. // Set up camera component properties
  217. // Priority determines in what order are cameras rendered in case multiple cameras render to the same render target.
  218. // We raise the priority slightly because later in code we have defined a GUI camera that we want to render second.
  219. sceneCamera->setPriority(1);
  220. // Set closest distance that is visible. Anything below that is clipped.
  221. sceneCamera->setNearClipDistance(5);
  222. // Set aspect ratio depending on the current resolution
  223. sceneCamera->setAspectRatio(resolutionWidth / (float)resolutionHeight); // TODO - This needs to get called whenever resolution changes
  224. // Add a CameraFlyer component that allows us to move the camera. See CameraFlyer for more information.
  225. sceneCameraSO->addComponent<CameraFlyer>();
  226. // Position and orient the camera scene object
  227. sceneCameraSO->setPosition(Vector3(40.0f, 30.0f, 230.0f));
  228. sceneCameraSO->lookAt(Vector3(0, 0, 0));
  229. /************************************************************************/
  230. /* INPUT */
  231. /************************************************************************/
  232. // Register input configuration
  233. // Banshee allows you to use VirtualInput system which will map input device buttons
  234. // and axes to arbitrary names, which allows you to change input buttons without affecting
  235. // the code that uses it, since the code is only aware of the virtual names.
  236. // If you want more direct input, see Input class.
  237. auto inputConfig = VirtualInput::instance().getConfiguration();
  238. // Camera controls for buttons (digital 0-1 input, e.g. keyboard or gamepad button)
  239. inputConfig->registerButton("Forward", BC_W);
  240. inputConfig->registerButton("Back", BC_S);
  241. inputConfig->registerButton("Left", BC_A);
  242. inputConfig->registerButton("Right", BC_D);
  243. inputConfig->registerButton("Forward", BC_UP);
  244. inputConfig->registerButton("Back", BC_BACK);
  245. inputConfig->registerButton("Left", BC_LEFT);
  246. inputConfig->registerButton("Right", BC_RIGHT);
  247. inputConfig->registerButton("FastMove", BC_LSHIFT);
  248. inputConfig->registerButton("RotateCam", BC_MOUSE_RIGHT);
  249. // Camera controls for axes (analog input, e.g. mouse or gamepad thumbstick)
  250. // These return values in [-1.0, 1.0] range.
  251. inputConfig->registerAxis("Horizontal", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseX));
  252. inputConfig->registerAxis("Vertical", VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseY));
  253. // Controls that toggle the profiler overlays
  254. inputConfig->registerButton("CPUProfilerOverlay", BC_F1);
  255. inputConfig->registerButton("GPUProfilerOverlay", BC_F2);
  256. // Cache the profiler overlay buttons so when a button is pressed we can quickly
  257. // use these to determine its the one we want
  258. toggleCPUProfilerBtn = VirtualButton("CPUProfilerOverlay");
  259. toggleGPUProfilerBtn = VirtualButton("GPUProfilerOverlay");
  260. // Hook up a callback that gets triggered whenever a virtual button is released
  261. VirtualInput::instance().onButtonUp.connect(&buttonUp);
  262. /************************************************************************/
  263. /* GUI */
  264. /************************************************************************/
  265. // Create a scene object that will contain GUI components
  266. HSceneObject guiSO = SceneObject::create("Example");
  267. // First we want another camera that is responsible for rendering GUI
  268. HCamera guiCamera = guiSO->addComponent<Camera>(window);
  269. // Set up GUI camera properties.
  270. // We don't care about aspect ratio for GUI camera.
  271. guiCamera->setAspectRatio(1.0f);
  272. // This camera should ignore any Renderable objects in the scene
  273. guiCamera->setIgnoreSceneRenderables(true);
  274. // Don't clear this camera as that would clear anything the main camera has rendered.
  275. guiCamera->getViewport()->setRequiresClear(false, false, false);
  276. // Add a GUIWidget, the top-level GUI component, parent to all GUI elements. GUI widgets
  277. // require you to specify a viewport that they will output rendered GUI elements to.
  278. HGUIWidget gui = guiSO->addComponent<GUIWidget>(guiCamera->getViewport().get());
  279. // Depth allows you to control how is a GUI widget rendered in relation to other widgets
  280. // Lower depth means the widget will be rendered in front of those with higher. In this case we just
  281. // make the depth mid-range as there are no other widgets.
  282. gui->setDepth(128);
  283. // GUI skin defines how are all child elements of the GUI widget renderered. It contains all their styles
  284. // and default layout properties. We use the default skin that comes built into Banshee.
  285. gui->setSkin(BuiltinResources::instance().getGUISkin());
  286. // Create a GUI area that is used for displaying messages about toggling profiler overlays.
  287. // This area will stretch the entire surface of its parent widget, even if the widget is resized.
  288. GUIArea* topArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  289. // Add a vertical layout that will automatically position any child elements top to bottom.
  290. GUILayout& topLayout = topArea->getLayout().addLayoutY();
  291. // Add a couple of labels to the layout with the needed messages. Labels expect a HString object that
  292. // maps into a string table and allows for easily localization.
  293. topLayout.addElement(GUILabel::create(HString(L"Press F1 to toggle CPU profiler overlay")));
  294. topLayout.addElement(GUILabel::create(HString(L"Press F2 to toggle GPU profiler overlay")));
  295. // Add a flexible space that fills up any remaining area in the layout, making the two labels above be aligned
  296. // to the top of the GUI widget (and the screen).
  297. topLayout.addFlexibleSpace();
  298. // Create a GUI area that is used for displaying resolution and fullscreen options.
  299. GUIArea* rightArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  300. // We want all the GUI elements be right aligned, so we add a flexible space first.
  301. rightArea->getLayout().addFlexibleSpace();
  302. // And we want the elements to be vertically placed, top to bottom
  303. GUILayout& rightLayout = rightArea->getLayout().addLayoutY();
  304. // Add an empty space of 50 pixels
  305. rightLayout.addSpace(50);
  306. // Add a button that will trigger a callback when clicked
  307. toggleFullscreenButton = GUIButton::create(HString(L"Toggle fullscreen"));
  308. toggleFullscreenButton->onClick.connect(&toggleFullscreen);
  309. rightLayout.addElement(toggleFullscreenButton);
  310. // Add a profiler overlay object that is resposible for displaying CPU and GPU profiling GUI
  311. profilerOverlay = guiSO->addComponent<ProfilerOverlay>(guiCamera->getViewport());
  312. }
  313. void shutDownExample()
  314. {
  315. // We require all handles to be released before shutdown.
  316. gResources().unload(exampleModel);
  317. gResources().unload(exampleTexture);
  318. gResources().unload(exampleFragmentGPUProg);
  319. gResources().unload(exampleVertexGPUProg);
  320. exampleModel = nullptr;
  321. exampleTexture = nullptr;
  322. exampleFragmentGPUProg = nullptr;
  323. exampleVertexGPUProg = nullptr;
  324. sceneCamera = nullptr;
  325. profilerOverlay = nullptr;
  326. }
  327. void toggleFullscreen()
  328. {
  329. RenderWindowPtr window = gApplication().getPrimaryWindow();
  330. // In order to toggle between full-screen and windowed mode we need to use a CoreAccessor.
  331. // Banshee is a multi-threaded engine and when you need to communicate between simulation and
  332. // core thread you will use a CoreAccessor. Calling a core accessor method will essentially
  333. // queue the method to be executed later. Since RenderWindow is a core object you need to use
  334. // CoreAccessor to modify and access it from simulation thread, except where noted otherwise.
  335. // Classes where it is not clear if they are to be used on the core or simulation thread have
  336. // it noted in their documentation. e.g. RenderWindow::setWindowed method is marked as "Core only".
  337. // Additional asserts are normally in place for debug builds which make it harder for you to accidentally
  338. // call something from the wrong thread.
  339. if (fullscreen)
  340. {
  341. gCoreAccessor().setWindowed(window, resolutionWidth, resolutionHeight);
  342. }
  343. else
  344. {
  345. //gCoreAccessor().setFullscreen(window, *videoMode);
  346. gCoreAccessor().setFullscreen(window, 1920, 1200);
  347. }
  348. fullscreen = !fullscreen;
  349. }
  350. void buttonUp(const VirtualButton& button, UINT32 deviceIdx)
  351. {
  352. // Check if the pressed button is one of the either buttons we defined
  353. // in "setUpExample", and toggle profiler overlays accordingly.
  354. // Device index is ignored for now, as it is assumed the user is using a single keyboard,
  355. // but if you wanted support for multiple gamepads you would check deviceIdx.
  356. if (button == toggleCPUProfilerBtn)
  357. {
  358. if (cpuProfilerActive)
  359. {
  360. profilerOverlay->hide();
  361. cpuProfilerActive = false;
  362. }
  363. else
  364. {
  365. profilerOverlay->show(ProfilerOverlayType::CPUSamples);
  366. cpuProfilerActive = true;
  367. gpuProfilerActive = false;
  368. }
  369. }
  370. else if (button == toggleGPUProfilerBtn)
  371. {
  372. if (gpuProfilerActive)
  373. {
  374. profilerOverlay->hide();
  375. gpuProfilerActive = false;
  376. }
  377. else
  378. {
  379. profilerOverlay->show(ProfilerOverlayType::GPUSamples);
  380. gpuProfilerActive = true;
  381. cpuProfilerActive = false;
  382. }
  383. }
  384. }
  385. }