CamelotClient.cpp 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179
  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 "CmRenderSystemManager.h"
  10. #include "CmRenderSystem.h"
  11. #include "CmRenderWindow.h"
  12. #include "CmResources.h"
  13. #include "CmRenderable.h"
  14. #include "CmMaterial.h"
  15. #include "CmShader.h"
  16. #include "CmTechnique.h"
  17. #include "CmPass.h"
  18. #include "CmImporter.h"
  19. #include "CmMesh.h"
  20. #include "CmDebugCamera.h"
  21. using namespace CamelotEngine;
  22. int _tmain(int argc, _TCHAR* argv[])
  23. {
  24. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  25. //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  26. RenderSystem* renderSystem = RenderSystemManager::getActive();
  27. RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();
  28. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  29. CameraPtr camera = cameraGO->addComponent<Camera>();
  30. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  31. cameraGO->setPosition(Vector3(0,50,1240));
  32. cameraGO->lookAt(Vector3(0,50,-300));
  33. camera->setNearClipDistance(5);
  34. camera->setAspectRatio(800.0f / 600.0f);
  35. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  36. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  37. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  38. HighLevelGpuProgramPtr fragProg;
  39. HighLevelGpuProgramPtr vertProg;
  40. /////////////////// HLSL SHADERS //////////////////////////
  41. //String fragShaderCode = "sampler2D tex; \
  42. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  43. // { \
  44. // float4 color = tex2D(tex, uv); \
  45. // return color; \
  46. // }";
  47. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  48. //String vertShaderCode = "float4x4 matViewProjection; \
  49. // void vs_main( \
  50. // float4 inPos : POSITION, \
  51. // float2 uv : TEXCOORD0, \
  52. // out float4 oPosition : POSITION, \
  53. // out float2 oUv : TEXCOORD0) \
  54. // { \
  55. // oPosition = mul(matViewProjection, inPos); \
  56. // oUv = uv; \
  57. // }";
  58. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  59. /////////////////// CG SHADERS //////////////////////////
  60. String fragShaderCode = "sampler2D tex; \
  61. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  62. { \
  63. float4 color = tex2D(tex, uv); \
  64. return color; \
  65. }";
  66. fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  67. String vertShaderCode = "float4x4 matViewProjection; \
  68. void vs_main( \
  69. float4 inPos : POSITION, \
  70. float2 uv : TEXCOORD0, \
  71. out float4 oPosition : POSITION, \
  72. out float2 oUv : TEXCOORD0) \
  73. { \
  74. oPosition = mul(matViewProjection, inPos); \
  75. oUv = uv; \
  76. }";
  77. vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  78. ///////////////// GLSL SHADERS ////////////////////////////
  79. //String fragShaderCode = "uniform sampler2D tex; \
  80. // void main() \
  81. // {\
  82. // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
  83. // gl_FragColor = texColor; \
  84. // }";
  85. //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  86. //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  87. //String vertShaderCode = "uniform mat4 matViewProjection; \
  88. // attribute vec4 vertex; \
  89. // void main() \
  90. // { \
  91. // gl_TexCoord[0] = gl_MultiTexCoord0; \
  92. // gl_Position = matViewProjection * vertex; \
  93. // }";
  94. //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  95. HighLevelGpuProgramHandle vertProgRef(vertProg);
  96. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  97. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  98. HighLevelGpuProgramHandle fragProgRef(fragProg);
  99. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  100. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  101. ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
  102. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  103. PassPtr newPassGL = newTechniqueGL->addPass();
  104. newPassGL->setVertexProgram(vertProgRef);
  105. newPassGL->setFragmentProgram(fragProgRef);
  106. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  107. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  108. // render systems/renderers per technique
  109. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  110. PassPtr newPassDX = newTechniqueDX->addPass();
  111. newPassDX->setVertexProgram(vertProgRef);
  112. newPassDX->setFragmentProgram(fragProgRef);
  113. MaterialHandle testMaterial = MaterialPtr(new Material());
  114. testMaterial->setShader(testShader);
  115. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  116. TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  117. MeshHandle dbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  118. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  119. gResources().create(testTex, "C:\\ExportTest.tex", true);
  120. gResources().create(dbgMesh, "C:\\ExportMesh.mesh", true);
  121. testTex = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  122. dbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  123. testMaterial->setTexture("tex", testTex);
  124. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  125. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  126. //_ASSERT(_CrtCheckMemory());
  127. testRenderable->setMesh(dbgMesh);
  128. testRenderable->setMaterial(testMaterial);
  129. //// Set the new state for the flag
  130. //_CrtSetDbgFlag( tmpFlag );
  131. gApplication().runMainLoop();
  132. gApplication().shutDown();
  133. return 0;
  134. }