CmApplication.cpp 8.1 KB

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  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmWindowEventUtilities.h"
  5. #include "CmHardwareBufferManager.h"
  6. #include "CmRenderWindow.h"
  7. #include "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmHighLevelGpuProgram.h"
  10. #include "CmHighLevelGpuProgramManager.h"
  11. #include "CmDynLibManager.h"
  12. namespace CamelotEngine
  13. {
  14. Application::Application()
  15. :mRenderWindow(nullptr), mViewport(nullptr), mCamera(nullptr)
  16. { }
  17. void Application::startUp(String renderSystemDll)
  18. {
  19. DynLibManager::startUp(new DynLibManager());
  20. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  21. RenderSystemManager::initialize(renderSystemDll);
  22. RenderSystem* renderSystem = RenderSystemManager::getActive();
  23. renderSystem->_initialise(false, "Camelot Renderer");
  24. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  25. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  26. renderSystem->setLightingEnabled(false);
  27. mCamera = new Camera("SimpleCam");
  28. mCamera->setPosition(Vector3(0,0,80));
  29. mCamera->lookAt(Vector3(0,0,-300));
  30. mCamera->setNearClipDistance(5);
  31. mCamera->setAspectRatio(480.0f / 640.0f);
  32. mViewport = mRenderWindow->addViewport();
  33. /////////////////// HLSL SHADERS //////////////////////////
  34. //String fragShaderCode = "float4 ps_main() : COLOR0 \
  35. //{ \
  36. // float4 color = float4(0, 0, 0, 0); \
  37. // color.r = 1.0f; \
  38. // color.a = 1.0f; \
  39. // return color; \
  40. //}";
  41. //mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  42. //mFragProg->load();
  43. //String vertShaderCode = "float4x4 matViewProjection; \
  44. //float4 vs_main(float4 inPos : POSITION) : POSITION \
  45. //{ \
  46. // return mul(matViewProjection, inPos); \
  47. //}";
  48. //mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  49. //mVertProg->load();
  50. ///////////////// GLSL SHADERS ////////////////////////////
  51. String fragShaderCode = "void main() \
  52. {\
  53. gl_FragColor = vec4(0.0,1.0,0.0,1.0); \
  54. }";
  55. mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  56. mFragProg->load();
  57. // TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  58. String vertShaderCode = "uniform mat4 matViewProjection; \
  59. attribute vec4 vertex; \
  60. void main() \
  61. { \
  62. gl_Position = matViewProjection * vertex; \
  63. }";
  64. mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  65. mVertProg->load();
  66. while(true)
  67. {
  68. WindowEventUtilities::messagePump();
  69. DBG_renderSimpleFrame();
  70. }
  71. }
  72. void Application::shutDown()
  73. {
  74. if(RenderSystemManager::getActive() != nullptr)
  75. RenderSystemManager::getActive()->shutdown();
  76. HighLevelGpuProgramManager::shutDown();
  77. DynLibManager::shutDown();
  78. }
  79. void Application::DBG_renderSimpleFrame()
  80. {
  81. RenderOperation ro;
  82. IndexData* indexData = new IndexData();
  83. indexData->indexCount = 36;
  84. indexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  85. HardwareIndexBuffer::IT_16BIT,
  86. 36,
  87. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  88. unsigned short* idxData = static_cast<unsigned short*>(indexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  89. idxData[0] = 0; idxData[1] = 1; idxData[2] = 2;
  90. idxData[3] = 2; idxData[4] = 3; idxData[5] = 0;
  91. idxData[6] = 4; idxData[7] = 5; idxData[8] = 6;
  92. idxData[9] = 6; idxData[10] = 7; idxData[11] = 4;
  93. idxData[12] = 0; idxData[13] = 3; idxData[14] = 5;
  94. idxData[15] = 5; idxData[16] = 4; idxData[17] = 0;
  95. idxData[18] = 3; idxData[19] = 2; idxData[20] = 6;
  96. idxData[21] = 6; idxData[22] = 5; idxData[23] = 3;
  97. idxData[24] = 2; idxData[25] = 1; idxData[26] = 7;
  98. idxData[27] = 7; idxData[28] = 6; idxData[29] = 2;
  99. idxData[30] = 1; idxData[31] = 0; idxData[32] = 4;
  100. idxData[33] = 4; idxData[34] = 7; idxData[35] = 1;
  101. indexData->indexBuffer->unlock();
  102. VertexData* vertexData = new VertexData();
  103. vertexData->vertexStart = 0;
  104. vertexData->vertexCount = 8;
  105. VertexDeclaration* decl = vertexData->vertexDeclaration;
  106. decl->removeAllElements();
  107. size_t offset = 0;
  108. decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
  109. offset += VertexElement::getTypeSize(VET_FLOAT3);
  110. //decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE);
  111. //offset += VertexElement::getTypeSize(VET_COLOUR);
  112. HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  113. vertexData->vertexDeclaration->getVertexSize(0),
  114. vertexData->vertexCount,
  115. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  116. vertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
  117. size_t vertexSize = vertexBuffer->getVertexSize();
  118. char* vertBufferData = static_cast<char*>(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  119. Vector3 position(-5.0f, -5.0f, -5.0f);
  120. memcpy(vertBufferData, &position, vertexSize);
  121. vertBufferData += vertexSize;
  122. position = Vector3(-5.0f, 5.0f, -5.0f);
  123. memcpy(vertBufferData, &position, vertexSize);
  124. vertBufferData += vertexSize;
  125. position = Vector3(5.0f, 5.0f, -5.0f);
  126. memcpy(vertBufferData, &position, vertexSize);
  127. vertBufferData += vertexSize;
  128. position = Vector3(5.0f, -5.0f, -5.0f);
  129. memcpy(vertBufferData, &position, vertexSize);
  130. vertBufferData += vertexSize;
  131. position = Vector3(-5.0f, -5.0f, 5.0f);
  132. memcpy(vertBufferData, &position, vertexSize);
  133. vertBufferData += vertexSize;
  134. position = Vector3(5.0f, -5.0f, 5.0f);
  135. memcpy(vertBufferData, &position, vertexSize);
  136. vertBufferData += vertexSize;
  137. position = Vector3(5.0f, 5.0f, 5.0f);
  138. memcpy(vertBufferData, &position, vertexSize);
  139. vertBufferData += vertexSize;
  140. position = Vector3(-5.0f, 5.0f, 5.0f);
  141. memcpy(vertBufferData, &position, vertexSize);
  142. vertBufferData += vertexSize;
  143. vertexBuffer->unlock();
  144. ro.indexData = indexData;
  145. ro.vertexData = vertexData;
  146. ro.useIndexes = true;
  147. ro.operationType = RenderOperation::OT_TRIANGLE_LIST;
  148. RenderSystem* renderSystem = RenderSystemManager::getActive();
  149. renderSystem->_setViewport(mViewport);
  150. //Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  151. //renderSystem->_setProjectionMatrix(projMatrix);
  152. //Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  153. //renderSystem->_setViewMatrix(viewMatrix);
  154. Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  155. Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true);
  156. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  157. renderSystem->setInvertVertexWinding(true);
  158. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  159. renderSystem->_beginFrame();
  160. mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix);
  161. //renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  162. renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  163. renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  164. // TODO - Shaders need to be bound and only then parameters can be set. I need to encapuslate this better because I can't expect users to know that
  165. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, mFragProg->getDefaultParameters(), GPV_ALL); // TODO - If I dont call bind parameters before shader wont activate? I think I should handle that differently
  166. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  167. renderSystem->_render(ro);
  168. renderSystem->_endFrame();
  169. renderSystem->_swapAllRenderTargetBuffers(false);
  170. }
  171. Application& gApplication()
  172. {
  173. static Application application;
  174. return application;
  175. }
  176. }