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CmApplication.cpp 10 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 "CmVector2.h"
  10. #include "CmHighLevelGpuProgram.h"
  11. #include "CmHighLevelGpuProgramManager.h"
  12. #include "CmDynLib.h"
  13. #include "CmDynLibManager.h"
  14. #include "CmSceneManager.h"
  15. #include "CmImporter.h"
  16. #include "CmResources.h"
  17. #include "CmMesh.h"
  18. #include "CmGameObject.h"
  19. #include "CmTime.h"
  20. #include "CmInput.h"
  21. #include "CmMaterial.h"
  22. #include "CmShader.h"
  23. #include "CmTechnique.h"
  24. #include "CmPass.h"
  25. #include "CmRendererManager.h"
  26. namespace CamelotEngine
  27. {
  28. Application::Application()
  29. :mRenderWindow(nullptr), mCamera(nullptr)
  30. { }
  31. void Application::startUp(const String& renderSystemDll, const String& rendererDll)
  32. {
  33. Time::startUp(new Time());
  34. Input::startUp(new Input());
  35. DynLibManager::startUp(new DynLibManager());
  36. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  37. RenderSystemManager::startUp(renderSystemDll);
  38. loadPlugin(rendererDll);
  39. RendererManager::setActive("ForwardRenderer");
  40. RenderSystem* renderSystem = RenderSystemManager::getActive();
  41. renderSystem->_initialise(false, "Camelot Renderer");
  42. SceneManager::startUp(new SceneManager());
  43. Resources::startUp(new Resources("D:\\CamelotResourceMetas"));
  44. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  45. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  46. renderSystem->setLightingEnabled(false);
  47. mCameraGO = GameObject::create("MainCamera");
  48. mCamera = mCameraGO->addComponent<Camera>();
  49. mCamera->init(mRenderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  50. mCameraGO->setPosition(Vector3(0,50,1240));
  51. mCameraGO->lookAt(Vector3(0,50,-300));
  52. mCamera->setNearClipDistance(5);
  53. mCamera->setAspectRatio(800.0f / 600.0f);
  54. /////////////////// HLSL SHADERS //////////////////////////
  55. //String fragShaderCode = "sampler2D tex; \
  56. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  57. // { \
  58. // float4 color = tex2D(tex, uv); \
  59. // return color; \
  60. // }";
  61. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  62. //mFragProg->load();
  63. //String vertShaderCode = "float4x4 matViewProjection; \
  64. // void vs_main( \
  65. // float4 inPos : POSITION, \
  66. // float2 uv : TEXCOORD0, \
  67. // out float4 oPosition : POSITION, \
  68. // out float2 oUv : TEXCOORD0) \
  69. // { \
  70. // oPosition = mul(matViewProjection, inPos); \
  71. // oUv = uv; \
  72. // }";
  73. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  74. //mVertProg->load();
  75. /////////////////// CG SHADERS //////////////////////////
  76. String fragShaderCode = "sampler2D tex; \
  77. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  78. { \
  79. float4 color = tex2D(tex, uv); \
  80. return color; \
  81. }";
  82. mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  83. mFragProg->init();
  84. String vertShaderCode = "float4x4 matViewProjection; \
  85. void vs_main( \
  86. float4 inPos : POSITION, \
  87. float2 uv : TEXCOORD0, \
  88. out float4 oPosition : POSITION, \
  89. out float2 oUv : TEXCOORD0) \
  90. { \
  91. oPosition = mul(matViewProjection, inPos); \
  92. oUv = uv; \
  93. }";
  94. mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  95. mVertProg->init();
  96. HighLevelGpuProgramRef vertProgRef(mVertProg);
  97. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  98. vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
  99. HighLevelGpuProgramRef fragProgRef(mFragProg);
  100. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  101. fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
  102. ///////////////// GLSL SHADERS ////////////////////////////
  103. //String fragShaderCode = "uniform sampler2D tex; \
  104. // void main() \
  105. // {\
  106. // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
  107. // gl_FragColor = texColor; \
  108. // }";
  109. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  110. //mFragProg->load();
  111. //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  112. //String vertShaderCode = "uniform mat4 matViewProjection; \
  113. // attribute vec4 vertex; \
  114. // void main() \
  115. // { \
  116. // gl_TexCoord[0] = gl_MultiTexCoord0; \
  117. // gl_Position = matViewProjection * vertex; \
  118. // }";
  119. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  120. //mVertProg->load();
  121. mTestShader = ShaderPtr(new Shader("TestShader"));
  122. TechniquePtr newTechnique = mTestShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  123. PassPtr newPass = newTechnique->addPass();
  124. newPass->setVertexProgram(vertProgRef);
  125. newPass->setFragmentProgram(fragProgRef);
  126. mTestMaterial = MaterialPtr(new Material());
  127. mTestMaterial->setShader(mTestShader);
  128. // IMPORTER TEST
  129. Importer::startUp(new Importer());
  130. loadPlugin("CamelotFreeImgImporter"); // TODO - Load this automatically somehow
  131. loadPlugin("CamelotFBXImporter"); // TODO - Load this automatically somehow
  132. //mDbgTexture = std::static_pointer_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  133. TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  134. mDbgMesh = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  135. //mDbgMesh = std::static_pointer_cast<Mesh>(Importer::instance().import("C:\\BarrelMesh.fbx"));
  136. //// Get current flag
  137. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG );
  138. //tmpFlag |= _CRTDBG_CHECK_ALWAYS_DF;
  139. //// Set flag to the new value.
  140. //_CrtSetDbgFlag( tmpFlag );
  141. gResources().create(testTex, "C:\\ExportTest.tex", true);
  142. gResources().create(mDbgMesh, "C:\\ExportMesh.mesh", true);
  143. mDbgTexture = static_resource_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  144. mDbgMesh = static_resource_cast<Mesh>(gResources().load("C:\\ExportMesh.mesh"));
  145. mTestMaterial->setTexture("tex", mDbgTexture);
  146. gResources().create(mTestMaterial, "C:\\ExportMaterial.mat", true);
  147. //if(!_CrtCheckMemory())
  148. //{
  149. // assert(false);
  150. //}
  151. mTestMaterial = gResources().load("C:\\ExportMaterial.mat");
  152. //if(!_CrtCheckMemory())
  153. //{
  154. // assert(false);
  155. //}
  156. loadPlugin("CamelotOISInput"); // TODO - Load this automatically somehow
  157. }
  158. void Application::runMainLoop()
  159. {
  160. while(true)
  161. {
  162. WindowEventUtilities::messagePump();
  163. DBG_renderSimpleFrame();
  164. gTime().update();
  165. gInput().update();
  166. gResources().update();
  167. }
  168. }
  169. void Application::shutDown()
  170. {
  171. SceneManager::shutDown();
  172. if(RenderSystemManager::getActive() != nullptr)
  173. RenderSystemManager::getActive()->shutdown();
  174. HighLevelGpuProgramManager::shutDown();
  175. DynLibManager::shutDown();
  176. Resources::shutDown();
  177. Input::shutDown();
  178. Time::shutDown();
  179. }
  180. void Application::loadPlugin(const String& pluginName)
  181. {
  182. String name = pluginName;
  183. #if CM_PLATFORM == CM_PLATFORM_LINUX
  184. // dlopen() does not add .so to the filename, like windows does for .dll
  185. if (name.substr(name.length() - 3, 3) != ".so")
  186. name += ".so";
  187. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  188. // dlopen() does not add .dylib to the filename, like windows does for .dll
  189. if (name.substr(name.length() - 6, 6) != ".dylib")
  190. name += ".dylib";
  191. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  192. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  193. // if you include a relative path then it does not. So, add it to be sure.
  194. if (name.substr(name.length() - 4, 4) != ".dll")
  195. name += ".dll";
  196. #endif
  197. DynLib* library = gDynLibManager().load(name);
  198. if(library != nullptr)
  199. {
  200. typedef const void (*LoadPluginFunc)();
  201. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  202. loadPluginFunc();
  203. }
  204. }
  205. UINT32 Application::getAppWindowId()
  206. {
  207. if(!mRenderWindow)
  208. {
  209. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window is set!");
  210. }
  211. UINT32 windowId;
  212. mRenderWindow->getCustomAttribute("WINDOW", &windowId);
  213. return windowId;
  214. }
  215. void Application::DBG_renderSimpleFrame()
  216. {
  217. if(!mDbgTexture.isResolved() || !mDbgMesh.isResolved())
  218. {
  219. return;
  220. }
  221. RenderSystem* renderSystem = RenderSystemManager::getActive();
  222. renderSystem->_setViewport(mCamera->getViewport());
  223. //Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  224. //renderSystem->_setProjectionMatrix(projMatrix);
  225. //Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  226. //renderSystem->_setViewMatrix(viewMatrix);
  227. Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  228. Matrix4 viewMatrixCstm = mCamera->getViewMatrix();
  229. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  230. renderSystem->setInvertVertexWinding(false);
  231. renderSystem->_setDepthBufferParams();
  232. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  233. renderSystem->_beginFrame();
  234. mTestMaterial->setMat4("matViewProjection", viewProjMatrix);
  235. mTestMaterial->applyPass(0);
  236. renderSystem->_render(mDbgMesh->getRenderOperation());
  237. renderSystem->_endFrame();
  238. renderSystem->_swapAllRenderTargetBuffers(false);
  239. }
  240. Application& gApplication()
  241. {
  242. static Application application;
  243. return application;
  244. }
  245. }