CamelotClient.cpp 11 KB

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  1. #include "stdafx.h"
  2. #include <windows.h>
  3. #include "CmApplication.h"
  4. #include "CmDynLibManager.h"
  5. #include "CmGameObject.h"
  6. #include "CmCamera.h"
  7. #include "CmHighLevelGpuProgramManager.h"
  8. #include "CmRenderSystem.h"
  9. #include "CmRenderWindow.h"
  10. #include "CmResources.h"
  11. #include "CmRenderable.h"
  12. #include "CmMaterial.h"
  13. #include "CmShader.h"
  14. #include "CmTechnique.h"
  15. #include "CmPass.h"
  16. #include "CmImporter.h"
  17. #include "CmMesh.h"
  18. #include "CmGpuProgInclude.h" // DEBUG ONLY
  19. #include "CmGpuProgramImportOptions.h"
  20. #include "CmFontImportOptions.h"
  21. #include "CmDebugCamera.h"
  22. #define DX11
  23. //#define DX9
  24. //#define GL
  25. using namespace CamelotEngine;
  26. int CALLBACK WinMain(
  27. _In_ HINSTANCE hInstance,
  28. _In_ HINSTANCE hPrevInstance,
  29. _In_ LPSTR lpCmdLine,
  30. _In_ int nCmdShow
  31. )
  32. {
  33. #ifdef DX11
  34. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  35. #elif defined DX9
  36. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  37. #else
  38. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  39. #endif
  40. RenderSystem* renderSystem = RenderSystem::instancePtr();
  41. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  42. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  43. CameraPtr camera = cameraGO->addComponent<Camera>();
  44. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  45. cameraGO->setPosition(Vector3(0,50,1240));
  46. cameraGO->lookAt(Vector3(0,50,-300));
  47. camera->setNearClipDistance(5);
  48. camera->setAspectRatio(800.0f / 600.0f);
  49. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  50. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  51. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  52. // Debug test fonts
  53. ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf");
  54. if(rtti_is_of_type<FontImportOptions>(fontImportOptions))
  55. {
  56. FontImportOptions* importOptions = static_cast<FontImportOptions*>(fontImportOptions.get());
  57. vector<CamelotEngine::UINT32>::type fontSizes;
  58. fontSizes.push_back(12);
  59. importOptions->setFontSizes(fontSizes);
  60. }
  61. FontHandle font = Importer::instance().import("C:\\arial.ttf", fontImportOptions);
  62. #if defined DX9
  63. ///////////////// HLSL 9 SHADERS //////////////////////////
  64. String dx9psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_ps.gpuprog";
  65. String dx9vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_vs.gpuprog";
  66. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  67. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  68. {
  69. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  70. importOptions->setEntryPoint("ps_main");
  71. importOptions->setLanguage("hlsl");
  72. importOptions->setProfile(GPP_PS_2_0);
  73. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  74. }
  75. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  76. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  77. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  78. {
  79. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  80. importOptions->setEntryPoint("vs_main");
  81. importOptions->setLanguage("hlsl");
  82. importOptions->setProfile(GPP_VS_2_0);
  83. importOptions->setType(GPT_VERTEX_PROGRAM);
  84. }
  85. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  86. #elif defined DX11
  87. GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  88. const String& debugString = gpuProgInclude->getString();
  89. /////////////////// HLSL 11 SHADERS //////////////////////////
  90. String dx11psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_ps.gpuprog";
  91. String dx11vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_vs.gpuprog";
  92. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  93. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  94. {
  95. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  96. importOptions->setEntryPoint("ps_main");
  97. importOptions->setLanguage("hlsl");
  98. importOptions->setProfile(GPP_PS_4_0);
  99. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  100. }
  101. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  102. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  103. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  104. {
  105. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  106. importOptions->setEntryPoint("vs_main");
  107. importOptions->setLanguage("hlsl");
  108. importOptions->setProfile(GPP_VS_4_0);
  109. importOptions->setType(GPT_VERTEX_PROGRAM);
  110. }
  111. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  112. #else
  113. ///////////////// GLSL SHADERS ////////////////////////////
  114. String glslpsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_ps.gpuprog";
  115. String glslvsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_vs.gpuprog";
  116. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  117. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  118. {
  119. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  120. importOptions->setEntryPoint("main");
  121. importOptions->setLanguage("glsl");
  122. importOptions->setProfile(GPP_PS_2_0);
  123. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  124. }
  125. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  126. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  127. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  128. {
  129. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  130. importOptions->setEntryPoint("main");
  131. importOptions->setLanguage("glsl");
  132. importOptions->setProfile(GPP_VS_2_0);
  133. importOptions->setType(GPT_VERTEX_PROGRAM);
  134. }
  135. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  136. #endif
  137. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  138. gResources().unload(vertProgRef);
  139. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  140. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  141. gResources().unload(fragProgRef);
  142. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  143. ShaderPtr testShader = Shader::create("TestShader");
  144. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  145. #if defined DX11
  146. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  147. #endif
  148. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  149. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  150. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  151. PassPtr newPassGL = newTechniqueGL->addPass();
  152. newPassGL->setVertexProgram(vertProgRef);
  153. newPassGL->setFragmentProgram(fragProgRef);
  154. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  155. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  156. // render systems/renderers per technique
  157. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  158. PassPtr newPassDX = newTechniqueDX->addPass();
  159. newPassDX->setVertexProgram(vertProgRef);
  160. newPassDX->setFragmentProgram(fragProgRef);
  161. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  162. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  163. newPassDX11->setVertexProgram(vertProgRef);
  164. newPassDX11->setFragmentProgram(fragProgRef);
  165. MaterialHandle testMaterial = Material::create();
  166. testMaterial->setShader(testShader);
  167. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  168. #if defined DX11
  169. float dbgMultipliers1[2];
  170. dbgMultipliers1[0] = 0.0f;
  171. dbgMultipliers1[1] = 0.0f;
  172. float dbgMultipliers2[2];
  173. dbgMultipliers2[0] = 1.0f;
  174. dbgMultipliers2[1] = 1.0f;
  175. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  176. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  177. #endif
  178. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  179. //testMaterialRef.waitUntilLoaded();
  180. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  181. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  182. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  183. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  184. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  185. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  186. gResources().unload(testTexRef);
  187. gResources().unload(dbgMeshRef);
  188. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  189. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  190. dbgMeshRef.waitUntilLoaded();
  191. testTexRef.waitUntilLoaded();
  192. testMaterial->setTexture("tex", testTexRef);
  193. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  194. gResources().unload(testMaterial);
  195. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  196. //_ASSERT(_CrtCheckMemory());
  197. testRenderable->setMesh(dbgMeshRef);
  198. testRenderable->setMaterial(testMaterial);
  199. //// Set the new state for the flag
  200. //_CrtSetDbgFlag( tmpFlag );
  201. gApplication().runMainLoop();
  202. // Release everything before shutdown
  203. //testMaterial->destroy();
  204. #ifdef DX11
  205. gpuProgInclude.reset();
  206. #endif
  207. gResources().unload(testTexRef);
  208. gResources().unload(dbgMeshRef);
  209. gResources().unload(fragProgRef);
  210. gResources().unload(vertProgRef);
  211. gResources().unload(testMaterial);
  212. testMaterial.reset();
  213. testTexRef.reset();
  214. dbgMeshRef.reset();
  215. fragProgRef.reset();
  216. vertProgRef.reset();
  217. testModelGO->destroy();
  218. testModelGO = nullptr;
  219. testRenderable = nullptr;
  220. cameraGO->destroy();
  221. cameraGO = nullptr;
  222. camera = nullptr;
  223. debugCamera = nullptr;
  224. newPassGL = nullptr;
  225. newTechniqueGL = nullptr;
  226. newPassDX = nullptr;
  227. newTechniqueDX = nullptr;
  228. newPassDX11 = nullptr;
  229. newTechniqueDX11 = nullptr;
  230. testShader = nullptr;
  231. renderWindow = nullptr;
  232. gApplication().shutDown();
  233. return 0;
  234. }