CamelotClient.cpp 12 KB

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  1. #include "stdafx.h"
  2. #include <windows.h>
  3. #include "BsApplication.h"
  4. #include "CmApplication.h"
  5. #include "CmDynLibManager.h"
  6. #include "CmSceneObject.h"
  7. #include "BsCamera.h"
  8. #include "CmHighLevelGpuProgramManager.h"
  9. #include "CmRenderSystem.h"
  10. #include "CmRenderWindow.h"
  11. #include "CmResources.h"
  12. #include "BsRenderable.h"
  13. #include "CmMaterial.h"
  14. #include "CmShader.h"
  15. #include "CmTechnique.h"
  16. #include "CmPass.h"
  17. #include "CmImporter.h"
  18. #include "CmMesh.h"
  19. #include "CmGpuProgInclude.h" // DEBUG ONLY
  20. #include "CmGpuProgramImportOptions.h"
  21. #include "CmFontImportOptions.h"
  22. #include "CmCommandQueue.h"
  23. #include "CmBlendState.h"
  24. // Editor includes
  25. #include "BsEditorWindowManager.h"
  26. #include "BsMainEditorWindow.h"
  27. // End editor includes
  28. #include "CmDebugCamera.h"
  29. #include "DbgEditorWidget1.h"
  30. #include "DbgEditorWidget2.h"
  31. #include "CmRTTIType.h"
  32. #include "CmPlatform.h"
  33. #define DX11
  34. //#define DX9
  35. //#define GL
  36. using namespace CamelotFramework;
  37. using namespace BansheeEditor;
  38. using namespace BansheeEngine;
  39. void editorUpdate()
  40. {
  41. EditorWindowManager::instance().update();
  42. }
  43. int CALLBACK WinMain(
  44. _In_ HINSTANCE hInstance,
  45. _In_ HINSTANCE hPrevInstance,
  46. _In_ LPSTR lpCmdLine,
  47. _In_ int nCmdShow
  48. )
  49. {
  50. RENDER_WINDOW_DESC renderWindowDesc;
  51. renderWindowDesc.width = 1280;
  52. renderWindowDesc.height = 720;
  53. renderWindowDesc.title = "Banshee";
  54. renderWindowDesc.fullscreen = false;
  55. renderWindowDesc.border = WindowBorder::None;
  56. #ifdef DX11
  57. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  58. #elif defined DX9
  59. gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  60. #else
  61. gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
  62. #endif
  63. RenderSystem* renderSystem = RenderSystem::instancePtr();
  64. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  65. HSceneObject testModelGO = SceneObject::create("TestMesh");
  66. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  67. #if defined DX9
  68. ///////////////// HLSL 9 SHADERS //////////////////////////
  69. String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  70. String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  71. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  72. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  73. {
  74. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  75. importOptions->setEntryPoint("ps_main");
  76. importOptions->setLanguage("hlsl");
  77. importOptions->setProfile(GPP_PS_2_0);
  78. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  79. }
  80. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  81. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  82. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  83. {
  84. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  85. importOptions->setEntryPoint("vs_main");
  86. importOptions->setLanguage("hlsl");
  87. importOptions->setProfile(GPP_VS_2_0);
  88. importOptions->setType(GPT_VERTEX_PROGRAM);
  89. }
  90. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  91. #elif defined DX11
  92. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  93. const String& debugString = gpuProgInclude->getString();
  94. /////////////////// HLSL 11 SHADERS //////////////////////////
  95. String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  96. String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  97. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  98. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  99. {
  100. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  101. importOptions->setEntryPoint("ps_main");
  102. importOptions->setLanguage("hlsl");
  103. importOptions->setProfile(GPP_PS_4_0);
  104. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  105. }
  106. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  107. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  108. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  109. {
  110. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  111. importOptions->setEntryPoint("vs_main");
  112. importOptions->setLanguage("hlsl");
  113. importOptions->setProfile(GPP_VS_4_0);
  114. importOptions->setType(GPT_VERTEX_PROGRAM);
  115. }
  116. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  117. #else
  118. ///////////////// GLSL SHADERS ////////////////////////////
  119. String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  120. String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  121. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  122. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  123. {
  124. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  125. importOptions->setEntryPoint("main");
  126. importOptions->setLanguage("glsl");
  127. importOptions->setProfile(GPP_PS_2_0);
  128. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  129. }
  130. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  131. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  132. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  133. {
  134. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  135. importOptions->setEntryPoint("main");
  136. importOptions->setLanguage("glsl");
  137. importOptions->setProfile(GPP_VS_2_0);
  138. importOptions->setType(GPT_VERTEX_PROGRAM);
  139. }
  140. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  141. #endif
  142. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  143. gResources().unload(vertProgRef);
  144. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  145. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  146. gResources().unload(fragProgRef);
  147. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  148. ShaderPtr testShader = Shader::create("TestShader");
  149. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  150. #if defined DX11
  151. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  152. #endif
  153. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  154. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  155. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  156. PassPtr newPassGL = newTechniqueGL->addPass();
  157. newPassGL->setVertexProgram(vertProgRef);
  158. newPassGL->setFragmentProgram(fragProgRef);
  159. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  160. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  161. // render systems/renderers per technique
  162. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  163. PassPtr newPassDX = newTechniqueDX->addPass();
  164. newPassDX->setVertexProgram(vertProgRef);
  165. newPassDX->setFragmentProgram(fragProgRef);
  166. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  167. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  168. newPassDX11->setVertexProgram(vertProgRef);
  169. newPassDX11->setFragmentProgram(fragProgRef);
  170. HMaterial testMaterial = Material::create();
  171. testMaterial->setShader(testShader);
  172. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  173. #if defined DX11
  174. float dbgMultipliers1[2];
  175. dbgMultipliers1[0] = 0.0f;
  176. dbgMultipliers1[1] = 0.0f;
  177. float dbgMultipliers2[2];
  178. dbgMultipliers2[0] = 1.0f;
  179. dbgMultipliers2[1] = 1.0f;
  180. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  181. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  182. #endif
  183. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  184. //testMaterialRef.waitUntilLoaded();
  185. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  186. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  187. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  188. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  189. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  190. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  191. gResources().unload(testTexRef);
  192. gResources().unload(dbgMeshRef);
  193. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  194. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  195. dbgMeshRef.synchronize();
  196. testTexRef.synchronize();
  197. testMaterial->setTexture("tex", testTexRef);
  198. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  199. gResources().unload(testMaterial);
  200. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  201. //_ASSERT(_CrtCheckMemory());
  202. testRenderable->setMesh(dbgMeshRef);
  203. testRenderable->setMaterial(0, testMaterial);
  204. //// Set the new state for the flag
  205. //_CrtSetDbgFlag( tmpFlag );
  206. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  207. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  208. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
  209. gMainSyncedCA().submitToCoreThread(true);
  210. //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
  211. dbgCursor.reset();
  212. /************************************************************************/
  213. /* EDITOR INIT */
  214. /************************************************************************/
  215. MainEditorWindow* mainWindow = cm_new<MainEditorWindow>(gApplication().getPrimaryWindow());
  216. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  217. CM::gApplication().mainLoopCallback.connect(&editorUpdate);
  218. /************************************************************************/
  219. /* EDITOR INIT END */
  220. /************************************************************************/
  221. DbgEditorWidget1::open();
  222. DbgEditorWidget2::open();
  223. gBansheeApp().runMainLoop();
  224. /************************************************************************/
  225. /* EDITOR SHUTDOWN */
  226. /************************************************************************/
  227. EditorWindowManager::shutDown();
  228. cm_delete(mainWindow);
  229. /************************************************************************/
  230. /* EDITOR SHUTDOWN END */
  231. /************************************************************************/
  232. //testMaterial->destroy();
  233. #ifdef DX11
  234. gpuProgInclude.reset();
  235. #endif
  236. gResources().unload(testTexRef);
  237. gResources().unload(dbgMeshRef);
  238. gResources().unload(fragProgRef);
  239. gResources().unload(vertProgRef);
  240. gResources().unload(testMaterial);
  241. testMaterial.reset();
  242. testTexRef.reset();
  243. dbgMeshRef.reset();
  244. fragProgRef.reset();
  245. vertProgRef.reset();
  246. testModelGO->destroy();
  247. newPassGL = nullptr;
  248. newTechniqueGL = nullptr;
  249. newPassDX = nullptr;
  250. newTechniqueDX = nullptr;
  251. newPassDX11 = nullptr;
  252. newTechniqueDX11 = nullptr;
  253. testShader = nullptr;
  254. renderWindow = nullptr;
  255. gBansheeApp().shutDown();
  256. return 0;
  257. }