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- #include "stdafx.h"
- #include <windows.h>
- #include "BsApplication.h"
- #include "CmApplication.h"
- #include "CmDynLibManager.h"
- #include "CmSceneObject.h"
- #include "BsCamera.h"
- #include "CmHighLevelGpuProgramManager.h"
- #include "CmRenderSystem.h"
- #include "CmRenderWindow.h"
- #include "CmResources.h"
- #include "BsRenderable.h"
- #include "CmMaterial.h"
- #include "CmShader.h"
- #include "CmTechnique.h"
- #include "CmPass.h"
- #include "CmImporter.h"
- #include "CmMesh.h"
- #include "CmGpuProgInclude.h" // DEBUG ONLY
- #include "CmGpuProgramImportOptions.h"
- #include "CmFontImportOptions.h"
- #include "CmCommandQueue.h"
- #include "CmBlendState.h"
- // Editor includes
- #include "BsEditorWindowManager.h"
- #include "BsMainEditorWindow.h"
- // End editor includes
- #include "CmDebugCamera.h"
- #include "DbgEditorWidget1.h"
- #include "DbgEditorWidget2.h"
- #include "CmRTTIType.h"
- #include "CmPlatform.h"
- #define DX11
- //#define DX9
- //#define GL
- using namespace CamelotFramework;
- using namespace BansheeEditor;
- using namespace BansheeEngine;
- void editorUpdate()
- {
- EditorWindowManager::instance().update();
- }
- int CALLBACK WinMain(
- _In_ HINSTANCE hInstance,
- _In_ HINSTANCE hPrevInstance,
- _In_ LPSTR lpCmdLine,
- _In_ int nCmdShow
- )
- {
- RENDER_WINDOW_DESC renderWindowDesc;
- renderWindowDesc.width = 1280;
- renderWindowDesc.height = 720;
- renderWindowDesc.title = "Banshee";
- renderWindowDesc.fullscreen = false;
- renderWindowDesc.border = WindowBorder::None;
- #ifdef DX11
- gBansheeApp().startUp(renderWindowDesc, "CamelotD3D11RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
- #elif defined DX9
- gBansheeApp().startUp(renderWindowDesc, "CamelotD3D9RenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
- #else
- gBansheeApp().startUp(renderWindowDesc, "CamelotGLRenderSystem", "BansheeForwardRenderer", "D:\\CamelotResourceMetas");
- #endif
- RenderSystem* renderSystem = RenderSystem::instancePtr();
- RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
- HSceneObject testModelGO = SceneObject::create("TestMesh");
- HRenderable testRenderable = testModelGO->addComponent<Renderable>();
- #if defined DX9
- ///////////////// HLSL 9 SHADERS //////////////////////////
- String dx9psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
- String dx9vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
- ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("ps_main");
- importOptions->setLanguage("hlsl");
- importOptions->setProfile(GPP_PS_2_0);
- importOptions->setType(GPT_FRAGMENT_PROGRAM);
- }
- HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
- gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("vs_main");
- importOptions->setLanguage("hlsl");
- importOptions->setProfile(GPP_VS_2_0);
- importOptions->setType(GPT_VERTEX_PROGRAM);
- }
- HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
- #elif defined DX11
- HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
- const String& debugString = gpuProgInclude->getString();
-
- /////////////////// HLSL 11 SHADERS //////////////////////////
- String dx11psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
- String dx11vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
- ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("ps_main");
- importOptions->setLanguage("hlsl");
- importOptions->setProfile(GPP_PS_4_0);
- importOptions->setType(GPT_FRAGMENT_PROGRAM);
- }
- HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
- gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("vs_main");
- importOptions->setLanguage("hlsl");
- importOptions->setProfile(GPP_VS_4_0);
- importOptions->setType(GPT_VERTEX_PROGRAM);
- }
- HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
-
- #else
- ///////////////// GLSL SHADERS ////////////////////////////
- String glslpsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
- String glslvsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
- ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("main");
- importOptions->setLanguage("glsl");
- importOptions->setProfile(GPP_PS_2_0);
- importOptions->setType(GPT_FRAGMENT_PROGRAM);
- }
- HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
- gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint("main");
- importOptions->setLanguage("glsl");
- importOptions->setProfile(GPP_VS_2_0);
- importOptions->setType(GPT_VERTEX_PROGRAM);
- }
- HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
- #endif
- gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
- gResources().unload(vertProgRef);
- vertProgRef = gResources().load("C:\\vertProgCg.vprog");
- gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
- gResources().unload(fragProgRef);
- fragProgRef = gResources().load("C:\\fragProgCg.vprog");
- ShaderPtr testShader = Shader::create("TestShader");
- testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
- #if defined DX11
- testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
- #endif
- testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
- testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
- TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
- PassPtr newPassGL = newTechniqueGL->addPass();
- newPassGL->setVertexProgram(vertProgRef);
- newPassGL->setFragmentProgram(fragProgRef);
- // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
- // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
- // render systems/renderers per technique
- TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
- PassPtr newPassDX = newTechniqueDX->addPass();
- newPassDX->setVertexProgram(vertProgRef);
- newPassDX->setFragmentProgram(fragProgRef);
- TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
- PassPtr newPassDX11 = newTechniqueDX11->addPass();
- newPassDX11->setVertexProgram(vertProgRef);
- newPassDX11->setFragmentProgram(fragProgRef);
- HMaterial testMaterial = Material::create();
- testMaterial->setShader(testShader);
- testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
- #if defined DX11
- float dbgMultipliers1[2];
- dbgMultipliers1[0] = 0.0f;
- dbgMultipliers1[1] = 0.0f;
- float dbgMultipliers2[2];
- dbgMultipliers2[0] = 1.0f;
- dbgMultipliers2[1] = 1.0f;
- testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
- testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
- #endif
- //testMaterialRef = gResources().load("C:\\testMaterial.mat");
- //testMaterialRef.waitUntilLoaded();
- /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
- HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
- HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
- //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
- gResources().create(testTexRef, "C:\\ExportTest.tex", true);
- gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
- gResources().unload(testTexRef);
- gResources().unload(dbgMeshRef);
- testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
- dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
-
- dbgMeshRef.synchronize();
- testTexRef.synchronize();
- testMaterial->setTexture("tex", testTexRef);
- gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
- gResources().unload(testMaterial);
- testMaterial = gResources().load("C:\\ExportMaterial.mat");
- //_ASSERT(_CrtCheckMemory());
- testRenderable->setMesh(dbgMeshRef);
- testRenderable->setMaterial(0, testMaterial);
- //// Set the new state for the flag
- //_CrtSetDbgFlag( tmpFlag );
- HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
- PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
- gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, *cursorPixelData);
- gMainSyncedCA().submitToCoreThread(true);
- //Cursor::setCustomCursor(*cursorPixelData, Int2(0, 0));
- dbgCursor.reset();
- /************************************************************************/
- /* EDITOR INIT */
- /************************************************************************/
- MainEditorWindow* mainWindow = cm_new<MainEditorWindow>(gApplication().getPrimaryWindow());
- EditorWindowManager::startUp(cm_new<EditorWindowManager>());
- CM::gApplication().mainLoopCallback.connect(&editorUpdate);
- /************************************************************************/
- /* EDITOR INIT END */
- /************************************************************************/
- DbgEditorWidget1::open();
- DbgEditorWidget2::open();
- gBansheeApp().runMainLoop();
- /************************************************************************/
- /* EDITOR SHUTDOWN */
- /************************************************************************/
- EditorWindowManager::shutDown();
- cm_delete(mainWindow);
- /************************************************************************/
- /* EDITOR SHUTDOWN END */
- /************************************************************************/
- //testMaterial->destroy();
- #ifdef DX11
- gpuProgInclude.reset();
- #endif
- gResources().unload(testTexRef);
- gResources().unload(dbgMeshRef);
- gResources().unload(fragProgRef);
- gResources().unload(vertProgRef);
- gResources().unload(testMaterial);
- testMaterial.reset();
- testTexRef.reset();
- dbgMeshRef.reset();
- fragProgRef.reset();
- vertProgRef.reset();
- testModelGO->destroy();
- newPassGL = nullptr;
- newTechniqueGL = nullptr;
- newPassDX = nullptr;
- newTechniqueDX = nullptr;
- newPassDX11 = nullptr;
- newTechniqueDX11 = nullptr;
- testShader = nullptr;
-
- renderWindow = nullptr;
-
- gBansheeApp().shutDown();
- return 0;
- }
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