CmApplication.cpp 8.5 KB

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  1. #include "CmApplication.h"
  2. #include "OgreRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "OgreWindowEventUtilities.h"
  5. #include "OgreHardwareBufferManager.h"
  6. #include "OgreRenderWindow.h"
  7. #include "OgreCamera.h"
  8. #include "OgreViewport.h"
  9. #include "OgreHighLevelGpuProgram.h"
  10. #include "OgreHighLevelGpuProgramManager.h"
  11. namespace CamelotEngine
  12. {
  13. Application::Application()
  14. :mRenderWindow(nullptr), mViewport(nullptr), mCamera(nullptr), mGpuProgramManager(nullptr)
  15. { }
  16. void Application::startUp()
  17. {
  18. mGpuProgramManager = new Ogre::HighLevelGpuProgramManager(); // TODO - Use Camelot::Module for instantiating this
  19. //RenderSystemManager::initialize("D3D9RenderSystem");
  20. RenderSystemManager::initialize("GLRenderSystem");
  21. Ogre::RenderSystem* renderSystem = RenderSystemManager::getActive();
  22. renderSystem->_initialise(false, "Camelot Renderer");
  23. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  24. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  25. renderSystem->setLightingEnabled(false);
  26. mCamera = new Ogre::Camera("SimpleCam");
  27. mCamera->setPosition(Ogre::Vector3(0,0,80));
  28. mCamera->lookAt(Ogre::Vector3(0,0,-300));
  29. mCamera->setNearClipDistance(5);
  30. mCamera->setAspectRatio(480.0f / 640.0f);
  31. mViewport = mRenderWindow->addViewport();
  32. /////////////////// HLSL SHADERS //////////////////////////
  33. //Ogre::String fragShaderCode = "float4 ps_main() : COLOR0 \
  34. //{ \
  35. // float4 color = float4(0, 0, 0, 0); \
  36. // color.r = 1.0f; \
  37. // color.a = 1.0f; \
  38. // return color; \
  39. //}";
  40. //mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "ps_main", "hlsl", Ogre::GPT_FRAGMENT_PROGRAM, Ogre::GPP_PS_2_0);
  41. //mFragProg->load();
  42. //Ogre::String vertShaderCode = "float4x4 matViewProjection; \
  43. //float4 vs_main(float4 inPos : POSITION) : POSITION \
  44. //{ \
  45. // return mul(matViewProjection, inPos); \
  46. //}";
  47. //mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "vs_main", "hlsl", Ogre::GPT_VERTEX_PROGRAM, Ogre::GPP_VS_2_0);
  48. //mVertProg->load();
  49. ///////////////// GLSL SHADERS ////////////////////////////
  50. Ogre::String fragShaderCode = "void main() \
  51. {\
  52. gl_FragColor = vec4(0.0,1.0,0.0,1.0); \
  53. }";
  54. mFragProg = mGpuProgramManager->createProgram(fragShaderCode, "main", "glsl", Ogre::GPT_FRAGMENT_PROGRAM, Ogre::GPP_PS_2_0);
  55. mFragProg->load();
  56. // TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  57. Ogre::String vertShaderCode = "uniform mat4 matViewProjection; \
  58. attribute vec4 vertex; \
  59. void main() \
  60. { \
  61. gl_Position = matViewProjection * vertex; \
  62. }";
  63. mVertProg = mGpuProgramManager->createProgram(vertShaderCode, "main", "glsl", Ogre::GPT_VERTEX_PROGRAM, Ogre::GPP_VS_2_0);
  64. mVertProg->load();
  65. while(true)
  66. {
  67. Ogre::WindowEventUtilities::messagePump();
  68. DBG_renderSimpleFrame();
  69. }
  70. }
  71. void Application::shutDown()
  72. {
  73. if(RenderSystemManager::getActive() != nullptr)
  74. RenderSystemManager::getActive()->shutdown();
  75. if(mGpuProgramManager != nullptr)
  76. delete mGpuProgramManager;
  77. }
  78. void Application::DBG_renderSimpleFrame()
  79. {
  80. Ogre::RenderOperation ro;
  81. Ogre::IndexData* indexData = new Ogre::IndexData();
  82. indexData->indexCount = 36;
  83. indexData->indexBuffer = Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
  84. Ogre::HardwareIndexBuffer::IT_16BIT,
  85. 36,
  86. Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  87. unsigned short* idxData = static_cast<unsigned short*>(indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_NORMAL));
  88. idxData[0] = 0; idxData[1] = 1; idxData[2] = 2;
  89. idxData[3] = 2; idxData[4] = 3; idxData[5] = 0;
  90. idxData[6] = 4; idxData[7] = 5; idxData[8] = 6;
  91. idxData[9] = 6; idxData[10] = 7; idxData[11] = 4;
  92. idxData[12] = 0; idxData[13] = 3; idxData[14] = 5;
  93. idxData[15] = 5; idxData[16] = 4; idxData[17] = 0;
  94. idxData[18] = 3; idxData[19] = 2; idxData[20] = 6;
  95. idxData[21] = 6; idxData[22] = 5; idxData[23] = 3;
  96. idxData[24] = 2; idxData[25] = 1; idxData[26] = 7;
  97. idxData[27] = 7; idxData[28] = 6; idxData[29] = 2;
  98. idxData[30] = 1; idxData[31] = 0; idxData[32] = 4;
  99. idxData[33] = 4; idxData[34] = 7; idxData[35] = 1;
  100. indexData->indexBuffer->unlock();
  101. Ogre::VertexData* vertexData = new Ogre::VertexData();
  102. vertexData->vertexStart = 0;
  103. vertexData->vertexCount = 8;
  104. Ogre::VertexDeclaration* decl = vertexData->vertexDeclaration;
  105. decl->removeAllElements();
  106. size_t offset = 0;
  107. decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
  108. offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
  109. //decl->addElement(0, offset, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
  110. //offset += Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR);
  111. Ogre::HardwareVertexBufferPtr vertexBuffer = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
  112. vertexData->vertexDeclaration->getVertexSize(0),
  113. vertexData->vertexCount,
  114. Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  115. vertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
  116. size_t vertexSize = vertexBuffer->getVertexSize();
  117. char* vertBufferData = static_cast<char*>(vertexBuffer->lock(Ogre::HardwareBuffer::HBL_NORMAL));
  118. Ogre::Vector3 position(-5.0f, -5.0f, -5.0f);
  119. memcpy(vertBufferData, &position, vertexSize);
  120. vertBufferData += vertexSize;
  121. position = Ogre::Vector3(-5.0f, 5.0f, -5.0f);
  122. memcpy(vertBufferData, &position, vertexSize);
  123. vertBufferData += vertexSize;
  124. position = Ogre::Vector3(5.0f, 5.0f, -5.0f);
  125. memcpy(vertBufferData, &position, vertexSize);
  126. vertBufferData += vertexSize;
  127. position = Ogre::Vector3(5.0f, -5.0f, -5.0f);
  128. memcpy(vertBufferData, &position, vertexSize);
  129. vertBufferData += vertexSize;
  130. position = Ogre::Vector3(-5.0f, -5.0f, 5.0f);
  131. memcpy(vertBufferData, &position, vertexSize);
  132. vertBufferData += vertexSize;
  133. position = Ogre::Vector3(5.0f, -5.0f, 5.0f);
  134. memcpy(vertBufferData, &position, vertexSize);
  135. vertBufferData += vertexSize;
  136. position = Ogre::Vector3(5.0f, 5.0f, 5.0f);
  137. memcpy(vertBufferData, &position, vertexSize);
  138. vertBufferData += vertexSize;
  139. position = Ogre::Vector3(-5.0f, 5.0f, 5.0f);
  140. memcpy(vertBufferData, &position, vertexSize);
  141. vertBufferData += vertexSize;
  142. vertexBuffer->unlock();
  143. ro.indexData = indexData;
  144. ro.vertexData = vertexData;
  145. ro.useIndexes = true;
  146. ro.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
  147. Ogre::RenderSystem* renderSystem = RenderSystemManager::getActive();
  148. renderSystem->_setViewport(mViewport);
  149. //Ogre::Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  150. //renderSystem->_setProjectionMatrix(projMatrix);
  151. //Ogre::Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  152. //renderSystem->_setViewMatrix(viewMatrix);
  153. Ogre::Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  154. Ogre::Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true);
  155. Ogre::Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  156. renderSystem->setInvertVertexWinding(true);
  157. renderSystem->clearFrameBuffer(Ogre::FBT_COLOUR | Ogre::FBT_DEPTH, Ogre::ColourValue::Blue);
  158. renderSystem->_beginFrame();
  159. mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix);
  160. //renderSystem->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), Ogre::GPV_ALL);
  161. renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  162. renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  163. // 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
  164. renderSystem->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM, mFragProg->getDefaultParameters(), Ogre::GPV_ALL); // TODO - If I dont call bind parameters before shader wont activate? I think I should handle that differently
  165. renderSystem->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), Ogre::GPV_ALL);
  166. renderSystem->_render(ro);
  167. renderSystem->_endFrame();
  168. renderSystem->_swapAllRenderTargetBuffers(false);
  169. }
  170. Application& gApplication()
  171. {
  172. static Application application;
  173. return application;
  174. }
  175. }