CamelotClient.cpp 14 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 "CmCommandQueue.h"
  22. #include "CmBlendState.h"
  23. #include "CmDebugCamera.h"
  24. #include "CmTestTextSprite.h"
  25. #define DX11
  26. //#define DX9
  27. //#define GL
  28. using namespace CamelotEngine;
  29. MaterialHandle createTextMaterial()
  30. {
  31. #if defined DX9
  32. // TODO
  33. #elif defined DX11
  34. String textShader_dx11psLoc = "C:\\Projects\\CamelotEngine\\Data\\textShader_hlsl11_ps.gpuprog";
  35. String textShader_dx11vsLoc = "C:\\Projects\\CamelotEngine\\Data\\textShader_hlsl11_vs.gpuprog";
  36. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(textShader_dx11psLoc);
  37. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  38. {
  39. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  40. importOptions->setEntryPoint("ps_main");
  41. importOptions->setLanguage("hlsl");
  42. importOptions->setProfile(GPP_PS_4_0);
  43. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  44. }
  45. HighLevelGpuProgramHandle textShaderFragProgRef = Importer::instance().import(textShader_dx11psLoc, gpuProgImportOptions);
  46. gpuProgImportOptions = Importer::instance().createImportOptions(textShader_dx11vsLoc);
  47. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  48. {
  49. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  50. importOptions->setEntryPoint("vs_main");
  51. importOptions->setLanguage("hlsl");
  52. importOptions->setProfile(GPP_VS_4_0);
  53. importOptions->setType(GPT_VERTEX_PROGRAM);
  54. }
  55. HighLevelGpuProgramHandle textShaderVertProgRef = Importer::instance().import(textShader_dx11vsLoc, gpuProgImportOptions);
  56. #else
  57. // TODO
  58. #endif
  59. ShaderPtr textShader = Shader::create("TextShader");
  60. textShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  61. textShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  62. //TechniquePtr newTechniqueGL = textShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  63. //PassPtr newPassGL = newTechniqueGL->addPass();
  64. //newPassGL->setVertexProgram(textShaderVertProgRef);
  65. //newPassGL->setFragmentProgram(textShaderFragProgRef);
  66. //TechniquePtr newTechniqueDX = textShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  67. //PassPtr newPassDX = newTechniqueDX->addPass();
  68. //newPassDX->setVertexProgram(textShaderVertProgRef);
  69. //newPassDX->setFragmentProgram(textShaderFragProgRef);
  70. TechniquePtr newTechniqueDX11 = textShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  71. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  72. newPassDX11->setVertexProgram(textShaderVertProgRef);
  73. newPassDX11->setFragmentProgram(textShaderFragProgRef);
  74. BLEND_STATE_DESC desc;
  75. desc.renderTargetDesc[0].blendEnable = true;
  76. desc.renderTargetDesc[0].srcBlend = BF_SOURCE_ALPHA;
  77. desc.renderTargetDesc[0].dstBlend = BF_INV_SOURCE_ALPHA;
  78. desc.renderTargetDesc[0].blendOp = BO_ADD;
  79. BlendStateHandle blendState = BlendState::create(desc);
  80. newPassDX11->setBlendState(blendState);
  81. MaterialHandle textMaterial = Material::create();
  82. textMaterial->setShader(textShader);
  83. return textMaterial;
  84. }
  85. int CALLBACK WinMain(
  86. _In_ HINSTANCE hInstance,
  87. _In_ HINSTANCE hPrevInstance,
  88. _In_ LPSTR lpCmdLine,
  89. _In_ int nCmdShow
  90. )
  91. {
  92. #ifdef DX11
  93. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  94. #elif defined DX9
  95. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  96. #else
  97. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  98. #endif
  99. //CommandQueue::addBreakpoint(1, 11);
  100. RenderSystem* renderSystem = RenderSystem::instancePtr();
  101. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  102. GameObjectPtr cameraGO = GameObject::create("MainCamera");
  103. CameraPtr camera = cameraGO->addComponent<Camera>();
  104. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  105. cameraGO->setPosition(Vector3(0,50,1240));
  106. cameraGO->lookAt(Vector3(0,50,-300));
  107. camera->setNearClipDistance(5);
  108. camera->setAspectRatio(800.0f / 600.0f);
  109. std::shared_ptr<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  110. GameObjectPtr testModelGO = GameObject::create("TestMesh");
  111. RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
  112. GameObjectPtr testTextGO = GameObject::create("TestText");
  113. std::shared_ptr<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  114. // Debug test fonts
  115. ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf");
  116. if(rtti_is_of_type<FontImportOptions>(fontImportOptions))
  117. {
  118. FontImportOptions* importOptions = static_cast<FontImportOptions*>(fontImportOptions.get());
  119. vector<CamelotEngine::UINT32>::type fontSizes;
  120. fontSizes.push_back(12);
  121. importOptions->setFontSizes(fontSizes);
  122. }
  123. FontHandle font = Importer::instance().import("C:\\arial.ttf", fontImportOptions);
  124. MaterialHandle textMaterial = createTextMaterial();
  125. textSprite->setText("TESTfAV", font, 12, textMaterial);
  126. #if defined DX9
  127. ///////////////// HLSL 9 SHADERS //////////////////////////
  128. String dx9psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_ps.gpuprog";
  129. String dx9vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_vs.gpuprog";
  130. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  131. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  132. {
  133. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  134. importOptions->setEntryPoint("ps_main");
  135. importOptions->setLanguage("hlsl");
  136. importOptions->setProfile(GPP_PS_2_0);
  137. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  138. }
  139. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  140. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  141. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  142. {
  143. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  144. importOptions->setEntryPoint("vs_main");
  145. importOptions->setLanguage("hlsl");
  146. importOptions->setProfile(GPP_VS_2_0);
  147. importOptions->setType(GPT_VERTEX_PROGRAM);
  148. }
  149. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  150. #elif defined DX11
  151. GpuProgIncludeHandle gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  152. const String& debugString = gpuProgInclude->getString();
  153. /////////////////// HLSL 11 SHADERS //////////////////////////
  154. String dx11psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_ps.gpuprog";
  155. String dx11vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_vs.gpuprog";
  156. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  157. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  158. {
  159. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  160. importOptions->setEntryPoint("ps_main");
  161. importOptions->setLanguage("hlsl");
  162. importOptions->setProfile(GPP_PS_4_0);
  163. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  164. }
  165. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  166. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  167. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  168. {
  169. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  170. importOptions->setEntryPoint("vs_main");
  171. importOptions->setLanguage("hlsl");
  172. importOptions->setProfile(GPP_VS_4_0);
  173. importOptions->setType(GPT_VERTEX_PROGRAM);
  174. }
  175. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  176. #else
  177. ///////////////// GLSL SHADERS ////////////////////////////
  178. String glslpsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_ps.gpuprog";
  179. String glslvsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_vs.gpuprog";
  180. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  181. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  182. {
  183. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  184. importOptions->setEntryPoint("main");
  185. importOptions->setLanguage("glsl");
  186. importOptions->setProfile(GPP_PS_2_0);
  187. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  188. }
  189. HighLevelGpuProgramHandle fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  190. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  191. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  192. {
  193. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  194. importOptions->setEntryPoint("main");
  195. importOptions->setLanguage("glsl");
  196. importOptions->setProfile(GPP_VS_2_0);
  197. importOptions->setType(GPT_VERTEX_PROGRAM);
  198. }
  199. HighLevelGpuProgramHandle vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  200. #endif
  201. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  202. gResources().unload(vertProgRef);
  203. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  204. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  205. gResources().unload(fragProgRef);
  206. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  207. ShaderPtr testShader = Shader::create("TestShader");
  208. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  209. #if defined DX11
  210. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  211. #endif
  212. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  213. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  214. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  215. PassPtr newPassGL = newTechniqueGL->addPass();
  216. newPassGL->setVertexProgram(vertProgRef);
  217. newPassGL->setFragmentProgram(fragProgRef);
  218. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  219. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  220. // render systems/renderers per technique
  221. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  222. PassPtr newPassDX = newTechniqueDX->addPass();
  223. newPassDX->setVertexProgram(vertProgRef);
  224. newPassDX->setFragmentProgram(fragProgRef);
  225. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  226. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  227. newPassDX11->setVertexProgram(vertProgRef);
  228. newPassDX11->setFragmentProgram(fragProgRef);
  229. MaterialHandle testMaterial = Material::create();
  230. testMaterial->setShader(testShader);
  231. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  232. #if defined DX11
  233. float dbgMultipliers1[2];
  234. dbgMultipliers1[0] = 0.0f;
  235. dbgMultipliers1[1] = 0.0f;
  236. float dbgMultipliers2[2];
  237. dbgMultipliers2[0] = 1.0f;
  238. dbgMultipliers2[1] = 1.0f;
  239. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  240. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  241. #endif
  242. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  243. //testMaterialRef.waitUntilLoaded();
  244. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  245. TextureHandle testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  246. MeshHandle dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  247. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  248. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  249. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  250. gResources().unload(testTexRef);
  251. gResources().unload(dbgMeshRef);
  252. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  253. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  254. dbgMeshRef.waitUntilLoaded();
  255. testTexRef.waitUntilLoaded();
  256. testMaterial->setTexture("tex", testTexRef);
  257. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  258. gResources().unload(testMaterial);
  259. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  260. //_ASSERT(_CrtCheckMemory());
  261. testRenderable->setMesh(dbgMeshRef);
  262. testRenderable->setMaterial(testMaterial);
  263. //// Set the new state for the flag
  264. //_CrtSetDbgFlag( tmpFlag );
  265. gApplication().runMainLoop();
  266. // Release everything before shutdown
  267. //testMaterial->destroy();
  268. #ifdef DX11
  269. gpuProgInclude.reset();
  270. #endif
  271. gResources().unload(testTexRef);
  272. gResources().unload(dbgMeshRef);
  273. gResources().unload(fragProgRef);
  274. gResources().unload(vertProgRef);
  275. gResources().unload(testMaterial);
  276. testMaterial.reset();
  277. testTexRef.reset();
  278. dbgMeshRef.reset();
  279. fragProgRef.reset();
  280. vertProgRef.reset();
  281. testModelGO->destroy();
  282. testModelGO = nullptr;
  283. testRenderable = nullptr;
  284. cameraGO->destroy();
  285. cameraGO = nullptr;
  286. camera = nullptr;
  287. debugCamera = nullptr;
  288. newPassGL = nullptr;
  289. newTechniqueGL = nullptr;
  290. newPassDX = nullptr;
  291. newTechniqueDX = nullptr;
  292. newPassDX11 = nullptr;
  293. newTechniqueDX11 = nullptr;
  294. testShader = nullptr;
  295. renderWindow = nullptr;
  296. gApplication().shutDown();
  297. return 0;
  298. }