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 "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. int CALLBACK WinMain(
  30. _In_ HINSTANCE hInstance,
  31. _In_ HINSTANCE hPrevInstance,
  32. _In_ LPSTR lpCmdLine,
  33. _In_ int nCmdShow
  34. )
  35. {
  36. #ifdef DX11
  37. gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
  38. #elif defined DX9
  39. gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
  40. #else
  41. gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
  42. #endif
  43. //CommandQueue::addBreakpoint(1, 11);
  44. RenderSystem* renderSystem = RenderSystem::instancePtr();
  45. RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
  46. HGameObject cameraGO = GameObject::create("MainCamera");
  47. HCamera camera = cameraGO->addComponent<Camera>();
  48. camera->init(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  49. cameraGO->setPosition(Vector3(0,50,1240));
  50. cameraGO->lookAt(Vector3(0,50,-300));
  51. camera->setNearClipDistance(5);
  52. camera->setAspectRatio(800.0f / 600.0f);
  53. GameObjectHandle<DebugCamera> debugCamera = cameraGO->addComponent<DebugCamera>();
  54. HGameObject testModelGO = GameObject::create("TestMesh");
  55. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  56. HGameObject testTextGO = GameObject::create("TestText");
  57. GameObjectHandle<TestTextSprite> textSprite = testTextGO->addComponent<TestTextSprite>();
  58. HFont font;
  59. {
  60. ImportOptionsPtr fontImportOptions = Importer::instance().createImportOptions("C:\\arial.ttf");
  61. if(rtti_is_of_type<FontImportOptions>(fontImportOptions))
  62. {
  63. FontImportOptions* importOptions = static_cast<FontImportOptions*>(fontImportOptions.get());
  64. vector<CamelotEngine::UINT32>::type fontSizes;
  65. fontSizes.push_back(12);
  66. importOptions->setFontSizes(fontSizes);
  67. }
  68. font = Importer::instance().import("C:\\arial.ttf", fontImportOptions);
  69. }
  70. textSprite->setText(camera, "TESTfAV", font, 12);
  71. #if defined DX9
  72. ///////////////// HLSL 9 SHADERS //////////////////////////
  73. String dx9psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_ps.gpuprog";
  74. String dx9vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl9_vs.gpuprog";
  75. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx9psLoc);
  76. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  77. {
  78. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  79. importOptions->setEntryPoint("ps_main");
  80. importOptions->setLanguage("hlsl");
  81. importOptions->setProfile(GPP_PS_2_0);
  82. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  83. }
  84. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx9psLoc, gpuProgImportOptions);
  85. gpuProgImportOptions = Importer::instance().createImportOptions(dx9vsLoc);
  86. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  87. {
  88. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  89. importOptions->setEntryPoint("vs_main");
  90. importOptions->setLanguage("hlsl");
  91. importOptions->setProfile(GPP_VS_2_0);
  92. importOptions->setType(GPT_VERTEX_PROGRAM);
  93. }
  94. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx9vsLoc, gpuProgImportOptions);
  95. #elif defined DX11
  96. HGpuProgInclude gpuProgInclude = Importer::instance().import("C:\\testInclude.gpuproginc");
  97. const String& debugString = gpuProgInclude->getString();
  98. /////////////////// HLSL 11 SHADERS //////////////////////////
  99. String dx11psLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_ps.gpuprog";
  100. String dx11vsLoc = "C:\\Projects\\CamelotEngine\\Data\\hlsl11_vs.gpuprog";
  101. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(dx11psLoc);
  102. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  103. {
  104. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  105. importOptions->setEntryPoint("ps_main");
  106. importOptions->setLanguage("hlsl");
  107. importOptions->setProfile(GPP_PS_4_0);
  108. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  109. }
  110. HHighLevelGpuProgram fragProgRef = Importer::instance().import(dx11psLoc, gpuProgImportOptions);
  111. gpuProgImportOptions = Importer::instance().createImportOptions(dx11vsLoc);
  112. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  113. {
  114. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  115. importOptions->setEntryPoint("vs_main");
  116. importOptions->setLanguage("hlsl");
  117. importOptions->setProfile(GPP_VS_4_0);
  118. importOptions->setType(GPT_VERTEX_PROGRAM);
  119. }
  120. HHighLevelGpuProgram vertProgRef = Importer::instance().import(dx11vsLoc, gpuProgImportOptions);
  121. #else
  122. ///////////////// GLSL SHADERS ////////////////////////////
  123. String glslpsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_ps.gpuprog";
  124. String glslvsLoc = "C:\\Projects\\CamelotEngine\\Data\\glsl_vs.gpuprog";
  125. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(glslpsLoc);
  126. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  127. {
  128. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  129. importOptions->setEntryPoint("main");
  130. importOptions->setLanguage("glsl");
  131. importOptions->setProfile(GPP_PS_2_0);
  132. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  133. }
  134. HHighLevelGpuProgram fragProgRef = Importer::instance().import(glslpsLoc, gpuProgImportOptions);
  135. gpuProgImportOptions = Importer::instance().createImportOptions(glslvsLoc);
  136. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  137. {
  138. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  139. importOptions->setEntryPoint("main");
  140. importOptions->setLanguage("glsl");
  141. importOptions->setProfile(GPP_VS_2_0);
  142. importOptions->setType(GPT_VERTEX_PROGRAM);
  143. }
  144. HHighLevelGpuProgram vertProgRef = Importer::instance().import(glslvsLoc, gpuProgImportOptions);
  145. #endif
  146. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  147. gResources().unload(vertProgRef);
  148. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  149. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  150. gResources().unload(fragProgRef);
  151. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  152. ShaderPtr testShader = Shader::create("TestShader");
  153. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  154. #if defined DX11
  155. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  156. #endif
  157. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  158. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  159. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  160. PassPtr newPassGL = newTechniqueGL->addPass();
  161. newPassGL->setVertexProgram(vertProgRef);
  162. newPassGL->setFragmentProgram(fragProgRef);
  163. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  164. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  165. // render systems/renderers per technique
  166. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  167. PassPtr newPassDX = newTechniqueDX->addPass();
  168. newPassDX->setVertexProgram(vertProgRef);
  169. newPassDX->setFragmentProgram(fragProgRef);
  170. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  171. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  172. newPassDX11->setVertexProgram(vertProgRef);
  173. newPassDX11->setFragmentProgram(fragProgRef);
  174. HMaterial testMaterial = Material::create();
  175. testMaterial->setShader(testShader);
  176. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  177. #if defined DX11
  178. float dbgMultipliers1[2];
  179. dbgMultipliers1[0] = 0.0f;
  180. dbgMultipliers1[1] = 0.0f;
  181. float dbgMultipliers2[2];
  182. dbgMultipliers2[0] = 1.0f;
  183. dbgMultipliers2[1] = 1.0f;
  184. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  185. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  186. #endif
  187. //testMaterialRef = gResources().load("C:\\testMaterial.mat");
  188. //testMaterialRef.waitUntilLoaded();
  189. /*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
  190. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  191. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  192. //int tmpFlag = _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF);
  193. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  194. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  195. gResources().unload(testTexRef);
  196. gResources().unload(dbgMeshRef);
  197. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  198. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  199. dbgMeshRef.waitUntilLoaded();
  200. testTexRef.waitUntilLoaded();
  201. testMaterial->setTexture("tex", testTexRef);
  202. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  203. gResources().unload(testMaterial);
  204. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  205. //_ASSERT(_CrtCheckMemory());
  206. testRenderable->setMesh(dbgMeshRef);
  207. testRenderable->setMaterial(testMaterial);
  208. //// Set the new state for the flag
  209. //_CrtSetDbgFlag( tmpFlag );
  210. gApplication().runMainLoop();
  211. // Release everything before shutdown
  212. //testMaterial->destroy();
  213. #ifdef DX11
  214. gpuProgInclude.reset();
  215. #endif
  216. gResources().unload(testTexRef);
  217. gResources().unload(dbgMeshRef);
  218. gResources().unload(fragProgRef);
  219. gResources().unload(vertProgRef);
  220. gResources().unload(testMaterial);
  221. font.reset();
  222. testMaterial.reset();
  223. testTexRef.reset();
  224. dbgMeshRef.reset();
  225. fragProgRef.reset();
  226. vertProgRef.reset();
  227. testModelGO->destroy();
  228. cameraGO->destroy();
  229. newPassGL = nullptr;
  230. newTechniqueGL = nullptr;
  231. newPassDX = nullptr;
  232. newTechniqueDX = nullptr;
  233. newPassDX11 = nullptr;
  234. newTechniqueDX11 = nullptr;
  235. testShader = nullptr;
  236. renderWindow = nullptr;
  237. gApplication().shutDown();
  238. return 0;
  239. }