int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/, LPTSTR /*lpCmdLine*/, int nCmdShow ) { ForceLoadComponentsDll(); #if HELIUM_TOOLS ForceLoadEditorSupportDll(); #endif HELIUM_TRACE_SET_LEVEL( TraceLevels::Debug ); Timer::StaticInitialize(); #if !HELIUM_RELEASE && !HELIUM_PROFILE Helium::InitializeSymbols(); #endif AsyncLoader::GetStaticInstance().Initialize(); FilePath baseDirectory; if ( !FileLocations::GetBaseDirectory( baseDirectory ) ) { HELIUM_TRACE( TraceLevels::Error, TXT( "Could not get base directory." ) ); return -1; } HELIUM_VERIFY( CacheManager::InitializeStaticInstance( baseDirectory ) ); Helium::Bullet::Initialize(); int resultCode = -1; { Reflect::Initialize(); Helium::Components::Initialize(); Helium::TaskScheduler::CalculateSchedule(); #if HELIUM_TOOLS #endif InitEngineJobsDefaultHeap(); InitGraphicsJobsDefaultHeap(); InitTestJobsDefaultHeap(); #if HELIUM_TOOLS //HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() ); HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() ); AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::CreateStaticInstance(); HELIUM_ASSERT( pAssetPreprocessor ); PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor; HELIUM_ASSERT( pPlatformPreprocessor ); pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor ); #else HELIUM_VERIFY( CacheAssetLoader::InitializeStaticInstance() ); #endif #if !GTEST AssetLoader* gAssetLoader = NULL; #endif gAssetLoader = AssetLoader::GetStaticInstance(); HELIUM_ASSERT( gAssetLoader ); Config& rConfig = Config::GetStaticInstance(); rConfig.BeginLoad(); while( !rConfig.TryFinishLoad() ) { gAssetLoader->Tick(); } #if HELIUM_TOOLS ConfigPc::SaveUserConfig(); #endif uint32_t displayWidth; uint32_t displayHeight; //bool bFullscreen; bool bVsync; { StrongPtr< GraphicsConfig > spGraphicsConfig( rConfig.GetConfigObject< GraphicsConfig >( Name( TXT( "GraphicsConfig" ) ) ) ); HELIUM_ASSERT( spGraphicsConfig ); displayWidth = spGraphicsConfig->GetWidth(); displayHeight = spGraphicsConfig->GetHeight(); //bFullscreen = spGraphicsConfig->GetFullscreen(); bVsync = spGraphicsConfig->GetVsync(); } WNDCLASSEXW windowClass; windowClass.cbSize = sizeof( windowClass ); windowClass.style = 0; windowClass.lpfnWndProc = WindowProc; windowClass.cbClsExtra = 0; windowClass.cbWndExtra = 0; windowClass.hInstance = hInstance; windowClass.hIcon = NULL; windowClass.hCursor = NULL; windowClass.hbrBackground = NULL; windowClass.lpszMenuName = NULL; windowClass.lpszClassName = L"HeliumTestAppClass"; windowClass.hIconSm = NULL; HELIUM_VERIFY( RegisterClassEx( &windowClass ) ); WindowData windowData; windowData.hMainWnd = NULL; windowData.hSubWnd = NULL; windowData.bProcessMessages = true; windowData.bShutdownRendering = false; windowData.resultCode = 0; DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU; RECT windowRect; windowRect.left = 0; windowRect.top = 0; windowRect.right = static_cast< LONG >( displayWidth ); windowRect.bottom = static_cast< LONG >( displayHeight ); HELIUM_VERIFY( AdjustWindowRect( &windowRect, dwStyle, FALSE ) ); HWND hMainWnd = ::CreateWindowW( L"HeliumTestAppClass", L"Helium TestApp", dwStyle, CW_USEDEFAULT, CW_USEDEFAULT, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, hInstance, NULL ); HELIUM_ASSERT( hMainWnd ); windowRect.left = 0; windowRect.top = 0; windowRect.right = static_cast< LONG >( displayWidth ); windowRect.bottom = static_cast< LONG >( displayHeight ); HELIUM_VERIFY( AdjustWindowRect( &windowRect, dwStyle, FALSE ) ); #if MULTI_WINDOW HWND hSubWnd = ::CreateWindowW( L"HeliumTestAppClass", L"Helium TestApp (second view)", dwStyle, CW_USEDEFAULT, CW_USEDEFAULT, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, hInstance, NULL ); HELIUM_ASSERT( hSubWnd ); #endif windowData.hMainWnd = hMainWnd; SetWindowLongPtr( hMainWnd, GWLP_USERDATA, reinterpret_cast< LONG_PTR >( &windowData ) ); ShowWindow( hMainWnd, nCmdShow ); UpdateWindow( hMainWnd ); #if MULTI_WINDOW windowData.hSubWnd = hSubWnd; SetWindowLongPtr( hSubWnd, GWLP_USERDATA, reinterpret_cast< LONG_PTR >( &windowData ) ); ShowWindow( hSubWnd, nCmdShow ); UpdateWindow( hSubWnd ); #endif HELIUM_VERIFY( D3D9Renderer::CreateStaticInstance() ); Renderer* pRenderer = Renderer::GetStaticInstance(); HELIUM_ASSERT( pRenderer ); pRenderer->Initialize(); Renderer::ContextInitParameters contextInitParams; contextInitParams.pWindow = hMainWnd; contextInitParams.displayWidth = displayWidth; contextInitParams.displayHeight = displayHeight; contextInitParams.bVsync = bVsync; HELIUM_VERIFY( pRenderer->CreateMainContext( contextInitParams ) ); #if MULTI_WINDOW contextInitParams.pWindow = hSubWnd; RRenderContextPtr spSubRenderContext = pRenderer->CreateSubContext( contextInitParams ); HELIUM_ASSERT( spSubRenderContext ); #endif Input::Initialize(&hMainWnd, false); { AssetPath prePassShaderPath; HELIUM_VERIFY( prePassShaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "PrePass.hlsl" ) ) ); AssetPtr spPrePassShader; HELIUM_VERIFY( AssetLoader::GetStaticInstance()->LoadObject( prePassShaderPath, spPrePassShader ) ); HELIUM_ASSERT( spPrePassShader.Get() ); } RenderResourceManager& rRenderResourceManager = RenderResourceManager::GetStaticInstance(); rRenderResourceManager.Initialize(); rRenderResourceManager.UpdateMaxViewportSize( displayWidth, displayHeight ); //// Create a scene definition SceneDefinitionPtr spSceneDefinition; gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:SceneDefinition" ) ), spSceneDefinition ); EntityDefinitionPtr spEntityDefinition; gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:TestBull_Entity" ) ), spEntityDefinition ); DynamicDrawer& rDynamicDrawer = DynamicDrawer::GetStaticInstance(); HELIUM_VERIFY( rDynamicDrawer.Initialize() ); RRenderContextPtr spMainRenderContext = pRenderer->GetMainContext(); HELIUM_ASSERT( spMainRenderContext ); WorldManager& rWorldManager = WorldManager::GetStaticInstance(); HELIUM_VERIFY( rWorldManager.Initialize() ); // Create a world WorldPtr spWorld( rWorldManager.CreateWorld( spSceneDefinition ) ); HELIUM_ASSERT( spWorld ); HELIUM_TRACE( TraceLevels::Info, TXT( "Created world \"%s\".\n" ), *spSceneDefinition->GetPath().ToString() ); //Slice *pRootSlice = spWorld->GetRootSlice(); //Entity *pEntity = pRootSlice->CreateEntity(spEntityDefinition); GraphicsScene* pGraphicsScene = spWorld->GetComponents().GetFirst<GraphicsManagerComponent>()->GetGraphicsScene(); HELIUM_ASSERT( pGraphicsScene ); GraphicsSceneView* pMainSceneView = NULL; if( pGraphicsScene ) { uint32_t mainSceneViewId = pGraphicsScene->AllocateSceneView(); if( IsValid( mainSceneViewId ) ) { float32_t aspectRatio = static_cast< float32_t >( displayWidth ) / static_cast< float32_t >( displayHeight ); RSurface* pDepthStencilSurface = rRenderResourceManager.GetDepthStencilSurface(); HELIUM_ASSERT( pDepthStencilSurface ); pMainSceneView = pGraphicsScene->GetSceneView( mainSceneViewId ); HELIUM_ASSERT( pMainSceneView ); pMainSceneView->SetRenderContext( spMainRenderContext ); pMainSceneView->SetDepthStencilSurface( pDepthStencilSurface ); pMainSceneView->SetAspectRatio( aspectRatio ); pMainSceneView->SetViewport( 0, 0, displayWidth, displayHeight ); pMainSceneView->SetClearColor( Color( 0x00202020 ) ); //spMainCamera->SetSceneViewId( mainSceneViewId ); #if MULTI_WINDOW uint32_t subSceneViewId = pGraphicsScene->AllocateSceneView(); if( IsValid( subSceneViewId ) ) { GraphicsSceneView* pSubSceneView = pGraphicsScene->GetSceneView( subSceneViewId ); HELIUM_ASSERT( pSubSceneView ); pSubSceneView->SetRenderContext( spSubRenderContext ); pSubSceneView->SetDepthStencilSurface( pDepthStencilSurface ); pSubSceneView->SetAspectRatio( aspectRatio ); pSubSceneView->SetViewport( 0, 0, displayWidth, displayHeight ); pSubSceneView->SetClearColor( Color( 0x00202020 ) ); //spSubCamera->SetSceneViewId( subSceneViewId ); } #endif } #if !HELIUM_RELEASE && !HELIUM_PROFILE BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer(); rSceneDrawer.DrawScreenText( 20, 20, String( TXT( "CACHING" ) ), Color( 0xff00ff00 ), RenderResourceManager::DEBUG_FONT_SIZE_LARGE ); rSceneDrawer.DrawScreenText( 21, 20, String( TXT( "CACHING" ) ), Color( 0xff00ff00 ), RenderResourceManager::DEBUG_FONT_SIZE_LARGE ); //rSceneDrawer.Draw //Helium::DynamicDrawer &drawer = DynamicDrawer::GetStaticInstance(); //drawer. #endif } rWorldManager.Update(); float time = 0.0f; #if MULTI_WINDOW spSubRenderContext.Release(); #endif spMainRenderContext.Release(); Helium::StrongPtr<Helium::Texture2d> texture; gAssetLoader->LoadObject( AssetPath( TXT( "/Textures:Triangle.png" ) ), texture); Helium::RTexture2d *rTexture2d = texture->GetRenderResource2d(); while( windowData.bProcessMessages ) { #if GRAPHICS_SCENE_BUFFERED_DRAWER BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer(); rSceneDrawer.DrawScreenText( 20, 20, String( TXT( "RUNNING" ) ), Color( 0xffffffff ), RenderResourceManager::DEBUG_FONT_SIZE_LARGE ); rSceneDrawer.DrawScreenText( 21, 20, String( TXT( "RUNNING" ) ), Color( 0xffffffff ), RenderResourceManager::DEBUG_FONT_SIZE_LARGE ); time += 0.01f; DynamicArray<SimpleVertex> verticesU; verticesU.New( -100.0f, -100.0f, 750.0f ); verticesU.New( 100.0f, -100.0f, 750.0f ); verticesU.New( 100.0f, 100.0f, 750.0f ); verticesU.New( -100.0f, 100.0f, 750.0f ); rSceneDrawer.DrawLineList( verticesU.GetData(), static_cast<uint32_t>( verticesU.GetSize() ) ); DynamicArray<SimpleTexturedVertex> verticesT; verticesT.New( Simd::Vector3( -100.0f, 100.0f, 750.0f ), Simd::Vector2( 0.0f, 0.0f ) ); verticesT.New( Simd::Vector3( 100.0f, 100.0f, 750.0f ), Simd::Vector2( 1.0f, 0.0f ) ); verticesT.New( Simd::Vector3( -100.0f, -100.0f, 750.0f ), Simd::Vector2( 0.0f, 1.0f ) ); verticesT.New( Simd::Vector3( 100.0f, -100.0f, 750.0f ), Simd::Vector2( 1.0f, 1.0f ) ); //rSceneDrawer.DrawTextured( // RENDERER_PRIMITIVE_TYPE_TRIANGLE_STRIP, // verticesT.GetData(), // verticesT.GetSize(), // NULL, // 2, // rTexture2d, Helium::Color(1.0f, 1.0f, 1.0f, 1.0f), Helium::RenderResourceManager::RASTERIZER_STATE_DEFAULT, Helium::RenderResourceManager::DEPTH_STENCIL_STATE_NONE); //rSceneDrawer.DrawTexturedQuad(rTexture2d); Helium::Simd::Matrix44 transform = Helium::Simd::Matrix44::IDENTITY; Simd::Vector3 location(0.0f, 400.0f, 0.0f); Simd::Quat rotation(Helium::Simd::Vector3::BasisZ, time); Simd::Vector3 scale(1000.0f, 1000.0f, 1000.0f); transform.SetRotationTranslationScaling(rotation, location, scale); rSceneDrawer.DrawTexturedQuad(rTexture2d, transform, Simd::Vector2(0.0f, 0.0f), Simd::Vector2(0.5f, 0.5f)); #endif //Helium::Simd::Vector3 up = Simd::Vector3::BasisY; ////Helium::Simd::Vector3 eye(5000.0f * sin(time), 0.0f, 5000.0f * cos(time)); //Helium::Simd::Vector3 eye(0.0f, 0.0f, -1000.0f); //Helium::Simd::Vector3 forward = Simd::Vector3::Zero - eye; //forward.Normalize(); ////pMainSceneView->SetClearColor( Color( 0xffffffff ) ); //pMainSceneView->SetView(eye, forward, up); if (Input::IsKeyDown(Input::KeyCodes::KC_A)) { HELIUM_TRACE( TraceLevels::Info, TXT( "A is down" ) ); } if (Input::IsKeyDown(Input::KeyCodes::KC_ESCAPE)) { HELIUM_TRACE( TraceLevels::Info, TXT( "Exiting" ) ); break; } MSG message; if( PeekMessage( &message, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &message ); DispatchMessage( &message ); if( windowData.bShutdownRendering ) { if( spWorld ) { spWorld->Shutdown(); } spWorld.Release(); WorldManager::DestroyStaticInstance(); spSceneDefinition.Release(); spEntityDefinition.Release(); DynamicDrawer::DestroyStaticInstance(); RenderResourceManager::DestroyStaticInstance(); Renderer::DestroyStaticInstance(); break; } if( message.message == WM_QUIT ) { windowData.bProcessMessages = false; windowData.resultCode = static_cast< int >( message.wParam ); resultCode = static_cast< int >( message.wParam ); break; } } rWorldManager.Update(); #if GRAPHICS_SCENE_BUFFERED_DRAWER if( pGraphicsScene ) { BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer(); rSceneDrawer.DrawScreenText( 20, 20, String( TXT( "Debug text test!" ) ), Color( 0xffffffff ) ); } #endif } if( spWorld ) { spWorld->Shutdown(); } spWorld.Release(); } WorldManager::DestroyStaticInstance(); DynamicDrawer::DestroyStaticInstance(); RenderResourceManager::DestroyStaticInstance(); Helium::Input::Cleanup(); Renderer::DestroyStaticInstance(); JobManager::DestroyStaticInstance(); Config::DestroyStaticInstance(); #if HELIUM_TOOLS AssetPreprocessor::DestroyStaticInstance(); #endif AssetLoader::DestroyStaticInstance(); CacheManager::DestroyStaticInstance(); Helium::Components::Cleanup(); Reflect::Cleanup(); AssetType::Shutdown(); Asset::Shutdown(); Reflect::ObjectRefCountSupport::Shutdown(); Helium::Bullet::Cleanup(); AssetPath::Shutdown(); Name::Shutdown(); FileLocations::Shutdown(); ThreadLocalStackAllocator::ReleaseMemoryHeap(); #if HELIUM_ENABLE_MEMORY_TRACKING DynamicMemoryHeap::LogMemoryStats(); ThreadLocalStackAllocator::ReleaseMemoryHeap(); #endif return resultCode; }
bool ProjectViewModel::OpenProject( const FilePath& project ) { if ( !m_CurrentProject.Empty() ) { CloseProject(); } m_CurrentProject = project; FileLocations::SetBaseDirectory( project ); // Make sure various module-specific heaps are initialized from the main thread before use. InitEngineJobsDefaultHeap(); InitGraphicsJobsDefaultHeap(); // Register shutdown for general systems. m_InitializerStack.Push( FileLocations::Shutdown ); m_InitializerStack.Push( Name::Shutdown ); m_InitializerStack.Push( AssetPath::Shutdown ); m_InitializerStack.Push( AsyncLoader::Startup, AsyncLoader::Shutdown ); // Asset cache management. m_InitializerStack.Push( CacheManager::Startup, CacheManager::Shutdown ); m_InitializerStack.Push( Reflect::ObjectRefCountSupport::Shutdown ); m_InitializerStack.Push( Asset::Shutdown ); m_InitializerStack.Push( AssetType::Shutdown ); m_InitializerStack.Push( Reflect::Startup, Reflect::Shutdown ); m_InitializerStack.Push( Persist::Startup, Persist::Shutdown ); m_InitializerStack.Push( LooseAssetLoader::Startup, LooseAssetLoader::Shutdown ); m_InitializerStack.Push( AssetPreprocessor::Startup, AssetPreprocessor::Shutdown ); AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::GetInstance(); HELIUM_ASSERT( pAssetPreprocessor ); PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor; HELIUM_ASSERT( pPlatformPreprocessor ); pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor ); m_InitializerStack.Push( AssetTracker::Startup, AssetTracker::Shutdown ); m_InitializerStack.Push( ThreadSafeAssetTrackerListener::Startup, ThreadSafeAssetTrackerListener::Shutdown ); ThreadSafeAssetTrackerListener::GetInstance()->e_AssetLoaded.AddMethod( this, &ProjectViewModel::OnAssetLoaded ); ThreadSafeAssetTrackerListener::GetInstance()->e_AssetChanged.AddMethod( this, &ProjectViewModel::OnAssetChanged ); m_InitializerStack.Push( Config::Startup, Config::Shutdown ); HELIUM_ASSERT( AssetLoader::GetInstance() ); AssetLoader::GetInstance()->LoadObject<SystemDefinition>( "/Editor:System", m_pEditorSystemDefinition ); if ( HELIUM_VERIFY( m_pEditorSystemDefinition ) ) { m_pEditorSystemDefinition->Initialize(); } else { HELIUM_TRACE( TraceLevels::Error, "InitializeEditorSystem(): Could not find SystemDefinition. LoadObject on '/Editor:System' failed.\n" ); } Components::Startup( m_pEditorSystemDefinition.Get() ); // Engine configuration. Config* pConfig = Config::GetInstance(); HELIUM_ASSERT( pConfig ); AssetLoader* pAssetLoader = AssetLoader::GetInstance(); HELIUM_ASSERT( pAssetLoader ); pConfig->BeginLoad(); while( !pConfig->TryFinishLoad() ) { pAssetLoader->Tick(); } ConfigPc::SaveUserConfig(); #if HELIUM_OS_WIN m_Engine.Initialize( &wxGetApp().GetFrame()->GetSceneManager(), GetHwndOf( wxGetApp().GetFrame() ) ); #else m_Engine.Initialize( &wxGetApp().GetFrame()->GetSceneManager(), NULL ); #endif ForciblyFullyLoadedPackageManager::GetInstance()->e_AssetForciblyLoadedEvent.AddMethod( this, &ProjectViewModel::OnAssetEditable ); return true; }
/// Initialize all resources provided by this manager. /// /// @see Cleanup(), PostConfigUpdate() bool RenderResourceManager::Initialize() { // Release any existing resources. Cleanup(); // Get the renderer and graphics configuration. Renderer* pRenderer = Renderer::GetInstance(); if ( !pRenderer ) { return false; } Config* pConfig = Config::GetInstance(); if ( !HELIUM_VERIFY( pConfig ) ) { return false; } StrongPtr< GraphicsConfig > spGraphicsConfig( pConfig->GetConfigObject< GraphicsConfig >( Name( "GraphicsConfig" ) ) ); if ( !spGraphicsConfig ) { HELIUM_TRACE( TraceLevels::Error, "RenderResourceManager::Initialize(): Initialization failed; missing GraphicsConfig.\n" ); return false; } // Create the standard rasterizer states. RRasterizerState::Description rasterizerStateDesc; rasterizerStateDesc.fillMode = RENDERER_FILL_MODE_SOLID; rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_BACK; rasterizerStateDesc.winding = RENDERER_WINDING_CLOCKWISE; rasterizerStateDesc.depthBias = 0; rasterizerStateDesc.slopeScaledDepthBias = 0.0f; m_rasterizerStates[RASTERIZER_STATE_DEFAULT] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[RASTERIZER_STATE_DEFAULT] ); rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_NONE; m_rasterizerStates[RASTERIZER_STATE_DOUBLE_SIDED] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[RASTERIZER_STATE_DOUBLE_SIDED] ); rasterizerStateDesc.depthBias = 1; rasterizerStateDesc.slopeScaledDepthBias = 2.0f; m_rasterizerStates[RASTERIZER_STATE_SHADOW_DEPTH] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[RASTERIZER_STATE_SHADOW_DEPTH] ); rasterizerStateDesc.depthBias = 0; rasterizerStateDesc.slopeScaledDepthBias = 0.0f; rasterizerStateDesc.fillMode = RENDERER_FILL_MODE_WIREFRAME; m_rasterizerStates[RASTERIZER_STATE_WIREFRAME_DOUBLE_SIDED] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[RASTERIZER_STATE_WIREFRAME_DOUBLE_SIDED] ); rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_BACK; m_rasterizerStates[RASTERIZER_STATE_WIREFRAME] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[RASTERIZER_STATE_WIREFRAME] ); // Create the standard blend states. RBlendState::Description blendStateDesc; blendStateDesc.bBlendEnable = false; m_blendStates[BLEND_STATE_OPAQUE] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_OPAQUE] ); blendStateDesc.colorWriteMask = 0; m_blendStates[BLEND_STATE_NO_COLOR] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_NO_COLOR] ); blendStateDesc.colorWriteMask = RENDERER_COLOR_WRITE_MASK_FLAG_ALL; blendStateDesc.bBlendEnable = true; blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_SRC_ALPHA; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_INV_SRC_ALPHA; blendStateDesc.function = RENDERER_BLEND_FUNCTION_ADD; m_blendStates[BLEND_STATE_TRANSPARENT] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_TRANSPARENT] ); blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_ONE; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_ONE; m_blendStates[BLEND_STATE_ADDITIVE] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_ADDITIVE] ); blendStateDesc.function = RENDERER_BLEND_FUNCTION_REVERSE_SUBTRACT; m_blendStates[BLEND_STATE_SUBTRACTIVE] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_SUBTRACTIVE] ); blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_DEST_COLOR; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_ZERO; blendStateDesc.function = RENDERER_BLEND_FUNCTION_ADD; m_blendStates[BLEND_STATE_MODULATE] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[BLEND_STATE_MODULATE] ); // Create the standard depth/stencil states. RDepthStencilState::Description depthStateDesc; depthStateDesc.stencilWriteMask = 0; depthStateDesc.bStencilTestEnable = false; depthStateDesc.depthFunction = RENDERER_COMPARE_FUNCTION_LESS_EQUAL; depthStateDesc.bDepthTestEnable = true; depthStateDesc.bDepthWriteEnable = true; m_depthStencilStates[DEPTH_STENCIL_STATE_DEFAULT] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[DEPTH_STENCIL_STATE_DEFAULT] ); depthStateDesc.bDepthWriteEnable = false; m_depthStencilStates[DEPTH_STENCIL_STATE_TEST_ONLY] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[DEPTH_STENCIL_STATE_TEST_ONLY] ); depthStateDesc.bDepthTestEnable = false; m_depthStencilStates[DEPTH_STENCIL_STATE_NONE] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[DEPTH_STENCIL_STATE_NONE] ); // Create the standard sampler states that are not dependent on configuration settings. RSamplerState::Description samplerStateDesc; samplerStateDesc.filter = RENDERER_TEXTURE_FILTER_MIN_POINT_MAG_POINT_MIP_POINT; samplerStateDesc.addressModeW = RENDERER_TEXTURE_ADDRESS_MODE_CLAMP; samplerStateDesc.mipLodBias = 0; samplerStateDesc.maxAnisotropy = spGraphicsConfig->GetMaxAnisotropy(); for ( size_t addressModeIndex = 0; addressModeIndex < RENDERER_TEXTURE_ADDRESS_MODE_MAX; ++addressModeIndex ) { ERendererTextureAddressMode addressMode = static_cast<ERendererTextureAddressMode>( addressModeIndex ); samplerStateDesc.addressModeU = addressMode; samplerStateDesc.addressModeV = addressMode; samplerStateDesc.addressModeW = addressMode; m_samplerStates[TEXTURE_FILTER_POINT][addressModeIndex] = pRenderer->CreateSamplerState( samplerStateDesc ); HELIUM_ASSERT( m_samplerStates[TEXTURE_FILTER_POINT][addressModeIndex] ); } // Create the standard set of mesh vertex descriptions. RVertexDescription::Element vertexElements[6]; vertexElements[0].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_3; vertexElements[0].semantic = RENDERER_VERTEX_SEMANTIC_POSITION; vertexElements[0].semanticIndex = 0; vertexElements[0].bufferIndex = 0; vertexElements[1].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[1].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[1].semanticIndex = 0; vertexElements[1].bufferIndex = 0; vertexElements[2].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[2].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[2].semanticIndex = 0; vertexElements[2].bufferIndex = 0; vertexElements[3].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_2; vertexElements[3].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[3].semanticIndex = 1; vertexElements[3].bufferIndex = 0; m_spSimpleVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 2 ); HELIUM_ASSERT( m_spSimpleVertexDescription ); m_spSimpleTexturedVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 3 ); HELIUM_ASSERT( m_spSimpleTexturedVertexDescription ); m_spProjectedVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 4 ); HELIUM_ASSERT( m_spProjectedVertexDescription ); vertexElements[1].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[1].semantic = RENDERER_VERTEX_SEMANTIC_NORMAL; vertexElements[1].semanticIndex = 0; vertexElements[1].bufferIndex = 0; vertexElements[2].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[2].semantic = RENDERER_VERTEX_SEMANTIC_TANGENT; vertexElements[2].semanticIndex = 0; vertexElements[2].bufferIndex = 0; vertexElements[3].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[3].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[3].semanticIndex = 0; vertexElements[3].bufferIndex = 0; vertexElements[4].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[4].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[4].semanticIndex = 0; vertexElements[4].bufferIndex = 0; vertexElements[5].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[5].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[5].semanticIndex = 1; vertexElements[5].bufferIndex = 0; m_staticMeshVertexDescriptions[0] = pRenderer->CreateVertexDescription( vertexElements, 5 ); HELIUM_ASSERT( m_staticMeshVertexDescriptions[0] ); m_staticMeshVertexDescriptions[1] = pRenderer->CreateVertexDescription( vertexElements, 6 ); HELIUM_ASSERT( m_staticMeshVertexDescriptions[1] ); vertexElements[1].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[1].semantic = RENDERER_VERTEX_SEMANTIC_BLENDWEIGHT; vertexElements[1].semanticIndex = 0; vertexElements[1].bufferIndex = 0; vertexElements[2].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4; vertexElements[2].semantic = RENDERER_VERTEX_SEMANTIC_BLENDINDICES; vertexElements[2].semanticIndex = 0; vertexElements[2].bufferIndex = 0; vertexElements[3].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[3].semantic = RENDERER_VERTEX_SEMANTIC_NORMAL; vertexElements[3].semanticIndex = 0; vertexElements[3].bufferIndex = 0; vertexElements[4].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[4].semantic = RENDERER_VERTEX_SEMANTIC_TANGENT; vertexElements[4].semanticIndex = 0; vertexElements[4].bufferIndex = 0; vertexElements[5].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[5].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[5].semanticIndex = 0; vertexElements[5].bufferIndex = 0; m_spSkinnedMeshVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 6 ); HELIUM_ASSERT( m_spSkinnedMeshVertexDescription ); vertexElements[0].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_2; vertexElements[0].semantic = RENDERER_VERTEX_SEMANTIC_POSITION; vertexElements[0].semanticIndex = 0; vertexElements[0].bufferIndex = 0; vertexElements[1].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[1].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[1].semanticIndex = 0; vertexElements[1].bufferIndex = 0; vertexElements[2].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[2].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[2].semanticIndex = 0; vertexElements[2].bufferIndex = 0; m_spScreenVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 3 ); HELIUM_ASSERT( m_spScreenVertexDescription ); // Create configuration-dependent render resources. PostConfigUpdate(); // Attempt to load the depth-only pre-pass shader. // TODO: XXX TMC: Migrate to a more data-driven solution. AssetLoader* pAssetLoader = AssetLoader::GetInstance(); HELIUM_ASSERT( pAssetLoader ); #ifdef HELIUM_DIRECT3D AssetPath prePassShaderPath; HELIUM_VERIFY( prePassShaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "PrePass.hlsl" ) ); AssetPtr spPrePassShader; HELIUM_VERIFY( pAssetLoader->LoadObject( prePassShaderPath, spPrePassShader ) ); Shader* pPrePassShader = Reflect::SafeCast< Shader >( spPrePassShader.Get() ); if ( HELIUM_VERIFY( pPrePassShader ) ) { size_t loadId = pPrePassShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pPrePassShader->TryFinishLoadVariant( loadId, m_spPrePassVertexShader ) ) { pAssetLoader->Tick(); } } } // Attempt to load the simple world-space, simple screen-space, and screen-space text shaders. // TODO: XXX TMC: Migrate to a more data-driven solution. AssetPath shaderPath; HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "Simple.hlsl" ) ); AssetPtr spShader; HELIUM_VERIFY( pAssetLoader->LoadObject( shaderPath, spShader ) ); Shader* pShader = Reflect::SafeCast< Shader >( spShader.Get() ); if ( HELIUM_VERIFY( pShader ) ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spSimpleWorldSpaceVertexShader ) ) { pAssetLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spSimpleWorldSpacePixelShader ) ) { pAssetLoader->Tick(); } } } HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "ScreenSpaceTexture.hlsl" ) ); HELIUM_VERIFY( pAssetLoader->LoadObject( shaderPath, spShader ) ); pShader = Reflect::SafeCast< Shader >( spShader.Get() ); if ( HELIUM_VERIFY( pShader ) ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spSimpleScreenSpaceVertexShader ) ) { pAssetLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spSimpleScreenSpacePixelShader ) ) { pAssetLoader->Tick(); } } } HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Shaders" HELIUM_OBJECT_PATH_CHAR_STRING "ScreenText.hlsl" ) ); HELIUM_VERIFY( pAssetLoader->LoadObject( shaderPath, spShader ) ); pShader = Reflect::SafeCast< Shader >( spShader.Get() ); if ( HELIUM_VERIFY( pShader ) ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spScreenTextVertexShader ) ) { pAssetLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if ( IsValid( loadId ) ) { while ( !pShader->TryFinishLoadVariant( loadId, m_spScreenTextPixelShader ) ) { pAssetLoader->Tick(); } } } // Attempt to load the debug fonts. // TODO: XXX TMC: Migrate to a more data-driven solution. AssetPath fontPath; AssetPtr spFont; HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Fonts" HELIUM_OBJECT_PATH_CHAR_STRING "DebugSmall" ) ); HELIUM_VERIFY( pAssetLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[DEBUG_FONT_SIZE_SMALL] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Fonts" HELIUM_OBJECT_PATH_CHAR_STRING "DebugMedium" ) ); HELIUM_VERIFY( pAssetLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[DEBUG_FONT_SIZE_MEDIUM] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING "Fonts" HELIUM_OBJECT_PATH_CHAR_STRING "DebugLarge" ) ); HELIUM_VERIFY( pAssetLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[DEBUG_FONT_SIZE_LARGE] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); #endif return true; }
/////////////////////////////////////////////////////////////////////////////// // Called after OnInitCmdLine. The base class handles the /help command line // switch and exits. If we get this far, we need to parse the command line // and determine what mode to launch the app in. // bool App::OnInit() { SetVendorName( HELIUM_APP_NAME ); #if !HELIUM_RELEASE && !HELIUM_PROFILE HELIUM_TRACE_SET_LEVEL( TraceLevels::Debug ); Helium::InitializeSymbols(); #endif // Initialize sibling dynamically loaded modules. Helium::FilePath path ( Helium::GetProcessPath() ); for ( DirectoryIterator itr ( FilePath( path.Directory() ) ); !itr.IsDone(); itr.Next() ) { std::string ext = itr.GetItem().m_Path.Extension(); if ( ext == HELIUM_MODULE_EXTENSION ) { ModuleHandle module = LoadModule( itr.GetItem().m_Path.c_str() ); HELIUM_ASSERT( module != HELIUM_INVALID_MODULE ); } } // don't spend a lot of time updating idle events for windows that don't need it wxUpdateUIEvent::SetMode( wxUPDATE_UI_PROCESS_SPECIFIED ); wxIdleEvent::SetMode( wxIDLE_PROCESS_SPECIFIED ); Helium::FilePath exePath( GetProcessPath() ); Helium::FilePath iconFolder( exePath.Directory() + TXT( "Icons/" ) ); wxInitAllImageHandlers(); wxImageHandler* curHandler = wxImage::FindHandler( wxBITMAP_TYPE_CUR ); if ( curHandler ) { // Force the cursor handler to the end of the list so that it doesn't try to // open TGA files. wxImage::RemoveHandler( curHandler->GetName() ); curHandler = NULL; wxImage::AddHandler( new wxCURHandler ); } ArtProvider* artProvider = new ArtProvider(); wxArtProvider::Push( artProvider ); wxSimpleHelpProvider* helpProvider = new wxSimpleHelpProvider(); wxHelpProvider::Set( helpProvider ); // Make sure various module-specific heaps are initialized from the main thread before use. InitEngineJobsDefaultHeap(); InitGraphicsJobsDefaultHeap(); // Register shutdown for general systems. m_InitializerStack.Push( FileLocations::Shutdown ); m_InitializerStack.Push( Name::Shutdown ); m_InitializerStack.Push( AssetPath::Shutdown ); // Async I/O. AsyncLoader& asyncLoader = AsyncLoader::GetStaticInstance(); HELIUM_VERIFY( asyncLoader.Initialize() ); m_InitializerStack.Push( AsyncLoader::DestroyStaticInstance ); // Asset cache management. FilePath baseDirectory; if ( !FileLocations::GetBaseDirectory( baseDirectory ) ) { HELIUM_TRACE( TraceLevels::Error, TXT( "Could not get base directory." ) ); return false; } HELIUM_VERIFY( CacheManager::InitializeStaticInstance( baseDirectory ) ); m_InitializerStack.Push( CacheManager::DestroyStaticInstance ); // libs Editor::PerforceWaitDialog::EnableWaitDialog( true ); m_InitializerStack.Push( Perforce::Initialize, Perforce::Cleanup ); m_InitializerStack.Push( Reflect::ObjectRefCountSupport::Shutdown ); m_InitializerStack.Push( Asset::Shutdown ); m_InitializerStack.Push( AssetType::Shutdown ); m_InitializerStack.Push( Reflect::Initialize, Reflect::Cleanup ); m_InitializerStack.Push( Editor::Initialize, Editor::Cleanup ); // Asset loader and preprocessor. HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() ); m_InitializerStack.Push( LooseAssetLoader::DestroyStaticInstance ); AssetLoader* pAssetLoader = AssetLoader::GetStaticInstance(); HELIUM_ASSERT( pAssetLoader ); AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::CreateStaticInstance(); HELIUM_ASSERT( pAssetPreprocessor ); PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor; HELIUM_ASSERT( pPlatformPreprocessor ); pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor ); m_InitializerStack.Push( AssetPreprocessor::DestroyStaticInstance ); m_InitializerStack.Push( ThreadSafeAssetTrackerListener::DestroyStaticInstance ); m_InitializerStack.Push( AssetTracker::DestroyStaticInstance ); m_InitializerStack.Push( InitializeEditorSystem, DestroyEditorSystem ); //HELIUM_ASSERT( g_EditorSystemDefinition.Get() ); // TODO: Figure out why this sometimes doesn't load Helium::Components::Initialize( g_EditorSystemDefinition.Get() ); m_InitializerStack.Push( Components::Cleanup ); // Engine configuration. Config& rConfig = Config::GetStaticInstance(); rConfig.BeginLoad(); while( !rConfig.TryFinishLoad() ) { pAssetLoader->Tick(); } m_InitializerStack.Push( Config::DestroyStaticInstance ); ConfigPc::SaveUserConfig(); LoadSettings(); Connect( wxEVT_CHAR, wxKeyEventHandler( App::OnChar ), NULL, this ); m_Frame = new MainFrame( m_SettingsManager ); #if HELIUM_OS_WIN m_Engine.Initialize( &m_Frame->GetSceneManager(), GetHwndOf( m_Frame ) ); #else m_Engine.Initialize( &m_Frame->GetSceneManager(), NULL ); #endif HELIUM_VERIFY( m_Frame->Initialize() ); m_Frame->Show(); if ( GetSettingsManager()->GetSettings< EditorSettings >()->GetReopenLastProjectOnStartup() ) { const std::vector< std::string >& mruPaths = wxGetApp().GetSettingsManager()->GetSettings<EditorSettings>()->GetMRUProjects(); if ( !mruPaths.empty() ) { FilePath projectPath( *mruPaths.rbegin() ); if ( projectPath.Exists() ) { m_Frame->OpenProject( FilePath( *mruPaths.rbegin() ) ); } } } return true; }