#include #include #include #include "anki/input/Input.h" #include "anki/Math.h" #include "anki/renderer/Renderer.h" #include "anki/core/App.h" #include "anki/resource/Mesh.h" #include "anki/resource/Material.h" #include "anki/resource/SkelAnim.h" #include "anki/physics/Character.h" #include "anki/renderer/Renderer.h" #include "anki/renderer/MainRenderer.h" #include "anki/physics/Character.h" #include "anki/physics/RigidBody.h" #include "anki/script/ScriptManager.h" #include "anki/core/StdinListener.h" #include "anki/resource/Model.h" #include "anki/core/Logger.h" #include "anki/Util.h" #include "anki/resource/Skin.h" #include "anki/event/EventManager.h" #include "anki/event/MainRendererPpsHdrEvent.h" #include "anki/resource/ShaderProgramPrePreprocessor.h" #include "anki/resource/Material.h" #include "anki/core/ThreadPool.h" #include "anki/core/Timestamp.h" #include "anki/core/NativeWindow.h" #include "anki/Scene.h" #include "anki/event/LightEvent.h" #include "anki/event/MovableEvent.h" #include "anki/core/Counters.h" using namespace anki; ModelNode* horse; PerspectiveCamera* cam; NativeWindow* win; //============================================================================== void initPhysics() { SceneGraph& scene = SceneGraphSingleton::get(); scene.getPhysics().setDebugDrawer( new PhysicsDebugDrawer( &MainRendererSingleton::get().getDbg().getDebugDrawer())); btCollisionShape* groundShape = new btBoxShape( btVector3(btScalar(50.), btScalar(50.), btScalar(50.))); Transform groundTransform; groundTransform.setIdentity(); groundTransform.setOrigin(Vec3(0, -50, 0)); RigidBody::Initializer init; init.mass = 0.0; init.shape = groundShape; init.startTrf = groundTransform; init.group = PhysWorld::CG_MAP; init.mask = PhysWorld::CG_ALL; new RigidBody(&SceneGraphSingleton::get().getPhysics(), init); #if 1 btCollisionShape* colShape = new btBoxShape( btVector3(1, 1, 1)); init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0)); init.mass = 20; init.shape = colShape; init.group = PhysWorld::CG_PARTICLE; init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE; const I ARRAY_SIZE_X = 5; const I ARRAY_SIZE_Y = 5; const I ARRAY_SIZE_Z = 5; const I START_POS_X = -5; const I START_POS_Y = 35; const I START_POS_Z = -3; float start_x = START_POS_X - ARRAY_SIZE_X / 2; float start_y = START_POS_Y; float start_z = START_POS_Z - ARRAY_SIZE_Z / 2; for(I k = 0; k < ARRAY_SIZE_Y; k++) { for(I i = 0; i < ARRAY_SIZE_X; i++) { for(I j = 0; j < ARRAY_SIZE_Z; j++) { std::string name = std::string("crate0") + std::to_string(i) + std::to_string(j) + std::to_string(k); ModelNode* mnode = new ModelNode( name.c_str(), &SceneGraphSingleton::get(), nullptr, Movable::MF_NONE, "data/models/crate0/crate0.mdl"); init.movable = mnode; ANKI_ASSERT(init.movable); Transform trf( Vec3(2.0 * i + start_x, 2.0 * k + start_y, 2.0 * j + start_z), Mat3::getIdentity(), 1.0); init.startTrf = trf; new RigidBody(&SceneGraphSingleton::get().getPhysics(), init); } } } #endif } //============================================================================== void init() { ANKI_LOGI("Other init..."); SceneGraph& scene = SceneGraphSingleton::get(); #if 0 painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(), AppSingleton::get().getWindowHeight())); painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25); #endif // camera cam = new PerspectiveCamera("main-camera", &scene, nullptr, Movable::MF_NONE); const F32 ang = 45.0; cam->setAll( MainRendererSingleton::get().getAspectRatio() * toRad(ang), toRad(ang), 0.5, 500.0); cam->setLocalTransform(Transform(Vec3(18.0, 5.2, 0.0), Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))), 1.0)); scene.setActiveCamera(cam); // lights #if 1 Vec3 lpos(-24.0, 0.1, -10.0); for(int i = 0; i < 50; i++) { for(int j = 0; j < 10; j++) { std::string name = "plight" + std::to_string(i) + std::to_string(j); PointLight* point = new PointLight(name.c_str(), &scene, nullptr, Movable::MF_NONE); point->setRadius(0.5); point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0)); point->setSpecularColor(Vec4(randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0)); point->setLocalOrigin(lpos); lpos.z() += 2.0; } lpos.x() += 0.93; lpos.z() = -10; } #endif #if 1 SpotLight* spot = new SpotLight("spot0", &scene, nullptr, Movable::MF_NONE); spot->setOuterAngle(toRad(45.0)); spot->setInnerAngle(toRad(15.0)); spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526), Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0)); spot->setDiffuseColor(Vec4(2.0)); spot->setSpecularColor(Vec4(-1.0)); spot->setDistance(30.0); spot->setShadowEnabled(true); spot = new SpotLight("spot1", &scene, nullptr, Movable::MF_NONE); spot->setOuterAngle(toRad(45.0)); spot->setInnerAngle(toRad(15.0)); spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0), Mat3::getIdentity(), 1.0)); spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0)); spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0)); spot->setDistance(30.0); spot->setShadowEnabled(true); #endif #if 1 // Vase point lights F32 x = 8.5; F32 y = 2.25; F32 z = 2.49; Array vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z), Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}}; for(U i = 0; i < vaseLightPos.getSize(); i++) { Vec3 lightPos = vaseLightPos[i]; PointLight* point = new PointLight(("vase_plight" + std::to_string(i)).c_str(), &scene, nullptr, Movable::MF_NONE); point->setRadius(2.0); point->setLocalOrigin(lightPos); point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0)); point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0)); LightEventData eventData; eventData.light = point; eventData.radiusMultiplier = 0.2; eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0); eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0); auto event = scene.getEventManager().newLightEvent(0.0, 0.8, eventData); event->enableBits(Event::EF_REANIMATE); MovableEventData moveData; moveData.movableSceneNode = point; moveData.posMin = Vec3(-0.5, 0.0, -0.5); moveData.posMax = Vec3(0.5, 0.0, 0.5); auto mevent = scene.getEventManager().newMovableEvent(0.0, 2.0, moveData); mevent->enableBits(Event::EF_REANIMATE); ParticleEmitter* pe = new ParticleEmitter( ("pe" + std::to_string(i)).c_str(), &scene, nullptr, Movable::MF_NONE, "data/particles/smoke.particles"); pe->setLocalOrigin(lightPos); pe = new ParticleEmitter( ("pef" + std::to_string(i)).c_str(), &scene, nullptr, Movable::MF_NONE, "data/particles/fire.particles"); pe->setLocalOrigin(lightPos); } #endif #if 1 // horse horse = new ModelNode("horse", &scene, nullptr, Movable::MF_NONE, "data/models/horse/horse.mdl"); horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(), 0.7)); // barrel ModelNode* redBarrel = new ModelNode( "red_barrel", &scene, nullptr, Movable::MF_NONE, "data/models/red_barrel/red_barrel.mdl"); redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(), 0.7)); #endif #if 0 StaticGeometryNode* sponzaModel = new StaticGeometryNode( //"data/maps/sponza/sponza_no_bmeshes.mdl", //"data/maps/sponza/sponza.mdl", "sponza", &scene, "data/maps/sponza/static_geometry.mdl"); (void)sponzaModel; #endif scene.load("data/maps/sponza/master.scene"); //initPhysics(); // Sectors SectorGroup& sgroup = scene.getSectorGroup(); Sector* sectorA = sgroup.createNewSector( Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20))); Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5))); sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0), Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0))); Sector* sectorC = sgroup.createNewSector( Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25))); sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0), Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5))); // Path /*Path* path = new Path("todo", "path", &scene, Movable::MF_NONE, nullptr); (void)path; const F32 distPerSec = 2.0; scene.getEventManager().newFollowPathEvent(-1.0, path->getDistance() / distPerSec, cam, path, distPerSec);*/ } //============================================================================== /// The func pools the stdinListener for string in the console, if /// there are any it executes them with scriptingEngine void execStdinScpripts() { while(1) { std::string cmd = StdinListenerSingleton::get().getLine(); if(cmd.length() < 1) { break; } try { ScriptManagerSingleton::get().evalString(cmd.c_str()); } catch(Exception& e) { ANKI_LOGE(e.what()); } } } //============================================================================== void mainLoopExtra() { F32 dist = 0.2; F32 ang = toRad(3.0); F32 scale = 0.01; F32 mouseSensivity = 9.0; // move the camera static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable(); Input& in = InputSingleton::get(); if(in.getKey(KC_1)) { mover = &SceneGraphSingleton::get().getActiveCamera(); } if(in.getKey(KC_2)) { mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable(); } if(in.getKey(KC_3)) { mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable(); } if(in.getKey(KC_4)) { mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable(); } if(in.getKey(KC_5)) { mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable(); } if(in.getKey(KC_6)) { mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable(); } if(in.getKey(KC_7)) { mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMovable(); } if(in.getKey(KC_L) == 1) { Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight(); static_cast(l)->setRadius(10.0); } if(in.getKey(KC_F1) == 1) { MainRendererSingleton::get().getDbg().setEnabled( !MainRendererSingleton::get().getDbg().getEnabled()); } if(in.getKey(KC_F2) == 1) { MainRendererSingleton::get().getDbg().switchBits( Dbg::DF_SPATIAL); } if(in.getKey(KC_F3) == 1) { MainRendererSingleton::get().getDbg().switchBits( Dbg::DF_PHYSICS); } if(in.getKey(KC_F4) == 1) { MainRendererSingleton::get().getDbg().switchBits( Dbg::DF_SECTOR); } if(in.getKey(KC_F5) == 1) { MainRendererSingleton::get().getDbg().switchBits( Dbg::DF_OCTREE); } if(in.getKey(KC_F6) == 1) { MainRendererSingleton::get().getDbg().switchDepthTestEnabled(); } if(in.getKey(KC_F12) == 1) { MainRendererSingleton::get().takeScreenshot("screenshot.tga"); } if(in.getKey(KC_UP)) mover->rotateLocalX(ang); if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang); if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang); if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang); if(in.getKey(KC_A)) mover->moveLocalX(-dist); if(in.getKey(KC_D)) mover->moveLocalX(dist); if(in.getKey(KC_Z)) mover->moveLocalY(dist); if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist); if(in.getKey(KC_W)) mover->moveLocalZ(-dist); if(in.getKey(KC_S)) mover->moveLocalZ(dist); if(in.getKey(KC_Q)) mover->rotateLocalZ(ang); if(in.getKey(KC_E)) mover->rotateLocalZ(-ang); if(in.getKey(KC_PAGEUP)) { mover->scale(scale); } if(in.getKey(KC_PAGEDOWN)) { mover->scale(-scale); } if(in.getKey(KC_P) == 1) { std::cout << "{Vec3(" << mover->getWorldTransform().getOrigin() << "), Quat(" << Quat(mover->getWorldTransform().getRotation()) << ")}," << std::endl; } if(in.getMousePosition() != Vec2(0.0)) { mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity * MainRendererSingleton::get().getAspectRatio()); mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity); } execStdinScpripts(); } //============================================================================== void mainLoop() { ANKI_LOGI("Entering main loop"); HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime(); HighRezTimer::Scalar crntTime = prevUpdateTime; ANKI_COUNTER_START_TIMER(C_FPS); while(1) { HighRezTimer timer; timer.start(); prevUpdateTime = crntTime; crntTime = HighRezTimer::getCurrentTime(); // Update // InputSingleton::get().handleEvents(); InputSingleton::get().moveMouse(Vec2(0.0)); mainLoopExtra(); SceneGraphSingleton::get().update( prevUpdateTime, crntTime, MainRendererSingleton::get()); //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime); MainRendererSingleton::get().render(SceneGraphSingleton::get()); if(InputSingleton::get().getKey(KC_ESCAPE)) { break; } win->swapBuffers(); ANKI_COUNTERS_RESOLVE_FRAME(); // Sleep // #if 0 timer.stop(); if(timer.getElapsedTime() < AppSingleton::get().getTimerTick()) { HighRezTimer::sleep(AppSingleton::get().getTimerTick() - timer.getElapsedTime()); } #else if(MainRendererSingleton::get().getFramesCount() == 2000) { break; } #endif increaseGlobTimestamp(); } #if 0 MainRendererSingleton::get().takeScreenshot("screenshot.tga"); #endif ANKI_COUNTER_STOP_TIMER_INC(C_FPS); ANKI_COUNTERS_FLUSH(); } //============================================================================== // initSubsystems = //============================================================================== void initSubsystems(int argc, char* argv[]) { #if ANKI_GL == ANKI_GL_DESKTOP U32 glmajor = 4; U32 glminor = 3; #else U32 glmajor = 3; U32 glminor = 0; #endif // App AppSingleton::get().init(argc, argv); // Window NativeWindowInitializer nwinit; nwinit.width = 1280; nwinit.height = 720; nwinit.majorVersion = glmajor; nwinit.minorVersion = glminor; nwinit.depthBits = 0; nwinit.stencilBits = 0; nwinit.fullscreenDesktopRez = true; win = new NativeWindow; win->create(nwinit); // GL stuff GlStateCommonSingleton::get().init(glmajor, glminor); // Input InputSingleton::get().init(win); InputSingleton::get().hideCursor(true); // Main renderer RendererInitializer initializer; initializer.ms.ez.enabled = true; initializer.dbg.enabled = false; initializer.is.sm.bilinearEnabled = true; initializer.is.groundLightEnabled = true; initializer.is.sm.enabled = true; initializer.is.sm.pcfEnabled = false; initializer.is.sm.resolution = 512; initializer.pps.hdr.enabled = true; initializer.pps.hdr.renderingQuality = 0.25; initializer.pps.hdr.blurringDist = 1.0; initializer.pps.hdr.blurringIterationsCount = 1; initializer.pps.hdr.exposure = 8.0; initializer.pps.ssao.blurringIterationsNum = 1; initializer.pps.ssao.enabled = true; initializer.pps.ssao.mainPassRenderingQuality = 0.5; initializer.pps.ssao.blurringRenderingQuality = 0.5; initializer.pps.enabled = true; initializer.pps.bl.enabled = true; initializer.pps.bl.blurringIterationsNum = 2; initializer.pps.bl.sideBlurFactor = 1.0; initializer.pps.sharpen = true; initializer.renderingQuality = 1.0; initializer.width = win->getWidth(); initializer.height = win->getHeight(); initializer.lodDistance = 20.0; MainRendererSingleton::get().init(initializer); // Stdin listener StdinListenerSingleton::get().start(); // Parallel jobs ThreadPoolSingleton::get().init(getCpuCoresCount()); } //============================================================================== int main(int argc, char* argv[]) { int exitCode; try { initSubsystems(argc, argv); init(); mainLoop(); ANKI_LOGI("Exiting..."); AppSingleton::get().quit(EXIT_SUCCESS); exitCode = 0; } catch(std::exception& e) { ANKI_LOGE("Aborting: " << e.what()); exitCode = 1; } ANKI_LOGI("Bye!!"); return exitCode; }