#include #include #include #include "anki/input/Input.h" #include "anki/scene/Camera.h" #include "anki/math/Math.h" #include "anki/renderer/Renderer.h" #include "anki/core/App.h" #include "anki/resource/Mesh.h" #include "anki/scene/Light.h" #include "anki/resource/Material.h" #include "anki/scene/Scene.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/scene/ModelNode.h" #include "anki/resource/Model.h" #include "anki/core/Logger.h" #include "anki/util/Filesystem.h" #include "anki/util/HighRezTimer.h" #include "anki/scene/SkinNode.h" #include "anki/resource/Skin.h" #include "anki/event/EventManager.h" #include "anki/event/SceneColorEvent.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/util/Functions.h" #include "anki/scene/ParticleEmitter.h" using namespace anki; ModelNode* horse; PerspectiveCamera* cam; NativeWindow* win; //============================================================================== void initPhysics() { Scene& scene = SceneSingleton::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(&SceneSingleton::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( "data/models/crate0/crate0.mdl", name.c_str(), &SceneSingleton::get(), Movable::MF_NONE, nullptr); 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(&SceneSingleton::get().getPhysics(), init); } } } #endif } //============================================================================== void init() { ANKI_LOGI("Other init..."); Scene& scene = SceneSingleton::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, Movable::MF_NONE, nullptr); const F32 ang = 45.0; cam->setAll( MainRendererSingleton::get().getAspectRatio() * toRad(ang), toRad(ang), 0.5, 500.0); cam->setLocalTransform(Transform(Vec3(40.0, 5.0, 8.0), Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))), 1.0)); scene.setActiveCamera(cam); // lights #if 0 Vec3 lpos(-90.0, 1.2, -32.0); 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, Movable::MF_NONE, nullptr); point->setRadius(2.0); 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->setLocalTranslation(lpos); lpos.z() += 7.0; } lpos.x() += 3.5; lpos.z() = -32; } #endif #if 1 SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr); spot->setOuterAngle(toRad(45.0)); spot->setInnerAngle(toRad(15.0)); spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0), Mat3::getIdentity(), 1.0)); spot->setDiffuseColor(Vec4(2.0)); spot->setSpecularColor(Vec4(-1.0)); spot->loadTexture("gfx/lights/flashlight.tga"); spot->setDistance(30.0); spot->setShadowEnabled(true); spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr); 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->loadTexture("gfx/lights/flashlight.tga"); spot->setDistance(30.0); spot->setShadowEnabled(true); #endif #if 1 // Vase point lights Array vaseLightPos = {{Vec3(32.6, 9, -13.2), Vec3(32.6, 9, 10), Vec3(-37.6001, 9, 10), Vec3(-37.6001, 9, -13.2)}}; for(U i = 0; i < vaseLightPos.getSize(); i++) { Vec3 lightPos = vaseLightPos[i] * 0.25; PointLight* point = new PointLight(("vase_plight" + std::to_string(i)).c_str(), &scene, Movable::MF_NONE, nullptr); point->setRadius(2.0); point->setLocalTranslation(lightPos); point->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0)); point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0)); ParticleEmitter* pe = new ParticleEmitter( "data/particles/smoke.particles", ("pe" + std::to_string(i)).c_str(), &scene, Movable::MF_NONE, nullptr); pe->setLocalTranslation(lightPos); pe = new ParticleEmitter( "data/particles/fire.particles", ("pef" + std::to_string(i)).c_str(), &scene, Movable::MF_NONE, nullptr); pe->setLocalTranslation(lightPos); } #endif /*PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE, nullptr); point1->setRadius(3.0); point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0)); point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0)); point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/ // horse horse = new ModelNode("data/models/horse/horse.mdl", "horse", &scene, Movable::MF_NONE, nullptr); horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(), 1.0)); #if 1 ModelNode* sponzaModel = new ModelNode( "data/maps/sponza/sponza.mdl", "sponza", &scene, Movable::MF_NONE, nullptr); (void)sponzaModel; #endif (void)sponzaModel; initPhysics(); // Sectors SectorGroup& sgroup = scene.getSectorGroup(); Sector* sectorA = sgroup.createNewSector(Aabb(Vec3(-100), Vec3(100))); Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-10), Vec3(10))); sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0), Mat3::getIdentity(), Vec3(2.0, 2.0, 0.0))); } //============================================================================== /// 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 = SceneSingleton::get().getActiveCamera().getMovable(); Input& in = InputSingleton::get(); if(in.getKey(KC_1)) { mover = &SceneSingleton::get().getActiveCamera(); } if(in.getKey(KC_2)) { mover = SceneSingleton::get().findSceneNode("horse").getMovable(); } if(in.getKey(KC_3)) { mover = SceneSingleton::get().findSceneNode("spot0").getMovable(); } if(in.getKey(KC_4)) { mover = SceneSingleton::get().findSceneNode("spot1").getMovable(); } if(in.getKey(KC_5)) { mover = SceneSingleton::get().findSceneNode("pe").getMovable(); } if(in.getKey(KC_6)) { mover = SceneSingleton::get().findSceneNode("vase_plight0").getMovable(); } if(in.getKey(KC_7)) { mover = SceneSingleton::get().findSceneNode("sponza").getMovable(); std::cout << mover->getWorldTransform() << std::endl; } if(in.getKey(KC_L) == 1) { Light* l = SceneSingleton::get().findSceneNode("point1").getLight(); static_cast(l)->setRadius(10.0); } if(in.getKey(KC_P) == 1) { //MainRendererSingleton::get().getPps().getHdr().setExposure(20); //in.hideCursor(true); MainRendererSingleton::get().getDbg().setDepthTestEnabled( !MainRendererSingleton::get().getDbg().getDepthTestEnabled()); } 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)) { ANKI_LOGI("pos: " << mover->getWorldTransform().getOrigin()); } 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 mainLoopTimer; mainLoopTimer.start(); HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime(); HighRezTimer::Scalar crntTime = prevUpdateTime; std::cout << sizeof(SpotLight) << " " << sizeof(Light) << " " << sizeof(Frustumable) << " " << sizeof(VisibilityInfo) << " " << sizeof(SceneNode) << " " << sizeof(Movable) << " " << sizeof(Spatial) << std::endl; while(1) { HighRezTimer timer; timer.start(); prevUpdateTime = crntTime; crntTime = HighRezTimer::getCurrentTime(); // Update // InputSingleton::get().handleEvents(); InputSingleton::get().moveMouse(Vec2(0.0)); mainLoopExtra(); SceneSingleton::get().update( prevUpdateTime, crntTime, MainRendererSingleton::get()); EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime); MainRendererSingleton::get().render(SceneSingleton::get()); if(InputSingleton::get().getKey(KC_ESCAPE)) { break; } win->swapBuffers(); // Sleep // #if 1 timer.stop(); if(timer.getElapsedTime() < AppSingleton::get().getTimerTick()) { HighRezTimer::sleep(AppSingleton::get().getTimerTick() - timer.getElapsedTime()); } #else if(MainRendererSingleton::get().getFramesCount() == 1000) { break; } #endif Timestamp::increaseTimestamp(); } #if 1 MainRendererSingleton::get().takeScreenshot("screenshot.tga"); #endif ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime() << " sec)"); } //============================================================================== // initSubsystems = //============================================================================== void initSubsystems(int argc, char* argv[]) { #if ANKI_GL == ANKI_GL_DESKTOP U32 glmajor = 3; 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; 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 = true; initializer.is.sm.bilinearEnabled = true; initializer.is.groundLightEnabled = false; 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 = 2; initializer.pps.hdr.exposure = 8.0; initializer.pps.ssao.blurringIterationsNum = 4; initializer.pps.ssao.enabled = true; initializer.pps.ssao.mainPassRenderingQuality = 0.3; 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.renderingQuality = 1.0; initializer.width = nwinit.width; initializer.height = nwinit.height; initializer.lodDistance = 20.0; MainRendererSingleton::get().init(initializer); // Stdin listener StdinListenerSingleton::get().start(); // Parallel jobs ThreadPoolSingleton::get().init(8); } //============================================================================== 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) { std::cerr << "Aborting: " << e.what() << std::endl; exitCode = 1; } ANKI_LOGI("Bye!!"); return exitCode; }