#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/ui/UiPainter.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/resource/LightRsrc.h" #include "anki/misc/Parser.h" #include "anki/scene/ParticleEmitterNode.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/ui/UiFtFontLoader.h" #include "anki/ui/UiFont.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/ParallelManager.h" #include "anki/misc/Xml.h" using namespace anki; UiPainter* painter; ModelNode* horse; PerspectiveCamera* cam; //============================================================================== void init() { ANKI_LOGI("Other init..."); Scene& scene = SceneSingleton::get(); painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(), AppSingleton::get().getWindowHeight())); painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25); // camera cam = new PerspectiveCamera("main-camera", &scene, Movable::MF_NONE, nullptr); const float ang = 70.0; cam->setAll( MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang), Math::toRad(ang), 0.5, 200.0); cam->setLocalTransform(Transform(Vec3(0.0, 3.0, 8.0), Mat3::getIdentity(), 1.0)); scene.setActiveCamera(cam); // lights SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr); spot->setFov(Math::toRad(45.0)); spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0), Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0)); spot->setDiffuseColor(Vec4(4.0)); spot->setSpecularColor(Vec4(1.0)); spot->loadTexture("gfx/lights/flashlight.tga"); spot->setDistance(20.0); spot->setShadowEnabled(true); PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE, nullptr); point->setRadius(3.0); point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0)); point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0)); 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("meshes/horse/horse.mdl", "horse", &scene, Movable::MF_NONE, nullptr); horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(), 1.0)); // Sectors scene.sectors.push_back(Sector(Aabb(Vec3(-10.0), Vec3(10.0)))); } //============================================================================== void mainLoopExtra() { InputSingleton::get().handleEvents(); float dist = 0.2; float ang = Math::toRad(3.0); float scale = 0.01; // move the camera static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable(); Input& in = InputSingleton::get(); SceneSingleton::get().setAmbientColor(Vec3(0.2)); if(in.getKey(SDL_SCANCODE_1)) { mover = &SceneSingleton::get().getActiveCamera(); } if(in.getKey(SDL_SCANCODE_3)) { mover = SceneSingleton::get().findSceneNode("spot0")->getMovable(); } if(in.getKey(SDL_SCANCODE_4)) { mover = SceneSingleton::get().findSceneNode("point0")->getMovable(); } if(in.getKey(SDL_SCANCODE_5)) { mover = SceneSingleton::get().findSceneNode("point1")->getMovable(); } if(in.getKey(SDL_SCANCODE_L) == 1) { Light* l = SceneSingleton::get().findSceneNode("point1")->getLight(); static_cast(l)->setRadius(10.0); } if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang); if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang); if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang); if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang); if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist); if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist); if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist); if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist); if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist); if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist); if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang); if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang); if(in.getKey(SDL_SCANCODE_PAGEUP)) { mover->scale(scale); } if(in.getKey(SDL_SCANCODE_PAGEDOWN)) { mover->scale(-scale); } } //============================================================================== void mainLoop() { ANKI_LOGI("Entering main loop"); HighRezTimer mainLoopTimer; mainLoopTimer.start(); HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime(); HighRezTimer::Scalar crntTime = prevUpdateTime; const char* vert = R"( in vec3 position; uniform mat4 mvp; void main() { gl_Position = mvp * vec4(position, 1.0); })"; const char* frag = R"( out vec3 fColor; void main() { fColor = vec3(0.0, 1.0, 0.0); })"; const char* trf[] = {nullptr}; ShaderProgram sprog; sprog.create(vert, nullptr, nullptr, nullptr, frag, trf); Vec3 maxPos = Vec3(0.5 * 1.0); Vec3 minPos = Vec3(-0.5 * 1.0); std::array points = {{ Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back }}; std::array indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}}; Vbo posvbo, idsvbo; posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW); idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW); Vao vao; vao.create(); vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); vao.attachElementArrayBufferVbo(idsvbo); while(1) { SceneSingleton::get().updateFrameStart(); HighRezTimer timer; timer.start(); prevUpdateTime = crntTime; crntTime = HighRezTimer::getCurrentTime(); // Update // mainLoopExtra(); SceneSingleton::get().update(prevUpdateTime, crntTime); EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime); MainRendererSingleton::get().render(SceneSingleton::get()); Fbo::unbindAll(); /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_DEPTH_TEST);*/ sprog.bind(); sprog.findUniformVariable("mvp").set( cam->getProjectionMatrix() * cam->getViewMatrix()); //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind(); vao.bind(); //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0); int indeces = 24; glDrawElements(GL_LINES, indeces, GL_UNSIGNED_SHORT, 0); if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE)) { break; } AppSingleton::get().swapBuffers(); // Sleep // #if 1 timer.stop(); if(timer.getElapsedTime() < AppSingleton::get().getTimerTick()) { SDL_Delay((AppSingleton::get().getTimerTick() - timer.getElapsedTime()) * 1000.0); } #else if(MainRendererSingleton::get().getFramesCount() == 10000) { break; } #endif SceneSingleton::get().updateFrameEnd(); } ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime() << " sec)"); } //============================================================================== // initSubsystems = //============================================================================== void initSubsystems(int argc, char* argv[]) { // App AppSingleton::get().init(argc, argv); // Main renderer RendererInitializer initializer; initializer.ms.ez.enabled = true; initializer.dbg.enabled = true; initializer.is.sm.bilinearEnabled = true; initializer.is.sm.enabled = true; initializer.is.sm.pcfEnabled = true; initializer.is.sm.resolution = 1024; initializer.is.sm.level0Distance = 3.0; initializer.pps.hdr.enabled = true; initializer.pps.hdr.renderingQuality = 0.25; initializer.pps.hdr.blurringDist = 1.0; initializer.pps.hdr.blurringIterationsNum = 2; initializer.pps.hdr.exposure = 4.0; initializer.pps.ssao.blurringIterationsNum = 4; initializer.pps.ssao.enabled = true; initializer.pps.ssao.renderingQuality = 0.3; initializer.pps.bl.enabled = true; initializer.pps.bl.blurringIterationsNum = 2; initializer.pps.bl.sideBlurFactor = 1.0; initializer.mainRendererQuality = 1.0; MainRendererSingleton::get().init(initializer); // Stdin listener StdinListenerSingleton::get().start(); // Parallel jobs ParallelManagerSingleton::get().init(4); } //============================================================================== 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; }