Main.cpp 16 KB

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  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/Math.h"
  6. #include "anki/renderer/Renderer.h"
  7. #include "anki/core/App.h"
  8. #include "anki/resource/Mesh.h"
  9. #include "anki/resource/Material.h"
  10. #include "anki/resource/SkelAnim.h"
  11. #include "anki/physics/Character.h"
  12. #include "anki/renderer/Renderer.h"
  13. #include "anki/renderer/MainRenderer.h"
  14. #include "anki/physics/Character.h"
  15. #include "anki/physics/RigidBody.h"
  16. #include "anki/script/ScriptManager.h"
  17. #include "anki/core/StdinListener.h"
  18. #include "anki/resource/Model.h"
  19. #include "anki/core/Logger.h"
  20. #include "anki/Util.h"
  21. #include "anki/resource/Skin.h"
  22. #include "anki/event/EventManager.h"
  23. #include "anki/event/MainRendererPpsHdrEvent.h"
  24. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  25. #include "anki/resource/Material.h"
  26. #include "anki/core/ThreadPool.h"
  27. #include "anki/core/Timestamp.h"
  28. #include "anki/core/NativeWindow.h"
  29. #include "anki/Scene.h"
  30. #include "anki/event/LightEvent.h"
  31. #include "anki/event/MoveEvent.h"
  32. #include "anki/core/Counters.h"
  33. using namespace anki;
  34. ModelNode* horse;
  35. PerspectiveCamera* cam;
  36. NativeWindow* win;
  37. //==============================================================================
  38. void initPhysics()
  39. {
  40. SceneGraph& scene = SceneGraphSingleton::get();
  41. scene.getPhysics().setDebugDrawer(
  42. new PhysicsDebugDrawer(
  43. &MainRendererSingleton::get().getDbg().getDebugDrawer()));
  44. btCollisionShape* groundShape = new btBoxShape(
  45. btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
  46. Transform groundTransform;
  47. groundTransform.setIdentity();
  48. groundTransform.setOrigin(Vec3(0, -50, 0));
  49. RigidBody::Initializer init;
  50. init.mass = 0.0;
  51. init.shape = groundShape;
  52. init.startTrf = groundTransform;
  53. init.group = PhysWorld::CG_MAP;
  54. init.mask = PhysWorld::CG_ALL;
  55. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  56. #if 0
  57. btCollisionShape* colShape = new btBoxShape(
  58. btVector3(1, 1, 1));
  59. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  60. init.mass = 20;
  61. init.shape = colShape;
  62. init.group = PhysWorld::CG_PARTICLE;
  63. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  64. const I ARRAY_SIZE_X = 5;
  65. const I ARRAY_SIZE_Y = 5;
  66. const I ARRAY_SIZE_Z = 5;
  67. const I START_POS_X = -5;
  68. const I START_POS_Y = 35;
  69. const I START_POS_Z = -3;
  70. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  71. float start_y = START_POS_Y;
  72. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  73. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  74. {
  75. for(I i = 0; i < ARRAY_SIZE_X; i++)
  76. {
  77. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  78. {
  79. std::string name = std::string("crate0") + std::to_string(i)
  80. + std::to_string(j) + std::to_string(k);
  81. ModelNode* mnode = new ModelNode(
  82. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  83. MoveComponent::MF_NONE, "models/crate0/crate0.mdl");
  84. init.movable = mnode;
  85. ANKI_ASSERT(init.movable);
  86. Transform trf(
  87. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  88. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  89. init.startTrf = trf;
  90. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  91. }
  92. }
  93. }
  94. #endif
  95. }
  96. //==============================================================================
  97. void init()
  98. {
  99. ANKI_LOGI("Other init...");
  100. SceneGraph& scene = SceneGraphSingleton::get();
  101. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  102. #if 0
  103. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  104. AppSingleton::get().getWindowHeight()));
  105. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  106. #endif
  107. // camera
  108. scene.newSceneNode(cam, "main-camera");
  109. const F32 ang = 45.0;
  110. cam->setAll(
  111. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  112. toRad(ang), 0.5, 500.0);
  113. cam->setLocalTransform(Transform(Vec3(18.0, 5.2, 0.0),
  114. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  115. 1.0));
  116. scene.setActiveCamera(cam);
  117. // lights
  118. #if 1
  119. Vec3 lpos(-24.0, 0.1, -10.0);
  120. for(int i = 0; i < 50; i++)
  121. {
  122. for(int j = 0; j < 10; j++)
  123. {
  124. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  125. PointLight* point;
  126. scene.newSceneNode(point, name.c_str());
  127. point->setRadius(0.5);
  128. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  129. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  130. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  131. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  132. point->setLocalOrigin(lpos);
  133. lpos.z() += 2.0;
  134. }
  135. lpos.x() += 0.93;
  136. lpos.z() = -10;
  137. }
  138. #endif
  139. #if 1
  140. SpotLight* spot;
  141. scene.newSceneNode(spot, "spot0");
  142. spot->setOuterAngle(toRad(45.0));
  143. spot->setInnerAngle(toRad(15.0));
  144. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  145. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  146. spot->setDiffuseColor(Vec4(2.0));
  147. spot->setSpecularColor(Vec4(-1.0));
  148. spot->setDistance(30.0);
  149. spot->setShadowEnabled(true);
  150. scene.newSceneNode(spot, "spot1");
  151. spot->setOuterAngle(toRad(45.0));
  152. spot->setInnerAngle(toRad(15.0));
  153. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  154. Mat3::getIdentity(), 1.0));
  155. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  156. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  157. spot->setDistance(30.0);
  158. spot->setShadowEnabled(true);
  159. #endif
  160. #if 1
  161. // Vase point lights
  162. F32 x = 8.5;
  163. F32 y = 2.25;
  164. F32 z = 2.49;
  165. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  166. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  167. for(U i = 0; i < vaseLightPos.getSize(); i++)
  168. {
  169. Vec3 lightPos = vaseLightPos[i];
  170. PointLight* point;
  171. scene.newSceneNode(point, ("vase_plight" + std::to_string(i)).c_str());
  172. point->loadLensFlare("textures/lens_flare/flares0.ankitex");
  173. point->setRadius(2.0);
  174. point->setLocalOrigin(lightPos);
  175. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  176. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  177. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  178. point->setLensFlaresAlpha(1.0);
  179. LightEventData eventData;
  180. eventData.radiusMultiplier = 0.2;
  181. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  182. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  183. LightEvent* event;
  184. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  185. event->enableBits(Event::EF_REANIMATE);
  186. MoveEventData moveData;
  187. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  188. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  189. MoveEvent* mevent;
  190. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  191. mevent->enableBits(Event::EF_REANIMATE);
  192. ParticleEmitter* pe;
  193. scene.newSceneNode(pe,
  194. ("pe" + std::to_string(i)).c_str(),
  195. "particles/smoke.ankipart");
  196. pe->setLocalOrigin(lightPos);
  197. scene.newSceneNode(pe, ("pef" + std::to_string(i)).c_str(),
  198. "particles/fire.ankipart");
  199. pe->setLocalOrigin(lightPos);
  200. }
  201. #endif
  202. #if 1
  203. // horse
  204. scene.newSceneNode(horse, "horse", "models/horse/horse.ankimdl");
  205. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  206. 0.7));
  207. // barrel
  208. /*ModelNode* redBarrel = new ModelNode(
  209. "red_barrel", &scene, nullptr, MoveComponent::MF_NONE,
  210. "models/red_barrel/red_barrel.mdl");
  211. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  212. 0.7));*/
  213. #endif
  214. #if 0
  215. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  216. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  217. //"data/maps/sponza/sponza.mdl",
  218. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  219. (void)sponzaModel;
  220. #endif
  221. scene.load("maps/sponza/master.ankiscene");
  222. //initPhysics();
  223. // Sectors
  224. #if 0
  225. SectorGroup& sgroup = scene.getSectorGroup();
  226. Sector* sectorA = sgroup.createNewSector(
  227. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  228. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  229. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  230. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  231. Sector* sectorC = sgroup.createNewSector(
  232. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  233. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  234. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  235. #endif
  236. // Path
  237. /*Path* path = new Path("todo", "path", &scene, MoveComponent::MF_NONE, nullptr);
  238. (void)path;
  239. const F32 distPerSec = 2.0;
  240. scene.getEventManager().newFollowPathEvent(-1.0,
  241. path->getDistance() / distPerSec,
  242. cam, path, distPerSec);*/
  243. }
  244. //==============================================================================
  245. /// The func pools the stdinListener for string in the console, if
  246. /// there are any it executes them with scriptingEngine
  247. void execStdinScpripts()
  248. {
  249. while(1)
  250. {
  251. std::string cmd = StdinListenerSingleton::get().getLine();
  252. if(cmd.length() < 1)
  253. {
  254. break;
  255. }
  256. try
  257. {
  258. ScriptManagerSingleton::get().evalString(cmd.c_str());
  259. }
  260. catch(Exception& e)
  261. {
  262. ANKI_LOGE(e.what());
  263. }
  264. }
  265. }
  266. //==============================================================================
  267. void mainLoopExtra()
  268. {
  269. F32 dist = 0.2;
  270. F32 ang = toRad(3.0);
  271. F32 scale = 0.01;
  272. F32 mouseSensivity = 9.0;
  273. // move the camera
  274. static MoveComponent* mover = SceneGraphSingleton::get().getActiveCamera().getMoveComponent();
  275. Input& in = InputSingleton::get();
  276. if(in.getKey(KC_1))
  277. {
  278. mover = &SceneGraphSingleton::get().getActiveCamera();
  279. }
  280. if(in.getKey(KC_2))
  281. {
  282. mover = SceneGraphSingleton::get().findSceneNode("horse").getMoveComponent();
  283. }
  284. if(in.getKey(KC_3))
  285. {
  286. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMoveComponent();
  287. }
  288. if(in.getKey(KC_4))
  289. {
  290. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMoveComponent();
  291. }
  292. if(in.getKey(KC_5))
  293. {
  294. mover = SceneGraphSingleton::get().findSceneNode("pe").getMoveComponent();
  295. }
  296. if(in.getKey(KC_6))
  297. {
  298. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMoveComponent();
  299. }
  300. if(in.getKey(KC_7))
  301. {
  302. mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMoveComponent();
  303. }
  304. if(in.getKey(KC_L) == 1)
  305. {
  306. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  307. static_cast<PointLight*>(l)->setRadius(10.0);
  308. }
  309. if(in.getKey(KC_F1) == 1)
  310. {
  311. MainRendererSingleton::get().getDbg().setEnabled(
  312. !MainRendererSingleton::get().getDbg().getEnabled());
  313. }
  314. if(in.getKey(KC_F2) == 1)
  315. {
  316. MainRendererSingleton::get().getDbg().switchBits(
  317. Dbg::DF_SPATIAL);
  318. }
  319. if(in.getKey(KC_F3) == 1)
  320. {
  321. MainRendererSingleton::get().getDbg().switchBits(
  322. Dbg::DF_PHYSICS);
  323. }
  324. if(in.getKey(KC_F4) == 1)
  325. {
  326. MainRendererSingleton::get().getDbg().switchBits(
  327. Dbg::DF_SECTOR);
  328. }
  329. if(in.getKey(KC_F5) == 1)
  330. {
  331. MainRendererSingleton::get().getDbg().switchBits(
  332. Dbg::DF_OCTREE);
  333. }
  334. if(in.getKey(KC_F6) == 1)
  335. {
  336. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  337. }
  338. if(in.getKey(KC_F12) == 1)
  339. {
  340. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  341. }
  342. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  343. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  344. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  345. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  346. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  347. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  348. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  349. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  350. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  351. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  352. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  353. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  354. if(in.getKey(KC_PAGEUP))
  355. {
  356. mover->scale(scale);
  357. }
  358. if(in.getKey(KC_PAGEDOWN))
  359. {
  360. mover->scale(-scale);
  361. }
  362. if(in.getKey(KC_P) == 1)
  363. {
  364. std::cout << "{Vec3("
  365. << mover->getWorldTransform().getOrigin().toString()
  366. << "), Quat("
  367. << Quat(mover->getWorldTransform().getRotation()).toString()
  368. << ")}," << std::endl;
  369. }
  370. if(in.getMousePosition() != Vec2(0.0))
  371. {
  372. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  373. MainRendererSingleton::get().getAspectRatio();
  374. mover->rotateLocalY(angY);
  375. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  376. }
  377. execStdinScpripts();
  378. }
  379. //==============================================================================
  380. void mainLoop()
  381. {
  382. ANKI_LOGI("Entering main loop");
  383. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  384. HighRezTimer::Scalar crntTime = prevUpdateTime;
  385. ANKI_COUNTER_START_TIMER(C_FPS);
  386. while(1)
  387. {
  388. HighRezTimer timer;
  389. timer.start();
  390. prevUpdateTime = crntTime;
  391. crntTime = HighRezTimer::getCurrentTime();
  392. // Update
  393. //
  394. InputSingleton::get().handleEvents();
  395. mainLoopExtra();
  396. SceneGraphSingleton::get().update(
  397. prevUpdateTime, crntTime, MainRendererSingleton::get());
  398. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  399. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  400. if(InputSingleton::get().getKey(KC_ESCAPE))
  401. {
  402. break;
  403. }
  404. win->swapBuffers();
  405. ANKI_COUNTERS_RESOLVE_FRAME();
  406. // Sleep
  407. //
  408. #if 1
  409. timer.stop();
  410. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  411. {
  412. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  413. - timer.getElapsedTime());
  414. }
  415. #else
  416. if(MainRendererSingleton::get().getFramesCount() == 2000)
  417. {
  418. break;
  419. }
  420. #endif
  421. increaseGlobTimestamp();
  422. }
  423. #if 1
  424. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  425. #endif
  426. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  427. ANKI_COUNTERS_FLUSH();
  428. }
  429. //==============================================================================
  430. // initSubsystems =
  431. //==============================================================================
  432. void initSubsystems(int argc, char* argv[])
  433. {
  434. #if ANKI_GL == ANKI_GL_DESKTOP
  435. U32 glmajor = 4;
  436. U32 glminor = 3;
  437. #else
  438. U32 glmajor = 3;
  439. U32 glminor = 0;
  440. #endif
  441. // App
  442. AppSingleton::get().init();
  443. // Window
  444. NativeWindowInitializer nwinit;
  445. nwinit.width = 1280;
  446. nwinit.height = 720;
  447. nwinit.majorVersion = glmajor;
  448. nwinit.minorVersion = glminor;
  449. nwinit.depthBits = 0;
  450. nwinit.stencilBits = 0;
  451. nwinit.fullscreenDesktopRez = true;
  452. nwinit.debugContext = false;
  453. win = new NativeWindow;
  454. win->create(nwinit);
  455. // GL stuff
  456. GlStateCommonSingleton::get().init(glmajor, glminor, nwinit.debugContext);
  457. // Input
  458. InputSingleton::get().init(win);
  459. InputSingleton::get().lockCursor(true);
  460. InputSingleton::get().hideCursor(true);
  461. InputSingleton::get().moveCursor(Vec2(0.0));
  462. // Main renderer
  463. RendererInitializer initializer;
  464. initializer.get("ms.ez.enabled") = false;
  465. initializer.get("ms.ez.maxObjectsToDraw") = 100;
  466. initializer.get("dbg.enabled") = false;
  467. initializer.get("is.sm.bilinearEnabled") = true;
  468. initializer.get("is.groundLightEnabled") = true;
  469. initializer.get("is.sm.enabled") = true;
  470. initializer.get("is.sm.pcfEnabled") = false;
  471. initializer.get("is.sm.resolution") = 512;
  472. initializer.get("pps.enabled") = true;
  473. initializer.get("pps.hdr.enabled") = true;
  474. initializer.get("pps.hdr.renderingQuality") = 0.5;
  475. initializer.get("pps.hdr.blurringDist") = 1.0;
  476. initializer.get("pps.hdr.blurringIterationsCount") = 1;
  477. initializer.get("pps.hdr.exposure") = 8.0;
  478. initializer.get("pps.ssao.blurringIterationsNum") = 1;
  479. initializer.get("pps.ssao.enabled") = true;
  480. initializer.get("pps.ssao.renderingQuality") = 0.35;
  481. initializer.get("pps.bl.enabled") = true;
  482. initializer.get("pps.bl.blurringIterationsNum") = 2;
  483. initializer.get("pps.bl.sideBlurFactor") = 1.0;
  484. initializer.get("pps.lf.enabled") = true;
  485. initializer.get("pps.sharpen") = true;
  486. initializer.get("renderingQuality") = 1.0;
  487. initializer.get("width") = win->getWidth();
  488. initializer.get("height") = win->getHeight();
  489. initializer.get("lodDistance") = 20.0;
  490. initializer.get("samples") = 1;
  491. MainRendererSingleton::get().init(initializer);
  492. // Stdin listener
  493. StdinListenerSingleton::get().start();
  494. // Parallel jobs
  495. ThreadPoolSingleton::get().init(getCpuCoresCount());
  496. }
  497. //==============================================================================
  498. int main(int argc, char* argv[])
  499. {
  500. int exitCode;
  501. try
  502. {
  503. initSubsystems(argc, argv);
  504. init();
  505. mainLoop();
  506. ANKI_LOGI("Exiting...");
  507. AppSingleton::get().quit(EXIT_SUCCESS);
  508. exitCode = 0;
  509. }
  510. catch(std::exception& e)
  511. {
  512. ANKI_LOGE("Aborting: %s", e.what());
  513. exitCode = 1;
  514. }
  515. ANKI_LOGI("Bye!!");
  516. return exitCode;
  517. }