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/MovableEvent.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 1
  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. Movable::MF_NONE, "data/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. #if 0
  102. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  103. AppSingleton::get().getWindowHeight()));
  104. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  105. #endif
  106. // camera
  107. cam = new PerspectiveCamera("main-camera", &scene, nullptr,
  108. Movable::MF_NONE);
  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 = new PointLight(name.c_str(), &scene, nullptr,
  126. Movable::MF_NONE);
  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 = new SpotLight("spot0", &scene, nullptr, Movable::MF_NONE);
  141. spot->setOuterAngle(toRad(45.0));
  142. spot->setInnerAngle(toRad(15.0));
  143. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  144. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  145. spot->setDiffuseColor(Vec4(2.0));
  146. spot->setSpecularColor(Vec4(-1.0));
  147. spot->setDistance(30.0);
  148. spot->setShadowEnabled(true);
  149. spot = new SpotLight("spot1", &scene, nullptr, Movable::MF_NONE);
  150. spot->setOuterAngle(toRad(45.0));
  151. spot->setInnerAngle(toRad(15.0));
  152. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  153. Mat3::getIdentity(), 1.0));
  154. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  155. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  156. spot->setDistance(30.0);
  157. spot->setShadowEnabled(true);
  158. #endif
  159. #if 1
  160. // Vase point lights
  161. F32 x = 8.5;
  162. F32 y = 2.25;
  163. F32 z = 2.49;
  164. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  165. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  166. for(U i = 0; i < vaseLightPos.getSize(); i++)
  167. {
  168. Vec3 lightPos = vaseLightPos[i];
  169. PointLight* point =
  170. new PointLight(("vase_plight" + std::to_string(i)).c_str(),
  171. &scene, nullptr, Movable::MF_NONE);
  172. point->setRadius(2.0);
  173. point->setLocalOrigin(lightPos);
  174. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  175. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  176. LightEventData eventData;
  177. eventData.light = point;
  178. eventData.radiusMultiplier = 0.2;
  179. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  180. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  181. auto event = scene.getEventManager().newLightEvent(0.0, 0.8, eventData);
  182. event->enableBits(Event::EF_REANIMATE);
  183. MovableEventData moveData;
  184. moveData.movableSceneNode = point;
  185. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  186. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  187. auto mevent = scene.getEventManager().newMovableEvent(0.0, 2.0, moveData);
  188. mevent->enableBits(Event::EF_REANIMATE);
  189. ParticleEmitter* pe = new ParticleEmitter(
  190. ("pe" + std::to_string(i)).c_str(), &scene, nullptr,
  191. Movable::MF_NONE, "data/particles/smoke.particles");
  192. pe->setLocalOrigin(lightPos);
  193. pe = new ParticleEmitter(
  194. ("pef" + std::to_string(i)).c_str(), &scene, nullptr,
  195. Movable::MF_NONE, "data/particles/fire.particles");
  196. pe->setLocalOrigin(lightPos);
  197. }
  198. #endif
  199. #if 1
  200. // horse
  201. horse = new ModelNode("horse", &scene, nullptr,
  202. Movable::MF_NONE, "data/models/horse/horse.mdl");
  203. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  204. 0.7));
  205. // barrel
  206. ModelNode* redBarrel = new ModelNode(
  207. "red_barrel", &scene, nullptr, Movable::MF_NONE,
  208. "data/models/red_barrel/red_barrel.mdl");
  209. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  210. 0.7));
  211. #endif
  212. #if 0
  213. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  214. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  215. //"data/maps/sponza/sponza.mdl",
  216. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  217. (void)sponzaModel;
  218. #endif
  219. scene.load("data/maps/sponza/master.scene");
  220. //initPhysics();
  221. // Sectors
  222. SectorGroup& sgroup = scene.getSectorGroup();
  223. Sector* sectorA = sgroup.createNewSector(
  224. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  225. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  226. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  227. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  228. Sector* sectorC = sgroup.createNewSector(
  229. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  230. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  231. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  232. // Path
  233. /*Path* path = new Path("todo", "path", &scene, Movable::MF_NONE, nullptr);
  234. (void)path;
  235. const F32 distPerSec = 2.0;
  236. scene.getEventManager().newFollowPathEvent(-1.0,
  237. path->getDistance() / distPerSec,
  238. cam, path, distPerSec);*/
  239. }
  240. //==============================================================================
  241. /// The func pools the stdinListener for string in the console, if
  242. /// there are any it executes them with scriptingEngine
  243. void execStdinScpripts()
  244. {
  245. while(1)
  246. {
  247. std::string cmd = StdinListenerSingleton::get().getLine();
  248. if(cmd.length() < 1)
  249. {
  250. break;
  251. }
  252. try
  253. {
  254. ScriptManagerSingleton::get().evalString(cmd.c_str());
  255. }
  256. catch(Exception& e)
  257. {
  258. ANKI_LOGE(e.what());
  259. }
  260. }
  261. }
  262. //==============================================================================
  263. void mainLoopExtra()
  264. {
  265. F32 dist = 0.2;
  266. F32 ang = toRad(3.0);
  267. F32 scale = 0.01;
  268. F32 mouseSensivity = 9.0;
  269. // move the camera
  270. static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable();
  271. Input& in = InputSingleton::get();
  272. if(in.getKey(KC_1))
  273. {
  274. mover = &SceneGraphSingleton::get().getActiveCamera();
  275. }
  276. if(in.getKey(KC_2))
  277. {
  278. mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable();
  279. }
  280. if(in.getKey(KC_3))
  281. {
  282. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable();
  283. }
  284. if(in.getKey(KC_4))
  285. {
  286. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable();
  287. }
  288. if(in.getKey(KC_5))
  289. {
  290. mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable();
  291. }
  292. if(in.getKey(KC_6))
  293. {
  294. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable();
  295. }
  296. if(in.getKey(KC_7))
  297. {
  298. mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMovable();
  299. }
  300. if(in.getKey(KC_L) == 1)
  301. {
  302. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  303. static_cast<PointLight*>(l)->setRadius(10.0);
  304. }
  305. if(in.getKey(KC_F1) == 1)
  306. {
  307. MainRendererSingleton::get().getDbg().setEnabled(
  308. !MainRendererSingleton::get().getDbg().getEnabled());
  309. }
  310. if(in.getKey(KC_F2) == 1)
  311. {
  312. MainRendererSingleton::get().getDbg().switchBits(
  313. Dbg::DF_SPATIAL);
  314. }
  315. if(in.getKey(KC_F3) == 1)
  316. {
  317. MainRendererSingleton::get().getDbg().switchBits(
  318. Dbg::DF_PHYSICS);
  319. }
  320. if(in.getKey(KC_F4) == 1)
  321. {
  322. MainRendererSingleton::get().getDbg().switchBits(
  323. Dbg::DF_SECTOR);
  324. }
  325. if(in.getKey(KC_F5) == 1)
  326. {
  327. MainRendererSingleton::get().getDbg().switchBits(
  328. Dbg::DF_OCTREE);
  329. }
  330. if(in.getKey(KC_F6) == 1)
  331. {
  332. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  333. }
  334. if(in.getKey(KC_F12) == 1)
  335. {
  336. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  337. }
  338. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  339. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  340. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  341. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  342. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  343. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  344. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  345. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  346. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  347. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  348. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  349. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  350. if(in.getKey(KC_PAGEUP))
  351. {
  352. mover->scale(scale);
  353. }
  354. if(in.getKey(KC_PAGEDOWN))
  355. {
  356. mover->scale(-scale);
  357. }
  358. if(in.getKey(KC_P) == 1)
  359. {
  360. std::cout << "{Vec3(" << mover->getWorldTransform().getOrigin()
  361. << "), Quat(" << Quat(mover->getWorldTransform().getRotation())
  362. << ")}," << std::endl;
  363. }
  364. if(in.getMousePosition() != Vec2(0.0))
  365. {
  366. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  367. MainRendererSingleton::get().getAspectRatio());
  368. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  369. }
  370. execStdinScpripts();
  371. }
  372. //==============================================================================
  373. void mainLoop()
  374. {
  375. ANKI_LOGI("Entering main loop");
  376. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  377. HighRezTimer::Scalar crntTime = prevUpdateTime;
  378. ANKI_COUNTER_START_TIMER(C_FPS);
  379. while(1)
  380. {
  381. HighRezTimer timer;
  382. timer.start();
  383. prevUpdateTime = crntTime;
  384. crntTime = HighRezTimer::getCurrentTime();
  385. // Update
  386. //
  387. InputSingleton::get().handleEvents();
  388. InputSingleton::get().moveMouse(Vec2(0.0));
  389. mainLoopExtra();
  390. SceneGraphSingleton::get().update(
  391. prevUpdateTime, crntTime, MainRendererSingleton::get());
  392. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  393. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  394. if(InputSingleton::get().getKey(KC_ESCAPE))
  395. {
  396. break;
  397. }
  398. win->swapBuffers();
  399. ANKI_COUNTERS_RESOLVE_FRAME();
  400. // Sleep
  401. //
  402. #if 0
  403. timer.stop();
  404. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  405. {
  406. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  407. - timer.getElapsedTime());
  408. }
  409. #else
  410. if(MainRendererSingleton::get().getFramesCount() == 2000)
  411. {
  412. break;
  413. }
  414. #endif
  415. increaseGlobTimestamp();
  416. }
  417. #if 0
  418. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  419. #endif
  420. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  421. ANKI_COUNTERS_FLUSH();
  422. }
  423. //==============================================================================
  424. // initSubsystems =
  425. //==============================================================================
  426. void initSubsystems(int argc, char* argv[])
  427. {
  428. #if ANKI_GL == ANKI_GL_DESKTOP
  429. U32 glmajor = 4;
  430. U32 glminor = 3;
  431. #else
  432. U32 glmajor = 3;
  433. U32 glminor = 0;
  434. #endif
  435. // App
  436. AppSingleton::get().init(argc, argv);
  437. // Window
  438. NativeWindowInitializer nwinit;
  439. nwinit.width = 1280;
  440. nwinit.height = 720;
  441. nwinit.majorVersion = glmajor;
  442. nwinit.minorVersion = glminor;
  443. nwinit.depthBits = 0;
  444. nwinit.stencilBits = 0;
  445. nwinit.fullscreenDesktopRez = true;
  446. win = new NativeWindow;
  447. win->create(nwinit);
  448. // GL stuff
  449. GlStateCommonSingleton::get().init(glmajor, glminor);
  450. // Input
  451. InputSingleton::get().init(win);
  452. InputSingleton::get().hideCursor(true);
  453. // Main renderer
  454. RendererInitializer initializer;
  455. initializer.ms.ez.enabled = true;
  456. initializer.dbg.enabled = false;
  457. initializer.is.sm.bilinearEnabled = true;
  458. initializer.is.groundLightEnabled = true;
  459. initializer.is.sm.enabled = true;
  460. initializer.is.sm.pcfEnabled = false;
  461. initializer.is.sm.resolution = 512;
  462. initializer.pps.hdr.enabled = true;
  463. initializer.pps.hdr.renderingQuality = 0.25;
  464. initializer.pps.hdr.blurringDist = 1.0;
  465. initializer.pps.hdr.blurringIterationsCount = 1;
  466. initializer.pps.hdr.exposure = 8.0;
  467. initializer.pps.ssao.blurringIterationsNum = 1;
  468. initializer.pps.ssao.enabled = true;
  469. initializer.pps.ssao.mainPassRenderingQuality = 0.5;
  470. initializer.pps.ssao.blurringRenderingQuality = 0.5;
  471. initializer.pps.enabled = true;
  472. initializer.pps.bl.enabled = true;
  473. initializer.pps.bl.blurringIterationsNum = 2;
  474. initializer.pps.bl.sideBlurFactor = 1.0;
  475. initializer.pps.sharpen = true;
  476. initializer.renderingQuality = 1.0;
  477. initializer.width = win->getWidth();
  478. initializer.height = win->getHeight();
  479. initializer.lodDistance = 20.0;
  480. MainRendererSingleton::get().init(initializer);
  481. // Stdin listener
  482. StdinListenerSingleton::get().start();
  483. // Parallel jobs
  484. ThreadPoolSingleton::get().init(getCpuCoresCount());
  485. }
  486. //==============================================================================
  487. int main(int argc, char* argv[])
  488. {
  489. int exitCode;
  490. try
  491. {
  492. initSubsystems(argc, argv);
  493. init();
  494. mainLoop();
  495. ANKI_LOGI("Exiting...");
  496. AppSingleton::get().quit(EXIT_SUCCESS);
  497. exitCode = 0;
  498. }
  499. catch(std::exception& e)
  500. {
  501. ANKI_LOGE("Aborting: " << e.what());
  502. exitCode = 1;
  503. }
  504. ANKI_LOGI("Bye!!");
  505. return exitCode;
  506. }