Main.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568
  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/math/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/Filesystem.h"
  21. #include "anki/util/HighRezTimer.h"
  22. #include "anki/resource/Skin.h"
  23. #include "anki/event/EventManager.h"
  24. #include "anki/event/SceneColorEvent.h"
  25. #include "anki/event/MainRendererPpsHdrEvent.h"
  26. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  27. #include "anki/resource/Material.h"
  28. #include "anki/core/ThreadPool.h"
  29. #include "anki/core/Timestamp.h"
  30. #include "anki/core/NativeWindow.h"
  31. #include "anki/util/Functions.h"
  32. #include "anki/scene/Scene.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. "data/models/crate0/crate0.mdl",
  83. name.c_str(),
  84. &SceneGraphSingleton::get(), Movable::MF_NONE, nullptr);
  85. init.movable = mnode;
  86. ANKI_ASSERT(init.movable);
  87. Transform trf(
  88. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  89. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  90. init.startTrf = trf;
  91. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  92. }
  93. }
  94. }
  95. #endif
  96. }
  97. //==============================================================================
  98. void init()
  99. {
  100. ANKI_LOGI("Other init...");
  101. SceneGraph& scene = SceneGraphSingleton::get();
  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. cam = new PerspectiveCamera("main-camera", &scene,
  109. Movable::MF_NONE, nullptr);
  110. const F32 ang = 45.0;
  111. cam->setAll(
  112. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  113. toRad(ang), 0.5, 500.0);
  114. cam->setLocalTransform(Transform(Vec3(20.0, 5.0, 0.0),
  115. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  116. 1.0));
  117. scene.setActiveCamera(cam);
  118. // lights
  119. #if 1
  120. Vec3 lpos(-24.0, 0.1, -10.0);
  121. for(int i = 0; i < 50; i++)
  122. {
  123. for(int j = 0; j < 10; j++)
  124. {
  125. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  126. PointLight* point = new PointLight(name.c_str(), &scene,
  127. Movable::MF_NONE, nullptr);
  128. point->setRadius(0.5);
  129. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  130. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  131. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  132. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  133. point->setLocalTranslation(lpos);
  134. lpos.z() += 2.0;
  135. }
  136. lpos.x() += 0.93;
  137. lpos.z() = -10;
  138. }
  139. #endif
  140. #if 1
  141. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  142. spot->setOuterAngle(toRad(45.0));
  143. spot->setInnerAngle(toRad(15.0));
  144. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  145. Mat3::getIdentity(), 1.0));
  146. spot->setDiffuseColor(Vec4(2.0));
  147. spot->setSpecularColor(Vec4(-1.0));
  148. spot->loadTexture("gfx/lights/flashlight.tga");
  149. spot->setDistance(30.0);
  150. spot->setShadowEnabled(true);
  151. spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr);
  152. spot->setOuterAngle(toRad(45.0));
  153. spot->setInnerAngle(toRad(15.0));
  154. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  155. Mat3::getIdentity(), 1.0));
  156. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  157. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  158. spot->loadTexture("gfx/lights/flashlight.tga");
  159. spot->setDistance(30.0);
  160. spot->setShadowEnabled(true);
  161. #endif
  162. #if 1
  163. // Vase point lights
  164. F32 x = 8.5;
  165. F32 y = 2.25;
  166. F32 z = 2.49;
  167. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  168. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  169. for(U i = 0; i < vaseLightPos.getSize(); i++)
  170. {
  171. Vec3 lightPos = vaseLightPos[i];
  172. PointLight* point =
  173. new PointLight(("vase_plight" + std::to_string(i)).c_str(),
  174. &scene, Movable::MF_NONE, nullptr);
  175. point->setRadius(2.0);
  176. point->setLocalTranslation(lightPos);
  177. point->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  178. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  179. ParticleEmitter* pe = new ParticleEmitter(
  180. "data/particles/smoke.particles",
  181. ("pe" + std::to_string(i)).c_str(), &scene,
  182. Movable::MF_NONE, nullptr);
  183. pe->setLocalTranslation(lightPos);
  184. pe = new ParticleEmitter(
  185. "data/particles/fire.particles",
  186. ("pef" + std::to_string(i)).c_str(), &scene,
  187. Movable::MF_NONE, nullptr);
  188. pe->setLocalTranslation(lightPos);
  189. }
  190. #endif
  191. /*PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  192. nullptr);
  193. point1->setRadius(3.0);
  194. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  195. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  196. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  197. // horse
  198. horse = new ModelNode("data/models/horse/horse.mdl", "horse", &scene,
  199. Movable::MF_NONE, nullptr);
  200. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  201. 0.7));
  202. #if 1
  203. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  204. "data/maps/sponza/sponza_new.mdl",
  205. "sponza", &scene);
  206. (void)sponzaModel;
  207. #endif
  208. //initPhysics();
  209. // Sectors
  210. SectorGroup& sgroup = scene.getSectorGroup();
  211. Sector* sectorA = sgroup.createNewSector(
  212. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  213. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  214. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  215. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  216. Sector* sectorC = sgroup.createNewSector(
  217. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  218. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  219. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  220. }
  221. //==============================================================================
  222. /// The func pools the stdinListener for string in the console, if
  223. /// there are any it executes them with scriptingEngine
  224. void execStdinScpripts()
  225. {
  226. while(1)
  227. {
  228. std::string cmd = StdinListenerSingleton::get().getLine();
  229. if(cmd.length() < 1)
  230. {
  231. break;
  232. }
  233. try
  234. {
  235. ScriptManagerSingleton::get().evalString(cmd.c_str());
  236. }
  237. catch(Exception& e)
  238. {
  239. ANKI_LOGE(e.what());
  240. }
  241. }
  242. }
  243. //==============================================================================
  244. void mainLoopExtra()
  245. {
  246. F32 dist = 0.2;
  247. F32 ang = toRad(3.0);
  248. F32 scale = 0.01;
  249. F32 mouseSensivity = 9.0;
  250. // move the camera
  251. static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable();
  252. Input& in = InputSingleton::get();
  253. if(in.getKey(KC_1))
  254. {
  255. mover = &SceneGraphSingleton::get().getActiveCamera();
  256. }
  257. if(in.getKey(KC_2))
  258. {
  259. mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable();
  260. }
  261. if(in.getKey(KC_3))
  262. {
  263. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable();
  264. }
  265. if(in.getKey(KC_4))
  266. {
  267. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable();
  268. }
  269. if(in.getKey(KC_5))
  270. {
  271. mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable();
  272. }
  273. if(in.getKey(KC_6))
  274. {
  275. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable();
  276. }
  277. if(in.getKey(KC_7))
  278. {
  279. mover = SceneGraphSingleton::get().findSceneNode("sponza").getMovable();
  280. std::cout << mover->getWorldTransform() << std::endl;
  281. }
  282. if(in.getKey(KC_L) == 1)
  283. {
  284. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  285. static_cast<PointLight*>(l)->setRadius(10.0);
  286. }
  287. if(in.getKey(KC_P) == 1)
  288. {
  289. //MainRendererSingleton::get().getPps().getHdr().setExposure(20);
  290. //in.hideCursor(true);
  291. MainRendererSingleton::get().getDbg().setDepthTestEnabled(
  292. !MainRendererSingleton::get().getDbg().getDepthTestEnabled());
  293. }
  294. if(in.getKey(KC_F1) == 1)
  295. {
  296. MainRendererSingleton::get().getDbg().setEnabled(
  297. !MainRendererSingleton::get().getDbg().getEnabled());
  298. }
  299. if(in.getKey(KC_F2) == 1)
  300. {
  301. MainRendererSingleton::get().getDbg().switchFlags(
  302. Dbg::DF_SPATIAL);
  303. }
  304. if(in.getKey(KC_F3) == 1)
  305. {
  306. MainRendererSingleton::get().getDbg().switchFlags(
  307. Dbg::DF_PHYSICS);
  308. }
  309. if(in.getKey(KC_F4) == 1)
  310. {
  311. MainRendererSingleton::get().getDbg().switchFlags(
  312. Dbg::DF_SECTOR);
  313. }
  314. if(in.getKey(KC_F5) == 1)
  315. {
  316. MainRendererSingleton::get().getDbg().switchFlags(
  317. Dbg::DF_OCTREE);
  318. }
  319. if(in.getKey(KC_F12) == 1)
  320. {
  321. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  322. }
  323. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  324. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  325. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  326. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  327. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  328. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  329. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  330. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  331. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  332. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  333. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  334. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  335. if(in.getKey(KC_PAGEUP))
  336. {
  337. mover->scale(scale);
  338. }
  339. if(in.getKey(KC_PAGEDOWN))
  340. {
  341. mover->scale(-scale);
  342. }
  343. if(in.getKey(KC_P))
  344. {
  345. ANKI_LOGI("pos: " << mover->getWorldTransform().getOrigin());
  346. }
  347. if(in.getMousePosition() != Vec2(0.0))
  348. {
  349. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  350. MainRendererSingleton::get().getAspectRatio());
  351. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  352. }
  353. execStdinScpripts();
  354. }
  355. //==============================================================================
  356. void mainLoop()
  357. {
  358. ANKI_LOGI("Entering main loop");
  359. HighRezTimer mainLoopTimer;
  360. mainLoopTimer.start();
  361. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  362. HighRezTimer::Scalar crntTime = prevUpdateTime;
  363. while(1)
  364. {
  365. HighRezTimer timer;
  366. timer.start();
  367. prevUpdateTime = crntTime;
  368. crntTime = HighRezTimer::getCurrentTime();
  369. // Update
  370. //
  371. InputSingleton::get().handleEvents();
  372. InputSingleton::get().moveMouse(Vec2(0.0));
  373. mainLoopExtra();
  374. SceneGraphSingleton::get().update(
  375. prevUpdateTime, crntTime, MainRendererSingleton::get());
  376. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  377. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  378. if(InputSingleton::get().getKey(KC_ESCAPE))
  379. {
  380. break;
  381. }
  382. win->swapBuffers();
  383. // Sleep
  384. //
  385. #if 0
  386. timer.stop();
  387. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  388. {
  389. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  390. - timer.getElapsedTime());
  391. }
  392. #else
  393. if(MainRendererSingleton::get().getFramesCount() == 1000)
  394. {
  395. break;
  396. }
  397. #endif
  398. Timestamp::increaseTimestamp();
  399. }
  400. #if 0
  401. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  402. #endif
  403. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  404. << " sec)");
  405. }
  406. //==============================================================================
  407. // initSubsystems =
  408. //==============================================================================
  409. void initSubsystems(int argc, char* argv[])
  410. {
  411. #if ANKI_GL == ANKI_GL_DESKTOP
  412. U32 glmajor = 3;
  413. U32 glminor = 3;
  414. #else
  415. U32 glmajor = 3;
  416. U32 glminor = 0;
  417. #endif
  418. // App
  419. AppSingleton::get().init(argc, argv);
  420. // Window
  421. NativeWindowInitializer nwinit;
  422. nwinit.width = 1280;
  423. nwinit.height = 720;
  424. nwinit.majorVersion = glmajor;
  425. nwinit.minorVersion = glminor;
  426. nwinit.depthBits = 0;
  427. nwinit.stencilBits = 0;
  428. win = new NativeWindow;
  429. win->create(nwinit);
  430. // GL stuff
  431. GlStateCommonSingleton::get().init(glmajor, glminor);
  432. // Input
  433. InputSingleton::get().init(win);
  434. InputSingleton::get().hideCursor(true);
  435. // Main renderer
  436. RendererInitializer initializer;
  437. initializer.ms.ez.enabled = true;
  438. initializer.dbg.enabled = false;
  439. initializer.is.sm.bilinearEnabled = true;
  440. initializer.is.groundLightEnabled = false;
  441. initializer.is.sm.enabled = true;
  442. initializer.is.sm.pcfEnabled = false;
  443. initializer.is.sm.resolution = 512;
  444. initializer.pps.hdr.enabled = true;
  445. initializer.pps.hdr.renderingQuality = 0.25;
  446. initializer.pps.hdr.blurringDist = 1.0;
  447. initializer.pps.hdr.blurringIterationsCount = 2;
  448. initializer.pps.hdr.exposure = 8.0;
  449. initializer.pps.ssao.blurringIterationsNum = 4;
  450. initializer.pps.ssao.enabled = true;
  451. initializer.pps.ssao.mainPassRenderingQuality = 0.3;
  452. initializer.pps.ssao.blurringRenderingQuality = 0.5;
  453. initializer.pps.enabled = true;
  454. initializer.pps.bl.enabled = true;
  455. initializer.pps.bl.blurringIterationsNum = 2;
  456. initializer.pps.bl.sideBlurFactor = 1.0;
  457. initializer.renderingQuality = 1.0;
  458. initializer.width = nwinit.width;
  459. initializer.height = nwinit.height;
  460. initializer.lodDistance = 20.0;
  461. MainRendererSingleton::get().init(initializer);
  462. // Stdin listener
  463. StdinListenerSingleton::get().start();
  464. // Parallel jobs
  465. ThreadPoolSingleton::get().init(8);
  466. }
  467. //==============================================================================
  468. int main(int argc, char* argv[])
  469. {
  470. int exitCode;
  471. try
  472. {
  473. initSubsystems(argc, argv);
  474. init();
  475. mainLoop();
  476. ANKI_LOGI("Exiting...");
  477. AppSingleton::get().quit(EXIT_SUCCESS);
  478. exitCode = 0;
  479. }
  480. catch(std::exception& e)
  481. {
  482. std::cerr << "Aborting: " << e.what() << std::endl;
  483. exitCode = 1;
  484. }
  485. ANKI_LOGI("Bye!!");
  486. return exitCode;
  487. }