Main.cpp 9.7 KB

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  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/scene/Camera.h"
  6. #include "anki/math/Math.h"
  7. #include "anki/renderer/Renderer.h"
  8. #include "anki/ui/UiPainter.h"
  9. #include "anki/core/App.h"
  10. #include "anki/resource/Mesh.h"
  11. #include "anki/scene/Light.h"
  12. #include "anki/resource/Material.h"
  13. #include "anki/scene/Scene.h"
  14. #include "anki/resource/SkelAnim.h"
  15. #include "anki/misc/Parser.h"
  16. #include "anki/scene/ParticleEmitterNode.h"
  17. #include "anki/physics/Character.h"
  18. #include "anki/renderer/Renderer.h"
  19. #include "anki/renderer/MainRenderer.h"
  20. #include "anki/physics/Character.h"
  21. #include "anki/physics/RigidBody.h"
  22. #include "anki/script/ScriptManager.h"
  23. #include "anki/core/StdinListener.h"
  24. #include "anki/scene/ModelNode.h"
  25. #include "anki/resource/Model.h"
  26. #include "anki/core/Logger.h"
  27. #include "anki/util/Filesystem.h"
  28. #include "anki/util/HighRezTimer.h"
  29. #include "anki/scene/SkinNode.h"
  30. #include "anki/resource/Skin.h"
  31. #include "anki/ui/UiFtFontLoader.h"
  32. #include "anki/ui/UiFont.h"
  33. #include "anki/event/EventManager.h"
  34. #include "anki/event/SceneColorEvent.h"
  35. #include "anki/event/MainRendererPpsHdrEvent.h"
  36. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  37. #include "anki/resource/Material.h"
  38. #include "anki/core/ThreadPool.h"
  39. #include "anki/core/Timestamp.h"
  40. using namespace anki;
  41. UiPainter* painter;
  42. ModelNode* horse;
  43. PerspectiveCamera* cam;
  44. //==============================================================================
  45. void init()
  46. {
  47. ANKI_LOGI("Other init...");
  48. Scene& scene = SceneSingleton::get();
  49. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  50. AppSingleton::get().getWindowHeight()));
  51. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  52. // camera
  53. cam = new PerspectiveCamera("main-camera", &scene,
  54. Movable::MF_NONE, nullptr);
  55. const float ang = 45.0;
  56. cam->setAll(
  57. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  58. Math::toRad(ang), 0.5, 200.0);
  59. cam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  60. Mat3(Axisang(Math::toRad(90), Vec3(0, 1, 0))),
  61. 1.0));
  62. scene.setActiveCamera(cam);
  63. // camera 2
  64. PerspectiveCamera* pcam = new PerspectiveCamera("camera1", &scene,
  65. Movable::MF_NONE, nullptr);
  66. pcam->setAll(
  67. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  68. Math::toRad(ang), 0.5, 200.0);
  69. pcam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  70. Mat3(Axisang(Math::toRad(90), Vec3(0, 1, 0))),
  71. 1.0));
  72. // lights
  73. Vec3 lpos(-100.0, 0.0, -20.0);
  74. for(int i = 0; i < 50; i++)
  75. {
  76. for(int j = 0; j < 10; j++)
  77. {
  78. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  79. PointLight* point = new PointLight(name.c_str(), &scene,
  80. Movable::MF_NONE, nullptr);
  81. point->setRadius(2.0);
  82. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  83. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  84. point->setLocalTranslation(lpos);
  85. lpos.z() += 4.0;
  86. }
  87. lpos.x() += 4.0;
  88. lpos.z() = -20;
  89. }
  90. /*SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  91. spot->setFov(Math::toRad(45.0));
  92. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  93. Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  94. spot->setDiffuseColor(Vec4(4.0));
  95. spot->setSpecularColor(Vec4(1.0));
  96. spot->loadTexture("gfx/lights/flashlight.tga");
  97. spot->setDistance(20.0);
  98. spot->setShadowEnabled(true);
  99. PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  100. nullptr);
  101. point->setRadius(3.0);
  102. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  103. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  104. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  105. nullptr);
  106. point1->setRadius(3.0);
  107. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  108. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  109. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  110. // horse
  111. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  112. Movable::MF_NONE, nullptr);
  113. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  114. 1.0));
  115. // Sponza
  116. ModelNode* sponzaModel = new ModelNode(
  117. "/home/godlike/src/anki/maps/sponza-crytek/sponza_crytek.mdl",
  118. "sponza", &scene, Movable::MF_NONE, nullptr);
  119. sponzaModel->setLocalScale(0.1);
  120. // Sectors
  121. scene.sectors.push_back(new Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  122. }
  123. //==============================================================================
  124. /// The func pools the stdinListener for string in the console, if
  125. /// there are any it executes them with scriptingEngine
  126. void execStdinScpripts()
  127. {
  128. while(1)
  129. {
  130. std::string cmd = StdinListenerSingleton::get().getLine();
  131. if(cmd.length() < 1)
  132. {
  133. break;
  134. }
  135. try
  136. {
  137. ScriptManagerSingleton::get().evalString(cmd.c_str());
  138. }
  139. catch(Exception& e)
  140. {
  141. ANKI_LOGE(e.what());
  142. }
  143. }
  144. }
  145. //==============================================================================
  146. void mainLoopExtra()
  147. {
  148. InputSingleton::get().handleEvents();
  149. float dist = 0.2;
  150. float ang = Math::toRad(3.0);
  151. float scale = 0.01;
  152. // move the camera
  153. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  154. Input& in = InputSingleton::get();
  155. if(in.getKey(SDL_SCANCODE_1))
  156. {
  157. mover = &SceneSingleton::get().getActiveCamera();
  158. }
  159. if(in.getKey(SDL_SCANCODE_2))
  160. {
  161. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  162. }
  163. /*if(in.getKey(SDL_SCANCODE_3))
  164. {
  165. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  166. }
  167. if(in.getKey(SDL_SCANCODE_4))
  168. {
  169. mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
  170. }
  171. if(in.getKey(SDL_SCANCODE_5))
  172. {
  173. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  174. }*/
  175. if(in.getKey(SDL_SCANCODE_6))
  176. {
  177. mover = SceneSingleton::get().findSceneNode("camera1")->getMovable();
  178. mover->setLocalTransform(cam->getLocalTransform());
  179. }
  180. if(in.getKey(SDL_SCANCODE_L) == 1)
  181. {
  182. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  183. static_cast<PointLight*>(l)->setRadius(10.0);
  184. }
  185. if(in.getKey(SDL_SCANCODE_P) == 1)
  186. {
  187. SceneSingleton::get().getActiveCamera().getFrustumable()->setFar(250.0);
  188. }
  189. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  190. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  191. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  192. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  193. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  194. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  195. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  196. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  197. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  198. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  199. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  200. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  201. if(in.getKey(SDL_SCANCODE_PAGEUP))
  202. {
  203. mover->scale(scale);
  204. }
  205. if(in.getKey(SDL_SCANCODE_PAGEDOWN))
  206. {
  207. mover->scale(-scale);
  208. }
  209. execStdinScpripts();
  210. }
  211. //==============================================================================
  212. void mainLoop()
  213. {
  214. ANKI_LOGI("Entering main loop");
  215. HighRezTimer mainLoopTimer;
  216. mainLoopTimer.start();
  217. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  218. HighRezTimer::Scalar crntTime = prevUpdateTime;
  219. while(1)
  220. {
  221. HighRezTimer timer;
  222. timer.start();
  223. prevUpdateTime = crntTime;
  224. crntTime = HighRezTimer::getCurrentTime();
  225. // Update
  226. //
  227. mainLoopExtra();
  228. SceneSingleton::get().update(prevUpdateTime, crntTime);
  229. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  230. MainRendererSingleton::get().render(SceneSingleton::get());
  231. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  232. {
  233. break;
  234. }
  235. AppSingleton::get().swapBuffers();
  236. // Sleep
  237. //
  238. #if 1
  239. timer.stop();
  240. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  241. {
  242. SDL_Delay((AppSingleton::get().getTimerTick()
  243. - timer.getElapsedTime()) * 1000.0);
  244. }
  245. #else
  246. if(MainRendererSingleton::get().getFramesCount() == 100)
  247. {
  248. break;
  249. }
  250. #endif
  251. Timestamp::increaseTimestamp();
  252. }
  253. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  254. << " sec)");
  255. }
  256. //==============================================================================
  257. // initSubsystems =
  258. //==============================================================================
  259. void initSubsystems(int argc, char* argv[])
  260. {
  261. // App
  262. AppSingleton::get().init(argc, argv);
  263. // Main renderer
  264. RendererInitializer initializer;
  265. initializer.ms.ez.enabled = true;
  266. initializer.dbg.enabled = false;
  267. initializer.is.sm.bilinearEnabled = true;
  268. initializer.is.sm.enabled = true;
  269. initializer.is.sm.pcfEnabled = true;
  270. initializer.is.sm.resolution = 1024;
  271. initializer.is.sm.level0Distance = 3.0;
  272. initializer.pps.hdr.enabled = true;
  273. initializer.pps.hdr.renderingQuality = 0.25;
  274. initializer.pps.hdr.blurringDist = 1.0;
  275. initializer.pps.hdr.blurringIterationsNum = 2;
  276. initializer.pps.hdr.exposure = 4.0;
  277. initializer.pps.ssao.blurringIterationsNum = 4;
  278. initializer.pps.ssao.enabled = true;
  279. initializer.pps.ssao.renderingQuality = 0.3;
  280. initializer.pps.bl.enabled = true;
  281. initializer.pps.bl.blurringIterationsNum = 2;
  282. initializer.pps.bl.sideBlurFactor = 1.0;
  283. initializer.mainRendererQuality = 1.0;
  284. MainRendererSingleton::get().init(initializer);
  285. // Stdin listener
  286. StdinListenerSingleton::get().start();
  287. // Parallel jobs
  288. ThreadPoolSingleton::get().init(4);
  289. }
  290. //==============================================================================
  291. int main(int argc, char* argv[])
  292. {
  293. int exitCode;
  294. try
  295. {
  296. initSubsystems(argc, argv);
  297. init();
  298. mainLoop();
  299. ANKI_LOGI("Exiting...");
  300. AppSingleton::get().quit(EXIT_SUCCESS);
  301. exitCode = 0;
  302. }
  303. catch(std::exception& e)
  304. {
  305. std::cerr << "Aborting: " << e.what() << std::endl;
  306. exitCode = 1;
  307. }
  308. ANKI_LOGI("Bye!!");
  309. return exitCode;
  310. }