Main.cpp 9.2 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/ParallelManager.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 = 70.0;
  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. // lights
  64. Vec3 lpos(-100.0, 0.0, 0.0);
  65. for(int i = 0; i < 100; i++)
  66. {
  67. for(int j = 0; j < 10; j++)
  68. {
  69. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  70. PointLight* point = new PointLight(name.c_str(), &scene,
  71. Movable::MF_NONE, nullptr);
  72. point->setRadius(2.0);
  73. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  74. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  75. point->setLocalTranslation(lpos);
  76. lpos.z() += 2.0;
  77. }
  78. lpos.x() += 2.0;
  79. lpos.z() = 0;
  80. }
  81. /*SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  82. spot->setFov(Math::toRad(45.0));
  83. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  84. Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  85. spot->setDiffuseColor(Vec4(4.0));
  86. spot->setSpecularColor(Vec4(1.0));
  87. spot->loadTexture("gfx/lights/flashlight.tga");
  88. spot->setDistance(20.0);
  89. spot->setShadowEnabled(true);
  90. PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  91. nullptr);
  92. point->setRadius(3.0);
  93. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  94. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  95. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  96. nullptr);
  97. point1->setRadius(3.0);
  98. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  99. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  100. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  101. // horse
  102. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  103. Movable::MF_NONE, nullptr);
  104. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  105. 1.0));
  106. // Sponza
  107. ModelNode* sponzaModel = new ModelNode(
  108. "/home/godlike/src/anki/maps/sponza-crytek/sponza_crytek.mdl",
  109. "sponza", &scene, Movable::MF_NONE, nullptr);
  110. sponzaModel->setLocalScale(0.1);
  111. // Sectors
  112. scene.sectors.push_back(new Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  113. }
  114. //==============================================================================
  115. /// The func pools the stdinListener for string in the console, if
  116. /// there are any it executes them with scriptingEngine
  117. void execStdinScpripts()
  118. {
  119. while(1)
  120. {
  121. std::string cmd = StdinListenerSingleton::get().getLine();
  122. if(cmd.length() < 1)
  123. {
  124. break;
  125. }
  126. try
  127. {
  128. ScriptManagerSingleton::get().evalString(cmd.c_str());
  129. }
  130. catch(Exception& e)
  131. {
  132. ANKI_LOGE(e.what());
  133. }
  134. }
  135. }
  136. //==============================================================================
  137. void mainLoopExtra()
  138. {
  139. InputSingleton::get().handleEvents();
  140. float dist = 0.2;
  141. float ang = Math::toRad(3.0);
  142. float scale = 0.01;
  143. // move the camera
  144. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  145. Input& in = InputSingleton::get();
  146. SceneSingleton::get().setAmbientColor(Vec3(0.2));
  147. if(in.getKey(SDL_SCANCODE_1))
  148. {
  149. mover = &SceneSingleton::get().getActiveCamera();
  150. }
  151. if(in.getKey(SDL_SCANCODE_2))
  152. {
  153. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  154. }
  155. if(in.getKey(SDL_SCANCODE_3))
  156. {
  157. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  158. }
  159. if(in.getKey(SDL_SCANCODE_4))
  160. {
  161. mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
  162. }
  163. if(in.getKey(SDL_SCANCODE_5))
  164. {
  165. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  166. }
  167. if(in.getKey(SDL_SCANCODE_L) == 1)
  168. {
  169. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  170. static_cast<PointLight*>(l)->setRadius(10.0);
  171. }
  172. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  173. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  174. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  175. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  176. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  177. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  178. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  179. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  180. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  181. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  182. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  183. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  184. if(in.getKey(SDL_SCANCODE_PAGEUP))
  185. {
  186. mover->scale(scale);
  187. }
  188. if(in.getKey(SDL_SCANCODE_PAGEDOWN))
  189. {
  190. mover->scale(-scale);
  191. }
  192. execStdinScpripts();
  193. }
  194. //==============================================================================
  195. void mainLoop()
  196. {
  197. ANKI_LOGI("Entering main loop");
  198. HighRezTimer mainLoopTimer;
  199. mainLoopTimer.start();
  200. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  201. HighRezTimer::Scalar crntTime = prevUpdateTime;
  202. while(1)
  203. {
  204. HighRezTimer timer;
  205. timer.start();
  206. prevUpdateTime = crntTime;
  207. crntTime = HighRezTimer::getCurrentTime();
  208. // Update
  209. //
  210. mainLoopExtra();
  211. SceneSingleton::get().update(prevUpdateTime, crntTime);
  212. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  213. MainRendererSingleton::get().render(SceneSingleton::get());
  214. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  215. {
  216. break;
  217. }
  218. AppSingleton::get().swapBuffers();
  219. // Sleep
  220. //
  221. #if 0
  222. timer.stop();
  223. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  224. {
  225. SDL_Delay((AppSingleton::get().getTimerTick()
  226. - timer.getElapsedTime()) * 1000.0);
  227. }
  228. #else
  229. if(MainRendererSingleton::get().getFramesCount() == 100)
  230. {
  231. break;
  232. }
  233. #endif
  234. Timestamp::increaseTimestamp();
  235. }
  236. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  237. << " sec)");
  238. }
  239. //==============================================================================
  240. // initSubsystems =
  241. //==============================================================================
  242. void initSubsystems(int argc, char* argv[])
  243. {
  244. // App
  245. AppSingleton::get().init(argc, argv);
  246. // Main renderer
  247. RendererInitializer initializer;
  248. initializer.ms.ez.enabled = true;
  249. initializer.dbg.enabled = false;
  250. initializer.is.sm.bilinearEnabled = true;
  251. initializer.is.sm.enabled = true;
  252. initializer.is.sm.pcfEnabled = true;
  253. initializer.is.sm.resolution = 1024;
  254. initializer.is.sm.level0Distance = 3.0;
  255. initializer.pps.hdr.enabled = true;
  256. initializer.pps.hdr.renderingQuality = 0.25;
  257. initializer.pps.hdr.blurringDist = 1.0;
  258. initializer.pps.hdr.blurringIterationsNum = 2;
  259. initializer.pps.hdr.exposure = 4.0;
  260. initializer.pps.ssao.blurringIterationsNum = 4;
  261. initializer.pps.ssao.enabled = true;
  262. initializer.pps.ssao.renderingQuality = 0.3;
  263. initializer.pps.bl.enabled = true;
  264. initializer.pps.bl.blurringIterationsNum = 2;
  265. initializer.pps.bl.sideBlurFactor = 1.0;
  266. initializer.mainRendererQuality = 1.0;
  267. MainRendererSingleton::get().init(initializer);
  268. // Stdin listener
  269. StdinListenerSingleton::get().start();
  270. // Parallel jobs
  271. ParallelManagerSingleton::get().init(4);
  272. }
  273. //==============================================================================
  274. int main(int argc, char* argv[])
  275. {
  276. int exitCode;
  277. try
  278. {
  279. initSubsystems(argc, argv);
  280. init();
  281. mainLoop();
  282. ANKI_LOGI("Exiting...");
  283. AppSingleton::get().quit(EXIT_SUCCESS);
  284. exitCode = 0;
  285. }
  286. catch(std::exception& e)
  287. {
  288. std::cerr << "Aborting: " << e.what() << std::endl;
  289. exitCode = 1;
  290. }
  291. ANKI_LOGI("Bye!!");
  292. return exitCode;
  293. }