Main.cpp 10 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. #include "anki/core/NativeWindow.h"
  41. #include "anki/util/Functions.h"
  42. using namespace anki;
  43. UiPainter* painter;
  44. ModelNode* horse;
  45. PerspectiveCamera* cam;
  46. NativeWindow* win;
  47. //==============================================================================
  48. void init()
  49. {
  50. ANKI_LOGI("Other init...");
  51. Scene& scene = SceneSingleton::get();
  52. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  53. AppSingleton::get().getWindowHeight()));
  54. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  55. // camera
  56. cam = new PerspectiveCamera("main-camera", &scene,
  57. Movable::MF_NONE, nullptr);
  58. const float ang = 45.0;
  59. cam->setAll(
  60. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  61. Math::toRad(ang), 0.5, 200.0);
  62. cam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  63. Mat3(Axisang(Math::toRad(90), Vec3(0, 1, 0))),
  64. 1.0));
  65. scene.setActiveCamera(cam);
  66. // camera 2
  67. PerspectiveCamera* pcam = new PerspectiveCamera("camera1", &scene,
  68. Movable::MF_NONE, nullptr);
  69. pcam->setAll(
  70. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  71. Math::toRad(ang), 0.5, 200.0);
  72. pcam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  73. Mat3(Axisang(Math::toRad(90), Vec3(0, 1, 0))),
  74. 1.0));
  75. // lights
  76. Vec3 lpos(-100.0, 0.0, -50.0);
  77. for(int i = 0; i < 50; i++)
  78. {
  79. for(int j = 0; j < 10; j++)
  80. {
  81. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  82. PointLight* point = new PointLight(name.c_str(), &scene,
  83. Movable::MF_NONE, nullptr);
  84. point->setRadius(2.0);
  85. point->setDiffuseColor(Vec4(randFloat(3.0), randFloat(3.0), randFloat(3.0), 0.0));
  86. point->setSpecularColor(Vec4(randFloat(3.0), randFloat(3.0), randFloat(3.0), 0.0));
  87. point->setLocalTranslation(lpos);
  88. lpos.z() += 10.0;
  89. }
  90. lpos.x() += 4.0;
  91. lpos.z() = -50;
  92. }
  93. #if 1
  94. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  95. spot->setOuterAngle(Math::toRad(45.0));
  96. spot->setInnerAngle(Math::toRad(15.0));
  97. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  98. Mat3::getIdentity(), 1.0));
  99. spot->setDiffuseColor(Vec4(1.0));
  100. spot->setSpecularColor(Vec4(1.0));
  101. spot->loadTexture("gfx/lights/flashlight.tga");
  102. spot->setDistance(30.0);
  103. spot->setShadowEnabled(true);
  104. #endif
  105. /*PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  106. nullptr);
  107. point->setRadius(3.0);
  108. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  109. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  110. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  111. nullptr);
  112. point1->setRadius(3.0);
  113. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  114. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  115. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  116. // horse
  117. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  118. Movable::MF_NONE, nullptr);
  119. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  120. 1.0));
  121. // Sponza
  122. ModelNode* sponzaModel = new ModelNode(
  123. "/home/godlike/src/anki/maps/sponza-crytek/sponza_crytek.mdl",
  124. "sponza", &scene, Movable::MF_NONE, nullptr);
  125. sponzaModel->setLocalScale(0.1);
  126. // Sectors
  127. scene.sectors.push_back(new Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  128. }
  129. //==============================================================================
  130. /// The func pools the stdinListener for string in the console, if
  131. /// there are any it executes them with scriptingEngine
  132. void execStdinScpripts()
  133. {
  134. while(1)
  135. {
  136. std::string cmd = StdinListenerSingleton::get().getLine();
  137. if(cmd.length() < 1)
  138. {
  139. break;
  140. }
  141. try
  142. {
  143. ScriptManagerSingleton::get().evalString(cmd.c_str());
  144. }
  145. catch(Exception& e)
  146. {
  147. ANKI_LOGE(e.what());
  148. }
  149. }
  150. }
  151. //==============================================================================
  152. void mainLoopExtra()
  153. {
  154. InputSingleton::get().handleEvents();
  155. float dist = 0.2;
  156. float ang = Math::toRad(3.0);
  157. float scale = 0.01;
  158. // move the camera
  159. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  160. Input& in = InputSingleton::get();
  161. if(in.getKey(SDL_SCANCODE_1))
  162. {
  163. mover = &SceneSingleton::get().getActiveCamera();
  164. }
  165. if(in.getKey(SDL_SCANCODE_2))
  166. {
  167. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  168. }
  169. if(in.getKey(SDL_SCANCODE_3))
  170. {
  171. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  172. }
  173. /*if(in.getKey(SDL_SCANCODE_4))
  174. {
  175. mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
  176. }
  177. if(in.getKey(SDL_SCANCODE_5))
  178. {
  179. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  180. }*/
  181. if(in.getKey(SDL_SCANCODE_6))
  182. {
  183. mover = SceneSingleton::get().findSceneNode("camera1")->getMovable();
  184. mover->setLocalTransform(cam->getLocalTransform());
  185. }
  186. if(in.getKey(SDL_SCANCODE_L) == 1)
  187. {
  188. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  189. static_cast<PointLight*>(l)->setRadius(10.0);
  190. }
  191. if(in.getKey(SDL_SCANCODE_P) == 1)
  192. {
  193. /*SceneSingleton::get().getActiveCamera().
  194. getFrustumable()->getFrustum().setFar(250.0);*/
  195. }
  196. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  197. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  198. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  199. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  200. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  201. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  202. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  203. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  204. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  205. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  206. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  207. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  208. if(in.getKey(SDL_SCANCODE_PAGEUP))
  209. {
  210. mover->scale(scale);
  211. }
  212. if(in.getKey(SDL_SCANCODE_PAGEDOWN))
  213. {
  214. mover->scale(-scale);
  215. }
  216. execStdinScpripts();
  217. }
  218. //==============================================================================
  219. void mainLoop()
  220. {
  221. ANKI_LOGI("Entering main loop");
  222. HighRezTimer mainLoopTimer;
  223. mainLoopTimer.start();
  224. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  225. HighRezTimer::Scalar crntTime = prevUpdateTime;
  226. while(1)
  227. {
  228. HighRezTimer timer;
  229. timer.start();
  230. prevUpdateTime = crntTime;
  231. crntTime = HighRezTimer::getCurrentTime();
  232. // Update
  233. //
  234. mainLoopExtra();
  235. SceneSingleton::get().update(prevUpdateTime, crntTime);
  236. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  237. MainRendererSingleton::get().render(SceneSingleton::get());
  238. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  239. {
  240. break;
  241. }
  242. //AppSingleton::get().swapBuffers();
  243. win->swapBuffers();
  244. // Sleep
  245. //
  246. #if 1
  247. timer.stop();
  248. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  249. {
  250. SDL_Delay((AppSingleton::get().getTimerTick()
  251. - timer.getElapsedTime()) * 1000.0);
  252. }
  253. #else
  254. if(MainRendererSingleton::get().getFramesCount() == 1000)
  255. {
  256. break;
  257. }
  258. #endif
  259. Timestamp::increaseTimestamp();
  260. }
  261. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  262. << " sec)");
  263. }
  264. //==============================================================================
  265. // initSubsystems =
  266. //==============================================================================
  267. void initSubsystems(int argc, char* argv[])
  268. {
  269. // App
  270. AppSingleton::get().init(argc, argv);
  271. // Window
  272. NativeWindowInitializer nwinit;
  273. nwinit.width = 1280;
  274. nwinit.height = 720;
  275. nwinit.majorVersion = 4;
  276. nwinit.minorVersion = 2;
  277. nwinit.depthBits = 0;
  278. nwinit.stencilBits = 0;
  279. win = new NativeWindow;
  280. win->create(nwinit);
  281. // Main renderer
  282. RendererInitializer initializer;
  283. initializer.ms.ez.enabled = true;
  284. initializer.dbg.enabled = true;
  285. initializer.is.sm.bilinearEnabled = true;
  286. initializer.is.sm.enabled = true;
  287. initializer.is.sm.pcfEnabled = true;
  288. initializer.is.sm.resolution = 1024;
  289. initializer.pps.hdr.enabled = true;
  290. initializer.pps.hdr.renderingQuality = 0.25;
  291. initializer.pps.hdr.blurringDist = 1.0;
  292. initializer.pps.hdr.blurringIterationsNum = 2;
  293. initializer.pps.hdr.exposure = 4.0;
  294. initializer.pps.ssao.blurringIterationsNum = 4;
  295. initializer.pps.ssao.enabled = true;
  296. initializer.pps.ssao.renderingQuality = 0.3;
  297. initializer.pps.bl.enabled = true;
  298. initializer.pps.bl.blurringIterationsNum = 2;
  299. initializer.pps.bl.sideBlurFactor = 1.0;
  300. initializer.mainRendererQuality = 1.0;
  301. MainRendererSingleton::get().init(initializer);
  302. // Stdin listener
  303. StdinListenerSingleton::get().start();
  304. // Parallel jobs
  305. ThreadPoolSingleton::get().init(4);
  306. }
  307. //==============================================================================
  308. int main(int argc, char* argv[])
  309. {
  310. int exitCode;
  311. try
  312. {
  313. initSubsystems(argc, argv);
  314. init();
  315. mainLoop();
  316. ANKI_LOGI("Exiting...");
  317. AppSingleton::get().quit(EXIT_SUCCESS);
  318. exitCode = 0;
  319. }
  320. catch(std::exception& e)
  321. {
  322. std::cerr << "Aborting: " << e.what() << std::endl;
  323. exitCode = 1;
  324. }
  325. ANKI_LOGI("Bye!!");
  326. return exitCode;
  327. }