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/Timestamp.h"
  27. #include "anki/core/NativeWindow.h"
  28. #include "anki/Scene.h"
  29. #include "anki/event/LightEvent.h"
  30. #include "anki/event/MoveEvent.h"
  31. #include "anki/core/Counters.h"
  32. using namespace anki;
  33. ModelNode* horse;
  34. PerspectiveCamera* cam;
  35. NativeWindow* win;
  36. //==============================================================================
  37. void initPhysics()
  38. {
  39. SceneGraph& scene = SceneGraphSingleton::get();
  40. scene.getPhysics().setDebugDrawer(
  41. new PhysicsDebugDrawer(
  42. &MainRendererSingleton::get().getDbg().getDebugDrawer()));
  43. btCollisionShape* groundShape = new btBoxShape(
  44. btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
  45. Transform groundTransform;
  46. groundTransform.setIdentity();
  47. groundTransform.setOrigin(Vec3(0, -50, 0));
  48. RigidBody::Initializer init;
  49. init.mass = 0.0;
  50. init.shape = groundShape;
  51. init.startTrf = groundTransform;
  52. init.group = PhysWorld::CG_MAP;
  53. init.mask = PhysWorld::CG_ALL;
  54. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  55. #if 0
  56. btCollisionShape* colShape = new btBoxShape(
  57. btVector3(1, 1, 1));
  58. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  59. init.mass = 20;
  60. init.shape = colShape;
  61. init.group = PhysWorld::CG_PARTICLE;
  62. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  63. const I ARRAY_SIZE_X = 5;
  64. const I ARRAY_SIZE_Y = 5;
  65. const I ARRAY_SIZE_Z = 5;
  66. const I START_POS_X = -5;
  67. const I START_POS_Y = 35;
  68. const I START_POS_Z = -3;
  69. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  70. float start_y = START_POS_Y;
  71. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  72. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  73. {
  74. for(I i = 0; i < ARRAY_SIZE_X; i++)
  75. {
  76. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  77. {
  78. std::string name = std::string("crate0") + std::to_string(i)
  79. + std::to_string(j) + std::to_string(k);
  80. ModelNode* mnode = new ModelNode(
  81. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  82. MoveComponent::MF_NONE, "models/crate0/crate0.mdl");
  83. init.movable = mnode;
  84. ANKI_ASSERT(init.movable);
  85. Transform trf(
  86. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  87. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  88. init.startTrf = trf;
  89. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  90. }
  91. }
  92. }
  93. #endif
  94. }
  95. //==============================================================================
  96. void init()
  97. {
  98. ANKI_LOGI("Other init...");
  99. SceneGraph& scene = SceneGraphSingleton::get();
  100. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  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. scene.newSceneNode(cam, "main-camera");
  108. const F32 ang = 45.0;
  109. cam->setAll(
  110. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  111. toRad(ang), 0.5, 500.0);
  112. cam->setLocalTransform(Transform(Vec3(17.0, 5.2, 0.0),
  113. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  114. 1.0));
  115. scene.setActiveCamera(cam);
  116. // lights
  117. #if 1
  118. Vec3 lpos(-24.0, 0.1, -10.0);
  119. for(int i = 0; i < 50; i++)
  120. {
  121. for(int j = 0; j < 10; j++)
  122. {
  123. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  124. PointLight* point;
  125. scene.newSceneNode(point, name.c_str());
  126. point->setRadius(0.5);
  127. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  128. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  129. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  130. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  131. point->setLocalOrigin(lpos);
  132. lpos.z() += 2.0;
  133. }
  134. lpos.x() += 0.93;
  135. lpos.z() = -10;
  136. }
  137. #endif
  138. #if 1
  139. SpotLight* spot;
  140. scene.newSceneNode(spot, "spot0");
  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. scene.newSceneNode(spot, "spot1");
  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. scene.newSceneNode(point, ("vase_plight" + std::to_string(i)).c_str());
  171. point->loadLensFlare("textures/lens_flare/flares0.ankitex");
  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. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  177. point->setLensFlaresAlpha(1.0);
  178. LightEventData eventData;
  179. eventData.radiusMultiplier = 0.2;
  180. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  181. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  182. LightEvent* event;
  183. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  184. event->enableBits(Event::EF_REANIMATE);
  185. MoveEventData moveData;
  186. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  187. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  188. MoveEvent* mevent;
  189. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  190. mevent->enableBits(Event::EF_REANIMATE);
  191. ParticleEmitter* pe;
  192. scene.newSceneNode(pe,
  193. ("pe" + std::to_string(i)).c_str(),
  194. "particles/smoke.ankipart");
  195. pe->setLocalOrigin(lightPos);
  196. scene.newSceneNode(pe, ("pef" + std::to_string(i)).c_str(),
  197. "particles/fire.ankipart");
  198. pe->setLocalOrigin(lightPos);
  199. }
  200. #endif
  201. #if 1
  202. // horse
  203. scene.newSceneNode(horse, "horse", "models/horse/horse.ankimdl");
  204. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  205. 0.7));
  206. // barrel
  207. /*ModelNode* redBarrel = new ModelNode(
  208. "red_barrel", &scene, nullptr, MoveComponent::MF_NONE,
  209. "models/red_barrel/red_barrel.mdl");
  210. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  211. 0.7));*/
  212. #endif
  213. #if 0
  214. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  215. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  216. //"data/maps/sponza/sponza.mdl",
  217. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  218. (void)sponzaModel;
  219. #endif
  220. scene.load("maps/sponza/master.ankiscene");
  221. //initPhysics();
  222. // Sectors
  223. #if 0
  224. SectorGroup& sgroup = scene.getSectorGroup();
  225. Sector* sectorA = sgroup.createNewSector(
  226. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  227. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  228. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  229. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  230. Sector* sectorC = sgroup.createNewSector(
  231. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  232. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  233. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  234. #endif
  235. // Path
  236. /*Path* path = new Path("todo", "path", &scene, MoveComponent::MF_NONE, nullptr);
  237. (void)path;
  238. const F32 distPerSec = 2.0;
  239. scene.getEventManager().newFollowPathEvent(-1.0,
  240. path->getDistance() / distPerSec,
  241. cam, path, distPerSec);*/
  242. }
  243. //==============================================================================
  244. /// The func pools the stdinListener for string in the console, if
  245. /// there are any it executes them with scriptingEngine
  246. void execStdinScpripts()
  247. {
  248. while(1)
  249. {
  250. std::string cmd = StdinListenerSingleton::get().getLine();
  251. if(cmd.length() < 1)
  252. {
  253. break;
  254. }
  255. try
  256. {
  257. ScriptManagerSingleton::get().evalString(cmd.c_str());
  258. }
  259. catch(Exception& e)
  260. {
  261. ANKI_LOGE(e.what());
  262. }
  263. }
  264. }
  265. //==============================================================================
  266. void mainLoopExtra()
  267. {
  268. F32 dist = 0.2;
  269. F32 ang = toRad(3.0);
  270. F32 scale = 0.01;
  271. F32 mouseSensivity = 9.0;
  272. // move the camera
  273. static MoveComponent* mover = SceneGraphSingleton::get().getActiveCamera().getMoveComponent();
  274. Input& in = InputSingleton::get();
  275. if(in.getKey(KC_1))
  276. {
  277. mover = &SceneGraphSingleton::get().getActiveCamera();
  278. }
  279. if(in.getKey(KC_2))
  280. {
  281. mover = SceneGraphSingleton::get().findSceneNode("horse").getMoveComponent();
  282. }
  283. if(in.getKey(KC_3))
  284. {
  285. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMoveComponent();
  286. }
  287. if(in.getKey(KC_4))
  288. {
  289. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMoveComponent();
  290. }
  291. if(in.getKey(KC_5))
  292. {
  293. mover = SceneGraphSingleton::get().findSceneNode("pe").getMoveComponent();
  294. }
  295. if(in.getKey(KC_6))
  296. {
  297. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMoveComponent();
  298. }
  299. if(in.getKey(KC_7))
  300. {
  301. mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMoveComponent();
  302. }
  303. if(in.getKey(KC_L) == 1)
  304. {
  305. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  306. static_cast<PointLight*>(l)->setRadius(10.0);
  307. }
  308. if(in.getKey(KC_F1) == 1)
  309. {
  310. MainRendererSingleton::get().getDbg().setEnabled(
  311. !MainRendererSingleton::get().getDbg().getEnabled());
  312. }
  313. if(in.getKey(KC_F2) == 1)
  314. {
  315. MainRendererSingleton::get().getDbg().switchBits(
  316. Dbg::DF_SPATIAL);
  317. }
  318. if(in.getKey(KC_F3) == 1)
  319. {
  320. MainRendererSingleton::get().getDbg().switchBits(
  321. Dbg::DF_PHYSICS);
  322. }
  323. if(in.getKey(KC_F4) == 1)
  324. {
  325. MainRendererSingleton::get().getDbg().switchBits(
  326. Dbg::DF_SECTOR);
  327. }
  328. if(in.getKey(KC_F5) == 1)
  329. {
  330. MainRendererSingleton::get().getDbg().switchBits(
  331. Dbg::DF_OCTREE);
  332. }
  333. if(in.getKey(KC_F6) == 1)
  334. {
  335. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  336. }
  337. if(in.getKey(KC_F12) == 1)
  338. {
  339. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  340. }
  341. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  342. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  343. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  344. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  345. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  346. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  347. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  348. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  349. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  350. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  351. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  352. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  353. if(in.getKey(KC_PAGEUP))
  354. {
  355. mover->scale(scale);
  356. }
  357. if(in.getKey(KC_PAGEDOWN))
  358. {
  359. mover->scale(-scale);
  360. }
  361. if(in.getKey(KC_P) == 1)
  362. {
  363. std::cout << "{Vec3("
  364. << mover->getWorldTransform().getOrigin().toString()
  365. << "), Quat("
  366. << Quat(mover->getWorldTransform().getRotation()).toString()
  367. << ")}," << std::endl;
  368. }
  369. if(in.getMousePosition() != Vec2(0.0))
  370. {
  371. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  372. MainRendererSingleton::get().getAspectRatio();
  373. mover->rotateLocalY(angY);
  374. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  375. }
  376. execStdinScpripts();
  377. }
  378. //==============================================================================
  379. void mainLoop()
  380. {
  381. ANKI_LOGI("Entering main loop");
  382. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  383. HighRezTimer::Scalar crntTime = prevUpdateTime;
  384. ANKI_COUNTER_START_TIMER(C_FPS);
  385. while(1)
  386. {
  387. HighRezTimer timer;
  388. timer.start();
  389. prevUpdateTime = crntTime;
  390. crntTime = HighRezTimer::getCurrentTime();
  391. // Update
  392. //
  393. InputSingleton::get().handleEvents();
  394. mainLoopExtra();
  395. SceneGraphSingleton::get().update(
  396. prevUpdateTime, crntTime, MainRendererSingleton::get());
  397. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  398. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  399. if(InputSingleton::get().getKey(KC_ESCAPE))
  400. {
  401. break;
  402. }
  403. win->swapBuffers();
  404. ANKI_COUNTERS_RESOLVE_FRAME();
  405. // Sleep
  406. //
  407. #if 0
  408. timer.stop();
  409. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  410. {
  411. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  412. - timer.getElapsedTime());
  413. }
  414. #else
  415. if(MainRendererSingleton::get().getFramesCount() == 2000)
  416. {
  417. break;
  418. }
  419. #endif
  420. increaseGlobTimestamp();
  421. }
  422. #if 1
  423. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  424. #endif
  425. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  426. ANKI_COUNTERS_FLUSH();
  427. }
  428. //==============================================================================
  429. // initSubsystems =
  430. //==============================================================================
  431. void initSubsystems(int argc, char* argv[])
  432. {
  433. #if ANKI_GL == ANKI_GL_DESKTOP
  434. U32 glmajor = 4;
  435. U32 glminor = 3;
  436. #else
  437. U32 glmajor = 3;
  438. U32 glminor = 0;
  439. #endif
  440. // App
  441. AppSingleton::get().init();
  442. // Window
  443. NativeWindowInitializer nwinit;
  444. nwinit.width = 1280;
  445. nwinit.height = 720;
  446. nwinit.majorVersion = glmajor;
  447. nwinit.minorVersion = glminor;
  448. nwinit.depthBits = 0;
  449. nwinit.stencilBits = 0;
  450. nwinit.fullscreenDesktopRez = true;
  451. nwinit.debugContext = false;
  452. win = new NativeWindow;
  453. win->create(nwinit);
  454. // GL stuff
  455. GlStateCommonSingleton::get().init(glmajor, glminor, nwinit.debugContext);
  456. // Input
  457. InputSingleton::get().init(win);
  458. InputSingleton::get().lockCursor(true);
  459. InputSingleton::get().hideCursor(true);
  460. InputSingleton::get().moveCursor(Vec2(0.0));
  461. // Main renderer
  462. RendererInitializer initializer;
  463. initializer.get("ms.ez.enabled") = false;
  464. initializer.get("ms.ez.maxObjectsToDraw") = 100;
  465. initializer.get("dbg.enabled") = false;
  466. initializer.get("is.sm.bilinearEnabled") = true;
  467. initializer.get("is.groundLightEnabled") = true;
  468. initializer.get("is.sm.enabled") = true;
  469. initializer.get("is.sm.pcfEnabled") = false;
  470. initializer.get("is.sm.resolution") = 512;
  471. initializer.get("pps.enabled") = true;
  472. initializer.get("pps.hdr.enabled") = true;
  473. initializer.get("pps.hdr.renderingQuality") = 0.5;
  474. initializer.get("pps.hdr.blurringDist") = 1.0;
  475. initializer.get("pps.hdr.blurringIterationsCount") = 1;
  476. initializer.get("pps.hdr.exposure") = 8.0;
  477. initializer.get("pps.ssao.blurringIterationsNum") = 1;
  478. initializer.get("pps.ssao.enabled") = true;
  479. initializer.get("pps.ssao.renderingQuality") = 0.35;
  480. initializer.get("pps.bl.enabled") = true;
  481. initializer.get("pps.bl.blurringIterationsNum") = 2;
  482. initializer.get("pps.bl.sideBlurFactor") = 1.0;
  483. initializer.get("pps.lf.enabled") = true;
  484. initializer.get("pps.sharpen") = true;
  485. initializer.get("renderingQuality") = 1.0;
  486. initializer.get("width") = win->getWidth();
  487. initializer.get("height") = win->getHeight();
  488. initializer.get("lodDistance") = 20.0;
  489. initializer.get("samples") = 1;
  490. initializer.get("tessellation") = true;
  491. initializer.get("tilesXCount") = 16;
  492. initializer.get("tilesYCount") = 16;
  493. MainRendererSingleton::get().init(initializer);
  494. // Stdin listener
  495. StdinListenerSingleton::get().start();
  496. // Parallel jobs
  497. ThreadpoolSingleton::get().init(getCpuCoresCount());
  498. }
  499. //==============================================================================
  500. int main(int argc, char* argv[])
  501. {
  502. int exitCode;
  503. try
  504. {
  505. initSubsystems(argc, argv);
  506. init();
  507. mainLoop();
  508. ANKI_LOGI("Exiting...");
  509. AppSingleton::get().quit(EXIT_SUCCESS);
  510. exitCode = 0;
  511. }
  512. catch(std::exception& e)
  513. {
  514. ANKI_LOGE("Aborting: %s", e.what());
  515. exitCode = 1;
  516. }
  517. ANKI_LOGI("Bye!!");
  518. return exitCode;
  519. }