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/ThreadPool.h"
  27. #include "anki/core/Timestamp.h"
  28. #include "anki/core/NativeWindow.h"
  29. #include "anki/Scene.h"
  30. #include "anki/event/LightEvent.h"
  31. #include "anki/event/MovableEvent.h"
  32. #include "anki/core/Counters.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. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  83. Movable::MF_NONE, "models/crate0/crate0.mdl");
  84. init.movable = mnode;
  85. ANKI_ASSERT(init.movable);
  86. Transform trf(
  87. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  88. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  89. init.startTrf = trf;
  90. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  91. }
  92. }
  93. }
  94. #endif
  95. }
  96. //==============================================================================
  97. void init()
  98. {
  99. ANKI_LOGI("Other init...");
  100. SceneGraph& scene = SceneGraphSingleton::get();
  101. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  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. scene.newSceneNode(cam, "main-camera", nullptr,
  109. Movable::MF_NONE);
  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(18.0, 5.2, 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;
  127. scene.newSceneNode(point, name.c_str(), nullptr,
  128. Movable::MF_NONE);
  129. point->setRadius(0.5);
  130. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  131. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  132. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  133. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  134. point->setLocalOrigin(lpos);
  135. lpos.z() += 2.0;
  136. }
  137. lpos.x() += 0.93;
  138. lpos.z() = -10;
  139. }
  140. #endif
  141. #if 1
  142. SpotLight* spot;
  143. scene.newSceneNode(spot, "spot0", nullptr, Movable::MF_NONE);
  144. spot->setOuterAngle(toRad(45.0));
  145. spot->setInnerAngle(toRad(15.0));
  146. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  147. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  148. spot->setDiffuseColor(Vec4(2.0));
  149. spot->setSpecularColor(Vec4(-1.0));
  150. spot->setDistance(30.0);
  151. spot->setShadowEnabled(true);
  152. scene.newSceneNode(spot, "spot1", nullptr, Movable::MF_NONE);
  153. spot->setOuterAngle(toRad(45.0));
  154. spot->setInnerAngle(toRad(15.0));
  155. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  156. Mat3::getIdentity(), 1.0));
  157. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  158. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  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. scene.newSceneNode(point, ("vase_plight" + std::to_string(i)).c_str(),
  174. nullptr, Movable::MF_NONE,
  175. (i != 100) ? "textures/lens_flare/flares0.ankitex" : nullptr);
  176. point->setRadius(2.0);
  177. point->setLocalOrigin(lightPos);
  178. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  179. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  180. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  181. point->setLensFlaresAlpha(1.0);
  182. LightEventData eventData;
  183. eventData.radiusMultiplier = 0.2;
  184. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  185. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  186. LightEvent* event;
  187. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  188. event->enableBits(Event::EF_REANIMATE);
  189. MovableEventData moveData;
  190. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  191. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  192. MovableEvent* mevent;
  193. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  194. mevent->enableBits(Event::EF_REANIMATE);
  195. ParticleEmitter* pe;
  196. scene.newSceneNode(pe,
  197. ("pe" + std::to_string(i)).c_str(), nullptr,
  198. Movable::MF_NONE, "particles/smoke.ankipart");
  199. pe->setLocalOrigin(lightPos);
  200. scene.newSceneNode(pe, ("pef" + std::to_string(i)).c_str(), nullptr,
  201. Movable::MF_NONE, "particles/fire.ankipart");
  202. pe->setLocalOrigin(lightPos);
  203. }
  204. #endif
  205. #if 1
  206. // horse
  207. scene.newSceneNode(horse, "horse", nullptr,
  208. Movable::MF_NONE, "models/horse/horse.ankimdl");
  209. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  210. 0.7));
  211. // barrel
  212. /*ModelNode* redBarrel = new ModelNode(
  213. "red_barrel", &scene, nullptr, Movable::MF_NONE,
  214. "models/red_barrel/red_barrel.mdl");
  215. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  216. 0.7));*/
  217. #endif
  218. #if 0
  219. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  220. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  221. //"data/maps/sponza/sponza.mdl",
  222. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  223. (void)sponzaModel;
  224. #endif
  225. scene.load("maps/sponza/master.ankiscene");
  226. //initPhysics();
  227. // Sectors
  228. SectorGroup& sgroup = scene.getSectorGroup();
  229. Sector* sectorA = sgroup.createNewSector(
  230. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  231. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  232. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  233. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  234. Sector* sectorC = sgroup.createNewSector(
  235. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  236. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  237. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  238. // Path
  239. /*Path* path = new Path("todo", "path", &scene, Movable::MF_NONE, nullptr);
  240. (void)path;
  241. const F32 distPerSec = 2.0;
  242. scene.getEventManager().newFollowPathEvent(-1.0,
  243. path->getDistance() / distPerSec,
  244. cam, path, distPerSec);*/
  245. }
  246. //==============================================================================
  247. /// The func pools the stdinListener for string in the console, if
  248. /// there are any it executes them with scriptingEngine
  249. void execStdinScpripts()
  250. {
  251. while(1)
  252. {
  253. std::string cmd = StdinListenerSingleton::get().getLine();
  254. if(cmd.length() < 1)
  255. {
  256. break;
  257. }
  258. try
  259. {
  260. ScriptManagerSingleton::get().evalString(cmd.c_str());
  261. }
  262. catch(Exception& e)
  263. {
  264. ANKI_LOGE(e.what());
  265. }
  266. }
  267. }
  268. //==============================================================================
  269. void mainLoopExtra()
  270. {
  271. F32 dist = 0.2;
  272. F32 ang = toRad(3.0);
  273. F32 scale = 0.01;
  274. F32 mouseSensivity = 9.0;
  275. // move the camera
  276. static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable();
  277. Input& in = InputSingleton::get();
  278. if(in.getKey(KC_1))
  279. {
  280. mover = &SceneGraphSingleton::get().getActiveCamera();
  281. }
  282. if(in.getKey(KC_2))
  283. {
  284. mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable();
  285. }
  286. if(in.getKey(KC_3))
  287. {
  288. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable();
  289. }
  290. if(in.getKey(KC_4))
  291. {
  292. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable();
  293. }
  294. if(in.getKey(KC_5))
  295. {
  296. mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable();
  297. }
  298. if(in.getKey(KC_6))
  299. {
  300. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable();
  301. }
  302. if(in.getKey(KC_7))
  303. {
  304. mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMovable();
  305. }
  306. if(in.getKey(KC_L) == 1)
  307. {
  308. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  309. static_cast<PointLight*>(l)->setRadius(10.0);
  310. }
  311. if(in.getKey(KC_F1) == 1)
  312. {
  313. MainRendererSingleton::get().getDbg().setEnabled(
  314. !MainRendererSingleton::get().getDbg().getEnabled());
  315. }
  316. if(in.getKey(KC_F2) == 1)
  317. {
  318. MainRendererSingleton::get().getDbg().switchBits(
  319. Dbg::DF_SPATIAL);
  320. }
  321. if(in.getKey(KC_F3) == 1)
  322. {
  323. MainRendererSingleton::get().getDbg().switchBits(
  324. Dbg::DF_PHYSICS);
  325. }
  326. if(in.getKey(KC_F4) == 1)
  327. {
  328. MainRendererSingleton::get().getDbg().switchBits(
  329. Dbg::DF_SECTOR);
  330. }
  331. if(in.getKey(KC_F5) == 1)
  332. {
  333. MainRendererSingleton::get().getDbg().switchBits(
  334. Dbg::DF_OCTREE);
  335. }
  336. if(in.getKey(KC_F6) == 1)
  337. {
  338. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  339. }
  340. if(in.getKey(KC_F12) == 1)
  341. {
  342. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  343. }
  344. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  345. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  346. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  347. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  348. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  349. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  350. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  351. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  352. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  353. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  354. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  355. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  356. if(in.getKey(KC_PAGEUP))
  357. {
  358. mover->scale(scale);
  359. }
  360. if(in.getKey(KC_PAGEDOWN))
  361. {
  362. mover->scale(-scale);
  363. }
  364. if(in.getKey(KC_P) == 1)
  365. {
  366. std::cout << "{Vec3("
  367. << mover->getWorldTransform().getOrigin().toString()
  368. << "), Quat("
  369. << Quat(mover->getWorldTransform().getRotation()).toString()
  370. << ")}," << std::endl;
  371. }
  372. if(in.getMousePosition() != Vec2(0.0))
  373. {
  374. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  375. MainRendererSingleton::get().getAspectRatio();
  376. mover->rotateLocalY(angY);
  377. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  378. }
  379. execStdinScpripts();
  380. }
  381. //==============================================================================
  382. void mainLoop()
  383. {
  384. ANKI_LOGI("Entering main loop");
  385. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  386. HighRezTimer::Scalar crntTime = prevUpdateTime;
  387. ANKI_COUNTER_START_TIMER(C_FPS);
  388. while(1)
  389. {
  390. HighRezTimer timer;
  391. timer.start();
  392. prevUpdateTime = crntTime;
  393. crntTime = HighRezTimer::getCurrentTime();
  394. // Update
  395. //
  396. InputSingleton::get().handleEvents();
  397. mainLoopExtra();
  398. SceneGraphSingleton::get().update(
  399. prevUpdateTime, crntTime, MainRendererSingleton::get());
  400. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  401. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  402. if(InputSingleton::get().getKey(KC_ESCAPE))
  403. {
  404. break;
  405. }
  406. win->swapBuffers();
  407. ANKI_COUNTERS_RESOLVE_FRAME();
  408. // Sleep
  409. //
  410. #if 1
  411. timer.stop();
  412. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  413. {
  414. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  415. - timer.getElapsedTime());
  416. }
  417. #else
  418. if(MainRendererSingleton::get().getFramesCount() == 2000)
  419. {
  420. break;
  421. }
  422. #endif
  423. increaseGlobTimestamp();
  424. }
  425. #if 0
  426. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  427. #endif
  428. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  429. ANKI_COUNTERS_FLUSH();
  430. }
  431. //==============================================================================
  432. // initSubsystems =
  433. //==============================================================================
  434. void initSubsystems(int argc, char* argv[])
  435. {
  436. #if ANKI_GL == ANKI_GL_DESKTOP
  437. U32 glmajor = 4;
  438. U32 glminor = 3;
  439. #else
  440. U32 glmajor = 3;
  441. U32 glminor = 0;
  442. #endif
  443. // App
  444. AppSingleton::get().init();
  445. // Window
  446. NativeWindowInitializer nwinit;
  447. nwinit.width = 1280;
  448. nwinit.height = 720;
  449. nwinit.majorVersion = glmajor;
  450. nwinit.minorVersion = glminor;
  451. nwinit.depthBits = 0;
  452. nwinit.stencilBits = 0;
  453. nwinit.fullscreenDesktopRez = true;
  454. nwinit.debugContext = false;
  455. win = new NativeWindow;
  456. win->create(nwinit);
  457. // GL stuff
  458. GlStateCommonSingleton::get().init(glmajor, glminor, nwinit.debugContext);
  459. // Input
  460. InputSingleton::get().init(win);
  461. InputSingleton::get().lockCursor(true);
  462. InputSingleton::get().hideCursor(true);
  463. InputSingleton::get().moveCursor(Vec2(0.0));
  464. // Main renderer
  465. RendererInitializer initializer;
  466. initializer.get("ms.ez.enabled") = false;
  467. initializer.get("ms.ez.maxObjectsToDraw") = 100;
  468. initializer.get("dbg.enabled") = false;
  469. initializer.get("is.sm.bilinearEnabled") = true;
  470. initializer.get("is.groundLightEnabled") = true;
  471. initializer.get("is.sm.enabled") = true;
  472. initializer.get("is.sm.pcfEnabled") = false;
  473. initializer.get("is.sm.resolution") = 512;
  474. initializer.get("pps.enabled") = true;
  475. initializer.get("pps.hdr.enabled") = true;
  476. initializer.get("pps.hdr.renderingQuality") = 0.5;
  477. initializer.get("pps.hdr.blurringDist") = 1.0;
  478. initializer.get("pps.hdr.blurringIterationsCount") = 1;
  479. initializer.get("pps.hdr.exposure") = 8.0;
  480. initializer.get("pps.ssao.blurringIterationsNum") = 1;
  481. initializer.get("pps.ssao.enabled") = true;
  482. initializer.get("pps.ssao.renderingQuality") = 0.35;
  483. initializer.get("pps.bl.enabled") = true;
  484. initializer.get("pps.bl.blurringIterationsNum") = 2;
  485. initializer.get("pps.bl.sideBlurFactor") = 1.0;
  486. initializer.get("pps.lf.enabled") = true;
  487. initializer.get("pps.sharpen") = true;
  488. initializer.get("renderingQuality") = 1.0;
  489. initializer.get("width") = win->getWidth();
  490. initializer.get("height") = win->getHeight();
  491. initializer.get("lodDistance") = 20.0;
  492. initializer.get("samples") = 1;
  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. }