Main.cpp 11 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/core/App.h"
  9. #include "anki/resource/Mesh.h"
  10. #include "anki/scene/Light.h"
  11. #include "anki/resource/Material.h"
  12. #include "anki/scene/Scene.h"
  13. #include "anki/resource/SkelAnim.h"
  14. #include "anki/scene/ParticleEmitterNode.h"
  15. #include "anki/physics/Character.h"
  16. #include "anki/renderer/Renderer.h"
  17. #include "anki/renderer/MainRenderer.h"
  18. #include "anki/physics/Character.h"
  19. #include "anki/physics/RigidBody.h"
  20. #include "anki/script/ScriptManager.h"
  21. #include "anki/core/StdinListener.h"
  22. #include "anki/scene/ModelNode.h"
  23. #include "anki/resource/Model.h"
  24. #include "anki/core/Logger.h"
  25. #include "anki/util/Filesystem.h"
  26. #include "anki/util/HighRezTimer.h"
  27. #include "anki/scene/SkinNode.h"
  28. #include "anki/resource/Skin.h"
  29. #include "anki/event/EventManager.h"
  30. #include "anki/event/SceneColorEvent.h"
  31. #include "anki/event/MainRendererPpsHdrEvent.h"
  32. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  33. #include "anki/resource/Material.h"
  34. #include "anki/core/ThreadPool.h"
  35. #include "anki/core/Timestamp.h"
  36. #include "anki/core/NativeWindow.h"
  37. #include "anki/util/Functions.h"
  38. using namespace anki;
  39. ModelNode* horse;
  40. PerspectiveCamera* cam;
  41. NativeWindow* win;
  42. //==============================================================================
  43. void init()
  44. {
  45. ANKI_LOGI("Other init...");
  46. Scene& scene = SceneSingleton::get();
  47. #if 0
  48. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  49. AppSingleton::get().getWindowHeight()));
  50. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  51. #endif
  52. // camera
  53. cam = new PerspectiveCamera("main-camera", &scene,
  54. Movable::MF_NONE, nullptr);
  55. const F32 ang = 45.0;
  56. cam->setAll(
  57. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  58. toRad(ang), 0.5, 500.0);
  59. cam->setLocalTransform(Transform(Vec3(90.0, 5.0, 8.0),
  60. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  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() * toRad(ang),
  68. toRad(ang), 0.5, 200.0);
  69. pcam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  70. Mat3(Axisang(toRad(90.0), Vec3(0, 1, 0))),
  71. 1.0));
  72. // lights
  73. #if 1
  74. Vec3 lpos(-90.0, 1.2, -32.0);
  75. for(int i = 0; i < 50; i++)
  76. {
  77. for(int j = 0; j < 10; j++)
  78. {
  79. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  80. PointLight* point = new PointLight(name.c_str(), &scene,
  81. Movable::MF_NONE, nullptr);
  82. point->setRadius(2.0);
  83. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  84. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  85. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  86. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  87. point->setLocalTranslation(lpos);
  88. lpos.z() += 7.0;
  89. }
  90. lpos.x() += 3.5;
  91. lpos.z() = -32;
  92. }
  93. #endif
  94. #if 1
  95. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  96. spot->setOuterAngle(toRad(45.0));
  97. spot->setInnerAngle(toRad(15.0));
  98. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  99. Mat3::getIdentity(), 1.0));
  100. spot->setDiffuseColor(Vec4(2.0));
  101. spot->setSpecularColor(Vec4(-1.0));
  102. spot->loadTexture("gfx/lights/flashlight.tga");
  103. spot->setDistance(30.0);
  104. spot->setShadowEnabled(true);
  105. spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr);
  106. spot->setOuterAngle(toRad(45.0));
  107. spot->setInnerAngle(toRad(15.0));
  108. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  109. Mat3::getIdentity(), 1.0));
  110. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  111. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  112. spot->loadTexture("gfx/lights/flashlight.tga");
  113. spot->setDistance(30.0);
  114. spot->setShadowEnabled(true);
  115. #endif
  116. /*PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  117. nullptr);
  118. point->setRadius(3.0);
  119. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  120. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  121. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  122. nullptr);
  123. point1->setRadius(3.0);
  124. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  125. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  126. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  127. // horse
  128. horse = new ModelNode("data/models/horse/horse.mdl", "horse", &scene,
  129. Movable::MF_NONE, nullptr);
  130. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  131. 1.0));
  132. #if 0
  133. // Sponza
  134. ModelNode* sponzaModel = new ModelNode(
  135. "maps/sponza-crytek/sponza_crytek.mdl",
  136. "sponza", &scene, Movable::MF_NONE, nullptr);
  137. sponzaModel->setLocalScale(0.1);
  138. // Sectors
  139. Aabb sectorAabb;
  140. sponzaModel->getModel().getVisibilityShape().toAabb(sectorAabb);
  141. scene.sectors.push_back(new Sector(sectorAabb));
  142. #endif
  143. ModelNode* sponzaModel = new ModelNode(
  144. "data/maps/sponza/sponza.mdl",
  145. "sponza", &scene, Movable::MF_NONE, nullptr);
  146. (void)sponzaModel;
  147. }
  148. //==============================================================================
  149. /// The func pools the stdinListener for string in the console, if
  150. /// there are any it executes them with scriptingEngine
  151. void execStdinScpripts()
  152. {
  153. while(1)
  154. {
  155. std::string cmd = StdinListenerSingleton::get().getLine();
  156. if(cmd.length() < 1)
  157. {
  158. break;
  159. }
  160. try
  161. {
  162. ScriptManagerSingleton::get().evalString(cmd.c_str());
  163. }
  164. catch(Exception& e)
  165. {
  166. ANKI_LOGE(e.what());
  167. }
  168. }
  169. }
  170. //==============================================================================
  171. void mainLoopExtra()
  172. {
  173. F32 dist = 0.2;
  174. F32 ang = toRad(3.0);
  175. F32 scale = 0.01;
  176. F32 mouseSensivity = 9.0;
  177. // move the camera
  178. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  179. Input& in = InputSingleton::get();
  180. if(in.getKey(KC_1))
  181. {
  182. mover = &SceneSingleton::get().getActiveCamera();
  183. }
  184. if(in.getKey(KC_2))
  185. {
  186. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  187. }
  188. if(in.getKey(KC_3))
  189. {
  190. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  191. }
  192. if(in.getKey(KC_4))
  193. {
  194. mover = SceneSingleton::get().findSceneNode("spot1")->getMovable();
  195. }
  196. /*if(in.getKey(KC_5))
  197. {
  198. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  199. }*/
  200. if(in.getKey(KC_6))
  201. {
  202. mover = SceneSingleton::get().findSceneNode("camera1")->getMovable();
  203. mover->setLocalTransform(cam->getLocalTransform());
  204. }
  205. if(in.getKey(KC_L) == 1)
  206. {
  207. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  208. static_cast<PointLight*>(l)->setRadius(10.0);
  209. }
  210. if(in.getKey(KC_P) == 1)
  211. {
  212. //MainRendererSingleton::get().getPps().getHdr().setExposure(20);
  213. //in.hideCursor(true);
  214. MainRendererSingleton::get().getDbg().setDepthTestEnabled(
  215. !MainRendererSingleton::get().getDbg().getDepthTestEnabled());
  216. }
  217. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  218. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  219. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  220. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  221. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  222. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  223. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  224. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  225. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  226. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  227. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  228. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  229. if(in.getKey(KC_PAGEUP))
  230. {
  231. mover->scale(scale);
  232. }
  233. if(in.getKey(KC_PAGEDOWN))
  234. {
  235. mover->scale(-scale);
  236. }
  237. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  238. MainRendererSingleton::get().getAspectRatio());
  239. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  240. execStdinScpripts();
  241. }
  242. //==============================================================================
  243. void mainLoop()
  244. {
  245. ANKI_LOGI("Entering main loop");
  246. HighRezTimer mainLoopTimer;
  247. mainLoopTimer.start();
  248. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  249. HighRezTimer::Scalar crntTime = prevUpdateTime;
  250. while(1)
  251. {
  252. HighRezTimer timer;
  253. timer.start();
  254. prevUpdateTime = crntTime;
  255. crntTime = HighRezTimer::getCurrentTime();
  256. // Update
  257. //
  258. InputSingleton::get().handleEvents();
  259. InputSingleton::get().moveMouse(Vec2(0.0));
  260. mainLoopExtra();
  261. SceneSingleton::get().update(
  262. prevUpdateTime, crntTime, MainRendererSingleton::get());
  263. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  264. MainRendererSingleton::get().render(SceneSingleton::get());
  265. if(InputSingleton::get().getKey(KC_ESCAPE))
  266. {
  267. break;
  268. }
  269. //ANKI_LOGI(InputSingleton::get().getMousePosition());
  270. //AppSingleton::get().swapBuffers();
  271. win->swapBuffers();
  272. // Sleep
  273. //
  274. #if 0
  275. timer.stop();
  276. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  277. {
  278. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  279. - timer.getElapsedTime());
  280. }
  281. #else
  282. if(MainRendererSingleton::get().getFramesCount() == 100)
  283. {
  284. break;
  285. }
  286. #endif
  287. Timestamp::increaseTimestamp();
  288. }
  289. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  290. << " sec)");
  291. }
  292. //==============================================================================
  293. // initSubsystems =
  294. //==============================================================================
  295. void initSubsystems(int argc, char* argv[])
  296. {
  297. #if ANKI_GL == ANKI_GL_DESKTOP
  298. U32 glmajor = 3;
  299. U32 glminor = 3;
  300. #else
  301. U32 glmajor = 3;
  302. U32 glminor = 0;
  303. #endif
  304. // App
  305. AppSingleton::get().init(argc, argv);
  306. // Window
  307. NativeWindowInitializer nwinit;
  308. nwinit.width = 1280;
  309. nwinit.height = 720;
  310. nwinit.majorVersion = glmajor;
  311. nwinit.minorVersion = glminor;
  312. nwinit.depthBits = 0;
  313. nwinit.stencilBits = 0;
  314. win = new NativeWindow;
  315. win->create(nwinit);
  316. // GL stuff
  317. GlStateCommonSingleton::get().init(glmajor, glminor);
  318. // Input
  319. InputSingleton::get().init(win);
  320. InputSingleton::get().hideCursor(true);
  321. // Main renderer
  322. RendererInitializer initializer;
  323. initializer.ms.ez.enabled = true;
  324. initializer.dbg.enabled = false;
  325. initializer.is.sm.bilinearEnabled = true;
  326. initializer.is.sm.enabled = true;
  327. initializer.is.sm.pcfEnabled = false;
  328. initializer.is.sm.resolution = 512;
  329. initializer.pps.hdr.enabled = true;
  330. initializer.pps.hdr.renderingQuality = 0.25;
  331. initializer.pps.hdr.blurringDist = 0.0;
  332. initializer.pps.hdr.blurringIterationsCount = 2;
  333. initializer.pps.hdr.exposure = 8.0;
  334. initializer.pps.ssao.blurringIterationsNum = 4;
  335. initializer.pps.ssao.enabled = true;
  336. initializer.pps.ssao.renderingQuality = 0.3;
  337. initializer.pps.enabled = true;
  338. initializer.pps.bl.enabled = true;
  339. initializer.pps.bl.blurringIterationsNum = 2;
  340. initializer.pps.bl.sideBlurFactor = 1.0;
  341. initializer.renderingQuality = 1.0;
  342. initializer.width = nwinit.width;
  343. initializer.height = nwinit.height;
  344. MainRendererSingleton::get().init(initializer);
  345. // Stdin listener
  346. StdinListenerSingleton::get().start();
  347. // Parallel jobs
  348. ThreadPoolSingleton::get().init(4);
  349. SceneSingleton::get().setAmbientColor(Vec3(0.3));
  350. }
  351. //==============================================================================
  352. int main(int argc, char* argv[])
  353. {
  354. int exitCode;
  355. try
  356. {
  357. initSubsystems(argc, argv);
  358. init();
  359. mainLoop();
  360. ANKI_LOGI("Exiting...");
  361. AppSingleton::get().quit(EXIT_SUCCESS);
  362. exitCode = 0;
  363. }
  364. catch(std::exception& e)
  365. {
  366. std::cerr << "Aborting: " << e.what() << std::endl;
  367. exitCode = 1;
  368. }
  369. ANKI_LOGI("Bye!!");
  370. return exitCode;
  371. }