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(100.0, 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. Vec3 lpos(-100.0, 0.0, -50.0);
  74. for(int i = 0; i < 50; i++)
  75. {
  76. for(int j = 0; j < 10; j++)
  77. {
  78. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  79. PointLight* point = new PointLight(name.c_str(), &scene,
  80. Movable::MF_NONE, nullptr);
  81. point->setRadius(2.0);
  82. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  83. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  84. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  85. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  86. point->setLocalTranslation(lpos);
  87. lpos.z() += 10.0;
  88. }
  89. lpos.x() += 4.0;
  90. lpos.z() = -50;
  91. }
  92. #if 1
  93. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  94. spot->setOuterAngle(toRad(45.0));
  95. spot->setInnerAngle(toRad(15.0));
  96. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  97. Mat3::getIdentity(), 1.0));
  98. spot->setDiffuseColor(Vec4(2.0));
  99. spot->setSpecularColor(Vec4(-1.0));
  100. spot->loadTexture("gfx/lights/flashlight.tga");
  101. spot->setDistance(30.0);
  102. spot->setShadowEnabled(true);
  103. spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr);
  104. spot->setOuterAngle(toRad(45.0));
  105. spot->setInnerAngle(toRad(15.0));
  106. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  107. Mat3::getIdentity(), 1.0));
  108. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  109. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  110. spot->loadTexture("gfx/lights/flashlight.tga");
  111. spot->setDistance(30.0);
  112. spot->setShadowEnabled(true);
  113. #endif
  114. /*PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  115. nullptr);
  116. point->setRadius(3.0);
  117. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  118. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  119. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  120. nullptr);
  121. point1->setRadius(3.0);
  122. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  123. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  124. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  125. // horse
  126. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  127. Movable::MF_NONE, nullptr);
  128. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  129. 1.0));
  130. #if 1
  131. // Sponza
  132. ModelNode* sponzaModel = new ModelNode(
  133. "maps/sponza-crytek/sponza_crytek.mdl",
  134. "sponza", &scene, Movable::MF_NONE, nullptr);
  135. sponzaModel->setLocalScale(0.1);
  136. #endif
  137. // Sectors
  138. scene.sectors.push_back(new Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  139. }
  140. //==============================================================================
  141. /// The func pools the stdinListener for string in the console, if
  142. /// there are any it executes them with scriptingEngine
  143. void execStdinScpripts()
  144. {
  145. while(1)
  146. {
  147. std::string cmd = StdinListenerSingleton::get().getLine();
  148. if(cmd.length() < 1)
  149. {
  150. break;
  151. }
  152. try
  153. {
  154. ScriptManagerSingleton::get().evalString(cmd.c_str());
  155. }
  156. catch(Exception& e)
  157. {
  158. ANKI_LOGE(e.what());
  159. }
  160. }
  161. }
  162. //==============================================================================
  163. void mainLoopExtra()
  164. {
  165. F32 dist = 0.2;
  166. F32 ang = toRad(3.0);
  167. F32 scale = 0.01;
  168. F32 mouseSensivity = 9.0;
  169. // move the camera
  170. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  171. Input& in = InputSingleton::get();
  172. if(in.getKey(KC_1))
  173. {
  174. mover = &SceneSingleton::get().getActiveCamera();
  175. }
  176. if(in.getKey(KC_2))
  177. {
  178. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  179. }
  180. if(in.getKey(KC_3))
  181. {
  182. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  183. }
  184. if(in.getKey(KC_4))
  185. {
  186. mover = SceneSingleton::get().findSceneNode("spot1")->getMovable();
  187. }
  188. /*if(in.getKey(KC_5))
  189. {
  190. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  191. }*/
  192. if(in.getKey(KC_6))
  193. {
  194. mover = SceneSingleton::get().findSceneNode("camera1")->getMovable();
  195. mover->setLocalTransform(cam->getLocalTransform());
  196. }
  197. if(in.getKey(KC_L) == 1)
  198. {
  199. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  200. static_cast<PointLight*>(l)->setRadius(10.0);
  201. }
  202. if(in.getKey(KC_P) == 1)
  203. {
  204. //MainRendererSingleton::get().getPps().getHdr().setExposure(20);
  205. in.hideCursor(true);
  206. }
  207. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  208. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  209. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  210. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  211. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  212. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  213. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  214. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  215. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  216. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  217. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  218. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  219. if(in.getKey(KC_PAGEUP))
  220. {
  221. mover->scale(scale);
  222. }
  223. if(in.getKey(KC_PAGEDOWN))
  224. {
  225. mover->scale(-scale);
  226. }
  227. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  228. MainRendererSingleton::get().getAspectRatio());
  229. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  230. execStdinScpripts();
  231. }
  232. //==============================================================================
  233. void mainLoop()
  234. {
  235. ANKI_LOGI("Entering main loop");
  236. HighRezTimer mainLoopTimer;
  237. mainLoopTimer.start();
  238. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  239. HighRezTimer::Scalar crntTime = prevUpdateTime;
  240. while(1)
  241. {
  242. HighRezTimer timer;
  243. timer.start();
  244. prevUpdateTime = crntTime;
  245. crntTime = HighRezTimer::getCurrentTime();
  246. // Update
  247. //
  248. InputSingleton::get().handleEvents();
  249. InputSingleton::get().moveMouse(Vec2(0.0));
  250. mainLoopExtra();
  251. SceneSingleton::get().update(prevUpdateTime, crntTime);
  252. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  253. MainRendererSingleton::get().render(SceneSingleton::get());
  254. if(InputSingleton::get().getKey(KC_ESCAPE))
  255. {
  256. break;
  257. }
  258. //ANKI_LOGI(InputSingleton::get().getMousePosition());
  259. //AppSingleton::get().swapBuffers();
  260. win->swapBuffers();
  261. // Sleep
  262. //
  263. #if 0
  264. timer.stop();
  265. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  266. {
  267. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  268. - timer.getElapsedTime());
  269. }
  270. #else
  271. if(MainRendererSingleton::get().getFramesCount() == 1000)
  272. {
  273. break;
  274. }
  275. #endif
  276. Timestamp::increaseTimestamp();
  277. }
  278. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  279. << " sec)");
  280. }
  281. //==============================================================================
  282. // initSubsystems =
  283. //==============================================================================
  284. void initSubsystems(int argc, char* argv[])
  285. {
  286. #if ANKI_GL == ANKI_GL_DESKTOP
  287. U32 glmajor = 3;
  288. U32 glminor = 3;
  289. #else
  290. U32 glmajor = 3;
  291. U32 glminor = 0;
  292. #endif
  293. // App
  294. AppSingleton::get().init(argc, argv);
  295. // Window
  296. NativeWindowInitializer nwinit;
  297. nwinit.width = 1280;
  298. nwinit.height = 720;
  299. nwinit.majorVersion = glmajor;
  300. nwinit.minorVersion = glminor;
  301. nwinit.depthBits = 0;
  302. nwinit.stencilBits = 0;
  303. win = new NativeWindow;
  304. win->create(nwinit);
  305. // GL stuff
  306. GlStateCommonSingleton::get().init(glmajor, glminor);
  307. // Input
  308. InputSingleton::get().init(win);
  309. InputSingleton::get().hideCursor(true);
  310. // Main renderer
  311. RendererInitializer initializer;
  312. initializer.ms.ez.enabled = true;
  313. initializer.dbg.enabled = false;
  314. initializer.is.sm.bilinearEnabled = true;
  315. initializer.is.sm.enabled = true;
  316. initializer.is.sm.pcfEnabled = false;
  317. initializer.is.sm.resolution = 512;
  318. initializer.pps.hdr.enabled = true;
  319. initializer.pps.hdr.renderingQuality = 0.25;
  320. initializer.pps.hdr.blurringDist = 0.0;
  321. initializer.pps.hdr.blurringIterationsCount = 2;
  322. initializer.pps.hdr.exposure = 5.0;
  323. initializer.pps.ssao.blurringIterationsNum = 4;
  324. initializer.pps.ssao.enabled = true;
  325. initializer.pps.ssao.renderingQuality = 0.3;
  326. initializer.pps.enabled = true;
  327. initializer.pps.bl.enabled = true;
  328. initializer.pps.bl.blurringIterationsNum = 2;
  329. initializer.pps.bl.sideBlurFactor = 1.0;
  330. initializer.renderingQuality = 1.0;
  331. initializer.width = nwinit.width;
  332. initializer.height = nwinit.height;
  333. MainRendererSingleton::get().init(initializer);
  334. // Stdin listener
  335. StdinListenerSingleton::get().start();
  336. // Parallel jobs
  337. ThreadPoolSingleton::get().init(4);
  338. }
  339. //==============================================================================
  340. int main(int argc, char* argv[])
  341. {
  342. int exitCode;
  343. try
  344. {
  345. initSubsystems(argc, argv);
  346. init();
  347. mainLoop();
  348. ANKI_LOGI("Exiting...");
  349. AppSingleton::get().quit(EXIT_SUCCESS);
  350. exitCode = 0;
  351. }
  352. catch(std::exception& e)
  353. {
  354. std::cerr << "Aborting: " << e.what() << std::endl;
  355. exitCode = 1;
  356. }
  357. ANKI_LOGI("Bye!!");
  358. return exitCode;
  359. }