Main.cpp 15 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/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/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. "data/models/crate0/crate0.mdl",
  83. name.c_str(),
  84. &SceneGraphSingleton::get(), Movable::MF_NONE, nullptr);
  85. init.movable = mnode;
  86. ANKI_ASSERT(init.movable);
  87. Transform trf(
  88. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  89. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  90. init.startTrf = trf;
  91. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  92. }
  93. }
  94. }
  95. #endif
  96. }
  97. //==============================================================================
  98. void init()
  99. {
  100. ANKI_LOGI("Other init...");
  101. SceneGraph& scene = SceneGraphSingleton::get();
  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. cam = new PerspectiveCamera("main-camera", &scene,
  109. Movable::MF_NONE, nullptr);
  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 = new PointLight(name.c_str(), &scene,
  127. Movable::MF_NONE, nullptr);
  128. point->setRadius(0.5);
  129. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  130. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  131. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  132. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  133. point->setLocalTranslation(lpos);
  134. lpos.z() += 2.0;
  135. }
  136. lpos.x() += 0.93;
  137. lpos.z() = -10;
  138. }
  139. #endif
  140. #if 1
  141. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  142. spot->setOuterAngle(toRad(45.0));
  143. spot->setInnerAngle(toRad(15.0));
  144. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  145. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  146. spot->setDiffuseColor(Vec4(2.0));
  147. spot->setSpecularColor(Vec4(-1.0));
  148. spot->setDistance(30.0);
  149. spot->setShadowEnabled(true);
  150. spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr);
  151. spot->setOuterAngle(toRad(45.0));
  152. spot->setInnerAngle(toRad(15.0));
  153. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  154. Mat3::getIdentity(), 1.0));
  155. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  156. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  157. spot->setDistance(30.0);
  158. spot->setShadowEnabled(true);
  159. #endif
  160. #if 1
  161. // Vase point lights
  162. F32 x = 8.5;
  163. F32 y = 2.25;
  164. F32 z = 2.49;
  165. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  166. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  167. for(U i = 0; i < vaseLightPos.getSize(); i++)
  168. {
  169. Vec3 lightPos = vaseLightPos[i];
  170. PointLight* point =
  171. new PointLight(("vase_plight" + std::to_string(i)).c_str(),
  172. &scene, Movable::MF_NONE, nullptr);
  173. point->setRadius(2.0);
  174. point->setLocalTranslation(lightPos);
  175. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  176. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  177. LightEventData eventData;
  178. eventData.light = point;
  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. auto event = scene.getEventManager().newLightEvent(0.0, 0.8, eventData);
  183. event->enableBits(Event::EF_REANIMATE);
  184. MovableEventData moveData;
  185. moveData.movableSceneNode = point;
  186. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  187. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  188. auto mevent = scene.getEventManager().newMovableEvent(0.0, 2.0, moveData);
  189. mevent->enableBits(Event::EF_REANIMATE);
  190. ParticleEmitter* pe = new ParticleEmitter(
  191. "data/particles/smoke.particles",
  192. ("pe" + std::to_string(i)).c_str(), &scene,
  193. Movable::MF_NONE, nullptr);
  194. pe->setLocalTranslation(lightPos);
  195. pe = new ParticleEmitter(
  196. "data/particles/fire.particles",
  197. ("pef" + std::to_string(i)).c_str(), &scene,
  198. Movable::MF_NONE, nullptr);
  199. pe->setLocalTranslation(lightPos);
  200. }
  201. #endif
  202. #if 1
  203. // horse
  204. horse = new ModelNode("data/models/horse/horse.mdl", "horse", &scene,
  205. Movable::MF_NONE, nullptr);
  206. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  207. 0.7));
  208. // barrel
  209. ModelNode* redBarrel = new ModelNode("data/models/red_barrel/red_barrel.mdl",
  210. "red_barrel", &scene, Movable::MF_NONE, nullptr);
  211. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  212. 0.7));
  213. #endif
  214. #if 1
  215. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  216. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  217. //"data/maps/sponza/sponza.mdl",
  218. "data/maps/sponza/static_geometry.mdl",
  219. "sponza", &scene);
  220. (void)sponzaModel;
  221. #endif
  222. //initPhysics();
  223. // Sectors
  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. // Path
  235. /*Path* path = new Path("todo", "path", &scene, Movable::MF_NONE, nullptr);
  236. (void)path;
  237. const F32 distPerSec = 2.0;
  238. scene.getEventManager().newFollowPathEvent(-1.0,
  239. path->getDistance() / distPerSec,
  240. cam, path, distPerSec);*/
  241. }
  242. //==============================================================================
  243. /// The func pools the stdinListener for string in the console, if
  244. /// there are any it executes them with scriptingEngine
  245. void execStdinScpripts()
  246. {
  247. while(1)
  248. {
  249. std::string cmd = StdinListenerSingleton::get().getLine();
  250. if(cmd.length() < 1)
  251. {
  252. break;
  253. }
  254. try
  255. {
  256. ScriptManagerSingleton::get().evalString(cmd.c_str());
  257. }
  258. catch(Exception& e)
  259. {
  260. ANKI_LOGE(e.what());
  261. }
  262. }
  263. }
  264. //==============================================================================
  265. void mainLoopExtra()
  266. {
  267. F32 dist = 0.2;
  268. F32 ang = toRad(3.0);
  269. F32 scale = 0.01;
  270. F32 mouseSensivity = 9.0;
  271. // move the camera
  272. static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable();
  273. Input& in = InputSingleton::get();
  274. if(in.getKey(KC_1))
  275. {
  276. mover = &SceneGraphSingleton::get().getActiveCamera();
  277. }
  278. if(in.getKey(KC_2))
  279. {
  280. mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable();
  281. }
  282. if(in.getKey(KC_3))
  283. {
  284. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable();
  285. }
  286. if(in.getKey(KC_4))
  287. {
  288. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable();
  289. }
  290. if(in.getKey(KC_5))
  291. {
  292. mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable();
  293. }
  294. if(in.getKey(KC_6))
  295. {
  296. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable();
  297. }
  298. if(in.getKey(KC_7))
  299. {
  300. mover = SceneGraphSingleton::get().findSceneNode("sponza").getMovable();
  301. std::cout << mover->getWorldTransform() << std::endl;
  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_F12) == 1)
  334. {
  335. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  336. }
  337. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  338. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  339. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  340. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  341. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  342. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  343. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  344. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  345. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  346. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  347. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  348. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  349. if(in.getKey(KC_PAGEUP))
  350. {
  351. mover->scale(scale);
  352. }
  353. if(in.getKey(KC_PAGEDOWN))
  354. {
  355. mover->scale(-scale);
  356. }
  357. if(in.getKey(KC_P) == 1)
  358. {
  359. std::cout << "{Vec3(" << mover->getWorldTransform().getOrigin()
  360. << "), Quat(" << Quat(mover->getWorldTransform().getRotation())
  361. << ")}," << std::endl;
  362. }
  363. if(in.getMousePosition() != Vec2(0.0))
  364. {
  365. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  366. MainRendererSingleton::get().getAspectRatio());
  367. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  368. }
  369. execStdinScpripts();
  370. }
  371. //==============================================================================
  372. void mainLoop()
  373. {
  374. ANKI_LOGI("Entering main loop");
  375. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  376. HighRezTimer::Scalar crntTime = prevUpdateTime;
  377. ANKI_COUNTER_START_TIMER(C_FPS);
  378. while(1)
  379. {
  380. HighRezTimer timer;
  381. timer.start();
  382. prevUpdateTime = crntTime;
  383. crntTime = HighRezTimer::getCurrentTime();
  384. // Update
  385. //
  386. InputSingleton::get().handleEvents();
  387. InputSingleton::get().moveMouse(Vec2(0.0));
  388. mainLoopExtra();
  389. SceneGraphSingleton::get().update(
  390. prevUpdateTime, crntTime, MainRendererSingleton::get());
  391. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  392. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  393. if(InputSingleton::get().getKey(KC_ESCAPE))
  394. {
  395. break;
  396. }
  397. win->swapBuffers();
  398. ANKI_COUNTERS_RESOLVE_FRAME();
  399. // Sleep
  400. //
  401. #if 1
  402. timer.stop();
  403. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  404. {
  405. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  406. - timer.getElapsedTime());
  407. }
  408. #else
  409. if(MainRendererSingleton::get().getFramesCount() == 2000)
  410. {
  411. break;
  412. }
  413. #endif
  414. increaseGlobTimestamp();
  415. }
  416. #if 0
  417. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  418. #endif
  419. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  420. ANKI_COUNTERS_FLUSH();
  421. }
  422. //==============================================================================
  423. // initSubsystems =
  424. //==============================================================================
  425. void initSubsystems(int argc, char* argv[])
  426. {
  427. #if ANKI_GL == ANKI_GL_DESKTOP
  428. U32 glmajor = 3;
  429. U32 glminor = 3;
  430. #else
  431. U32 glmajor = 3;
  432. U32 glminor = 0;
  433. #endif
  434. // App
  435. AppSingleton::get().init(argc, argv);
  436. // Window
  437. NativeWindowInitializer nwinit;
  438. nwinit.width = 1280;
  439. nwinit.height = 720;
  440. nwinit.majorVersion = glmajor;
  441. nwinit.minorVersion = glminor;
  442. nwinit.depthBits = 0;
  443. nwinit.stencilBits = 0;
  444. nwinit.fullscreenDesktopRez = true;
  445. win = new NativeWindow;
  446. win->create(nwinit);
  447. // GL stuff
  448. GlStateCommonSingleton::get().init(glmajor, glminor);
  449. // Input
  450. InputSingleton::get().init(win);
  451. InputSingleton::get().hideCursor(true);
  452. // Main renderer
  453. RendererInitializer initializer;
  454. initializer.ms.ez.enabled = true;
  455. initializer.dbg.enabled = false;
  456. initializer.is.sm.bilinearEnabled = true;
  457. initializer.is.groundLightEnabled = true;
  458. initializer.is.sm.enabled = true;
  459. initializer.is.sm.pcfEnabled = false;
  460. initializer.is.sm.resolution = 512;
  461. initializer.pps.hdr.enabled = true;
  462. initializer.pps.hdr.renderingQuality = 0.25;
  463. initializer.pps.hdr.blurringDist = 1.0;
  464. initializer.pps.hdr.blurringIterationsCount = 2;
  465. initializer.pps.hdr.exposure = 8.0;
  466. initializer.pps.ssao.blurringIterationsNum = 2;
  467. initializer.pps.ssao.enabled = true;
  468. initializer.pps.ssao.mainPassRenderingQuality = 0.5;
  469. initializer.pps.ssao.blurringRenderingQuality = 0.5;
  470. initializer.pps.enabled = true;
  471. initializer.pps.bl.enabled = true;
  472. initializer.pps.bl.blurringIterationsNum = 2;
  473. initializer.pps.bl.sideBlurFactor = 1.0;
  474. initializer.renderingQuality = 1.0;
  475. initializer.width = win->getWidth();
  476. initializer.height = win->getHeight();
  477. initializer.lodDistance = 20.0;
  478. MainRendererSingleton::get().init(initializer);
  479. // Stdin listener
  480. StdinListenerSingleton::get().start();
  481. // Parallel jobs
  482. ThreadPoolSingleton::get().init(getCpuCoresCount());
  483. }
  484. //==============================================================================
  485. int main(int argc, char* argv[])
  486. {
  487. int exitCode;
  488. try
  489. {
  490. initSubsystems(argc, argv);
  491. init();
  492. mainLoop();
  493. ANKI_LOGI("Exiting...");
  494. AppSingleton::get().quit(EXIT_SUCCESS);
  495. exitCode = 0;
  496. }
  497. catch(std::exception& e)
  498. {
  499. ANKI_LOGE("Aborting: " << e.what());
  500. exitCode = 1;
  501. }
  502. ANKI_LOGI("Bye!!");
  503. return exitCode;
  504. }