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- #include <stdio.h>
- #include <iostream>
- #include <fstream>
- #include "anki/input/Input.h"
- #include "anki/scene/Camera.h"
- #include "anki/math/Math.h"
- #include "anki/renderer/Renderer.h"
- #include "anki/ui/UiPainter.h"
- #include "anki/core/App.h"
- #include "anki/resource/Mesh.h"
- #include "anki/scene/Light.h"
- #include "anki/resource/Material.h"
- #include "anki/scene/Scene.h"
- #include "anki/resource/SkelAnim.h"
- #include "anki/resource/LightRsrc.h"
- #include "anki/misc/Parser.h"
- #include "anki/scene/ParticleEmitterNode.h"
- #include "anki/physics/Character.h"
- #include "anki/renderer/Renderer.h"
- #include "anki/renderer/MainRenderer.h"
- #include "anki/physics/Character.h"
- #include "anki/physics/RigidBody.h"
- #include "anki/script/ScriptManager.h"
- #include "anki/core/StdinListener.h"
- #include "anki/scene/ModelNode.h"
- #include "anki/resource/Model.h"
- #include "anki/core/Logger.h"
- #include "anki/util/Filesystem.h"
- #include "anki/util/HighRezTimer.h"
- #include "anki/scene/SkinNode.h"
- #include "anki/resource/Skin.h"
- #include "anki/ui/UiFtFontLoader.h"
- #include "anki/ui/UiFont.h"
- #include "anki/event/EventManager.h"
- #include "anki/event/SceneColorEvent.h"
- #include "anki/event/MainRendererPpsHdrEvent.h"
- #include "anki/resource/ShaderProgramPrePreprocessor.h"
- #include "anki/resource/Material.h"
- #include "anki/core/ParallelManager.h"
- #include "anki/misc/Xml.h"
- using namespace anki;
- UiPainter* painter;
- ModelNode* horse;
- PerspectiveCamera* cam;
- //==============================================================================
- void init()
- {
- ANKI_LOGI("Other init...");
- Scene& scene = SceneSingleton::get();
- painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
- AppSingleton::get().getWindowHeight()));
- painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
- // camera
- cam = new PerspectiveCamera("main-camera", &scene,
- Movable::MF_NONE, nullptr);
- const float ang = 70.0;
- cam->setAll(
- MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
- Math::toRad(ang), 0.5, 200.0);
- cam->setLocalTransform(Transform(Vec3(0.0, 3.0, 8.0), Mat3::getIdentity(),
- 1.0));
- scene.setActiveCamera(cam);
- // lights
- SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
- spot->setFov(Math::toRad(45.0));
- spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
- Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
- spot->setDiffuseColor(Vec4(4.0));
- spot->setSpecularColor(Vec4(1.0));
- spot->loadTexture("gfx/lights/flashlight.tga");
- spot->setDistance(20.0);
- spot->setShadowEnabled(true);
- PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
- nullptr);
- point->setRadius(3.0);
- point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
- point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
- PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
- nullptr);
- point1->setRadius(3.0);
- point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
- point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
- point1->getLocalTransform().setOrigin(Vec3(-3.0, 2.0, 0.0));
- // horse
- horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
- Movable::MF_NONE, nullptr);
- horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
- 1.0));
- }
- //==============================================================================
- void mainLoopExtra()
- {
- InputSingleton::get().handleEvents();
- float dist = 0.2;
- float ang = Math::toRad(3.0);
- float scale = 0.01;
- // move the camera
- static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
- Input& in = InputSingleton::get();
- SceneSingleton::get().setAmbientColor(Vec3(0.0));
- if(in.getKey(SDL_SCANCODE_1))
- {
- mover = &SceneSingleton::get().getActiveCamera();
- }
- if(in.getKey(SDL_SCANCODE_3))
- {
- mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
- }
- if(in.getKey(SDL_SCANCODE_4))
- {
- mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
- }
- if(in.getKey(SDL_SCANCODE_5))
- {
- mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
- }
- if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
- if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
- if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
- if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
- if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
- if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
- if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
- if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
- if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
- if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
- if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
- if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
- if(in.getKey(SDL_SCANCODE_PAGEUP)) mover->getLocalTransform().getScale() += scale ;
- if(in.getKey(SDL_SCANCODE_PAGEDOWN)) mover->getLocalTransform().getScale() -= scale ;
- }
- //==============================================================================
- void mainLoop()
- {
- ANKI_LOGI("Entering main loop");
- HighRezTimer mainLoopTimer;
- mainLoopTimer.start();
- HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
- HighRezTimer::Scalar crntTime = prevUpdateTime;
- const char* vert = R"(
- in vec3 position;
- uniform mat4 mvp;
- void main() {
- gl_Position = mvp * vec4(position, 1.0);
- })";
- const char* frag = R"(
- out vec3 fColor;
- void main()
- {
- fColor = vec3(0.0, 1.0, 0.0);
- })";
- const char* trf[] = {nullptr};
- ShaderProgram sprog;
- sprog.create(vert, nullptr, nullptr, nullptr, frag, trf);
- Vec3 maxPos = Vec3(0.5 * 1.0);
- Vec3 minPos = Vec3(-0.5 * 1.0);
- std::array<Vec3, 8> points = {{
- Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
- Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
- Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
- Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
- Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
- Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
- Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
- Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
- }};
- std::array<uint16_t, 24> indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6,
- 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
- Vbo posvbo, idsvbo;
- posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW);
- idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW);
- Vao vao;
- vao.create();
- vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
- vao.attachElementArrayBufferVbo(idsvbo);
- while(1)
- {
- HighRezTimer timer;
- timer.start();
- prevUpdateTime = crntTime;
- crntTime = HighRezTimer::getCurrentTime();
- // Update
- //
- mainLoopExtra();
- SceneSingleton::get().update(prevUpdateTime, crntTime,
- MainRendererSingleton::get().getFramesCount());
- EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
- MainRendererSingleton::get().render(SceneSingleton::get());
- Fbo::unbindAll();
- /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glDisable(GL_DEPTH_TEST);*/
- sprog.bind();
- sprog.findUniformVariable("mvp").set(
- cam->getProjectionMatrix() * cam->getViewMatrix());
- //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind();
- vao.bind();
- //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0);
- int indeces = 24;
- glDrawElements(GL_LINES,
- indeces,
- GL_UNSIGNED_SHORT, 0);
- if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
- {
- break;
- }
- AppSingleton::get().swapBuffers();
- // Sleep
- //
- #if 1
- timer.stop();
- if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
- {
- SDL_Delay((AppSingleton::get().getTimerTick()
- - timer.getElapsedTime()) * 1000.0);
- }
- #else
- if(MainRendererSingleton::get().getFramesCount() == 10000)
- {
- break;
- }
- #endif
- }
- ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
- << " sec)");
- }
- //==============================================================================
- // initSubsystems =
- //==============================================================================
- void initSubsystems(int argc, char* argv[])
- {
- // App
- AppSingleton::get().init(argc, argv);
- // Main renderer
- RendererInitializer initializer;
- initializer.ms.ez.enabled = true;
- initializer.dbg.enabled = true;
- initializer.is.sm.bilinearEnabled = true;
- initializer.is.sm.enabled = true;
- initializer.is.sm.pcfEnabled = true;
- initializer.is.sm.resolution = 1024;
- initializer.is.sm.level0Distance = 3.0;
- initializer.pps.hdr.enabled = true;
- initializer.pps.hdr.renderingQuality = 0.25;
- initializer.pps.hdr.blurringDist = 1.0;
- initializer.pps.hdr.blurringIterationsNum = 2;
- initializer.pps.hdr.exposure = 4.0;
- initializer.pps.ssao.blurringIterationsNum = 4;
- initializer.pps.ssao.enabled = true;
- initializer.pps.ssao.renderingQuality = 0.3;
- initializer.pps.bl.enabled = true;
- initializer.pps.bl.blurringIterationsNum = 2;
- initializer.pps.bl.sideBlurFactor = 1.0;
- initializer.mainRendererQuality = 1.0;
- MainRendererSingleton::get().init(initializer);
- // Stdin listener
- StdinListenerSingleton::get().start();
- // Parallel jobs
- ParallelManagerSingleton::get().init(4);
- }
- //==============================================================================
- int main(int argc, char* argv[])
- {
- int exitCode;
- try
- {
- initSubsystems(argc, argv);
- init();
- mainLoop();
- ANKI_LOGI("Exiting...");
- AppSingleton::get().quit(EXIT_SUCCESS);
- exitCode = 0;
- }
- catch(std::exception& e)
- {
- std::cerr << "Aborting: " << e.what() << std::endl;
- exitCode = 1;
- }
- ANKI_LOGI("Bye!!");
- return exitCode;
- }
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