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/Timestamp.h"
  27. #include "anki/core/NativeWindow.h"
  28. #include "anki/Scene.h"
  29. #include "anki/event/LightEvent.h"
  30. #include "anki/event/MoveEvent.h"
  31. #include "anki/core/Counters.h"
  32. using namespace anki;
  33. ModelNode* horse;
  34. PerspectiveCamera* cam;
  35. NativeWindow* win;
  36. //==============================================================================
  37. void initPhysics()
  38. {
  39. SceneGraph& scene = SceneGraphSingleton::get();
  40. btCollisionShape* groundShape = new btBoxShape(
  41. btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
  42. Transform groundTransform;
  43. groundTransform.setIdentity();
  44. groundTransform.setOrigin(Vec3(0, -50, 0));
  45. RigidBody::Initializer init;
  46. init.mass = 0.0;
  47. init.shape = groundShape;
  48. init.startTrf = groundTransform;
  49. init.group = PhysicsWorld::CG_MAP;
  50. init.mask = PhysicsWorld::CG_ALL;
  51. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  52. #if 0
  53. btCollisionShape* colShape = new btBoxShape(
  54. btVector3(1, 1, 1));
  55. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  56. init.mass = 20;
  57. init.shape = colShape;
  58. init.group = PhysWorld::CG_PARTICLE;
  59. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  60. const I ARRAY_SIZE_X = 5;
  61. const I ARRAY_SIZE_Y = 5;
  62. const I ARRAY_SIZE_Z = 5;
  63. const I START_POS_X = -5;
  64. const I START_POS_Y = 35;
  65. const I START_POS_Z = -3;
  66. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  67. float start_y = START_POS_Y;
  68. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  69. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  70. {
  71. for(I i = 0; i < ARRAY_SIZE_X; i++)
  72. {
  73. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  74. {
  75. std::string name = std::string("crate0") + std::to_string(i)
  76. + std::to_string(j) + std::to_string(k);
  77. ModelNode* mnode = new ModelNode(
  78. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  79. MoveComponent::MF_NONE, "models/crate0/crate0.mdl");
  80. init.movable = mnode;
  81. ANKI_ASSERT(init.movable);
  82. Transform trf(
  83. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  84. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  85. init.startTrf = trf;
  86. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  87. }
  88. }
  89. }
  90. #endif
  91. }
  92. //==============================================================================
  93. void init()
  94. {
  95. ANKI_LOGI("Other init...");
  96. SceneGraph& scene = SceneGraphSingleton::get();
  97. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  98. #if 0
  99. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  100. AppSingleton::get().getWindowHeight()));
  101. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  102. #endif
  103. // camera
  104. scene.newSceneNode(cam, "main-camera");
  105. const F32 ang = 45.0;
  106. cam->setAll(
  107. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  108. toRad(ang), 0.5, 500.0);
  109. cam->setLocalTransform(Transform(Vec3(17.0, 5.2, 0.0),
  110. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  111. 1.0));
  112. scene.setActiveCamera(cam);
  113. // lights
  114. #if 1
  115. Vec3 lpos(-24.0, 0.1, -10.0);
  116. for(int i = 0; i < 50; i++)
  117. {
  118. for(int j = 0; j < 10; j++)
  119. {
  120. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  121. PointLight* point;
  122. scene.newSceneNode(point, name.c_str());
  123. point->setRadius(0.5);
  124. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  125. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  126. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  127. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  128. point->setLocalOrigin(lpos);
  129. lpos.z() += 2.0;
  130. }
  131. lpos.x() += 0.93;
  132. lpos.z() = -10;
  133. }
  134. #endif
  135. #if 1
  136. SpotLight* spot;
  137. scene.newSceneNode(spot, "spot0");
  138. spot->setOuterAngle(toRad(45.0));
  139. spot->setInnerAngle(toRad(15.0));
  140. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  141. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  142. spot->setDiffuseColor(Vec4(2.0));
  143. spot->setSpecularColor(Vec4(-1.0));
  144. spot->setDistance(30.0);
  145. spot->setShadowEnabled(true);
  146. scene.newSceneNode(spot, "spot1");
  147. spot->setOuterAngle(toRad(45.0));
  148. spot->setInnerAngle(toRad(15.0));
  149. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  150. Mat3::getIdentity(), 1.0));
  151. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  152. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  153. spot->setDistance(30.0);
  154. spot->setShadowEnabled(true);
  155. #endif
  156. #if 1
  157. // Vase point lights
  158. F32 x = 8.5;
  159. F32 y = 2.25;
  160. F32 z = 2.49;
  161. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  162. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  163. for(U i = 0; i < vaseLightPos.getSize(); i++)
  164. {
  165. Vec3 lightPos = vaseLightPos[i];
  166. PointLight* point;
  167. scene.newSceneNode(point, ("vase_plight" + std::to_string(i)).c_str());
  168. point->loadLensFlare("textures/lens_flare/flares0.ankitex");
  169. point->setRadius(2.0);
  170. point->setLocalOrigin(lightPos);
  171. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  172. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  173. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  174. point->setLensFlaresAlpha(1.0);
  175. LightEventData eventData;
  176. eventData.radiusMultiplier = 0.2;
  177. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  178. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  179. LightEvent* event;
  180. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  181. event->enableBits(Event::EF_REANIMATE);
  182. MoveEventData moveData;
  183. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  184. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  185. MoveEvent* mevent;
  186. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  187. mevent->enableBits(Event::EF_REANIMATE);
  188. ParticleEmitter* pe;
  189. scene.newSceneNode(pe,
  190. ("pe" + std::to_string(i)).c_str(),
  191. "particles/smoke.ankipart");
  192. pe->setLocalOrigin(lightPos);
  193. scene.newSceneNode(pe, ("pef" + std::to_string(i)).c_str(),
  194. "particles/fire.ankipart");
  195. pe->setLocalOrigin(lightPos);
  196. }
  197. #endif
  198. #if 1
  199. // horse
  200. scene.newSceneNode(horse, "horse", "models/horse/horse.ankimdl");
  201. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  202. 0.7));
  203. scene.newSceneNode(horse, "crate", "models/crate0/crate0.ankimdl");
  204. horse->setLocalTransform(Transform(Vec3(2, 10.0, 0), Mat3::getIdentity(),
  205. 1.0));
  206. // barrel
  207. /*ModelNode* redBarrel = new ModelNode(
  208. "red_barrel", &scene, nullptr, MoveComponent::MF_NONE,
  209. "models/red_barrel/red_barrel.mdl");
  210. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  211. 0.7));*/
  212. #endif
  213. #if 0
  214. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  215. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  216. //"data/maps/sponza/sponza.mdl",
  217. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  218. (void)sponzaModel;
  219. #endif
  220. scene.load("maps/sponza/master.ankiscene");
  221. // Physics debug
  222. scene.getPhysics().setDebugDrawer(
  223. new PhysicsDebugDrawer(
  224. &MainRendererSingleton::get().getDbg().getDebugDrawer()));
  225. initPhysics();
  226. // Sectors
  227. #if 0
  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. #endif
  239. // Path
  240. /*Path* path = new Path("todo", "path", &scene, MoveComponent::MF_NONE, nullptr);
  241. (void)path;
  242. const F32 distPerSec = 2.0;
  243. scene.getEventManager().newFollowPathEvent(-1.0,
  244. path->getDistance() / distPerSec,
  245. cam, path, distPerSec);*/
  246. }
  247. //==============================================================================
  248. /// The func pools the stdinListener for string in the console, if
  249. /// there are any it executes them with scriptingEngine
  250. void execStdinScpripts()
  251. {
  252. while(1)
  253. {
  254. std::string cmd = StdinListenerSingleton::get().getLine();
  255. if(cmd.length() < 1)
  256. {
  257. break;
  258. }
  259. try
  260. {
  261. ScriptManagerSingleton::get().evalString(cmd.c_str());
  262. }
  263. catch(Exception& e)
  264. {
  265. ANKI_LOGE(e.what());
  266. }
  267. }
  268. }
  269. //==============================================================================
  270. void mainLoopExtra()
  271. {
  272. F32 dist = 0.2;
  273. F32 ang = toRad(3.0);
  274. F32 scale = 0.01;
  275. F32 mouseSensivity = 9.0;
  276. // move the camera
  277. static MoveComponent* mover = SceneGraphSingleton::get().getActiveCamera().getMoveComponent();
  278. Input& in = InputSingleton::get();
  279. if(in.getKey(KC_1))
  280. {
  281. mover = &SceneGraphSingleton::get().getActiveCamera();
  282. }
  283. if(in.getKey(KC_2))
  284. {
  285. mover = SceneGraphSingleton::get().findSceneNode("horse").getMoveComponent();
  286. }
  287. if(in.getKey(KC_3))
  288. {
  289. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMoveComponent();
  290. }
  291. if(in.getKey(KC_4))
  292. {
  293. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMoveComponent();
  294. }
  295. if(in.getKey(KC_5))
  296. {
  297. mover = SceneGraphSingleton::get().findSceneNode("pe").getMoveComponent();
  298. }
  299. if(in.getKey(KC_6))
  300. {
  301. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMoveComponent();
  302. }
  303. if(in.getKey(KC_7))
  304. {
  305. mover = SceneGraphSingleton::get().findSceneNode("red_barrel").getMoveComponent();
  306. }
  307. if(in.getKey(KC_L) == 1)
  308. {
  309. SceneNode& l =
  310. SceneGraphSingleton::get().findSceneNode("crate");
  311. Transform trf;
  312. trf.setIdentity();
  313. trf.getOrigin().y() = 20.0;
  314. l.getMoveComponent()->setLocalTransform(trf);
  315. }
  316. if(in.getKey(KC_F1) == 1)
  317. {
  318. MainRendererSingleton::get().getDbg().setEnabled(
  319. !MainRendererSingleton::get().getDbg().getEnabled());
  320. }
  321. if(in.getKey(KC_F2) == 1)
  322. {
  323. MainRendererSingleton::get().getDbg().switchBits(
  324. Dbg::DF_SPATIAL);
  325. }
  326. if(in.getKey(KC_F3) == 1)
  327. {
  328. MainRendererSingleton::get().getDbg().switchBits(
  329. Dbg::DF_PHYSICS);
  330. }
  331. if(in.getKey(KC_F4) == 1)
  332. {
  333. MainRendererSingleton::get().getDbg().switchBits(
  334. Dbg::DF_SECTOR);
  335. }
  336. if(in.getKey(KC_F5) == 1)
  337. {
  338. MainRendererSingleton::get().getDbg().switchBits(
  339. Dbg::DF_OCTREE);
  340. }
  341. if(in.getKey(KC_F6) == 1)
  342. {
  343. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  344. }
  345. if(in.getKey(KC_F12) == 1)
  346. {
  347. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  348. }
  349. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  350. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  351. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  352. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  353. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  354. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  355. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  356. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  357. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  358. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  359. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  360. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  361. if(in.getKey(KC_PAGEUP))
  362. {
  363. mover->scale(scale);
  364. }
  365. if(in.getKey(KC_PAGEDOWN))
  366. {
  367. mover->scale(-scale);
  368. }
  369. if(in.getKey(KC_P) == 1)
  370. {
  371. std::cout << "{Vec3("
  372. << mover->getWorldTransform().getOrigin().toString()
  373. << "), Quat("
  374. << Quat(mover->getWorldTransform().getRotation()).toString()
  375. << ")}," << std::endl;
  376. }
  377. if(in.getMousePosition() != Vec2(0.0))
  378. {
  379. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  380. MainRendererSingleton::get().getAspectRatio();
  381. mover->rotateLocalY(angY);
  382. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  383. }
  384. execStdinScpripts();
  385. }
  386. //==============================================================================
  387. void mainLoop()
  388. {
  389. ANKI_LOGI("Entering main loop");
  390. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  391. HighRezTimer::Scalar crntTime = prevUpdateTime;
  392. ANKI_COUNTER_START_TIMER(C_FPS);
  393. while(1)
  394. {
  395. HighRezTimer timer;
  396. timer.start();
  397. prevUpdateTime = crntTime;
  398. crntTime = HighRezTimer::getCurrentTime();
  399. // Update
  400. //
  401. InputSingleton::get().handleEvents();
  402. mainLoopExtra();
  403. SceneGraphSingleton::get().update(
  404. prevUpdateTime, crntTime, MainRendererSingleton::get());
  405. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  406. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  407. if(InputSingleton::get().getKey(KC_ESCAPE))
  408. {
  409. break;
  410. }
  411. win->swapBuffers();
  412. ANKI_COUNTERS_RESOLVE_FRAME();
  413. // Sleep
  414. //
  415. #if 1
  416. timer.stop();
  417. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  418. {
  419. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  420. - timer.getElapsedTime());
  421. }
  422. #else
  423. if(MainRendererSingleton::get().getFramesCount() == 2000)
  424. {
  425. break;
  426. }
  427. #endif
  428. increaseGlobTimestamp();
  429. }
  430. #if 1
  431. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  432. #endif
  433. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  434. ANKI_COUNTERS_FLUSH();
  435. }
  436. //==============================================================================
  437. // initSubsystems =
  438. //==============================================================================
  439. void initSubsystems(int argc, char* argv[])
  440. {
  441. #if ANKI_GL == ANKI_GL_DESKTOP
  442. U32 glmajor = 4;
  443. U32 glminor = 3;
  444. #else
  445. U32 glmajor = 3;
  446. U32 glminor = 0;
  447. #endif
  448. // App
  449. AppSingleton::get().init();
  450. // Window
  451. NativeWindowInitializer nwinit;
  452. nwinit.width = 1280;
  453. nwinit.height = 720;
  454. nwinit.majorVersion = glmajor;
  455. nwinit.minorVersion = glminor;
  456. nwinit.depthBits = 0;
  457. nwinit.stencilBits = 0;
  458. nwinit.fullscreenDesktopRez = false;
  459. nwinit.debugContext = false;
  460. win = new NativeWindow;
  461. win->create(nwinit);
  462. // GL stuff
  463. GlStateCommonSingleton::get().init(glmajor, glminor, nwinit.debugContext);
  464. // Input
  465. InputSingleton::get().init(win);
  466. InputSingleton::get().lockCursor(true);
  467. InputSingleton::get().hideCursor(true);
  468. InputSingleton::get().moveCursor(Vec2(0.0));
  469. // Main renderer
  470. RendererInitializer initializer;
  471. initializer.get("ms.ez.enabled") = false;
  472. initializer.get("ms.ez.maxObjectsToDraw") = 100;
  473. initializer.get("dbg.enabled") = false;
  474. initializer.get("is.sm.bilinearEnabled") = true;
  475. initializer.get("is.groundLightEnabled") = true;
  476. initializer.get("is.sm.enabled") = true;
  477. initializer.get("is.sm.poissonEnabled") = true;
  478. initializer.get("is.sm.resolution") = 1024;
  479. initializer.get("pps.enabled") = true;
  480. initializer.get("pps.hdr.enabled") = true;
  481. initializer.get("pps.hdr.renderingQuality") = 0.5;
  482. initializer.get("pps.hdr.blurringDist") = 1.0;
  483. initializer.get("pps.hdr.blurringIterationsCount") = 1;
  484. initializer.get("pps.hdr.exposure") = 8.0;
  485. initializer.get("pps.ssao.blurringIterationsNum") = 1;
  486. initializer.get("pps.ssao.enabled") = true;
  487. initializer.get("pps.ssao.renderingQuality") = 0.35;
  488. initializer.get("pps.bl.enabled") = true;
  489. initializer.get("pps.bl.blurringIterationsNum") = 2;
  490. initializer.get("pps.bl.sideBlurFactor") = 1.0;
  491. initializer.get("pps.lf.enabled") = true;
  492. initializer.get("pps.sharpen") = true;
  493. initializer.get("renderingQuality") = 1.0;
  494. initializer.get("width") = win->getWidth();
  495. initializer.get("height") = win->getHeight();
  496. initializer.get("lodDistance") = 20.0;
  497. initializer.get("samples") = 1;
  498. initializer.get("tessellation") = true;
  499. initializer.get("tilesXCount") = 16;
  500. initializer.get("tilesYCount") = 16;
  501. MainRendererSingleton::get().init(initializer);
  502. // Stdin listener
  503. StdinListenerSingleton::get().start();
  504. // Parallel jobs
  505. ThreadpoolSingleton::get().init(getCpuCoresCount());
  506. }
  507. //==============================================================================
  508. int main(int argc, char* argv[])
  509. {
  510. int exitCode;
  511. try
  512. {
  513. initSubsystems(argc, argv);
  514. init();
  515. mainLoop();
  516. ANKI_LOGI("Exiting...");
  517. AppSingleton::get().quit(EXIT_SUCCESS);
  518. exitCode = 0;
  519. }
  520. catch(std::exception& e)
  521. {
  522. ANKI_LOGE("Aborting: %s", e.what());
  523. exitCode = 1;
  524. }
  525. ANKI_LOGI("Bye!!");
  526. return exitCode;
  527. }