Main.cpp 19 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/renderer/Renderer.h"
  12. #include "anki/renderer/MainRenderer.h"
  13. #include "anki/script/ScriptManager.h"
  14. #include "anki/core/StdinListener.h"
  15. #include "anki/resource/Model.h"
  16. #include "anki/core/Logger.h"
  17. #include "anki/Util.h"
  18. #include "anki/resource/Skin.h"
  19. #include "anki/event/EventManager.h"
  20. #include "anki/event/MainRendererPpsHdrEvent.h"
  21. #include "anki/resource/Material.h"
  22. #include "anki/core/Timestamp.h"
  23. #include "anki/core/NativeWindow.h"
  24. #include "anki/Scene.h"
  25. #include "anki/event/LightEvent.h"
  26. #include "anki/event/AnimationEvent.h"
  27. #include "anki/event/MoveEvent.h"
  28. #include "anki/core/Counters.h"
  29. #include "anki/core/Config.h"
  30. using namespace anki;
  31. ModelNode* horse;
  32. PerspectiveCamera* cam;
  33. NativeWindow* win;
  34. HeapAllocator<U8> globAlloc;
  35. //==============================================================================
  36. void initPhysics()
  37. {
  38. #if 0
  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(Vec4(0, -50, 0, 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. btCollisionShape* colShape = new btBoxShape(
  53. btVector3(1, 1, 1));
  54. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  55. init.mass = 20;
  56. init.shape = colShape;
  57. init.group = PhysWorld::CG_PARTICLE;
  58. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  59. const I ARRAY_SIZE_X = 5;
  60. const I ARRAY_SIZE_Y = 5;
  61. const I ARRAY_SIZE_Z = 5;
  62. const I START_POS_X = -5;
  63. const I START_POS_Y = 35;
  64. const I START_POS_Z = -3;
  65. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  66. float start_y = START_POS_Y;
  67. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  68. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  69. {
  70. for(I i = 0; i < ARRAY_SIZE_X; i++)
  71. {
  72. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  73. {
  74. std::string name = std::string("crate0") + std::to_string(i)
  75. + std::to_string(j) + std::to_string(k);
  76. ModelNode* mnode = new ModelNode(
  77. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  78. MoveComponent::MF_NONE, "models/crate0/crate0.mdl");
  79. init.movable = mnode;
  80. ANKI_ASSERT(init.movable);
  81. Transform trf(
  82. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  83. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  84. init.startTrf = trf;
  85. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  86. }
  87. }
  88. }
  89. #endif
  90. }
  91. //==============================================================================
  92. void init()
  93. {
  94. ANKI_LOGI("Other init...");
  95. SceneGraph& scene = SceneGraphSingleton::get();
  96. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  97. #if 0
  98. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  99. AppSingleton::get().getWindowHeight()));
  100. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  101. #endif
  102. // camera
  103. cam = scene.newSceneNode<PerspectiveCamera>("main-camera");
  104. const F32 ang = 45.0;
  105. cam->setAll(
  106. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  107. toRad(ang), 0.5, 500.0);
  108. cam->setLocalTransform(Transform(Vec4(17.0, 5.2, 0.0, 0),
  109. Mat3x4(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  110. 1.0));
  111. scene.setActiveCamera(cam);
  112. // lights
  113. #if 0
  114. Vec3 lpos(-24.0, 0.1, -10.0);
  115. for(int i = 0; i < 50; i++)
  116. {
  117. for(int j = 0; j < 10; j++)
  118. {
  119. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  120. PointLight* point = scene.newSceneNode<PointLight>(name.c_str());
  121. point->setRadius(0.5);
  122. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  123. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  124. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  125. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  126. point->setLocalOrigin(lpos);
  127. lpos.z() += 2.0;
  128. }
  129. lpos.x() += 0.93;
  130. lpos.z() = -10;
  131. }
  132. #endif
  133. #if 0
  134. SpotLight* spot = scene.newSceneNode<SpotLight>("spot0");
  135. spot->setOuterAngle(toRad(45.0));
  136. spot->setInnerAngle(toRad(15.0));
  137. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  138. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  139. spot->setDiffuseColor(Vec4(1.0));
  140. spot->setSpecularColor(Vec4(-1.0));
  141. spot->setDistance(30.0);
  142. spot->setShadowEnabled(true);
  143. spot = scene.newSceneNode<SpotLight>("spot1");
  144. spot->setOuterAngle(toRad(45.0));
  145. spot->setInnerAngle(toRad(15.0));
  146. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  147. Mat3::getIdentity(), 1.0));
  148. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  149. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  150. spot->setDistance(30.0);
  151. spot->setShadowEnabled(true);
  152. #endif
  153. #if 1
  154. // Vase point lights
  155. F32 x = 8.5;
  156. F32 y = 2.25;
  157. F32 z = 2.49;
  158. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  159. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  160. //for(U i = 0; i < vaseLightPos.getSize(); i++)
  161. for(U i = 0; i < 0; i++)
  162. {
  163. Vec4 lightPos = vaseLightPos[i].xyz0();
  164. PointLight* point = scene.newSceneNode<PointLight>(
  165. ("vase_plight" + std::to_string(i)).c_str());
  166. point->loadLensFlare("textures/lens_flare/flares0.ankitex");
  167. point->setRadius(2.0);
  168. point->setLocalOrigin(lightPos);
  169. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  170. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  171. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  172. point->setLensFlaresAlpha(1.0);
  173. LightEventData eventData;
  174. eventData.radiusMultiplier = 0.2;
  175. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  176. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  177. LightEvent* event;
  178. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  179. event->enableBits(Event::EF_REANIMATE);
  180. MoveEventData moveData;
  181. moveData.m_posMin = Vec4(-0.5, 0.0, -0.5, 0);
  182. moveData.m_posMax = Vec4(0.5, 0.0, 0.5, 0);
  183. MoveEvent* mevent;
  184. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  185. mevent->enableBits(Event::EF_REANIMATE);
  186. ParticleEmitter* pe;
  187. /**/
  188. if(i == 0)
  189. {
  190. pe = scene.newSceneNode<ParticleEmitter>(
  191. "pefire", "particles/fire.ankipart");
  192. pe->setLocalOrigin(lightPos);
  193. pe = scene.newSceneNode<ParticleEmitter>(
  194. "pesmoke", "particles/smoke.ankipart");
  195. pe->setLocalOrigin(lightPos);
  196. }
  197. else
  198. {
  199. InstanceNode* instance;
  200. instance = scene.newSceneNode<InstanceNode>(
  201. ("pefire_inst" + std::to_string(i)).c_str());
  202. instance->setLocalOrigin(lightPos);
  203. SceneNode& sn = scene.findSceneNode("pefire");
  204. sn.addChild(instance);
  205. instance = scene.newSceneNode<InstanceNode>(
  206. ("pesmoke_inst" + std::to_string(i)).c_str());
  207. instance->setLocalOrigin(lightPos);
  208. scene.findSceneNode("pesmoke").addChild(instance);
  209. }
  210. /*{
  211. scene.newSceneNode(pe, ("pesparks" + std::to_string(i)).c_str(),
  212. "particles/sparks.ankipart");
  213. pe->setLocalOrigin(lightPos);
  214. }*/
  215. }
  216. #endif
  217. #if 0
  218. // horse
  219. horse = scene.newSceneNode<ModelNode>("horse", "models/horse/horse.ankimdl");
  220. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  221. 0.7));
  222. //horse = scene.newSceneNode<ModelNode>("crate", "models/crate0/crate0.ankimdl");
  223. //horse->setLocalTransform(Transform(Vec3(2, 10.0, 0), Mat3::getIdentity(),
  224. // 1.0));
  225. // barrel
  226. /*ModelNode* redBarrel = new ModelNode(
  227. "red_barrel", &scene, nullptr, MoveComponent::MF_NONE,
  228. "models/red_barrel/red_barrel.mdl");
  229. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  230. 0.7));*/
  231. #endif
  232. #if 0
  233. {
  234. String str;
  235. File file(ANKI_R("maps/sponza/scene.lua"), File::OpenFlag::READ);
  236. file.readAllText(str);
  237. ScriptManagerSingleton::get().evalString(str.c_str());
  238. }
  239. #endif
  240. initPhysics();
  241. /*AnimationResourcePointer anim;
  242. anim.load("maps/sponza/unnamed_0.ankianim");
  243. AnimationEvent* event;
  244. scene.getEventManager().newEvent(event, anim, cam);*/
  245. // Sectors
  246. #if 0
  247. SectorGroup& sgroup = scene.getSectorGroup();
  248. Sector* sectorA = sgroup.createNewSector(
  249. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  250. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  251. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  252. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  253. Sector* sectorC = sgroup.createNewSector(
  254. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  255. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  256. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  257. #endif
  258. // Path
  259. /*Path* path = new Path("todo", "path", &scene, MoveComponent::MF_NONE, nullptr);
  260. (void)path;
  261. const F32 distPerSec = 2.0;
  262. scene.getEventManager().newFollowPathEvent(-1.0,
  263. path->getDistance() / distPerSec,
  264. cam, path, distPerSec);*/
  265. horse = scene.newSceneNode<ModelNode>("shape0",
  266. "models/collision_test/Cube_Material-material.ankimdl");
  267. horse->setLocalTransform(Transform(Vec4(0.0, 0, 0, 0),
  268. Mat3x4::getIdentity(), 0.01));
  269. horse = scene.newSceneNode<ModelNode>("shape1",
  270. "models/collision_test/Cube.001_Material_001-material.ankimdl");
  271. horse->setLocalTransform(Transform(Vec4(3.1, 2, 0.2, 0),
  272. Mat3x4(Euler(toRad(-13.0), toRad(90.0), toRad(2.0))),
  273. 0.01));
  274. horse->setLocalRotation(Mat3x4(0.135899, -0.534728, 0.834033, 0.000000,
  275. 0.091205, 0.845038, 0.526900, 0.000000 ,
  276. -0.986537, 0.004463, 0.163603, 0.000000));
  277. }
  278. //==============================================================================
  279. /// The func pools the stdinListener for string in the console, if
  280. /// there are any it executes them with scriptingEngine
  281. void execStdinScpripts()
  282. {
  283. while(1)
  284. {
  285. std::string cmd = StdinListenerSingleton::get().getLine();
  286. if(cmd.length() < 1)
  287. {
  288. break;
  289. }
  290. try
  291. {
  292. ScriptManagerSingleton::get().evalString(cmd.c_str());
  293. }
  294. catch(Exception& e)
  295. {
  296. ANKI_LOGE(e.what());
  297. }
  298. }
  299. }
  300. //==============================================================================
  301. void mainLoopExtra()
  302. {
  303. F32 dist = 0.1;
  304. F32 ang = toRad(1.5);
  305. F32 scale = 0.01;
  306. F32 mouseSensivity = 9.0;
  307. // move the camera
  308. static MoveComponent* mover =
  309. &SceneGraphSingleton::get().getActiveCamera().getComponent<MoveComponent>();
  310. Input& in = InputSingleton::get();
  311. if(in.getKey(KeyCode::_1))
  312. {
  313. mover = &SceneGraphSingleton::get().getActiveCamera();
  314. }
  315. if(in.getKey(KeyCode::_2))
  316. {
  317. mover = &SceneGraphSingleton::get().findSceneNode("horse").getComponent<MoveComponent>();
  318. }
  319. if(in.getKey(KeyCode::_3))
  320. {
  321. mover = &SceneGraphSingleton::get().findSceneNode("spot0").getComponent<MoveComponent>();
  322. }
  323. if(in.getKey(KeyCode::_4))
  324. {
  325. mover = &SceneGraphSingleton::get().findSceneNode("spot1").getComponent<MoveComponent>();
  326. }
  327. if(in.getKey(KeyCode::_5))
  328. {
  329. mover = &SceneGraphSingleton::get().findSceneNode("pe").getComponent<MoveComponent>();
  330. }
  331. if(in.getKey(KeyCode::_6))
  332. {
  333. mover = &SceneGraphSingleton::get().findSceneNode("shape0").getComponent<MoveComponent>();
  334. }
  335. if(in.getKey(KeyCode::_7))
  336. {
  337. mover = &SceneGraphSingleton::get().findSceneNode("shape1").getComponent<MoveComponent>();
  338. }
  339. /*if(in.getKey(KeyCode::L) == 1)
  340. {
  341. SceneNode& l =
  342. SceneGraphSingleton::get().findSceneNode("crate");
  343. Transform trf;
  344. trf.setIdentity();
  345. trf.getOrigin().y() = 20.0;
  346. l.getComponent<MoveComponent>().setLocalTransform(trf);
  347. }*/
  348. if(in.getKey(KeyCode::F1) == 1)
  349. {
  350. MainRendererSingleton::get().getDbg().setEnabled(
  351. !MainRendererSingleton::get().getDbg().getEnabled());
  352. }
  353. if(in.getKey(KeyCode::F2) == 1)
  354. {
  355. MainRendererSingleton::get().getDbg().switchBits(
  356. Dbg::DF_SPATIAL);
  357. }
  358. if(in.getKey(KeyCode::F3) == 1)
  359. {
  360. MainRendererSingleton::get().getDbg().switchBits(
  361. Dbg::DF_PHYSICS);
  362. }
  363. if(in.getKey(KeyCode::F4) == 1)
  364. {
  365. MainRendererSingleton::get().getDbg().switchBits(
  366. Dbg::DF_SECTOR);
  367. }
  368. if(in.getKey(KeyCode::F5) == 1)
  369. {
  370. MainRendererSingleton::get().getDbg().switchBits(
  371. Dbg::DF_OCTREE);
  372. }
  373. if(in.getKey(KeyCode::F6) == 1)
  374. {
  375. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  376. }
  377. if(in.getKey(KeyCode::F12) == 1)
  378. {
  379. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  380. }
  381. if(in.getKey(KeyCode::UP)) mover->rotateLocalX(ang);
  382. if(in.getKey(KeyCode::DOWN)) mover->rotateLocalX(-ang);
  383. if(in.getKey(KeyCode::LEFT)) mover->rotateLocalY(ang);
  384. if(in.getKey(KeyCode::RIGHT)) mover->rotateLocalY(-ang);
  385. if(in.getKey(KeyCode::A)) mover->moveLocalX(-dist);
  386. if(in.getKey(KeyCode::D)) mover->moveLocalX(dist);
  387. if(in.getKey(KeyCode::Z)) mover->moveLocalY(dist);
  388. if(in.getKey(KeyCode::SPACE)) mover->moveLocalY(-dist);
  389. if(in.getKey(KeyCode::W)) mover->moveLocalZ(-dist);
  390. if(in.getKey(KeyCode::S)) mover->moveLocalZ(dist);
  391. if(in.getKey(KeyCode::Q)) mover->rotateLocalZ(ang);
  392. if(in.getKey(KeyCode::E)) mover->rotateLocalZ(-ang);
  393. if(in.getKey(KeyCode::PAGEUP))
  394. {
  395. mover->scale(scale);
  396. }
  397. if(in.getKey(KeyCode::PAGEDOWN))
  398. {
  399. mover->scale(-scale);
  400. }
  401. if(in.getKey(KeyCode::P) == 1)
  402. {
  403. std::cout << "{Vec3("
  404. << mover->getWorldTransform().getOrigin().toString()
  405. << "), Quat("
  406. << Quat(mover->getWorldTransform().getRotation()).toString()
  407. << ")}," << std::endl;
  408. }
  409. if(in.getKey(KeyCode::L) == 1)
  410. {
  411. try
  412. {
  413. ScriptManagerSingleton::get().evalString(
  414. R"(scene = SceneGraphSingleton.get()
  415. node = scene:tryFindSceneNode("horse")
  416. if Anki.userDataValid(node) == 1 then
  417. print("valid")
  418. else
  419. print("invalid")
  420. end)");
  421. }
  422. catch(Exception& e)
  423. {
  424. ANKI_LOGE(e.what());
  425. }
  426. }
  427. if(in.getMousePosition() != Vec2(0.0))
  428. {
  429. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  430. MainRendererSingleton::get().getAspectRatio();
  431. mover->rotateLocalY(angY);
  432. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  433. }
  434. execStdinScpripts();
  435. }
  436. //==============================================================================
  437. void mainLoop()
  438. {
  439. ANKI_LOGI("Entering main loop");
  440. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  441. HighRezTimer::Scalar crntTime = prevUpdateTime;
  442. ANKI_COUNTER_START_TIMER(FPS);
  443. while(1)
  444. {
  445. HighRezTimer timer;
  446. timer.start();
  447. prevUpdateTime = crntTime;
  448. crntTime = HighRezTimer::getCurrentTime();
  449. // Update
  450. //
  451. InputSingleton::get().handleEvents();
  452. mainLoopExtra();
  453. SceneGraphSingleton::get().update(
  454. prevUpdateTime, crntTime, MainRendererSingleton::get());
  455. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  456. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  457. if(InputSingleton::get().getKey(KeyCode::ESCAPE))
  458. {
  459. break;
  460. }
  461. GlManagerSingleton::get().swapBuffers();
  462. ANKI_COUNTERS_RESOLVE_FRAME();
  463. // Sleep
  464. //
  465. #if 1
  466. timer.stop();
  467. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  468. {
  469. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  470. - timer.getElapsedTime());
  471. }
  472. #else
  473. if(MainRendererSingleton::get().getFramesCount() == 2000)
  474. {
  475. break;
  476. }
  477. #endif
  478. increaseGlobTimestamp();
  479. }
  480. GlManagerSingleton::destroy();
  481. ANKI_COUNTER_STOP_TIMER_INC(FPS);
  482. ANKI_COUNTERS_FLUSH();
  483. #if 0
  484. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  485. #endif
  486. }
  487. //==============================================================================
  488. // initSubsystems =
  489. //==============================================================================
  490. void makeCurrent(void* ctx)
  491. {
  492. win->contextMakeCurrent(ctx);
  493. }
  494. void swapBuffers(void* wind)
  495. {
  496. NativeWindow* win = (NativeWindow*)wind;
  497. win->swapBuffers();
  498. }
  499. void initSubsystems(int argc, char* argv[])
  500. {
  501. #if ANKI_GL == ANKI_GL_DESKTOP
  502. U32 glmajor = 4;
  503. U32 glminor = 4;
  504. #else
  505. U32 glmajor = 3;
  506. U32 glminor = 0;
  507. #endif
  508. globAlloc = HeapAllocator<U8>(HeapMemoryPool(allocAligned, nullptr));
  509. // Logger
  510. LoggerSingleton::init(
  511. Logger::InitFlags::WITH_SYSTEM_MESSAGE_HANDLER, globAlloc);
  512. // App
  513. AppSingleton::get().init();
  514. // Window
  515. NativeWindowInitializer nwinit;
  516. nwinit.m_width = 1280;
  517. nwinit.m_height = 720;
  518. nwinit.m_majorVersion = glmajor;
  519. nwinit.m_minorVersion = glminor;
  520. nwinit.m_depthBits = 0;
  521. nwinit.m_stencilBits = 0;
  522. nwinit.m_fullscreenDesktopRez = false;
  523. nwinit.m_debugContext = ANKI_DEBUG;
  524. win = new NativeWindow;
  525. win->create(nwinit);
  526. void* context = win->getCurrentContext();
  527. win->contextMakeCurrent(nullptr);
  528. // GL stuff
  529. GlManagerSingleton::init(makeCurrent, context,
  530. swapBuffers, win, nwinit.m_debugContext,
  531. allocAligned, nullptr);
  532. // Config
  533. Config config;
  534. config.set("ms.ez.enabled", false);
  535. config.set("ms.ez.maxObjectsToDraw", 100);
  536. config.set("dbg.enabled", false);
  537. config.set("is.sm.bilinearEnabled", true);
  538. config.set("is.groundLightEnabled", true);
  539. config.set("is.sm.enabled", true);
  540. config.set("is.sm.poissonEnabled", true);
  541. config.set("is.sm.resolution", 1024);
  542. config.set("pps.enabled", true);
  543. config.set("pps.hdr.enabled", true);
  544. config.set("pps.hdr.renderingQuality", 0.6);
  545. config.set("pps.hdr.blurringDist", 1.0);
  546. config.set("pps.hdr.blurringIterationsCount", 2);
  547. config.set("pps.hdr.exposure", 8.0);
  548. config.set("pps.hdr.samples", 17);
  549. config.set("pps.sslr.enabled", true);
  550. config.set("pps.sslr.renderingQuality", 0.35);
  551. config.set("pps.sslr.blurringIterationsCount", 1);
  552. config.set("pps.ssao.blurringIterationsCount", 2);
  553. config.set("pps.ssao.enabled", true);
  554. config.set("pps.ssao.renderingQuality", 0.35);
  555. config.set("pps.bl.enabled", true);
  556. config.set("pps.bl.blurringIterationsCount", 2);
  557. config.set("pps.bl.sideBlurFactor", 1.0);
  558. config.set("pps.lf.enabled", true);
  559. config.set("pps.sharpen", true);
  560. config.set("renderingQuality", 1.0);
  561. config.set("width", win->getWidth());
  562. config.set("height", win->getHeight());
  563. config.set("lodDistance", 20.0);
  564. config.set("samples", 1);
  565. config.set("tessellation", false);
  566. config.set("tilesXCount", 16);
  567. config.set("tilesYCount", 16);
  568. // Input
  569. InputSingleton::get().init(win);
  570. InputSingleton::get().lockCursor(true);
  571. InputSingleton::get().hideCursor(true);
  572. InputSingleton::get().moveCursor(Vec2(0.0));
  573. ResourceManagerSingleton::init(config);
  574. MainRendererSingleton::init(config);
  575. ScriptManagerSingleton::init(globAlloc);
  576. SceneGraphSingleton::init(allocAligned, nullptr);
  577. StdinListenerSingleton::get().start();
  578. ThreadpoolSingleton::get().init(getCpuCoresCount());
  579. }
  580. //==============================================================================
  581. int main(int argc, char* argv[])
  582. {
  583. int exitCode;
  584. try
  585. {
  586. initSubsystems(argc, argv);
  587. init();
  588. mainLoop();
  589. ANKI_LOGI("Exiting...");
  590. AppSingleton::get().quit(EXIT_SUCCESS);
  591. exitCode = 0;
  592. }
  593. catch(std::exception& e)
  594. {
  595. ANKI_LOGE("Aborting: %s", e.what());
  596. exitCode = 1;
  597. }
  598. ANKI_LOGI("Bye!!");
  599. return exitCode;
  600. }