Main.cpp 9.5 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/ui/UiPainter.h"
  9. #include "anki/core/App.h"
  10. #include "anki/resource/Mesh.h"
  11. #include "anki/scene/Light.h"
  12. #include "anki/resource/Material.h"
  13. #include "anki/scene/Scene.h"
  14. #include "anki/resource/SkelAnim.h"
  15. #include "anki/resource/LightRsrc.h"
  16. #include "anki/misc/Parser.h"
  17. #include "anki/scene/ParticleEmitterNode.h"
  18. #include "anki/physics/Character.h"
  19. #include "anki/renderer/Renderer.h"
  20. #include "anki/renderer/MainRenderer.h"
  21. #include "anki/physics/Character.h"
  22. #include "anki/physics/RigidBody.h"
  23. #include "anki/script/ScriptManager.h"
  24. #include "anki/core/StdinListener.h"
  25. #include "anki/scene/ModelNode.h"
  26. #include "anki/resource/Model.h"
  27. #include "anki/core/Logger.h"
  28. #include "anki/util/Filesystem.h"
  29. #include "anki/util/HighRezTimer.h"
  30. #include "anki/scene/SkinNode.h"
  31. #include "anki/resource/Skin.h"
  32. #include "anki/ui/UiFtFontLoader.h"
  33. #include "anki/ui/UiFont.h"
  34. #include "anki/event/EventManager.h"
  35. #include "anki/event/SceneColorEvent.h"
  36. #include "anki/event/MainRendererPpsHdrEvent.h"
  37. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  38. #include "anki/resource/Material.h"
  39. #include "anki/core/ParallelManager.h"
  40. #include "anki/misc/Xml.h"
  41. using namespace anki;
  42. UiPainter* painter;
  43. ModelNode* horse;
  44. PerspectiveCamera* cam;
  45. //==============================================================================
  46. void init()
  47. {
  48. ANKI_LOGI("Other init...");
  49. Scene& scene = SceneSingleton::get();
  50. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  51. AppSingleton::get().getWindowHeight()));
  52. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  53. // camera
  54. cam = new PerspectiveCamera("main-camera", &scene,
  55. Movable::MF_NONE, nullptr);
  56. const float ang = 70.0;
  57. cam->setAll(
  58. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  59. Math::toRad(ang), 0.5, 200.0);
  60. cam->setLocalTransform(Transform(Vec3(0.0, 3.0, 8.0), Mat3::getIdentity(),
  61. 1.0));
  62. scene.setActiveCamera(cam);
  63. // lights
  64. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  65. spot->setFov(Math::toRad(45.0));
  66. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  67. Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  68. spot->setDiffuseColor(Vec4(4.0));
  69. spot->setSpecularColor(Vec4(1.0));
  70. spot->loadTexture("gfx/lights/flashlight.tga");
  71. spot->setDistance(20.0);
  72. spot->setShadowEnabled(true);
  73. PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  74. nullptr);
  75. point->setRadius(3.0);
  76. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  77. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  78. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  79. nullptr);
  80. point1->setRadius(3.0);
  81. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  82. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  83. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));
  84. // horse
  85. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  86. Movable::MF_NONE, nullptr);
  87. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  88. 1.0));
  89. }
  90. //==============================================================================
  91. void mainLoopExtra()
  92. {
  93. InputSingleton::get().handleEvents();
  94. float dist = 0.2;
  95. float ang = Math::toRad(3.0);
  96. float scale = 0.01;
  97. // move the camera
  98. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  99. Input& in = InputSingleton::get();
  100. SceneSingleton::get().setAmbientColor(Vec3(0.2));
  101. if(in.getKey(SDL_SCANCODE_1))
  102. {
  103. mover = &SceneSingleton::get().getActiveCamera();
  104. }
  105. if(in.getKey(SDL_SCANCODE_3))
  106. {
  107. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  108. }
  109. if(in.getKey(SDL_SCANCODE_4))
  110. {
  111. mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
  112. }
  113. if(in.getKey(SDL_SCANCODE_5))
  114. {
  115. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  116. }
  117. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  118. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  119. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  120. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  121. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  122. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  123. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  124. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  125. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  126. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  127. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  128. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  129. if(in.getKey(SDL_SCANCODE_PAGEUP))
  130. {
  131. mover->scale(scale);
  132. }
  133. if(in.getKey(SDL_SCANCODE_PAGEDOWN))
  134. {
  135. mover->scale(-scale);
  136. }
  137. }
  138. //==============================================================================
  139. void mainLoop()
  140. {
  141. ANKI_LOGI("Entering main loop");
  142. HighRezTimer mainLoopTimer;
  143. mainLoopTimer.start();
  144. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  145. HighRezTimer::Scalar crntTime = prevUpdateTime;
  146. const char* vert = R"(
  147. in vec3 position;
  148. uniform mat4 mvp;
  149. void main() {
  150. gl_Position = mvp * vec4(position, 1.0);
  151. })";
  152. const char* frag = R"(
  153. out vec3 fColor;
  154. void main()
  155. {
  156. fColor = vec3(0.0, 1.0, 0.0);
  157. })";
  158. const char* trf[] = {nullptr};
  159. ShaderProgram sprog;
  160. sprog.create(vert, nullptr, nullptr, nullptr, frag, trf);
  161. Vec3 maxPos = Vec3(0.5 * 1.0);
  162. Vec3 minPos = Vec3(-0.5 * 1.0);
  163. std::array<Vec3, 8> points = {{
  164. Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
  165. Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
  166. Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
  167. Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
  168. Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
  169. Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
  170. Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
  171. Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
  172. }};
  173. std::array<uint16_t, 24> indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6,
  174. 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
  175. Vbo posvbo, idsvbo;
  176. posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW);
  177. idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW);
  178. Vao vao;
  179. vao.create();
  180. vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
  181. vao.attachElementArrayBufferVbo(idsvbo);
  182. while(1)
  183. {
  184. SceneSingleton::get().updateFrameStart();
  185. HighRezTimer timer;
  186. timer.start();
  187. prevUpdateTime = crntTime;
  188. crntTime = HighRezTimer::getCurrentTime();
  189. // Update
  190. //
  191. mainLoopExtra();
  192. SceneSingleton::get().update(prevUpdateTime, crntTime);
  193. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  194. MainRendererSingleton::get().render(SceneSingleton::get());
  195. Fbo::unbindAll();
  196. /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  197. glDisable(GL_DEPTH_TEST);*/
  198. sprog.bind();
  199. sprog.findUniformVariable("mvp").set(
  200. cam->getProjectionMatrix() * cam->getViewMatrix());
  201. //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind();
  202. vao.bind();
  203. //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0);
  204. int indeces = 24;
  205. glDrawElements(GL_LINES,
  206. indeces,
  207. GL_UNSIGNED_SHORT, 0);
  208. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  209. {
  210. break;
  211. }
  212. AppSingleton::get().swapBuffers();
  213. // Sleep
  214. //
  215. #if 1
  216. timer.stop();
  217. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  218. {
  219. SDL_Delay((AppSingleton::get().getTimerTick()
  220. - timer.getElapsedTime()) * 1000.0);
  221. }
  222. #else
  223. if(MainRendererSingleton::get().getFramesCount() == 10000)
  224. {
  225. break;
  226. }
  227. #endif
  228. SceneSingleton::get().updateFrameEnd();
  229. }
  230. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  231. << " sec)");
  232. }
  233. //==============================================================================
  234. // initSubsystems =
  235. //==============================================================================
  236. void initSubsystems(int argc, char* argv[])
  237. {
  238. // App
  239. AppSingleton::get().init(argc, argv);
  240. // Main renderer
  241. RendererInitializer initializer;
  242. initializer.ms.ez.enabled = true;
  243. initializer.dbg.enabled = true;
  244. initializer.is.sm.bilinearEnabled = true;
  245. initializer.is.sm.enabled = true;
  246. initializer.is.sm.pcfEnabled = true;
  247. initializer.is.sm.resolution = 1024;
  248. initializer.is.sm.level0Distance = 3.0;
  249. initializer.pps.hdr.enabled = true;
  250. initializer.pps.hdr.renderingQuality = 0.25;
  251. initializer.pps.hdr.blurringDist = 1.0;
  252. initializer.pps.hdr.blurringIterationsNum = 2;
  253. initializer.pps.hdr.exposure = 4.0;
  254. initializer.pps.ssao.blurringIterationsNum = 4;
  255. initializer.pps.ssao.enabled = true;
  256. initializer.pps.ssao.renderingQuality = 0.3;
  257. initializer.pps.bl.enabled = true;
  258. initializer.pps.bl.blurringIterationsNum = 2;
  259. initializer.pps.bl.sideBlurFactor = 1.0;
  260. initializer.mainRendererQuality = 1.0;
  261. MainRendererSingleton::get().init(initializer);
  262. // Stdin listener
  263. StdinListenerSingleton::get().start();
  264. // Parallel jobs
  265. ParallelManagerSingleton::get().init(4);
  266. }
  267. //==============================================================================
  268. int main(int argc, char* argv[])
  269. {
  270. int exitCode;
  271. try
  272. {
  273. initSubsystems(argc, argv);
  274. init();
  275. mainLoop();
  276. ANKI_LOGI("Exiting...");
  277. AppSingleton::get().quit(EXIT_SUCCESS);
  278. exitCode = 0;
  279. }
  280. catch(std::exception& e)
  281. {
  282. std::cerr << "Aborting: " << e.what() << std::endl;
  283. exitCode = 1;
  284. }
  285. ANKI_LOGI("Bye!!");
  286. return exitCode;
  287. }