Main.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567
  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/math/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/Filesystem.h"
  21. #include "anki/util/HighRezTimer.h"
  22. #include "anki/resource/Skin.h"
  23. #include "anki/event/EventManager.h"
  24. #include "anki/event/MainRendererPpsHdrEvent.h"
  25. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  26. #include "anki/resource/Material.h"
  27. #include "anki/core/ThreadPool.h"
  28. #include "anki/core/Timestamp.h"
  29. #include "anki/core/NativeWindow.h"
  30. #include "anki/util/Functions.h"
  31. #include "anki/scene/Scene.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. scene.getPhysics().setDebugDrawer(
  41. new PhysicsDebugDrawer(
  42. &MainRendererSingleton::get().getDbg().getDebugDrawer()));
  43. btCollisionShape* groundShape = new btBoxShape(
  44. btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
  45. Transform groundTransform;
  46. groundTransform.setIdentity();
  47. groundTransform.setOrigin(Vec3(0, -50, 0));
  48. RigidBody::Initializer init;
  49. init.mass = 0.0;
  50. init.shape = groundShape;
  51. init.startTrf = groundTransform;
  52. init.group = PhysWorld::CG_MAP;
  53. init.mask = PhysWorld::CG_ALL;
  54. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  55. #if 1
  56. btCollisionShape* colShape = new btBoxShape(
  57. btVector3(1, 1, 1));
  58. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  59. init.mass = 20;
  60. init.shape = colShape;
  61. init.group = PhysWorld::CG_PARTICLE;
  62. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  63. const I ARRAY_SIZE_X = 5;
  64. const I ARRAY_SIZE_Y = 5;
  65. const I ARRAY_SIZE_Z = 5;
  66. const I START_POS_X = -5;
  67. const I START_POS_Y = 35;
  68. const I START_POS_Z = -3;
  69. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  70. float start_y = START_POS_Y;
  71. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  72. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  73. {
  74. for(I i = 0; i < ARRAY_SIZE_X; i++)
  75. {
  76. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  77. {
  78. std::string name = std::string("crate0") + std::to_string(i)
  79. + std::to_string(j) + std::to_string(k);
  80. ModelNode* mnode = new ModelNode(
  81. "data/models/crate0/crate0.mdl",
  82. name.c_str(),
  83. &SceneGraphSingleton::get(), Movable::MF_NONE, nullptr);
  84. init.movable = mnode;
  85. ANKI_ASSERT(init.movable);
  86. Transform trf(
  87. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  88. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  89. init.startTrf = trf;
  90. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  91. }
  92. }
  93. }
  94. #endif
  95. }
  96. //==============================================================================
  97. void init()
  98. {
  99. ANKI_LOGI("Other init...");
  100. SceneGraph& scene = SceneGraphSingleton::get();
  101. #if 0
  102. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  103. AppSingleton::get().getWindowHeight()));
  104. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  105. #endif
  106. // camera
  107. cam = new PerspectiveCamera("main-camera", &scene,
  108. Movable::MF_NONE, nullptr);
  109. const F32 ang = 45.0;
  110. cam->setAll(
  111. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  112. toRad(ang), 0.5, 500.0);
  113. cam->setLocalTransform(Transform(Vec3(20.0, 5.0, 0.0),
  114. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  115. 1.0));
  116. scene.setActiveCamera(cam);
  117. // lights
  118. #if 1
  119. Vec3 lpos(-24.0, 0.1, -10.0);
  120. for(int i = 0; i < 50; i++)
  121. {
  122. for(int j = 0; j < 10; j++)
  123. {
  124. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  125. PointLight* point = new PointLight(name.c_str(), &scene,
  126. Movable::MF_NONE, nullptr);
  127. point->setRadius(0.5);
  128. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  129. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  130. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  131. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  132. point->setLocalTranslation(lpos);
  133. lpos.z() += 2.0;
  134. }
  135. lpos.x() += 0.93;
  136. lpos.z() = -10;
  137. }
  138. #endif
  139. #if 1
  140. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  141. spot->setOuterAngle(toRad(45.0));
  142. spot->setInnerAngle(toRad(15.0));
  143. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  144. Mat3::getIdentity(), 1.0));
  145. spot->setDiffuseColor(Vec4(2.0));
  146. spot->setSpecularColor(Vec4(-1.0));
  147. spot->loadTexture("gfx/lights/flashlight.tga");
  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->loadTexture("gfx/lights/flashlight.tga");
  158. spot->setDistance(30.0);
  159. spot->setShadowEnabled(true);
  160. #endif
  161. #if 1
  162. // Vase point lights
  163. F32 x = 8.5;
  164. F32 y = 2.25;
  165. F32 z = 2.49;
  166. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  167. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  168. for(U i = 0; i < vaseLightPos.getSize(); i++)
  169. {
  170. Vec3 lightPos = vaseLightPos[i];
  171. PointLight* point =
  172. new PointLight(("vase_plight" + std::to_string(i)).c_str(),
  173. &scene, Movable::MF_NONE, nullptr);
  174. point->setRadius(2.0);
  175. point->setLocalTranslation(lightPos);
  176. point->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  177. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  178. ParticleEmitter* pe = new ParticleEmitter(
  179. "data/particles/smoke.particles",
  180. ("pe" + std::to_string(i)).c_str(), &scene,
  181. Movable::MF_NONE, nullptr);
  182. pe->setLocalTranslation(lightPos);
  183. pe = new ParticleEmitter(
  184. "data/particles/fire.particles",
  185. ("pef" + std::to_string(i)).c_str(), &scene,
  186. Movable::MF_NONE, nullptr);
  187. pe->setLocalTranslation(lightPos);
  188. }
  189. #endif
  190. /*PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  191. nullptr);
  192. point1->setRadius(3.0);
  193. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  194. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  195. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  196. // horse
  197. horse = new ModelNode("data/models/horse/horse.mdl", "horse", &scene,
  198. Movable::MF_NONE, nullptr);
  199. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  200. 0.7));
  201. #if 1
  202. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  203. "data/maps/sponza/sponza_new.mdl",
  204. "sponza", &scene);
  205. (void)sponzaModel;
  206. #endif
  207. //initPhysics();
  208. // Sectors
  209. SectorGroup& sgroup = scene.getSectorGroup();
  210. Sector* sectorA = sgroup.createNewSector(
  211. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  212. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  213. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  214. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  215. Sector* sectorC = sgroup.createNewSector(
  216. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  217. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  218. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  219. }
  220. //==============================================================================
  221. /// The func pools the stdinListener for string in the console, if
  222. /// there are any it executes them with scriptingEngine
  223. void execStdinScpripts()
  224. {
  225. while(1)
  226. {
  227. std::string cmd = StdinListenerSingleton::get().getLine();
  228. if(cmd.length() < 1)
  229. {
  230. break;
  231. }
  232. try
  233. {
  234. ScriptManagerSingleton::get().evalString(cmd.c_str());
  235. }
  236. catch(Exception& e)
  237. {
  238. ANKI_LOGE(e.what());
  239. }
  240. }
  241. }
  242. //==============================================================================
  243. void mainLoopExtra()
  244. {
  245. F32 dist = 0.2;
  246. F32 ang = toRad(3.0);
  247. F32 scale = 0.01;
  248. F32 mouseSensivity = 9.0;
  249. // move the camera
  250. static Movable* mover = SceneGraphSingleton::get().getActiveCamera().getMovable();
  251. Input& in = InputSingleton::get();
  252. if(in.getKey(KC_1))
  253. {
  254. mover = &SceneGraphSingleton::get().getActiveCamera();
  255. }
  256. if(in.getKey(KC_2))
  257. {
  258. mover = SceneGraphSingleton::get().findSceneNode("horse").getMovable();
  259. }
  260. if(in.getKey(KC_3))
  261. {
  262. mover = SceneGraphSingleton::get().findSceneNode("spot0").getMovable();
  263. }
  264. if(in.getKey(KC_4))
  265. {
  266. mover = SceneGraphSingleton::get().findSceneNode("spot1").getMovable();
  267. }
  268. if(in.getKey(KC_5))
  269. {
  270. mover = SceneGraphSingleton::get().findSceneNode("pe").getMovable();
  271. }
  272. if(in.getKey(KC_6))
  273. {
  274. mover = SceneGraphSingleton::get().findSceneNode("vase_plight0").getMovable();
  275. }
  276. if(in.getKey(KC_7))
  277. {
  278. mover = SceneGraphSingleton::get().findSceneNode("sponza").getMovable();
  279. std::cout << mover->getWorldTransform() << std::endl;
  280. }
  281. if(in.getKey(KC_L) == 1)
  282. {
  283. Light* l = SceneGraphSingleton::get().findSceneNode("point1").getLight();
  284. static_cast<PointLight*>(l)->setRadius(10.0);
  285. }
  286. if(in.getKey(KC_P) == 1)
  287. {
  288. //MainRendererSingleton::get().getPps().getHdr().setExposure(20);
  289. //in.hideCursor(true);
  290. MainRendererSingleton::get().getDbg().setDepthTestEnabled(
  291. !MainRendererSingleton::get().getDbg().getDepthTestEnabled());
  292. }
  293. if(in.getKey(KC_F1) == 1)
  294. {
  295. MainRendererSingleton::get().getDbg().setEnabled(
  296. !MainRendererSingleton::get().getDbg().getEnabled());
  297. }
  298. if(in.getKey(KC_F2) == 1)
  299. {
  300. MainRendererSingleton::get().getDbg().switchFlags(
  301. Dbg::DF_SPATIAL);
  302. }
  303. if(in.getKey(KC_F3) == 1)
  304. {
  305. MainRendererSingleton::get().getDbg().switchFlags(
  306. Dbg::DF_PHYSICS);
  307. }
  308. if(in.getKey(KC_F4) == 1)
  309. {
  310. MainRendererSingleton::get().getDbg().switchFlags(
  311. Dbg::DF_SECTOR);
  312. }
  313. if(in.getKey(KC_F5) == 1)
  314. {
  315. MainRendererSingleton::get().getDbg().switchFlags(
  316. Dbg::DF_OCTREE);
  317. }
  318. if(in.getKey(KC_F12) == 1)
  319. {
  320. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  321. }
  322. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  323. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  324. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  325. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  326. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  327. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  328. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  329. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  330. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  331. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  332. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  333. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  334. if(in.getKey(KC_PAGEUP))
  335. {
  336. mover->scale(scale);
  337. }
  338. if(in.getKey(KC_PAGEDOWN))
  339. {
  340. mover->scale(-scale);
  341. }
  342. if(in.getKey(KC_P))
  343. {
  344. ANKI_LOGI("pos: " << mover->getWorldTransform().getOrigin());
  345. }
  346. if(in.getMousePosition() != Vec2(0.0))
  347. {
  348. mover->rotateLocalY(-ang * in.getMousePosition().x() * mouseSensivity *
  349. MainRendererSingleton::get().getAspectRatio());
  350. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  351. }
  352. execStdinScpripts();
  353. }
  354. //==============================================================================
  355. void mainLoop()
  356. {
  357. ANKI_LOGI("Entering main loop");
  358. HighRezTimer mainLoopTimer;
  359. mainLoopTimer.start();
  360. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  361. HighRezTimer::Scalar crntTime = prevUpdateTime;
  362. while(1)
  363. {
  364. HighRezTimer timer;
  365. timer.start();
  366. prevUpdateTime = crntTime;
  367. crntTime = HighRezTimer::getCurrentTime();
  368. // Update
  369. //
  370. InputSingleton::get().handleEvents();
  371. InputSingleton::get().moveMouse(Vec2(0.0));
  372. mainLoopExtra();
  373. SceneGraphSingleton::get().update(
  374. prevUpdateTime, crntTime, MainRendererSingleton::get());
  375. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  376. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  377. if(InputSingleton::get().getKey(KC_ESCAPE))
  378. {
  379. break;
  380. }
  381. win->swapBuffers();
  382. // Sleep
  383. //
  384. #if 0
  385. timer.stop();
  386. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  387. {
  388. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  389. - timer.getElapsedTime());
  390. }
  391. #else
  392. if(MainRendererSingleton::get().getFramesCount() == 1000)
  393. {
  394. break;
  395. }
  396. #endif
  397. Timestamp::increaseTimestamp();
  398. }
  399. #if 0
  400. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  401. #endif
  402. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  403. << " sec)");
  404. }
  405. //==============================================================================
  406. // initSubsystems =
  407. //==============================================================================
  408. void initSubsystems(int argc, char* argv[])
  409. {
  410. #if ANKI_GL == ANKI_GL_DESKTOP
  411. U32 glmajor = 3;
  412. U32 glminor = 3;
  413. #else
  414. U32 glmajor = 3;
  415. U32 glminor = 0;
  416. #endif
  417. // App
  418. AppSingleton::get().init(argc, argv);
  419. // Window
  420. NativeWindowInitializer nwinit;
  421. nwinit.width = 1280;
  422. nwinit.height = 720;
  423. nwinit.majorVersion = glmajor;
  424. nwinit.minorVersion = glminor;
  425. nwinit.depthBits = 0;
  426. nwinit.stencilBits = 0;
  427. win = new NativeWindow;
  428. win->create(nwinit);
  429. // GL stuff
  430. GlStateCommonSingleton::get().init(glmajor, glminor);
  431. // Input
  432. InputSingleton::get().init(win);
  433. InputSingleton::get().hideCursor(true);
  434. // Main renderer
  435. RendererInitializer initializer;
  436. initializer.ms.ez.enabled = true;
  437. initializer.dbg.enabled = false;
  438. initializer.is.sm.bilinearEnabled = true;
  439. initializer.is.groundLightEnabled = false;
  440. initializer.is.sm.enabled = true;
  441. initializer.is.sm.pcfEnabled = false;
  442. initializer.is.sm.resolution = 512;
  443. initializer.pps.hdr.enabled = true;
  444. initializer.pps.hdr.renderingQuality = 0.25;
  445. initializer.pps.hdr.blurringDist = 1.0;
  446. initializer.pps.hdr.blurringIterationsCount = 2;
  447. initializer.pps.hdr.exposure = 8.0;
  448. initializer.pps.ssao.blurringIterationsNum = 4;
  449. initializer.pps.ssao.enabled = true;
  450. initializer.pps.ssao.mainPassRenderingQuality = 0.3;
  451. initializer.pps.ssao.blurringRenderingQuality = 0.5;
  452. initializer.pps.enabled = true;
  453. initializer.pps.bl.enabled = true;
  454. initializer.pps.bl.blurringIterationsNum = 2;
  455. initializer.pps.bl.sideBlurFactor = 1.0;
  456. initializer.renderingQuality = 1.0;
  457. initializer.width = nwinit.width;
  458. initializer.height = nwinit.height;
  459. initializer.lodDistance = 20.0;
  460. MainRendererSingleton::get().init(initializer);
  461. // Stdin listener
  462. StdinListenerSingleton::get().start();
  463. // Parallel jobs
  464. ThreadPoolSingleton::get().init(8);
  465. }
  466. //==============================================================================
  467. int main(int argc, char* argv[])
  468. {
  469. int exitCode;
  470. try
  471. {
  472. initSubsystems(argc, argv);
  473. init();
  474. mainLoop();
  475. ANKI_LOGI("Exiting...");
  476. AppSingleton::get().quit(EXIT_SUCCESS);
  477. exitCode = 0;
  478. }
  479. catch(std::exception& e)
  480. {
  481. std::cerr << "Aborting: " << e.what() << std::endl;
  482. exitCode = 1;
  483. }
  484. ANKI_LOGI("Bye!!");
  485. return exitCode;
  486. }