Main.cpp 8.6 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. using namespace anki;
  41. UiPainter* painter;
  42. ModelNode* horse;
  43. PerspectiveCamera* cam;
  44. //==============================================================================
  45. void init()
  46. {
  47. ANKI_LOGI("Other init...");
  48. Scene& scene = SceneSingleton::get();
  49. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  50. AppSingleton::get().getWindowHeight()));
  51. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  52. // camera
  53. cam = new PerspectiveCamera("main-camera", &scene,
  54. Movable::MF_NONE, nullptr);
  55. const float ang = 70.0;
  56. cam->setAll(
  57. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  58. Math::toRad(ang), 0.5, 200.0);
  59. /*cam->moveLocalY(3.0);
  60. cam->moveLocalZ(5.7);
  61. cam->moveLocalX(-0.3);
  62. cam->lookAtPoint(Vec3(0.0));*/
  63. scene.setActiveCamera(cam);
  64. // lights
  65. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  66. spot->setFov(Math::toRad(45.0));
  67. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  68. Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  69. spot->setColor(Vec4(4.0));
  70. spot->setSpecularColor(Vec4(1.0));
  71. spot->loadTexture("gfx/lights/flashlight.tga");
  72. spot->setDistance(20.0);
  73. spot->setShadowEnabled(true);
  74. // horse
  75. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  76. Movable::MF_NONE, nullptr);
  77. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  78. 1.0));
  79. }
  80. //==============================================================================
  81. void mainLoopExtra()
  82. {
  83. InputSingleton::get().handleEvents();
  84. float dist = 0.2;
  85. float ang = Math::toRad(3.0);
  86. float scale = 0.01;
  87. // move the camera
  88. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  89. Input& in = InputSingleton::get();
  90. if(in.getKey(SDL_SCANCODE_1))
  91. {
  92. mover = &SceneSingleton::get().getActiveCamera();
  93. }
  94. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  95. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  96. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  97. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  98. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  99. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  100. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  101. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  102. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  103. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  104. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  105. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  106. if(in.getKey(SDL_SCANCODE_PAGEUP)) mover->getLocalTransform().getScale() += scale ;
  107. if(in.getKey(SDL_SCANCODE_PAGEDOWN)) mover->getLocalTransform().getScale() -= scale ;
  108. }
  109. //==============================================================================
  110. void mainLoop()
  111. {
  112. ANKI_LOGI("Entering main loop");
  113. HighRezTimer mainLoopTimer;
  114. mainLoopTimer.start();
  115. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  116. HighRezTimer::Scalar crntTime = prevUpdateTime;
  117. const char* vert = R"(
  118. in vec3 position;
  119. uniform mat4 mvp;
  120. void main() {
  121. gl_Position = mvp * vec4(position, 1.0);
  122. })";
  123. const char* frag = R"(
  124. out vec3 fColor;
  125. void main()
  126. {
  127. fColor = vec3(0.0, 1.0, 0.0);
  128. })";
  129. const char* trf[] = {nullptr};
  130. ShaderProgram sprog;
  131. sprog.create(vert, nullptr, nullptr, nullptr, frag, trf);
  132. Vec3 maxPos = Vec3(0.5 * 1.0);
  133. Vec3 minPos = Vec3(-0.5 * 1.0);
  134. std::array<Vec3, 8> points = {{
  135. Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
  136. Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
  137. Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
  138. Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
  139. Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
  140. Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
  141. Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
  142. Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
  143. }};
  144. std::array<uint16_t, 24> indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6,
  145. 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
  146. Vbo posvbo, idsvbo;
  147. posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW);
  148. idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW);
  149. Vao vao;
  150. vao.create();
  151. vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
  152. vao.attachElementArrayBufferVbo(idsvbo);
  153. while(1)
  154. {
  155. HighRezTimer timer;
  156. timer.start();
  157. prevUpdateTime = crntTime;
  158. crntTime = HighRezTimer::getCurrentTime();
  159. // Update
  160. //
  161. mainLoopExtra();
  162. SceneSingleton::get().update(prevUpdateTime, crntTime,
  163. MainRendererSingleton::get().getFramesCount());
  164. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  165. MainRendererSingleton::get().render(SceneSingleton::get());
  166. Fbo::unbindAll();
  167. /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  168. glDisable(GL_DEPTH_TEST);*/
  169. sprog.bind();
  170. sprog.findUniformVariableByName("mvp")->set(
  171. cam->getProjectionMatrix() * cam->getViewMatrix());
  172. //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind();
  173. vao.bind();
  174. //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0);
  175. int indeces = 24;
  176. glDrawElements(GL_LINES,
  177. indeces,
  178. GL_UNSIGNED_SHORT, 0);
  179. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  180. {
  181. break;
  182. }
  183. AppSingleton::get().swapBuffers();
  184. // Sleep
  185. //
  186. timer.stop();
  187. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  188. {
  189. SDL_Delay((AppSingleton::get().getTimerTick()
  190. - timer.getElapsedTime()) * 1000.0);
  191. }
  192. }
  193. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime() << " sec)");
  194. }
  195. //==============================================================================
  196. // initSubsystems =
  197. //==============================================================================
  198. void initSubsystems(int argc, char* argv[])
  199. {
  200. // App
  201. AppSingleton::get().init(argc, argv);
  202. // Main renderer
  203. RendererInitializer initializer;
  204. initializer.ms.ez.enabled = true;
  205. initializer.dbg.enabled = true;
  206. initializer.is.sm.bilinearEnabled = true;
  207. initializer.is.sm.enabled = true;
  208. initializer.is.sm.pcfEnabled = true;
  209. initializer.is.sm.resolution = 1024;
  210. initializer.is.sm.level0Distance = 3.0;
  211. initializer.pps.hdr.enabled = true;
  212. initializer.pps.hdr.renderingQuality = 0.25;
  213. initializer.pps.hdr.blurringDist = 1.0;
  214. initializer.pps.hdr.blurringIterationsNum = 2;
  215. initializer.pps.hdr.exposure = 4.0;
  216. initializer.pps.ssao.blurringIterationsNum = 4;
  217. initializer.pps.ssao.enabled = true;
  218. initializer.pps.ssao.renderingQuality = 0.3;
  219. initializer.pps.bl.enabled = true;
  220. initializer.pps.bl.blurringIterationsNum = 2;
  221. initializer.pps.bl.sideBlurFactor = 1.0;
  222. initializer.mainRendererQuality = 1.0;
  223. MainRendererSingleton::get().init(initializer);
  224. // Stdin listener
  225. StdinListenerSingleton::get().start();
  226. // Parallel jobs
  227. ParallelManagerSingleton::get().init(4);
  228. }
  229. //==============================================================================
  230. int main(int argc, char* argv[])
  231. {
  232. int exitCode;
  233. try
  234. {
  235. initSubsystems(argc, argv);
  236. init();
  237. mainLoop();
  238. ANKI_LOGI("Exiting...");
  239. AppSingleton::get().quit(EXIT_SUCCESS);
  240. exitCode = 0;
  241. }
  242. catch(std::exception& e)
  243. {
  244. std::cerr << "Aborting: " << e.what() << std::endl;
  245. //abort();
  246. exitCode = 1;
  247. }
  248. return exitCode;
  249. }