Main.cpp 10 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/core/App.h"
  9. #include "anki/resource/Mesh.h"
  10. #include "anki/scene/Light.h"
  11. #include "anki/resource/Material.h"
  12. #include "anki/scene/Scene.h"
  13. #include "anki/resource/SkelAnim.h"
  14. #include "anki/scene/ParticleEmitterNode.h"
  15. #include "anki/physics/Character.h"
  16. #include "anki/renderer/Renderer.h"
  17. #include "anki/renderer/MainRenderer.h"
  18. #include "anki/physics/Character.h"
  19. #include "anki/physics/RigidBody.h"
  20. #include "anki/script/ScriptManager.h"
  21. #include "anki/core/StdinListener.h"
  22. #include "anki/scene/ModelNode.h"
  23. #include "anki/resource/Model.h"
  24. #include "anki/core/Logger.h"
  25. #include "anki/util/Filesystem.h"
  26. #include "anki/util/HighRezTimer.h"
  27. #include "anki/scene/SkinNode.h"
  28. #include "anki/resource/Skin.h"
  29. #include "anki/event/EventManager.h"
  30. #include "anki/event/SceneColorEvent.h"
  31. #include "anki/event/MainRendererPpsHdrEvent.h"
  32. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  33. #include "anki/resource/Material.h"
  34. #include "anki/core/ThreadPool.h"
  35. #include "anki/core/Timestamp.h"
  36. #include "anki/core/NativeWindow.h"
  37. #include "anki/util/Functions.h"
  38. using namespace anki;
  39. ModelNode* horse;
  40. PerspectiveCamera* cam;
  41. NativeWindow* win;
  42. //==============================================================================
  43. void init()
  44. {
  45. ANKI_LOGI("Other init...");
  46. Scene& scene = SceneSingleton::get();
  47. #if 0
  48. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  49. AppSingleton::get().getWindowHeight()));
  50. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  51. #endif
  52. // camera
  53. cam = new PerspectiveCamera("main-camera", &scene,
  54. Movable::MF_NONE, nullptr);
  55. const float ang = 45.0;
  56. cam->setAll(
  57. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  58. toRad(ang), 0.5, 500.0);
  59. cam->setLocalTransform(Transform(Vec3(100.0, 5.0, 8.0),
  60. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  61. 1.0));
  62. scene.setActiveCamera(cam);
  63. // camera 2
  64. PerspectiveCamera* pcam = new PerspectiveCamera("camera1", &scene,
  65. Movable::MF_NONE, nullptr);
  66. pcam->setAll(
  67. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  68. toRad(ang), 0.5, 200.0);
  69. pcam->setLocalTransform(Transform(Vec3(100.0, 3.0, 8.0),
  70. Mat3(Axisang(toRad(90.0), Vec3(0, 1, 0))),
  71. 1.0));
  72. // lights
  73. Vec3 lpos(-100.0, 0.0, -50.0);
  74. for(int i = 0; i < 50; i++)
  75. {
  76. for(int j = 0; j < 10; j++)
  77. {
  78. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  79. PointLight* point = new PointLight(name.c_str(), &scene,
  80. Movable::MF_NONE, nullptr);
  81. point->setRadius(2.0);
  82. point->setDiffuseColor(Vec4(randFloat(3.0), randFloat(3.0), randFloat(3.0), 0.0));
  83. point->setSpecularColor(Vec4(randFloat(3.0), randFloat(3.0), randFloat(3.0), 0.0));
  84. point->setLocalTranslation(lpos);
  85. lpos.z() += 10.0;
  86. }
  87. lpos.x() += 4.0;
  88. lpos.z() = -50;
  89. }
  90. #if 1
  91. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  92. spot->setOuterAngle(toRad(45.0));
  93. spot->setInnerAngle(toRad(15.0));
  94. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  95. Mat3::getIdentity(), 1.0));
  96. spot->setDiffuseColor(Vec4(2.0));
  97. spot->setSpecularColor(Vec4(-1.0));
  98. spot->loadTexture("gfx/lights/flashlight.tga");
  99. spot->setDistance(30.0);
  100. spot->setShadowEnabled(true);
  101. spot = new SpotLight("spot1", &scene, Movable::MF_NONE, nullptr);
  102. spot->setOuterAngle(toRad(45.0));
  103. spot->setInnerAngle(toRad(15.0));
  104. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  105. Mat3::getIdentity(), 1.0));
  106. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  107. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  108. spot->loadTexture("gfx/lights/flashlight.tga");
  109. spot->setDistance(30.0);
  110. spot->setShadowEnabled(true);
  111. #endif
  112. /*PointLight* point = new PointLight("point0", &scene, Movable::MF_NONE,
  113. nullptr);
  114. point->setRadius(3.0);
  115. point->setDiffuseColor(Vec4(1.0, 0.0, 0.0, 0.0));
  116. point->setSpecularColor(Vec4(0.0, 0.0, 1.0, 0.0));
  117. PointLight* point1 = new PointLight("point1", &scene, Movable::MF_NONE,
  118. nullptr);
  119. point1->setRadius(3.0);
  120. point1->setDiffuseColor(Vec4(2.0, 2.0, 2.0, 0.0));
  121. point1->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  122. point1->setLocalTranslation(Vec3(-3.0, 2.0, 0.0));*/
  123. // horse
  124. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  125. Movable::MF_NONE, nullptr);
  126. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  127. 1.0));
  128. #if 1
  129. // Sponza
  130. ModelNode* sponzaModel = new ModelNode(
  131. "maps/sponza-crytek/sponza_crytek.mdl",
  132. "sponza", &scene, Movable::MF_NONE, nullptr);
  133. sponzaModel->setLocalScale(0.1);
  134. #endif
  135. // Sectors
  136. scene.sectors.push_back(new Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  137. }
  138. //==============================================================================
  139. /// The func pools the stdinListener for string in the console, if
  140. /// there are any it executes them with scriptingEngine
  141. void execStdinScpripts()
  142. {
  143. while(1)
  144. {
  145. std::string cmd = StdinListenerSingleton::get().getLine();
  146. if(cmd.length() < 1)
  147. {
  148. break;
  149. }
  150. try
  151. {
  152. ScriptManagerSingleton::get().evalString(cmd.c_str());
  153. }
  154. catch(Exception& e)
  155. {
  156. ANKI_LOGE(e.what());
  157. }
  158. }
  159. }
  160. //==============================================================================
  161. void mainLoopExtra()
  162. {
  163. InputSingleton::get().handleEvents();
  164. float dist = 0.2;
  165. float ang = toRad(3.0);
  166. float scale = 0.01;
  167. // move the camera
  168. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  169. Input& in = InputSingleton::get();
  170. if(in.getKey(KC_1))
  171. {
  172. mover = &SceneSingleton::get().getActiveCamera();
  173. }
  174. if(in.getKey(KC_2))
  175. {
  176. mover = SceneSingleton::get().findSceneNode("horse")->getMovable();
  177. }
  178. if(in.getKey(KC_3))
  179. {
  180. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  181. }
  182. if(in.getKey(KC_4))
  183. {
  184. mover = SceneSingleton::get().findSceneNode("spot1")->getMovable();
  185. }
  186. /*if(in.getKey(KC_5))
  187. {
  188. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  189. }*/
  190. if(in.getKey(KC_6))
  191. {
  192. mover = SceneSingleton::get().findSceneNode("camera1")->getMovable();
  193. mover->setLocalTransform(cam->getLocalTransform());
  194. }
  195. if(in.getKey(KC_L) == 1)
  196. {
  197. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  198. static_cast<PointLight*>(l)->setRadius(10.0);
  199. }
  200. if(in.getKey(KC_P) == 1)
  201. {
  202. MainRendererSingleton::get().getPps().getHdr().setExposure(20);
  203. }
  204. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  205. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  206. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  207. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  208. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  209. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  210. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  211. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  212. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  213. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  214. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  215. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  216. if(in.getKey(KC_PAGEUP))
  217. {
  218. mover->scale(scale);
  219. }
  220. if(in.getKey(KC_PAGEDOWN))
  221. {
  222. mover->scale(-scale);
  223. }
  224. execStdinScpripts();
  225. }
  226. //==============================================================================
  227. void mainLoop()
  228. {
  229. ANKI_LOGI("Entering main loop");
  230. HighRezTimer mainLoopTimer;
  231. mainLoopTimer.start();
  232. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  233. HighRezTimer::Scalar crntTime = prevUpdateTime;
  234. while(1)
  235. {
  236. HighRezTimer timer;
  237. timer.start();
  238. prevUpdateTime = crntTime;
  239. crntTime = HighRezTimer::getCurrentTime();
  240. // Update
  241. //
  242. mainLoopExtra();
  243. SceneSingleton::get().update(prevUpdateTime, crntTime);
  244. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  245. MainRendererSingleton::get().render(SceneSingleton::get());
  246. if(InputSingleton::get().getKey(KC_ESCAPE))
  247. {
  248. break;
  249. }
  250. //AppSingleton::get().swapBuffers();
  251. win->swapBuffers();
  252. // Sleep
  253. //
  254. #if 1
  255. timer.stop();
  256. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  257. {
  258. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  259. - timer.getElapsedTime());
  260. }
  261. #else
  262. if(MainRendererSingleton::get().getFramesCount() == 1000)
  263. {
  264. break;
  265. }
  266. #endif
  267. Timestamp::increaseTimestamp();
  268. }
  269. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  270. << " sec)");
  271. }
  272. //==============================================================================
  273. // initSubsystems =
  274. //==============================================================================
  275. void initSubsystems(int argc, char* argv[])
  276. {
  277. #if ANKI_GL == ANKI_GL_DESKTOP
  278. U32 glmajor = 3;
  279. U32 glminor = 3;
  280. #else
  281. U32 glmajor = 3;
  282. U32 glminor = 0;
  283. #endif
  284. // App
  285. AppSingleton::get().init(argc, argv);
  286. // Window
  287. NativeWindowInitializer nwinit;
  288. nwinit.width = 1280;
  289. nwinit.height = 720;
  290. nwinit.majorVersion = glmajor;
  291. nwinit.minorVersion = glminor;
  292. nwinit.depthBits = 0;
  293. nwinit.stencilBits = 0;
  294. win = new NativeWindow;
  295. win->create(nwinit);
  296. // GL stuff
  297. GlStateCommonSingleton::get().init(glmajor, glminor);
  298. // Input
  299. InputSingleton::get().init(win);
  300. // Main renderer
  301. RendererInitializer initializer;
  302. initializer.ms.ez.enabled = true;
  303. initializer.dbg.enabled = false;
  304. initializer.is.sm.bilinearEnabled = true;
  305. initializer.is.sm.enabled = true;
  306. initializer.is.sm.pcfEnabled = false;
  307. initializer.is.sm.resolution = 512;
  308. initializer.pps.hdr.enabled = true;
  309. initializer.pps.hdr.renderingQuality = 0.25;
  310. initializer.pps.hdr.blurringDist = 0.0;
  311. initializer.pps.hdr.blurringIterationsCount = 2;
  312. initializer.pps.hdr.exposure = 5.0;
  313. initializer.pps.ssao.blurringIterationsNum = 4;
  314. initializer.pps.ssao.enabled = true;
  315. initializer.pps.ssao.renderingQuality = 0.3;
  316. initializer.pps.bl.enabled = true;
  317. initializer.pps.bl.blurringIterationsNum = 2;
  318. initializer.pps.bl.sideBlurFactor = 1.0;
  319. initializer.mainRendererQuality = 1.0;
  320. initializer.width = nwinit.width;
  321. initializer.height = nwinit.height;
  322. MainRendererSingleton::get().init(initializer);
  323. // Stdin listener
  324. StdinListenerSingleton::get().start();
  325. // Parallel jobs
  326. ThreadPoolSingleton::get().init(4);
  327. }
  328. //==============================================================================
  329. int main(int argc, char* argv[])
  330. {
  331. int exitCode;
  332. try
  333. {
  334. initSubsystems(argc, argv);
  335. init();
  336. mainLoop();
  337. ANKI_LOGI("Exiting...");
  338. AppSingleton::get().quit(EXIT_SUCCESS);
  339. exitCode = 0;
  340. }
  341. catch(std::exception& e)
  342. {
  343. std::cerr << "Aborting: " << e.what() << std::endl;
  344. exitCode = 1;
  345. }
  346. ANKI_LOGI("Bye!!");
  347. return exitCode;
  348. }