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Main.cpp 9.8 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. // Sectors
  90. scene.sectors.push_back(Sector(Aabb(Vec3(-10.0), Vec3(10.0))));
  91. }
  92. //==============================================================================
  93. void mainLoopExtra()
  94. {
  95. InputSingleton::get().handleEvents();
  96. float dist = 0.2;
  97. float ang = Math::toRad(3.0);
  98. float scale = 0.01;
  99. // move the camera
  100. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  101. Input& in = InputSingleton::get();
  102. SceneSingleton::get().setAmbientColor(Vec3(0.2));
  103. if(in.getKey(SDL_SCANCODE_1))
  104. {
  105. mover = &SceneSingleton::get().getActiveCamera();
  106. }
  107. if(in.getKey(SDL_SCANCODE_3))
  108. {
  109. mover = SceneSingleton::get().findSceneNode("spot0")->getMovable();
  110. }
  111. if(in.getKey(SDL_SCANCODE_4))
  112. {
  113. mover = SceneSingleton::get().findSceneNode("point0")->getMovable();
  114. }
  115. if(in.getKey(SDL_SCANCODE_5))
  116. {
  117. mover = SceneSingleton::get().findSceneNode("point1")->getMovable();
  118. }
  119. if(in.getKey(SDL_SCANCODE_L) == 1)
  120. {
  121. Light* l = SceneSingleton::get().findSceneNode("point1")->getLight();
  122. static_cast<PointLight*>(l)->setRadius(10.0);
  123. }
  124. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  125. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  126. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  127. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  128. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  129. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  130. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  131. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  132. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  133. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  134. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  135. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  136. if(in.getKey(SDL_SCANCODE_PAGEUP))
  137. {
  138. mover->scale(scale);
  139. }
  140. if(in.getKey(SDL_SCANCODE_PAGEDOWN))
  141. {
  142. mover->scale(-scale);
  143. }
  144. }
  145. //==============================================================================
  146. void mainLoop()
  147. {
  148. ANKI_LOGI("Entering main loop");
  149. HighRezTimer mainLoopTimer;
  150. mainLoopTimer.start();
  151. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  152. HighRezTimer::Scalar crntTime = prevUpdateTime;
  153. const char* vert = R"(
  154. in vec3 position;
  155. uniform mat4 mvp;
  156. void main() {
  157. gl_Position = mvp * vec4(position, 1.0);
  158. })";
  159. const char* frag = R"(
  160. out vec3 fColor;
  161. void main()
  162. {
  163. fColor = vec3(0.0, 1.0, 0.0);
  164. })";
  165. const char* trf[] = {nullptr};
  166. ShaderProgram sprog;
  167. sprog.create(vert, nullptr, nullptr, nullptr, frag, trf);
  168. Vec3 maxPos = Vec3(0.5 * 1.0);
  169. Vec3 minPos = Vec3(-0.5 * 1.0);
  170. std::array<Vec3, 8> points = {{
  171. Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
  172. Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
  173. Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
  174. Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
  175. Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
  176. Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
  177. Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
  178. Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
  179. }};
  180. std::array<uint16_t, 24> indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6,
  181. 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
  182. Vbo posvbo, idsvbo;
  183. posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW);
  184. idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW);
  185. Vao vao;
  186. vao.create();
  187. vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
  188. vao.attachElementArrayBufferVbo(idsvbo);
  189. while(1)
  190. {
  191. SceneSingleton::get().updateFrameStart();
  192. HighRezTimer timer;
  193. timer.start();
  194. prevUpdateTime = crntTime;
  195. crntTime = HighRezTimer::getCurrentTime();
  196. // Update
  197. //
  198. mainLoopExtra();
  199. SceneSingleton::get().update(prevUpdateTime, crntTime);
  200. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  201. MainRendererSingleton::get().render(SceneSingleton::get());
  202. Fbo::unbindAll();
  203. /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  204. glDisable(GL_DEPTH_TEST);*/
  205. sprog.bind();
  206. sprog.findUniformVariable("mvp").set(
  207. cam->getProjectionMatrix() * cam->getViewMatrix());
  208. //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind();
  209. vao.bind();
  210. //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0);
  211. int indeces = 24;
  212. glDrawElements(GL_LINES,
  213. indeces,
  214. GL_UNSIGNED_SHORT, 0);
  215. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  216. {
  217. break;
  218. }
  219. AppSingleton::get().swapBuffers();
  220. // Sleep
  221. //
  222. #if 1
  223. timer.stop();
  224. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  225. {
  226. SDL_Delay((AppSingleton::get().getTimerTick()
  227. - timer.getElapsedTime()) * 1000.0);
  228. }
  229. #else
  230. if(MainRendererSingleton::get().getFramesCount() == 10000)
  231. {
  232. break;
  233. }
  234. #endif
  235. SceneSingleton::get().updateFrameEnd();
  236. }
  237. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime()
  238. << " sec)");
  239. }
  240. //==============================================================================
  241. // initSubsystems =
  242. //==============================================================================
  243. void initSubsystems(int argc, char* argv[])
  244. {
  245. // App
  246. AppSingleton::get().init(argc, argv);
  247. // Main renderer
  248. RendererInitializer initializer;
  249. initializer.ms.ez.enabled = true;
  250. initializer.dbg.enabled = true;
  251. initializer.is.sm.bilinearEnabled = true;
  252. initializer.is.sm.enabled = true;
  253. initializer.is.sm.pcfEnabled = true;
  254. initializer.is.sm.resolution = 1024;
  255. initializer.is.sm.level0Distance = 3.0;
  256. initializer.pps.hdr.enabled = true;
  257. initializer.pps.hdr.renderingQuality = 0.25;
  258. initializer.pps.hdr.blurringDist = 1.0;
  259. initializer.pps.hdr.blurringIterationsNum = 2;
  260. initializer.pps.hdr.exposure = 4.0;
  261. initializer.pps.ssao.blurringIterationsNum = 4;
  262. initializer.pps.ssao.enabled = true;
  263. initializer.pps.ssao.renderingQuality = 0.3;
  264. initializer.pps.bl.enabled = true;
  265. initializer.pps.bl.blurringIterationsNum = 2;
  266. initializer.pps.bl.sideBlurFactor = 1.0;
  267. initializer.mainRendererQuality = 1.0;
  268. MainRendererSingleton::get().init(initializer);
  269. // Stdin listener
  270. StdinListenerSingleton::get().start();
  271. // Parallel jobs
  272. ParallelManagerSingleton::get().init(4);
  273. }
  274. //==============================================================================
  275. int main(int argc, char* argv[])
  276. {
  277. int exitCode;
  278. try
  279. {
  280. initSubsystems(argc, argv);
  281. init();
  282. mainLoop();
  283. ANKI_LOGI("Exiting...");
  284. AppSingleton::get().quit(EXIT_SUCCESS);
  285. exitCode = 0;
  286. }
  287. catch(std::exception& e)
  288. {
  289. std::cerr << "Aborting: " << e.what() << std::endl;
  290. exitCode = 1;
  291. }
  292. ANKI_LOGI("Bye!!");
  293. return exitCode;
  294. }