2017-08-26 12:34:25 +02:00

486 lines
17 KiB
C++

#include <engine.h>
#include <SparrowInput/input.h>
#include <SparrowRenderer/scene.h>
#include <SparrowRenderer/mesh.h>
#include <SparrowRenderer/image.h>
#include <SparrowRenderer/deferredpipeline.h>
#include <SparrowRenderer/pbrmaterial.h>
#include <resourcemanager.h>
#include <SparrowRenderer/sparrowrenderer.h>
#include <SparrowRenderer/texture.h>
#include <SparrowRenderer/chunk.h>
#include "defaultkeysmap.h"
#include <scene/scenetree.h>
#include <scene/textnode.h>
#include <scene/trackballcameranode.h>
#include <scene/playercharacternode.h>
#include <scene/lightnode.h>
#include <scene/graphicalcontainernode.h>
#include <tools/graph.h>
#include <tools/pathfinder.h>
#include <tools/loader.h>
#include <tools/font.h>
#include <tools/utils.h>
#include <sparrowshell/sparrowshell.h>
#include <btBulletDynamicsCommon.h>
#include <glm/ext.hpp>
#include "scene/gui/buttonnode.h"
#include "scene/gui/buttonshape.h"
#include "scene/gui/backgroundnode.h"
#include "potator.h"
#include "SparrowSerializer/serializationmanager.h"
#include "SparrowSerializer/serializable.h"
#include <fstream>
#include "resourcemanager.h"
#include "scene/gui/callback.h"
class TestGen : public TerrainGenerator
{
float map[64*64];
public:
TestGen()
{
for(int i=0; i<64*64; ++i)
map[i] = (rand()%64)/64.f;
}
float getHeight(float x, float z, float zoom)
{
x /= zoom;
z /= zoom;
int i1 = int(floor(x)+64)%64;
int j1 = int(floor(z)+64)%64;
int i2 = (i1+1)%64;
int j2 = (j1+1)%64;
float v1 = map[i1*64+j1];
float v2 = map[i2*64+j1];
float v3 = map[i1*64+j2];
float v4 = map[i2*64+j2];
float ph = x - floor(x);
float pv = z - floor(z);
ph = 0.5f-cos(3.1416*ph)/2;
pv = 0.5f-cos(3.1416*pv)/2;
float v5 = v1*(1-ph) + v2*ph;
float v6 = v3*(1-ph) + v4*ph;
return (v5*(1-pv) + v6*pv)*zoom;
}
virtual float func(float x, float y, float z)
{
float height = getHeight(x+6.7, z+15.7, 2.5f);
height += getHeight(x+5.76, z+2.14, 5.4f);
height += getHeight(x, z, 10.f);
return y+8.f - height;
}
};
void generateTerrain(SceneTree *scene, btDiscreteDynamicsWorld *world)
{
GraphicalContainerNode* terrainContainer = new GraphicalContainerNode();
scene->getRootObject()->addChild(terrainContainer);
TestGen gen;
PBRMaterial *mat = new PBRMaterial();
mat->albedo = glm::vec3(0.1f, 0.4f, 0.2f);
mat->metallic = 0.2f;
mat->roughness = 0.95f;
for(int x=-3; x<3; ++x)
for(int y=-2; y<2; ++y)
for(int z=-3; z<3; ++z)
{
Chunk *chunk = new Chunk(&gen); // ! WARNING ! : chunk pointer is lost and never deleted
glm::vec3 pos(x, y, z);
chunk->generate(pos);
if(chunk->mesh->positions3D.empty())
delete chunk;
else
{
chunk->mesh->setMaterial(mat);
chunk->mesh->initGL();
MeshNode *node = new MeshNode(chunk->mesh);
node->setTransform(glm::translate(glm::scale(glm::mat4(), glm::vec3(2.f)), pos*8.f));
terrainContainer->addChild(node);
world->addRigidBody(node->buildStaticCollider());
}
}
}
void generateSponza(SceneTree *scene, btDiscreteDynamicsWorld *world)
{
GraphicalContainerNode* sponzaContainer = new GraphicalContainerNode();
scene->getRootObject()->addChild(sponzaContainer);
Loader::setTexDirectory("data/sponza/");
std::vector<Mesh*> meshes = Loader::loadMesh("sponza.obj");
Loader::setTexDirectory("data/");
for(Mesh* m : meshes)
{
if(m->getName().find("fabric") != std::string::npos)
delete m; // moyen crade de se débarasser temporairement des rideaux
else
{
m->initGL();
MeshNode *node = new MeshNode(m);
node->setTransform(glm::scale(glm::mat4(), glm::vec3(0.01f)));
sponzaContainer->addChild(node);
world->addRigidBody(node->buildStaticCollider());
}
}
}
struct Config : public Serializable
{
P_STRING(mode) // fullscreen / windowed / borderless
P_STRING(scene) // terrain / sponza / none
P_BOOL(vsync)
P_INT(width)
P_INT(height)
SERIALIZABLE(Config, CAST(mode), CAST(scene), CAST(vsync), CAST(width), CAST(height))
Config()
{
mode = "windowed";
scene = "sandbox";
vsync = false;
width = 800;
height = 600;
}
static Config* load()
{
std::fstream configFile;
configFile.open("config.ini", std::ios_base::in);
Config *conf;
if(configFile.is_open())
{
ObjectLoader loader;
loader.loadAscii(configFile);
configFile.close();
const std::vector<Config*>& confVec = loader.getObjects<Config>();
if(confVec.size() != 0)
conf = confVec[0];
else
conf = new Config();
}
else
conf = new Config();
ObjectSaver saver;
saver.addObject(conf);
configFile.open("config.ini", std::ios_base::out);
saver.saveAscii(configFile);
configFile.close();
return conf;
}
};
class Demo {
std::string m_demo_scene;
Engine* m_engine;
Config* m_config;
PlayerCharacterNode* m_player;
public:
Demo(Engine* engine,Config* config):m_demo_scene("demo"),m_engine(engine),m_config(config){
m_engine->createScene(m_demo_scene);
}
void initScene(){
//player
m_player = new PlayerCharacterNode(false);
m_player->setInputs(DefaultKeysMap::MOVE_FORWARD, DefaultKeysMap::MOVE_BACKWARD, DefaultKeysMap::STRAFE_LEFT, DefaultKeysMap::STRAFE_RIGHT, DefaultKeysMap::JUMP, DefaultKeysMap::RUN, DefaultKeysMap::TOGGLE_NOCLIP);
SceneTree* scene = RESOURCE_GET(SceneTree, m_demo_scene);
scene->getRootObject()->addChild(m_player);
scene->setMainCamera(m_player);
//potator
Potator *potator = new Potator(m_player, DefaultKeysMap::MAIN_ACTION, DefaultKeysMap::SECONDARY_ACTION, DefaultKeysMap::TERTIARY_ACTION);
scene->getRootObject()->addChild(potator);
//lighting
Texture* skyboxTexture = RESOURCE_GET(Texture, "radiance");
Texture* ambientTexture = RESOURCE_GET(Texture, "irradiance");
LightNode *ambientLight = new LightNode(new AmbientLight(ambientTexture, skyboxTexture));
DeferredPipeline* pipeline = dynamic_cast<DeferredPipeline*>(scene->getPipeline());
pipeline->setSkybox(RESOURCE_GET(Texture, "skybox"));
DirectionnalLight* sun = new DirectionnalLight(glm::vec3(5, 8, -2), glm::vec3(4.f));
LightNode *sunLight = new LightNode(sun);
scene->getRootObject()->addChild(ambientLight);
if(m_config->scene == "sponza")
{
sun->initShadowMap(4096);
generateSponza(scene, m_engine->getPhysics());
scene->getRootObject()->addChild(new LightNode(new PointLight(glm::vec3(-3.5, 2, 1.8), 15, glm::vec3(0.35f))));
scene->getRootObject()->addChild(new LightNode(new PointLight(glm::vec3(-5, 6, 2), 15, glm::vec3(0.35f))));
m_player->setPosition(0.f, 2.f, 0.f);
sun->setShadowView(glm::vec3(30, 30, 50));
}
else if(m_config->scene == "terrain")
{
sun->initShadowMap(4096);
generateTerrain(scene, m_engine->getPhysics());
m_player->setPosition(0.f, 15.f, 0.f);
sun->setShadowView(glm::vec3(130, 130, 70));
}
else if(m_config->scene == "sandbox")
{
sun->initShadowMap(4096);
GraphicalContainerNode* sandboxContainer = new GraphicalContainerNode();
scene->getRootObject()->addChild(sandboxContainer);
std::vector<Mesh*> meshes = Loader::loadMesh("sandbox.obj");
for(Mesh* m : meshes)
{
m->initGL();
MeshNode *node = new MeshNode(m);
sandboxContainer->addChild(node);
m_engine->getPhysics()->addRigidBody(node->buildStaticCollider());
}
m_player->setPosition(0.f, 1.4f, 0.f);
sun->setShadowView(glm::vec3(80));
}
scene->getRootObject()->addChild(sunLight);
}
std::string getScene(){return m_demo_scene;}
PlayerCharacterNode* getPlayer(){return m_player;}
};
class ButtonDemoCallBack : public CallBack
{
Engine* m_engine;
Demo* m_demo;
public:
ButtonDemoCallBack(Engine* engine, Demo* demo):m_engine(engine),m_demo(demo){}
void exec(){
m_demo->initScene();
m_engine->setScene(m_demo->getScene());
m_engine->getInput()->setCurrentContext("default");
m_engine->getInput()->setMouseGrabbed(true);
m_engine->getPhysics()->addRigidBody(m_demo->getPlayer()->getRigidbody());
m_engine->toggleMouseVisibility();
}
};
class Menu {
int m_left_click_action;
ButtonNode* m_button_demo;
std::string m_menu_scene;
public:
Menu(Engine* engine,Config* config):m_menu_scene("menu"){
engine->createScene(m_menu_scene);
SceneTree* scene = RESOURCE_GET(SceneTree,m_menu_scene);
m_button_demo = new ButtonNode(new RectangleButtonShape(glm::vec2(300,100)));
m_button_demo->getLabel()->setText("Start DEMO");
m_button_demo->getLabel()->setColor(glm::vec3(1.,1.,1.));
m_button_demo->getBackGround()->setColor(glm::vec3(0.88,0.05,0.05));
scene->getRootObject()->addChild(m_button_demo);
sf::Vector2u size = engine->getWindow()->getSize();
glm::vec2 pos = glm::vec2(size.x,size.y)/glm::vec2(2,2) - m_button_demo->getDimension()/glm::vec2(2,2);
m_button_demo->setPosition(pos);
m_button_demo->setVisible(true);
}
void setLeftClickAction(int action){
m_left_click_action = action;
m_button_demo->setAction(m_left_click_action);
}
void setButtonCallBack(ButtonDemoCallBack* button_callback){
m_button_demo->setCallBack(button_callback);
}
std::string getScene(){return m_menu_scene;}
};
INIT_SERIALIZABLE(Config)
int main(){
Config* config = Config::load();
Engine engine;
Loader::setObjDirectory("data/");
Loader::setMtlDirectory("data/");
Loader::setTexDirectory("data/");
// this creates the opengl context
// the opengl context must exist before any opengl class is used (texture, pipeline, etc..)
engine.createWindow("Sparrow Engine Demo", config->width, config->height, config->mode);
engine.getWindow()->setVerticalSyncEnabled(config->vsync);
// opengl context is created, we can initialize the global textures used by the rendering pipeline
Image* img = Loader::loadImage("ibl_brdf_lut.png", 24, true);
AmbientLight::setBrdfLut(new Texture(img));
delete img;
Image * imgs[6];
imgs[0] = Loader::loadImage("skybox/posx.jpg", 24, false); // right
imgs[1] = Loader::loadImage("skybox/negx.jpg", 24, false); // left
imgs[2] = Loader::loadImage("skybox/posy.jpg", 24, false); // top
imgs[3] = Loader::loadImage("skybox/negy.jpg", 24, false); // bottom
imgs[4] = Loader::loadImage("skybox/posz.jpg", 24, false); // front
imgs[5] = Loader::loadImage("skybox/negz.jpg", 24, false); // back
RESOURCE_ADD(new Texture(imgs), Texture, "skybox");
for(int i=0; i<6; ++i)
delete imgs[i];
imgs[0] = Loader::loadImage("skybox/irradiance/output_iem_posx.tga", 24, false); // right
imgs[1] = Loader::loadImage("skybox/irradiance/output_iem_negx.tga", 24, false); // left
imgs[2] = Loader::loadImage("skybox/irradiance/output_iem_posy.tga", 24, false); // top
imgs[3] = Loader::loadImage("skybox/irradiance/output_iem_negy.tga", 24, false); // bottom
imgs[4] = Loader::loadImage("skybox/irradiance/output_iem_posz.tga", 24, false); // front
imgs[5] = Loader::loadImage("skybox/irradiance/output_iem_negz.tga", 24, false); // back
RESOURCE_ADD(new Texture(imgs, false), Texture, "irradiance");
for(int i=0; i<6; ++i)
delete imgs[i];
imgs[0] = Loader::loadImage("skybox/radiance/output_pmrem_posx_0_256x256.tga", 24, false); // right
imgs[1] = Loader::loadImage("skybox/radiance/output_pmrem_negx_0_256x256.tga", 24, false); // left
imgs[2] = Loader::loadImage("skybox/radiance/output_pmrem_posy_0_256x256.tga", 24, false); // top
imgs[3] = Loader::loadImage("skybox/radiance/output_pmrem_negy_0_256x256.tga", 24, false); // bottom
imgs[4] = Loader::loadImage("skybox/radiance/output_pmrem_posz_0_256x256.tga", 24, false); // front
imgs[5] = Loader::loadImage("skybox/radiance/output_pmrem_negz_0_256x256.tga", 24, false); // back
RESOURCE_ADD(new Texture(imgs), Texture, "radiance");
for(int i=0; i<6; ++i)
delete imgs[i];
// engine.toggleMouseVisibility();
// setting up SparrowEngine
engine.initPhysics();
// SceneTree *scene = engine.createScene();
// engine.setScene(scene);
// settin gup SparrowInput
Input* input = engine.getInput();
input->setKeysMap(DefaultKeysMap());
input->addContext(Context("default", DefaultKeysMap::getDefaultContext()));
input->setCurrentContext("default");
input->updateKeyBindings();
engine.setTogglePhysicsDebugAction(DefaultKeysMap::TOGGLE_PHYSICS_DEBUG);
engine.setToggleShellAction(DefaultKeysMap::TOGGLE_CONSOLE);
engine.setExitGameAction(DefaultKeysMap::EXIT_GAME);
engine.setShowMouseAction(DefaultKeysMap::TOGGLE_MOUSE_CURSOR);
//c'est un goup SparrowShell
SparrowShell* shell = engine.getShell();
shell->setInputs(DefaultKeysMap::MOVE_CURSOR_LEFT,DefaultKeysMap::MOVE_CURSOR_RIGHT,DefaultKeysMap::HISTORY_UP,DefaultKeysMap::HISTORY_DOWN);
input->addContext(Context("shell",DefaultKeysMap::getShellContext()));
input->updateKeyBindings();
//setup menu
Menu* menu = new Menu(&engine,config);
Demo* demo = new Demo(&engine,config);
menu->setLeftClickAction(DefaultKeysMap::LEFT_CLICK);
input->addContext(Context("menu",DefaultKeysMap::getMenuContext()));
input->setCurrentContext("menu");
input->updateKeyBindings();
menu->setButtonCallBack(new ButtonDemoCallBack(&engine,demo));
engine.setScene(menu->getScene());
engine.getInput()->setMouseGrabbed(false);
/*
// trackball camera
TrackBallCameraNode *trackBallCam = new TrackBallCameraNode(engine.getInput());
trackBallCam->setInputs(myKeysMap::SECONDARY_HOLD, myKeysMap::MAIN_HOLD);
scene.getRootObject()->addChild(trackBallCam);
scene.setMainCamera(trackBallCam);
// first person player controller
PlayerCharacterNode *player = new PlayerCharacterNode(false);
player->setInputs(DefaultKeysMap::MOVE_FORWARD, DefaultKeysMap::MOVE_BACKWARD, DefaultKeysMap::STRAFE_LEFT, DefaultKeysMap::STRAFE_RIGHT, DefaultKeysMap::JUMP, DefaultKeysMap::TOGGLE_NOCLIP);
scene->getRootObject()->addChild(player);
scene->setMainCamera(player);
engine.getPhysics()->addRigidBody(player->getRigidbody());
// throw cubes and spheres with mouse clicks
Potator *potator = new Potator(player, DefaultKeysMap::MAIN_ACTION, DefaultKeysMap::SECONDARY_ACTION, DefaultKeysMap::TERTIARY_ACTION);
scene->getRootObject()->addChild(potator);
// lighting
LightNode *ambientLight = new LightNode(new AmbientLight(glm::vec3(0.05f)));
DirectionnalLight* sun = new DirectionnalLight(glm::vec3(5, 8, -2), glm::vec3(0.9f));
LightNode *sunLight = new LightNode(sun);
scene->getRootObject()->addChild(ambientLight);
scene->getRootObject()->addChild(sunLight);
*/
// scene
/* if(config.scene == "sponza")
{
sun->initShadowMap(4096);
generateSponza(scene, engine.getPhysics());
scene->getRootObject()->addChild(new LightNode(new PointLight(glm::vec3(-3.5, 2, 1.8), 15, glm::vec3(0.35f))));
scene->getRootObject()->addChild(new LightNode(new PointLight(glm::vec3(-5, 6, 2), 15, glm::vec3(0.35f))));
player->setPosition(0.f, 2.f, 0.f);
sun->setShadowView(glm::vec3(30, 30, 50));
}
else if(config->scene == "terrain")
{
sun->initShadowMap(4096);
generateTerrain(scene, engine.getPhysics());
player->setPosition(0.f, 15.f, 0.f);
sun->setShadowView(glm::vec3(130, 130, 70));
}*/
// shell output tests
engine.getShell()->out("Hello World!");
engine.getShell()->out("Starting test :");
// engine.getScene()->updateShaders();
// BackGroundNode* bgrn = new BackGroundNode(glm::vec2(10),glm::vec3(1.,1.,1.),1,1);
// engine.getScene()->getRootObject()->addChild(bgrn);
// preparing shaders and launching the engine
engine.start();
// pathfinding tests
/* GraphNode n1 = GraphNode();
n1.setValue(1);
GraphNode n2 = GraphNode();
n2.setValue(2);
GraphNode n3 = GraphNode();
n3.setValue(3);
GraphNode n4 = GraphNode();
n4.setValue(4);
GraphNode n5 = GraphNode();
n5.setValue(5);
n1.addNeighbours(&n2);
n1.addNeighbours(&n3);
n2.addNeighbours(&n4);
n3.addNeighbours(&n4);
n3.addNeighbours(&n2);
n3.addNeighbours(&n5);
std::vector<GraphNode*> path = PathFinder::a_star(&n1,&n4,true);
std::cout << "Path Size: " << path.size() << std::endl;
for(GraphNode* gn: path){
std::cout << gn->getValue() << std::endl;
}
// loaders tests
Loader::setObjDirectory("data/");
Loader::setMtlDirectory("data/");
Loader::setTexDirectory("data/");
std::vector<Mesh*> meshes = Loader::loadMesh("sword.obj");
*/
}