459 lines
16 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/playercharacternode.h>
#include <scene/scenenode.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 <cereal/archives/json.hpp>
#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)
{
SceneNode* terrainContainer = new SceneNode("terrain container");
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->m_positions3D.empty())
delete chunk;
else
{
chunk->mesh->setMaterial(mat);
chunk->mesh->initGL();
SceneNode *node = new SceneNode("terrain element");
node->setMesh(chunk->mesh);
node->getGeometryNode()->modelMatrix = glm::translate(glm::scale(glm::mat4(), glm::vec3(2.f)), pos*8.f);
node->setTransform(node->getGeometryNode()->modelMatrix);
btRigidBody* body = utils::buildStaticCollider(node->getGeometryNode());
node->setRigidBody(body);
scene->getPhysics()->addRigidBody(body);
terrainContainer->addChild(node);
}
}
scene->getRootObject()->addChild(terrainContainer);
}
void generateSponza(SceneTree *scene, btDiscreteDynamicsWorld *world)
{
Loader::setTexDirectory("data/sponza/");
SceneNode* sponzaContainer = Loader::loadMesh("sponza.obj");
Loader::setTexDirectory("data/");
if(sponzaContainer != nullptr && sponzaContainer->getChildren().size() > 0)
{
const std::vector<SceneNode*> children = sponzaContainer->getChildren();
for(SceneNode* node : children)
{
if(node->getMesh()->getName().find("fabric") != std::string::npos)
{
// moyen crade de se débarasser des rideaux
sponzaContainer->removeChild(node);
node->destroyWhenOrphan();
}
else
{
// scale sponza before generating the static collider
glm::mat4 scaleMatrix = glm::scale(glm::mat4(), glm::vec3(0.01f));
node->getGeometryNode()->modelMatrix = scaleMatrix;
node->setTransform(scaleMatrix);
btRigidBody* body = utils::buildStaticCollider(node->getGeometryNode());
node->setRigidBody(body);
world->addRigidBody(body);
}
}
scene->getRootObject()->addChild(sponzaContainer);
}
else
{
fprintf(stderr, "failed to load sponza");
if(sponzaContainer)
delete sponzaContainer;
}
}
struct Config
{
std::string mode; // fullscreen / windowed / borderless
std::string scene; // terrain / sponza / none
bool vsync;
int width;
int height;
Config()
{
mode = "windowed";
scene = "sandbox";
vsync = false;
width = 800;
height = 600;
}
void save()
{
// std::fstream configFile;
// configFile.open("config.ini", std::ios_base::out);
std::ofstream configFile("config.ini");
cereal::JSONOutputArchive output(configFile);
output(cereal::make_nvp("mode", mode),
cereal::make_nvp("scene", scene),
cereal::make_nvp("vsync", vsync),
cereal::make_nvp("width", width),
cereal::make_nvp("height", height));
}
void load()
{
std::fstream configFile;
configFile.open("config.ini", std::ios_base::in);
if(configFile.is_open())
{
try
{
cereal::JSONInputArchive input(configFile);
input(cereal::make_nvp("mode", mode),
cereal::make_nvp("scene", scene),
cereal::make_nvp("vsync", vsync),
cereal::make_nvp("width", width),
cereal::make_nvp("height", height));
}
catch(cereal::Exception e)
{
std::cerr << "Config file contains errors : " << e.what() << std::endl;
}
configFile.close();
}
save();
}
};
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->getCamera());
//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");
SceneNode *ambientLight = new SceneNode();
ambientLight->setLight(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));
SceneNode *sunLight = new SceneNode();
sunLight->setLight(sun);
scene->getRootObject()->addChild(ambientLight);
scene->initPhysics();
if(m_config->scene == "sponza")
{
sun->initShadowMap(4096);
generateSponza(scene, m_engine->getScene()->getPhysics());
SceneNode* light_1 = new SceneNode();
light_1->setLight(new PointLight(glm::vec3(-3.5, 2, 1.8), 15, glm::vec3(0.35f)));
scene->getRootObject()->addChild(light_1);
SceneNode* light_2 = new SceneNode();
light_2->setLight(new PointLight(glm::vec3(-5, 6, 2), 15, glm::vec3(0.35f)));
scene->getRootObject()->addChild(light_2);
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_player->setPosition(0.f, 15.f, 0.f);
sun->setShadowView(glm::vec3(130, 130, 70));
}
else if(m_config->scene == "sandbox")
{
// load terrain
Loader::setTexDirectory("data/");
SceneNode* terrain = utils::createTerrain("HeightMap.png", "ColorMap.png", 100);
terrain->translate(glm::vec3(353.96, -71.51, -60.79));
//sandbox->scale(glm::vec3(0.5));
terrain->getGeometryNode()->modelMatrix = terrain->getTransform();
btRigidBody* terrainBody = utils::buildStaticCollider(terrain->getGeometryNode());
terrain->setRigidBody(terrainBody);
scene->getPhysics()->addRigidBody(terrainBody);
scene->getRootObject()->addChild(terrain);
// load sandbox
SceneNode* sandbox = Loader::loadMesh("sandbox.obj");
sandbox->setID("sandbox");
btRigidBody* sandboxBody = utils::buildStaticCollider(sandbox->getGeometryNode());
sandbox->setRigidBody(sandboxBody);
scene->getPhysics()->addRigidBody(sandboxBody);
scene->getRootObject()->addChild(sandbox);
// adding tree
SceneNode* tree = Loader::loadMesh("Tree01.obj");
for(int i=0; i<8; ++i)
{
std::string id = "tree#"+ std::to_string(i);
tree->setID(id);
tree->moveTo(glm::vec3(-(10 + rand()%20), 0, rand()%40 - 5));
sandbox->addChild(tree->clone());
}
delete tree;
// init player and shadows
sun->initShadowMap(4096);
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->getScene()->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->setID("startbutton");
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);
scene->initPhysics();
}
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;}
};
int main(){
Config* config = new 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);
// setting up SparrowInput
Input* input = engine.getInput();
input->setKeysMap(DefaultKeysMap());
input->addContext(Context("default", DefaultKeysMap::getDefaultContext()));
input->updateKeyBindings();
engine.setTogglePhysicsDebugAction(DefaultKeysMap::TOGGLE_PHYSICS_DEBUG);
engine.setToggleShellAction(DefaultKeysMap::TOGGLE_CONSOLE);
engine.setExitGameAction(DefaultKeysMap::EXIT_GAME);
engine.setShowMouseAction(DefaultKeysMap::TOGGLE_MOUSE_CURSOR);
// setting up 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 editor
input->addContext(Context("editor",DefaultKeysMap::getObjectEditorContext()));
// 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);
engine.start();
}