#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class mesh_part { public: mesh_part( const std::string& path, nv::program* program, nv::window* window ) : m_mesh( nullptr ), m_program( program ), m_loader( nullptr ), m_animation( nullptr ), m_window( window ) { NV_PROFILE("mesh_construct"); { NV_PROFILE("loader->load"); nv::c_file_system fs; nv::stream* mesh_file = fs.open( path.c_str() ); m_loader = new nv::md5_loader(); m_loader->load( *mesh_file ); delete mesh_file; } { NV_PROFILE("create_mesh"); m_mesh = new nv::skeletal_mesh( window->get_context(), m_loader ); } } void load_animation( const std::string& path ) { delete m_animation; m_animation = nullptr; NV_PROFILE("load_animation"); nv::c_file_system fs; nv::stream* anim_file = fs.open( path.c_str() ); if ( anim_file != nullptr ) { m_animation = new nv::md5_animation(); if ( !m_animation->load_animation(*anim_file) ) { delete m_animation; m_animation = nullptr; } m_mesh->setup_animation( m_animation ); delete anim_file; } } void update( nv::uint32 ms ) { m_mesh->update( ms ); } void draw( nv::context* context, nv::render_state& rstate, const glm::mat4& m, const glm::mat4& v, const glm::mat4& p ) { NV_PROFILE( "mesh-draw" ); glm::mat4 mv = v * m; m_program->set_opt_uniform( "nv_m_model", m ); m_program->set_opt_uniform( "nv_m_modelview", mv ); m_program->set_opt_uniform( "nv_m_view_inv", glm::inverse( v ) ); m_program->set_opt_uniform( "nv_m_normal", glm::transpose(glm::inverse(glm::mat3(mv))) ); m_program->set_uniform( "matrix_mvp", p * mv ); context->draw( rstate, m_program, m_mesh ); } ~mesh_part() { delete m_mesh; } private: nv::skeletal_mesh* m_mesh; nv::program* m_program; nv::md5_loader* m_loader; nv::md5_animation* m_animation; nv::window* m_window; }; class application { public: application(); bool initialize(); bool run(); ~application(); protected: nv::device* m_device; nv::window* m_window; nv::texture2d* m_diffuse; nv::texture2d* m_specular; nv::texture2d* m_normal; nv::clear_state m_clear_state; nv::render_state m_render_state; mesh_part* m_mesh; nv::program* m_program; }; application::application() { NV_PROFILE( "app_construct" ); m_device = new nv::gl_device(); m_window = m_device->create_window( 800, 600, false ); nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT ); nv::image_data* data = m_device->create_image_data( "data/qshambler_d.png" ); m_diffuse = m_device->create_texture2d( data->get_size(), nv::RGBA, nv::UBYTE, sampler, (void*)data->get_data() ); delete data; data = m_device->create_image_data( "data/qshambler_s.png" ); m_specular = m_device->create_texture2d( data->get_size(), nv::RGBA, nv::UBYTE, sampler, (void*)data->get_data() ); delete data; data = m_device->create_image_data( "data/qshambler_local.png" ); m_normal = m_device->create_texture2d( data->get_size(), nv::RGBA, nv::UBYTE, sampler, (void*)data->get_data() ); delete data; m_clear_state.buffers = nv::clear_state::COLOR_AND_DEPTH_BUFFER; m_render_state.depth_test.enabled = true; m_render_state.culling.enabled = true; m_render_state.culling.order = nv::culling::CCW; m_render_state.blending.enabled = false; m_render_state.blending.src_rgb_factor = nv::blending::SRC_ALPHA; m_render_state.blending.dst_rgb_factor = nv::blending::ONE_MINUS_SRC_ALPHA; m_render_state.blending.src_alpha_factor = nv::blending::SRC_ALPHA; m_render_state.blending.dst_alpha_factor = nv::blending::ONE_MINUS_SRC_ALPHA; } bool application::initialize() { NV_PROFILE( "app_initialize" ); m_program = m_device->create_program( nv::slurp( "md5.vert" ), nv::slurp( "md5.frag" ) ); m_mesh = new mesh_part( "data/qshambler.md5mesh", m_program, m_window ); m_mesh->load_animation( "data/idle02.md5anim" ); return true; } bool application::run() { nv::profiler::pointer()->log_report(); NV_PROFILE( "app_run" ); int keypress = 0; glm::vec3 move( 0, 50.f, 0 ); nv::uint32 ticks = m_device->get_ticks(); nv::uint32 last_ticks; nv::fps_counter_class< nv::system_us_timer > fps_counter; //m_mesh->setup_animation( 0, m_mesh->get_max_frames(), 2, true ); while(!keypress) { last_ticks = ticks; ticks = m_device->get_ticks(); nv::uint32 elapsed = ticks - last_ticks; m_mesh->update( elapsed ); { NV_PROFILE( "clear" ); m_window->get_context()->clear( m_clear_state ); } glm::mat4 view; glm::mat4 projection; { NV_PROFILE( "update_sh" ); glm::vec3 source( 150.0f, 0.0f, 0.0f ); glm::vec3 eye = glm::rotate( source, (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) ); view = glm::lookAt(eye + move, glm::vec3(0.0f, 0.0f, 0.0f) + move, glm::vec3(0.0, 1.0, 0.0)); projection = glm::perspective(60.0f, 1.0f*800.0f/600.0f, 0.1f, 1000.0f); m_diffuse ->bind( 0 ); m_specular->bind( 1 ); m_normal ->bind( 2 ); m_program->set_opt_uniform( "nv_m_projection", projection ); m_program->set_uniform( "light_position", glm::vec3(180.0, 180.0, 0) ); m_program->set_uniform( "light_diffuse", glm::vec4(0.7,0.7,0.7,1.0) ); m_program->set_uniform( "light_specular", glm::vec4(1.0,1.0,1.0,1.0) ); m_program->set_uniform( "diffuse", 0 ); m_program->set_uniform( "specular", 1 ); m_program->set_uniform( "normalmap", 2 ); } { NV_PROFILE( "draw" ); glm::mat4 model = glm::mat4(1.f,0.f,0.f,0.f, 0.f,0.f,1.f,0.f, 0.f,1.f,0.f,0.f, 0.f,0.f,0.f,1.f); m_mesh->draw( m_window->get_context(), m_render_state, model, view, projection ); } { NV_PROFILE( "swap" ); m_window->swap_buffers(); } { NV_PROFILE( "pollevent" ); nv::io_event event; while(m_window->poll_event(event)) { switch (event.type) { case nv::EV_QUIT: keypress = 1; break; case nv::EV_KEY: if (event.key.pressed) { switch (event.key.code) { case nv::KEY_ESCAPE : keypress = 1; break; case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break; default: break; } } break; default: break; } } } fps_counter.tick(); } return true; } application::~application() { delete m_program; delete m_mesh; delete m_diffuse; delete m_window; delete m_device; } int main(int, char* []) { nv::logger log(nv::LOG_TRACE); log.add_sink( new nv::log_file_sink("log.txt"), nv::LOG_TRACE ); log.add_sink( new nv::log_console_sink(), nv::LOG_TRACE ); NV_LOG( nv::LOG_NOTICE, "Logging started" ); application app; if ( app.initialize() ) { app.run(); } NV_LOG( nv::LOG_NOTICE, "Logging stopped" ); return 0; }