[321] | 1 | #include <nv/core/common.hh>
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[231] | 2 | #include <iomanip>
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| 3 | #include <nv/gfx/keyframed_mesh.hh>
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| 4 | #include <nv/gl/gl_device.hh>
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| 5 | #include <nv/gfx/image.hh>
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| 6 | #include <nv/interface/context.hh>
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| 7 | #include <nv/interface/window.hh>
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| 8 | #include <nv/interface/mesh_loader.hh>
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| 9 | #include <nv/io/c_file_system.hh>
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| 10 | #include <nv/formats/md5_loader.hh>
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[321] | 11 | #include <nv/core/profiler.hh>
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| 12 | #include <nv/core/logging.hh>
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| 13 | #include <nv/core/logger.hh>
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| 14 | #include <nv/core/math.hh>
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| 15 | #include <nv/core/time.hh>
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| 16 | #include <nv/core/string.hh>
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[231] | 17 | #include <nv/gfx/skeletal_mesh.hh>
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| 18 | #include <glm/gtx/rotate_vector.hpp>
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| 19 | #include <glm/gtc/matrix_access.hpp>
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| 20 | #include <glm/gtx/matrix_interpolation.hpp>
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| 21 |
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| 22 | class application
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| 23 | {
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| 24 | public:
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| 25 | application();
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| 26 | bool initialize();
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| 27 | bool run();
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| 28 | ~application();
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| 29 | protected:
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[239] | 30 | void load_animation( const std::string& path );
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| 31 | protected:
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| 32 |
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| 33 |
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[231] | 34 | nv::device* m_device;
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| 35 | nv::window* m_window;
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[321] | 36 | nv::context* m_context;
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| 37 | nv::texture m_diffuse;
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| 38 | nv::texture m_specular;
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| 39 | nv::texture m_normal;
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[231] | 40 | nv::clear_state m_clear_state;
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| 41 | nv::render_state m_render_state;
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[239] | 42 | nv::scene_state m_scene_state;
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[231] | 43 |
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[239] | 44 | nv::skeletal_mesh* m_mesh;
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[321] | 45 | nv::program m_program;
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| 46 | nv::mesh_data* m_mesh_data;
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| 47 | nv::animation_entry* m_animation;
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[239] | 48 |
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[231] | 49 | };
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| 50 |
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| 51 | application::application()
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| 52 | {
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| 53 | NV_PROFILE( "app_construct" );
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[321] | 54 | m_device = new nv::gl_device();
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| 55 | m_window = m_device->create_window( 800, 600, false );
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| 56 | m_context = m_window->get_context();
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[239] | 57 | m_animation = nullptr;
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[231] | 58 |
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| 59 | nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT );
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| 60 | nv::image_data* data = m_device->create_image_data( "data/qshambler_d.png" );
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[321] | 61 | m_diffuse = m_device->create_texture( data, sampler );
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[231] | 62 | delete data;
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| 63 | data = m_device->create_image_data( "data/qshambler_s.png" );
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[321] | 64 | m_specular = m_device->create_texture( data, sampler );
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[231] | 65 | delete data;
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| 66 |
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| 67 | data = m_device->create_image_data( "data/qshambler_local.png" );
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[321] | 68 | m_normal = m_device->create_texture( data, sampler );
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[231] | 69 | delete data;
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| 70 |
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| 71 | m_clear_state.buffers = nv::clear_state::COLOR_AND_DEPTH_BUFFER;
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| 72 | m_render_state.depth_test.enabled = true;
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| 73 | m_render_state.culling.enabled = true;
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| 74 | m_render_state.culling.order = nv::culling::CCW;
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| 75 | m_render_state.blending.enabled = false;
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| 76 | m_render_state.blending.src_rgb_factor = nv::blending::SRC_ALPHA;
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| 77 | m_render_state.blending.dst_rgb_factor = nv::blending::ONE_MINUS_SRC_ALPHA;
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| 78 | m_render_state.blending.src_alpha_factor = nv::blending::SRC_ALPHA;
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| 79 | m_render_state.blending.dst_alpha_factor = nv::blending::ONE_MINUS_SRC_ALPHA;
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| 80 | }
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| 81 |
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| 82 | bool application::initialize()
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| 83 | {
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| 84 | NV_PROFILE( "app_initialize" );
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| 85 | m_program = m_device->create_program( nv::slurp( "md5.vert" ), nv::slurp( "md5.frag" ) );
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[239] | 86 |
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| 87 | nv::md5_loader* loader = nullptr;
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| 88 | {
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| 89 | NV_PROFILE("loader->load");
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| 90 | nv::c_file_system fs;
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| 91 | nv::stream* mesh_file = fs.open( "data/qshambler.md5mesh" );
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| 92 | loader = new nv::md5_loader();
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| 93 | loader->load( *mesh_file );
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| 94 | delete mesh_file;
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| 95 | }
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| 96 |
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| 97 | {
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| 98 | NV_PROFILE("create_mesh");
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[321] | 99 | m_mesh_data = loader->release_mesh_data();
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| 100 | m_mesh = new nv::skeletal_mesh_cpu( m_context, m_mesh_data, loader->release_mesh_nodes_data() );
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[239] | 101 | delete loader;
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| 102 | }
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| 103 |
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[261] | 104 | load_animation( "data/walk.md5anim" );
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[231] | 105 | return true;
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| 106 | }
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| 107 |
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| 108 | bool application::run()
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| 109 | {
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| 110 | nv::profiler::pointer()->log_report();
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| 111 | NV_PROFILE( "app_run" );
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| 112 | int keypress = 0;
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| 113 |
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| 114 | glm::vec3 move( 0, 50.f, 0 );
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| 115 |
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| 116 | nv::uint32 ticks = m_device->get_ticks();
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| 117 | nv::uint32 last_ticks;
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| 118 | nv::fps_counter_class< nv::system_us_timer > fps_counter;
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| 119 |
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| 120 | //m_mesh->setup_animation( 0, m_mesh->get_max_frames(), 2, true );
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| 121 |
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| 122 | while(!keypress)
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| 123 | {
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| 124 | last_ticks = ticks;
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| 125 | ticks = m_device->get_ticks();
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[321] | 126 | m_mesh->update_animation( m_animation, ticks );
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| 127 | m_context->clear( m_clear_state );
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[231] | 128 |
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| 129 | {
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| 130 | NV_PROFILE( "update_sh" );
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| 131 |
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[261] | 132 | glm::vec3 source( 250.0f, 0.0f, 0.0f );
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[231] | 133 | glm::vec3 eye = glm::rotate( source, (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) );
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| 134 |
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[239] | 135 | m_scene_state.get_camera().set_lookat(eye + move, glm::vec3(0.0f, 0.0f, 0.0f) + move, glm::vec3(0.0, 1.0, 0.0));
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| 136 | m_scene_state.get_camera().set_perspective(60.0f, 1.0f*800.0f/600.0f, 0.1f, 1000.0f);
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[231] | 137 |
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[321] | 138 | m_context->bind( m_diffuse, nv::TEX_DIFFUSE );
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| 139 | m_context->bind( m_specular, nv::TEX_SPECULAR );
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| 140 | m_context->bind( m_normal, nv::TEX_NORMAL );
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| 141 | m_device->set_opt_uniform( m_program, "light_position", glm::vec3(180.0, 180.0, 0) );
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| 142 | m_device->set_opt_uniform( m_program, "light_diffuse", glm::vec4(0.7,0.7,0.7,1.0) );
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| 143 | m_device->set_opt_uniform( m_program, "light_specular", glm::vec4(1.0,1.0,1.0,1.0) );
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[231] | 144 | }
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| 145 |
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| 146 | {
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| 147 | NV_PROFILE( "draw" );
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[239] | 148 | m_scene_state.set_model(nv::mat4(
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| 149 | 1.f,0.f,0.f,0.f,
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| 150 | 0.f,0.f,1.f,0.f,
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| 151 | 0.f,1.f,0.f,0.f,
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| 152 | 0.f,0.f,0.f,1.f
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| 153 | ) );
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[231] | 154 |
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[321] | 155 | m_mesh->update( m_program );
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| 156 | m_context->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_mesh->get_vertex_array(), m_mesh->get_index_count() );
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[231] | 157 | }
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| 158 |
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| 159 | {
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| 160 | NV_PROFILE( "swap" );
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| 161 | m_window->swap_buffers();
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| 162 | }
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| 163 |
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| 164 | {
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| 165 | NV_PROFILE( "pollevent" );
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| 166 | nv::io_event event;
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| 167 | while(m_window->poll_event(event))
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| 168 | {
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| 169 | switch (event.type)
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| 170 | {
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| 171 | case nv::EV_QUIT:
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| 172 | keypress = 1;
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| 173 | break;
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| 174 | case nv::EV_KEY:
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| 175 | if (event.key.pressed)
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| 176 | {
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| 177 | switch (event.key.code)
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| 178 | {
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| 179 | case nv::KEY_ESCAPE : keypress = 1; break;
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| 180 | case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
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| 181 | default: break;
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| 182 | }
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| 183 | }
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| 184 | break;
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| 185 | default: break;
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| 186 | }
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| 187 | }
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| 188 | }
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| 189 | fps_counter.tick();
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| 190 | }
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| 191 | return true;
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| 192 | }
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| 193 |
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[239] | 194 | void application::load_animation( const std::string& path )
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| 195 | {
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| 196 | delete m_animation;
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| 197 | m_animation = nullptr;
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| 198 | NV_PROFILE("load_animation");
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| 199 | nv::c_file_system fs;
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| 200 | nv::stream* anim_file = fs.open( path.c_str() );
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| 201 |
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| 202 | if ( anim_file != nullptr )
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| 203 | {
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[321] | 204 | nv::md5_loader* loader = new nv::md5_loader();
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| 205 | loader->load( *anim_file );
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[239] | 206 | delete anim_file;
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[321] | 207 | m_animation = new nv::skeletal_animation_entry_cpu( "", loader->release_mesh_nodes_data(), true );
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| 208 | m_mesh->run_animation( m_animation );
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| 209 | delete loader;
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[239] | 210 | }
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| 211 | }
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| 212 |
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| 213 |
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[231] | 214 | application::~application()
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| 215 | {
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[321] | 216 | m_device->release( m_program );
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[231] | 217 | delete m_mesh;
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[321] | 218 | m_device->release( m_diffuse );
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[231] | 219 | delete m_window;
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| 220 | delete m_device;
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| 221 | }
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| 222 |
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| 223 |
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| 224 | int main(int, char* [])
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| 225 | {
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| 226 | nv::logger log(nv::LOG_TRACE);
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| 227 | log.add_sink( new nv::log_file_sink("log.txt"), nv::LOG_TRACE );
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| 228 | log.add_sink( new nv::log_console_sink(), nv::LOG_TRACE );
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| 229 |
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| 230 | NV_LOG( nv::LOG_NOTICE, "Logging started" );
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| 231 | application app;
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| 232 | if ( app.initialize() )
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| 233 | {
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| 234 | app.run();
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| 235 | }
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| 236 | NV_LOG( nv::LOG_NOTICE, "Logging stopped" );
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| 237 |
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| 238 | return 0;
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| 239 | }
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| 240 |
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