1 | #include <nv/core/common.hh>
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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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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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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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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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34 | nv::device* m_device;
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35 | nv::window* m_window;
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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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40 | nv::clear_state m_clear_state;
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41 | nv::render_state m_render_state;
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42 | nv::scene_state m_scene_state;
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43 |
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44 | nv::skeletal_mesh* m_mesh;
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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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48 |
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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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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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57 | m_animation = nullptr;
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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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61 | m_diffuse = m_device->create_texture( data, sampler );
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62 | delete data;
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63 | data = m_device->create_image_data( "data/qshambler_s.png" );
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64 | m_specular = m_device->create_texture( data, sampler );
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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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68 | m_normal = m_device->create_texture( data, sampler );
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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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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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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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101 | delete loader;
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102 | }
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103 |
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104 | load_animation( "data/walk.md5anim" );
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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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126 | m_mesh->update_animation( m_animation, ticks );
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127 | m_context->clear( m_clear_state );
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128 |
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129 | {
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130 | NV_PROFILE( "update_sh" );
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131 |
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132 | glm::vec3 source( 250.0f, 0.0f, 0.0f );
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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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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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137 |
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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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144 | }
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145 |
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146 | {
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147 | NV_PROFILE( "draw" );
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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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154 |
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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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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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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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204 | nv::md5_loader* loader = new nv::md5_loader();
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205 | loader->load( *anim_file );
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206 | delete anim_file;
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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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210 | }
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211 | }
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212 |
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213 |
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214 | application::~application()
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215 | {
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216 | m_device->release( m_program );
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217 | delete m_mesh;
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218 | m_device->release( m_diffuse );
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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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