Move cubes example app into it's own file
This commit is contained in:
126
openVulkanoCpp/ExampleApps/CubesExampleApp.cpp
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126
openVulkanoCpp/ExampleApps/CubesExampleApp.cpp
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "CubesExampleApp.hpp"
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#include "../Scene/Scene.hpp"
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#include "../Scene/Shader.hpp"
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#include "../Input/InputManager.hpp"
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#include "../Host/GraphicsAppManager.hpp"
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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using namespace openVulkanoCpp::Scene;
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using namespace openVulkanoCpp::Input;
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uint32_t GEOS = 3000, OBJECTS = 10000, DYNAMIC = 1000;
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class CubesExampleAppImpl final : public CubesExampleApp
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{
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Scene scene;
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PerspectiveCamera cam;
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Material mat;
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Shader shader;
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std::vector<Drawable*> drawablesPool;
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std::vector<Node*> nodesPool;
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InputAction* actionForward;
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InputAction* actionSide;
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InputAction* actionLookUp;
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InputAction* actionLookSide;
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public:
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std::string GetAppName() override { return "ExampleApp"; }
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std::string GetAppVersion() override { return "v1.0"; }
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int GetAppVersionAsInt() override { return 1; }
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void Init() override
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{
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std::srand(1);
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scene.Init();
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cam.Init(70, 16, 9, 0.1f, 100);
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scene.SetCamera(&cam);
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cam.SetMatrix(glm::translate(glm::mat4(1), glm::vec3(0,0,-10)));
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shader.Init("Shader/basic", "Shader/basic");
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drawablesPool.resize(GEOS);
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for(int i = 0; i < GEOS; i++)
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{
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Geometry* geo = new Geometry();
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, glm::vec4((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i] = new Drawable();
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drawablesPool[i]->Init(geo, &mat);
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}
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nodesPool.resize(OBJECTS);
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for(int i = 0; i < OBJECTS; i++)
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{
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nodesPool[i] = new Node();
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nodesPool[i]->Init();
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scene.GetRoot()->AddChild(nodesPool[i]);
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if (i < DYNAMIC) nodesPool[i]->SetUpdateFrequency(UpdateFrequency::Always);
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nodesPool[i]->AddDrawable(drawablesPool[std::rand() % GEOS]);
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nodesPool[i]->SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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scene.shader = &shader;
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GetGraphicsAppManager()->GetRenderer()->SetScene(&scene);
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auto input = InputManager::GetInstace();
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actionForward = input->GetAction("forward");
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actionSide = input->GetAction("side");
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actionLookUp = input->GetAction("look up");
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actionLookSide = input->GetAction("look side");
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actionForward->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_Y));
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actionForward->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_S), InputKey(InputKey::Keyboard::KEY_W));
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actionSide->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_X));
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actionSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_D), InputKey(InputKey::Keyboard::KEY_A));
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actionLookUp->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_Y));
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actionLookSide->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_X));
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actionLookUp->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_DOWN), InputKey(InputKey::Keyboard::KEY_UP));
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actionLookSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_RIGHT), InputKey(InputKey::Keyboard::KEY_LEFT));
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actionLookUp->BindKey(InputKey(InputKey::Mouse::AXIS_Y));
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actionLookSide->BindKey(InputKey(InputKey::Mouse::AXIS_X));
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}
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float yaw = 0, pitch = 0;
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glm::vec3 position = {0,0,-10};
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void Tick() override
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{
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for(int i = 0; i < DYNAMIC; i++)
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{
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nodesPool[i]->SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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auto input = InputManager::GetInstace();
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glm::vec3 vec(input->GetAxis(actionSide), 0, -input->GetAxis(actionForward));
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if(glm::length2(vec) > 1)
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{
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vec = glm::normalize(vec);
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}
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float tiemScale = 0.004f;
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vec = vec * tiemScale; // scale vector
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yaw += input->GetAxis(actionLookSide) * tiemScale * 0.5f;
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pitch += input->GetAxis(actionLookUp) * tiemScale * 0.5f;
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glm::quat rot(glm::vec3(pitch, yaw, 0));
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glm::mat4 rotMat = glm::toMat4(rot);
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vec = glm::vec3(rot * glm::vec4(vec, 1));
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position += vec;
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cam.SetMatrix(glm::translate(glm::mat4(1), position) * rotMat);
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}
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void Close() override{}
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};
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std::unique_ptr<openVulkanoCpp::IGraphicsApp> CubesExampleApp::Create()
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{
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return std::make_unique<CubesExampleAppImpl>();
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}
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16
openVulkanoCpp/ExampleApps/CubesExampleApp.hpp
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16
openVulkanoCpp/ExampleApps/CubesExampleApp.hpp
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@@ -0,0 +1,16 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "../Base/IGraphicsApp.hpp"
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#include <memory>
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class CubesExampleApp : public openVulkanoCpp::IGraphicsApp
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{
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public:
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static std::unique_ptr<openVulkanoCpp::IGraphicsApp> Create();
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};
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@@ -1,159 +1,19 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "Host/GraphicsAppManager.hpp"
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#include "Scene/Scene.hpp"
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#include "Scene/Shader.hpp"
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#include "Base/EngineConfiguration.hpp"
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#include "Input/InputManager.hpp"
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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using namespace openVulkanoCpp::Scene;
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using namespace openVulkanoCpp::Input;
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uint32_t GEOS = 3000, OBJECTS = 10000, DYNAMIC = 1000;
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class ExampleApp : public openVulkanoCpp::IGraphicsApp
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{
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Scene scene;
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PerspectiveCamera cam;
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Material mat;
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Shader shader;
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std::vector<Drawable*> drawablesPool;
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std::vector<Node*> nodesPool;
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InputAction* actionForward;
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InputAction* actionSide;
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InputAction* actionLookUp;
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InputAction* actionLookSide;
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public:
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std::string GetAppName() override { return "ExampleApp"; }
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std::string GetAppVersion() override { return "v1.0"; }
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int GetAppVersionAsInt() override { return 1; }
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void Init() override
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{
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std::srand(1);
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scene.Init();
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cam.Init(70, 16, 9, 0.1f, 100);
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scene.SetCamera(&cam);
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cam.SetMatrix(glm::translate(glm::mat4(1), glm::vec3(0,0,-10)));
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shader.Init("Shader/basic", "Shader/basic");
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drawablesPool.resize(GEOS);
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for(int i = 0; i < GEOS; i++)
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{
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Geometry* geo = new Geometry();
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, glm::vec4((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i] = new Drawable();
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drawablesPool[i]->Init(geo, &mat);
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}
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nodesPool.resize(OBJECTS);
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for(int i = 0; i < OBJECTS; i++)
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{
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nodesPool[i] = new Node();
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nodesPool[i]->Init();
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scene.GetRoot()->AddChild(nodesPool[i]);
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if (i < DYNAMIC) nodesPool[i]->SetUpdateFrequency(UpdateFrequency::Always);
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nodesPool[i]->AddDrawable(drawablesPool[std::rand() % GEOS]);
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nodesPool[i]->SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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scene.shader = &shader;
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GetGraphicsAppManager()->GetRenderer()->SetScene(&scene);
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auto input = InputManager::GetInstace();
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actionForward = input->GetAction("forward");
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actionSide = input->GetAction("side");
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actionLookUp = input->GetAction("look up");
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actionLookSide = input->GetAction("look side");
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actionForward->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_Y));
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actionForward->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_S), InputKey(InputKey::Keyboard::KEY_W));
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actionSide->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_X));
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actionSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_D), InputKey(InputKey::Keyboard::KEY_A));
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actionLookUp->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_Y));
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actionLookSide->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_X));
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actionLookUp->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_DOWN), InputKey(InputKey::Keyboard::KEY_UP));
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actionLookSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_RIGHT), InputKey(InputKey::Keyboard::KEY_LEFT));
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actionLookUp->BindKey(InputKey(InputKey::Mouse::AXIS_Y));
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actionLookSide->BindKey(InputKey(InputKey::Mouse::AXIS_X));
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}
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float yaw = 0, pitch = 0;
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glm::vec3 position = {0,0,10};
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void Tick() override
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{
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for(int i = 0; i < DYNAMIC; i++)
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{
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nodesPool[i]->SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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auto input = InputManager::GetInstace();
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glm::vec3 vec(input->GetAxis(actionSide), 0, -input->GetAxis(actionForward));
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if(glm::length2(vec) > 1)
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{
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vec = glm::normalize(vec);
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}
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float tiemScale = 0.004f;
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vec = vec * tiemScale; // scale vector
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yaw += input->GetAxis(actionLookSide) * tiemScale * 0.5f;
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pitch += input->GetAxis(actionLookUp) * tiemScale * 0.5f;
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glm::quat rot(glm::vec3(pitch, yaw, 0));
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glm::mat4 rotMat = glm::toMat4(rot);
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vec = glm::vec3(rot * glm::vec4(vec, 1));
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position += vec;
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cam.SetMatrix(glm::translate(glm::mat4(1), position) * rotMat);
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}
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void Close() override{}
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};
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "ExampleApps/CubesExampleApp.hpp"
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int main(int argc, char** argv)
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{
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std::cout << "Amount of Threads to use [2]: ";
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const auto cubesApp = CubesExampleApp::Create();
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int threads = 2;
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std::string input;
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std::getline(std::cin, input);
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if (!input.empty())
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{
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std::istringstream stream(input);
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stream >> threads;
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}
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std::cout << "Amount of geometries to produce [" << GEOS << "]: ";
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std::getline(std::cin, input);
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if (!input.empty())
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{
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std::istringstream stream(input);
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stream >> GEOS;
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}
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std::cout << "Amount of objects to render [" << OBJECTS << "]: ";
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std::getline(std::cin, input);
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if (!input.empty())
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{
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std::istringstream stream(input);
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stream >> OBJECTS;
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}
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std::cout << "Amount of moving objects [" << DYNAMIC << "]: ";
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std::getline(std::cin, input);
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if (!input.empty())
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{
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std::istringstream stream(input);
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stream >> DYNAMIC;
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}
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DYNAMIC = std::min(DYNAMIC, OBJECTS);
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openVulkanoCpp::EngineConfiguration::GetEngineConfiguration()->SetNumThreads(threads);
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openVulkanoCpp::IGraphicsAppManager* manager = new openVulkanoCpp::GraphicsAppManager(new ExampleApp());
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openVulkanoCpp::IGraphicsAppManager* manager = new openVulkanoCpp::GraphicsAppManager(cubesApp.get());
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manager->Run();
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return 0;
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}
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