/* * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ #include "CubesExampleApp.hpp" #include "Scene/Scene.hpp" #include "Scene/Shader.hpp" #include "Input/InputManager.hpp" #include "Host/GraphicsAppManager.hpp" #include "Math/Math.hpp" #pragma clang diagnostic push #pragma ide diagnostic ignored "cert-msc50-cpp" #pragma ide diagnostic ignored "cppcoreguidelines-narrowing-conversions" using namespace openVulkanoCpp::Scene; using namespace openVulkanoCpp::Input; using namespace openVulkanoCpp::Math; uint32_t GEOS = 3000, OBJECTS = 10000, DYNAMIC = 1000; class CubesExampleAppImpl final : public CubesExampleApp { Scene scene; PerspectiveCamera cam; Material mat; Shader shader; std::vector drawablesPool; std::vector nodesPool; InputAction* actionForward; InputAction* actionSide; InputAction* actionLookUp; InputAction* actionLookSide; public: std::string GetAppName() override { return "ExampleApp"; } std::string GetAppVersion() override { return "v1.0"; } int GetAppVersionAsInt() override { return 1; } void Init() override { std::srand(1); // Fix seed for random numbers scene.Init(); cam.Init(70, 16, 9, 0.1f, 100); scene.SetCamera(&cam); cam.SetMatrix(Utils::translate(Matrix4f(1), Vector3f_SIMD(0,0,-10))); shader.Init("Shader/basic", "Shader/basic"); drawablesPool.resize(GEOS); for(int i = 0; i < GEOS; i++) { Geometry* geo = new Geometry(); geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1)); drawablesPool[i].Init(geo, &mat); } nodesPool.resize(OBJECTS); for(int i = 0; i < OBJECTS; i++) { nodesPool[i].Init(); scene.GetRoot()->AddChild(&nodesPool[i]); if (i < DYNAMIC) nodesPool[i].SetUpdateFrequency(UpdateFrequency::Always); nodesPool[i].AddDrawable(&drawablesPool[std::rand() % GEOS]); nodesPool[i].SetMatrix(Utils::translate(glm::mat4x4(1), Vector3f((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5))); } scene.shader = &shader; GetGraphicsAppManager()->GetRenderer()->SetScene(&scene); auto input = InputManager::GetInstace(); actionForward = input->GetAction("forward"); actionSide = input->GetAction("side"); actionLookUp = input->GetAction("look up"); actionLookSide = input->GetAction("look side"); actionForward->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_Y)); actionForward->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_S), InputKey(InputKey::Keyboard::KEY_W)); actionSide->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_X)); actionSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_D), InputKey(InputKey::Keyboard::KEY_A)); actionLookUp->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_Y)); actionLookSide->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_X)); actionLookUp->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_DOWN), InputKey(InputKey::Keyboard::KEY_UP)); actionLookSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_RIGHT), InputKey(InputKey::Keyboard::KEY_LEFT)); actionLookUp->BindKey(InputKey(InputKey::Mouse::AXIS_Y)); actionLookSide->BindKey(InputKey(InputKey::Mouse::AXIS_X)); } float yaw = 0, pitch = 0; Vector3f_SIMD position = {0,0,-10}; void Tick() override { for(int i = 0; i < DYNAMIC; i++) { 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))); } auto input = InputManager::GetInstace(); Vector3f_SIMD vec(input->GetAxis(actionSide), 0, -input->GetAxis(actionForward)); if(Utils::length2(vec) > 1.0f) { vec = Utils::normalize(vec); } float tiemScale = 0.004f; vec = vec * tiemScale; // scale vector yaw += input->GetAxis(actionLookSide) * tiemScale * 0.5f; pitch += input->GetAxis(actionLookUp) * tiemScale * 0.5f; QuaternionF rot(Vector3f(pitch, yaw, 0)); Matrix4f rotMat = Utils::toMat4(rot); vec = Vector3f_SIMD(rotMat * Vector4f(vec, 1)); position += vec; cam.SetMatrix(Utils::translate(Matrix4f(1), position) * rotMat); } void Close() override{} }; std::unique_ptr CubesExampleApp::Create() { return std::make_unique(); } #pragma clang diagnostic pop #pragma clang diagnostic pop