Files
OpenVulkano/openVulkanoCpp/ExampleApps/CubesExampleApp.cpp
2020-10-20 22:30:11 +02:00

131 lines
4.5 KiB
C++

/*
* 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 <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.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;
uint32_t GEOS = 3000, OBJECTS = 10000, DYNAMIC = 1000;
class CubesExampleAppImpl final : public CubesExampleApp
{
Scene scene;
PerspectiveCamera cam;
Material mat;
Shader shader;
std::vector<Drawable> drawablesPool;
std::vector<Node> 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(glm::translate(glm::mat4(1), glm::vec3(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, glm::vec4((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(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)));
}
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;
glm::vec3 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();
glm::vec3 vec(input->GetAxis(actionSide), 0, -input->GetAxis(actionForward));
if(glm::length2(vec) > 1)
{
vec = glm::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;
glm::quat rot(glm::vec3(pitch, yaw, 0));
glm::mat4 rotMat = glm::toMat4(rot);
vec = glm::vec3(rot * glm::vec4(vec, 1));
position += vec;
cam.SetMatrix(glm::translate(glm::mat4(1), position) * rotMat);
}
void Close() override{}
};
std::unique_ptr<openVulkanoCpp::IGraphicsApp> CubesExampleApp::Create()
{
return std::make_unique<CubesExampleAppImpl>();
}
#pragma clang diagnostic pop
#pragma clang diagnostic pop