int main(int argc, char** argv) { gua::init(argc, argv); //create simple untextured material shader auto lod_keep_input_desc = std::make_shared<gua::MaterialShaderDescription>("./data/materials/PLOD_use_input_color.gmd"); auto lod_keep_color_shader(std::make_shared<gua::MaterialShader>("PLOD_pass_input_color", lod_keep_input_desc)); gua::MaterialShaderDatabase::instance()->add(lod_keep_color_shader); //create material for pointcloud auto lod_rough = lod_keep_color_shader->make_new_material(); lod_rough->set_uniform("metalness", 0.2f); lod_rough->set_uniform("roughness", 0.4f); lod_rough->set_uniform("emissivity", 0.8f); //configure lod backend gua::LodLoader lod_loader; lod_loader.set_out_of_core_budget_in_mb(512); lod_loader.set_render_budget_in_mb(512); lod_loader.set_upload_budget_in_mb(20); //load a sample pointcloud auto plod_node = lod_loader.load_lod_pointcloud( "pointcloud", "/opt/3d_models/lamure/plod/pig_pr.bvh", lod_rough, gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE | gua::LodLoader::MAKE_PICKABLE); //load a sample mesh-based lod model auto mlod_node = lod_loader.load_lod_trimesh( //"tri_mesh", "/opt/3d_models/lamure/mlod/xyzrgb_dragon_7219k.bvh", //plod_rough, gua::LodLoader::NORMALIZE_POSITION | gua::LodLoader::NORMALIZE_SCALE/* | gua::LodLoader::MAKE_PICKABLE*/ ); mlod_node->set_error_threshold(0.25); //setup scenegraph gua::SceneGraph graph("main_scenegraph"); auto scene_transform = graph.add_node<gua::node::TransformNode>("/", "transform"); auto mlod_transform = graph.add_node<gua::node::TransformNode>("/transform", "mlod_transform"); auto plod_transform = graph.add_node<gua::node::TransformNode>("/transform", "plod_transform"); graph.add_node("/transform/mlod_transform", mlod_node); graph.add_node("/transform/plod_transform", plod_node); mlod_transform->translate(-0.4, 0.0, 0.0); plod_transform->rotate(180.0, 0.0, 1.0, 0.0); plod_transform->translate(0.3, 0.08, 0.0); //create a lightsource auto light_transform = graph.add_node<gua::node::TransformNode>("/transform", "light_transform"); auto light = graph.add_node<gua::node::LightNode>("/transform/light_transform", "light"); light->data.set_type(gua::node::LightNode::Type::POINT); light->data.set_enable_shadows(false); light->data.set_shadow_map_size(4096); light->data.brightness = 5.0f; light->translate(0.f, 0.2f, 0.f); light->scale(4.f); light->translate(0.f, 0.f, 1.f); auto screen = graph.add_node<gua::node::ScreenNode>("/", "screen"); screen->data.set_size(gua::math::vec2(1.92f, 1.08f)); screen->translate(0, 0, 1.0); //add mouse interaction scm::gl::trackball_manipulator trackball; trackball.transform_matrix()*scm::math::make_translation(0.01f, 0.002f, 0.2f); trackball.dolly(0.2f); float dolly_sens = 1.5f; gua::math::vec2 trackball_init_pos(0.f); gua::math::vec2 last_mouse_pos(0.f); int button_state = -1; //setup rendering pipeline and window auto resolution = gua::math::vec2ui(1920, 1080); auto camera = graph.add_node<gua::node::CameraNode>("/screen", "cam"); camera->translate(0.0f, 0, 2.5f); camera->config.set_resolution(resolution); //use close near plane to allow inspection of details //camera->config.set_near_clip(0.01f); //camera->config.set_far_clip(200.0f); camera->config.set_screen_path("/screen"); camera->config.set_scene_graph_name("main_scenegraph"); camera->config.set_output_window_name("main_window"); camera->config.set_enable_stereo(true); auto PLod_Pass = std::make_shared<gua::PLodPassDescription>(); auto pipe = std::make_shared<gua::PipelineDescription>(); pipe->add_pass(std::make_shared<gua::MLodPassDescription>()); pipe->add_pass(PLod_Pass); pipe->add_pass(std::make_shared<gua::BBoxPassDescription>()); pipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>()); pipe->add_pass(std::make_shared<gua::ResolvePassDescription>()); pipe->add_pass(std::make_shared<gua::DebugViewPassDescription>()); camera->set_pipeline_description(pipe); pipe->get_resolve_pass()->tone_mapping_exposure(1.f); pipe->get_resolve_pass()->tone_mapping_method(gua::ResolvePassDescription::ToneMappingMethod::UNCHARTED); pipe->get_resolve_pass()->background_mode(gua::ResolvePassDescription::BackgroundMode::SKYMAP_TEXTURE); pipe->get_resolve_pass()->background_texture("data/textures/envlightmap.jpg"); //init window and window behaviour auto window = std::make_shared<gua::GlfwWindow>(); gua::WindowDatabase::instance()->add("main_window", window); window->config.set_enable_vsync(false); window->config.set_size(resolution); window->config.set_resolution(resolution); window->config.set_stereo_mode(gua::StereoMode::MONO); window->on_resize.connect([&](gua::math::vec2ui const& new_size) { window->config.set_resolution(new_size); camera->config.set_resolution(new_size); screen->data.set_size(gua::math::vec2(0.001 * new_size.x, 0.001 * new_size.y)); }); //trackball controls bool drag_mode = false; window->on_move_cursor.connect([&](gua::math::vec2 const& pos) { float nx = 2.f * float(pos.x - (resolution.x/2))/float(resolution.x); float ny = -2.f * float(resolution.y - pos.y - (resolution.y/2))/float(resolution.y); if (button_state != -1) { if (drag_mode) { auto ssize = screen->data.get_size(); gua::math::vec3 trans = gua::math::vec3(ssize.x *(nx - last_mouse_pos.x), ssize.y * (ny - last_mouse_pos.y), 0.f); auto object_trans = scm::math::inverse(screen->get_world_transform()) * mlod_transform->get_world_transform(); mlod_transform->set_world_transform(screen->get_world_transform() * scm::math::make_translation(trans) * object_trans); } else { if (button_state == 0) { // left trackball.rotation(trackball_init_pos.x, trackball_init_pos.y, nx, ny); } if (button_state == 1) { // right trackball.dolly(dolly_sens*0.5f * (ny - trackball_init_pos.y)); } if (button_state == 2) { // middle float f = dolly_sens < 1.0f ? 0.02f : 0.3f; trackball.translation(f*(nx - trackball_init_pos.x), f*(ny - trackball_init_pos.y)); } trackball_init_pos.x = nx; trackball_init_pos.y = ny; } } last_mouse_pos.x = nx; last_mouse_pos.y = ny; }); window->on_button_press.connect([&](int mousebutton, int action, int mods) { if (action == 1) { drag_mode = mods == 1; trackball_init_pos = last_mouse_pos; button_state = mousebutton; } else button_state = -1; }); window->on_key_press.connect(std::bind([&](gua::PipelineDescription& pipe, gua::SceneGraph& graph, int key, int scancode, int action, int mods) { if (action == 0) return; switch (std::tolower(key)) { case '1': PLod_Pass->mode(gua::PLodPassDescription::SurfelRenderMode::HQ_TWO_PASS); PLod_Pass->touch(); break; case '2': PLod_Pass->mode(gua::PLodPassDescription::SurfelRenderMode::HQ_LINKED_LIST); PLod_Pass->touch(); break; default: break; } }, std::ref(*(camera->get_pipeline_description())), std::ref(graph), std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4)); window->open(); gua::Renderer renderer; //application loop gua::events::MainLoop loop; gua::events::Ticker ticker(loop, 1.0 / 500.0); ticker.on_tick.connect([&]() { screen->set_transform(scm::math::inverse(gua::math::mat4(trackball.transform_matrix()))); light->rotate(0.1, 0.f, 1.f, 0.f); window->process_events(); if (window->should_close()) { renderer.stop(); window->close(); loop.stop(); } else { renderer.queue_draw({ &graph }); std::cout << "FPS: " << window->get_rendering_fps() << " Frametime: " << 1000.f / window->get_rendering_fps() << std::endl; } }); loop.start(); return 0; }
int main(int argc, char** argv) { // initialize guacamole gua::init(argc, argv); // setup scene gua::SceneGraph graph("main_scenegraph"); gua::math::vec4 iron(0.560, 0.570, 0.580, 1); gua::math::vec4 silver(0.972, 0.960, 0.915, 1); gua::math::vec4 aluminium(0.913, 0.921, 0.925, 1); gua::math::vec4 gold(1.000, 0.766, 0.336, 1); gua::math::vec4 copper(0.955, 0.637, 0.538, 1); gua::math::vec4 chromium(0.550, 0.556, 0.554, 1); gua::math::vec4 nickel(0.660, 0.609, 0.526, 1); gua::math::vec4 titanium(0.542, 0.497, 0.449, 1); gua::math::vec4 cobalt(0.662, 0.655, 0.634, 1); gua::math::vec4 platinum(0.672, 0.637, 0.585, 1); auto pbrMat(gua::MaterialShaderDatabase::instance()->lookup("gua_default_material")->make_new_material()); // pbrMat.set_uniform("Color", chromium); // pbrMat.set_uniform("Roughness", 0.2f); // pbrMat.set_uniform("Metalness", 1.0f); std::string directory("/opt/3d_models/Cerberus_by_Andrew_Maximov/Textures/"); pbrMat->set_uniform("ColorMap", directory + "Cerberus_A.tga"); pbrMat->set_uniform("MetalnessMap", directory + "Cerberus_M.tga"); pbrMat->set_uniform("RoughnessMap", directory + "Cerberus_R.tga"); pbrMat->set_uniform("NormalMap", directory + "Cerberus_N.negated_green.tga"); gua::TriMeshLoader loader; auto transform = graph.add_node<gua::node::TransformNode>("/", "transform"); auto cerberus(loader.create_geometry_from_file( "cerberus", "/opt/3d_models/Cerberus_by_Andrew_Maximov/Cerberus_LP.3ds", pbrMat, gua::TriMeshLoader::NORMALIZE_POSITION | gua::TriMeshLoader::NORMALIZE_SCALE)); graph.add_node("/transform", cerberus); cerberus->set_draw_bounding_box(true); cerberus->rotate(90, 0.f, 1.f, 0.f); cerberus->rotate(90, 0.f, 0.f, 1.f); auto pointLight = graph.add_node<gua::node::LightNode>("/", "pointLight"); pointLight->data.set_type(gua::node::LightNode::Type::POINT); pointLight->data.color = gua::utils::Color3f(1.0f, 1.0f, 1.0f); pointLight->data.brightness = 150.0f; // lm pointLight->scale(9.f); pointLight->translate(-2.f, 3.f, 5.f); auto screen = graph.add_node<gua::node::ScreenNode>("/", "screen"); screen->data.set_size(gua::math::vec2(1.92f, 1.08f)); screen->translate(0, 0, 1.0); // add mouse interaction gua::utils::Trackball trackball(0.01, 0.002, 0.2); // setup rendering pipeline and window // auto resolution = gua::math::vec2ui(1920, 1080); auto resolution = gua::math::vec2ui(2560, 1440); std::string skymaps_dir("/opt/guacamole/resources/skymaps/"); for(auto const& file : {std::string(directory + "Cerberus_A.tga"), std::string(directory + "Cerberus_M.tga"), std::string(directory + "Cerberus_R.tga"), std::string(directory + "Cerberus_N.negated_green.tga"), std::string(skymaps_dir + "skymap.jpg")}) { gua::TextureDatabase::instance()->load(file); } auto tiledPipe(std::make_shared<gua::PipelineDescription>()); tiledPipe->add_pass(std::make_shared<gua::TriMeshPassDescription>()); tiledPipe->add_pass(std::make_shared<gua::LightVisibilityPassDescription>()); tiledPipe->add_pass(std::make_shared<gua::ResolvePassDescription>()); auto camera = graph.add_node<gua::node::CameraNode>("/screen", "cam"); camera->translate(0, 0, 2.0); camera->config.set_resolution(resolution); camera->config.set_screen_path("/screen"); camera->config.set_scene_graph_name("main_scenegraph"); camera->config.set_output_window_name("main_window"); camera->config.set_enable_stereo(false); camera->set_pipeline_description(tiledPipe); auto window = std::make_shared<gua::GlfwWindow>(); gua::WindowDatabase::instance()->add("main_window", window); window->config.set_enable_vsync(false); window->config.set_size(resolution); window->config.set_resolution(resolution); window->config.set_stereo_mode(gua::StereoMode::MONO); window->on_resize.connect([&](gua::math::vec2ui const& new_size) { window->config.set_resolution(new_size); camera->config.set_resolution(new_size); screen->data.set_size(gua::math::vec2(0.001 * new_size.x, 0.001 * new_size.y)); }); window->on_move_cursor.connect([&](gua::math::vec2 const& pos) { trackball.motion(pos.x, pos.y); }); window->on_button_press.connect(std::bind(mouse_button, std::ref(trackball), std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)); window->open(); gua::Renderer renderer; // application loop gua::events::MainLoop loop; gua::events::Ticker ticker(loop, 1.0 / 500.0); size_t ctr{}; ticker.on_tick.connect([&]() { // apply trackball matrix to object gua::math::mat4 modelmatrix = scm::math::make_translation(gua::math::float_t(trackball.shiftx()), gua::math::float_t(trackball.shifty()), gua::math::float_t(trackball.distance())) * gua::math::mat4(trackball.rotation()); transform->set_transform(modelmatrix); if(ctr++ % 150 == 0) gua::Logger::LOG_WARNING << "Frame time: " << 1000.f / window->get_rendering_fps() << " ms, fps: " << window->get_rendering_fps() << std::endl; window->process_events(); if(window->should_close()) { renderer.stop(); window->close(); loop.stop(); } else { renderer.queue_draw({&graph}); } }); loop.start(); return 0; }