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main.cpp
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main.cpp
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#include <string>
#include <map>
#include "lib/pez/pez.h"
#include "common/audio.h"
#include "common/camera.h"
#include "common/demoContext.h"
#include "common/init.h"
#include "common/jsonUtil.h"
#include "common/programs.h"
#include "common/surface.h"
#include "fx/all.h"
#include "jsoncpp/json.h"
bool FINAL = true;
int byteMark = 0;
unsigned shotIndex;
std::vector<DemoContext*> sequence;
static std::string _getShotName()
{
int argc;
const char** argv;
pezGetArgs(&argc, &argv);
if (argc < 2) return "";
return std::string(argv[1]);
}
static void _constructScene()
{
typedef std::map<std::string,DemoContext*> ShotMap;
ShotMap shotMap;
//Audio::Get().Test();
//
// Check to see if a specific shot was pass on the command line
//
std::string shot = _getShotName();
//
// Build up the shot map, this idea is evolving...
//
// Ground/Grass shared by the grass shots, break out this effect
// so the memory can be shared
Ground* ground = new Ground;
ground->Init();
{ // Grass Intro
DemoContext* ctx = DemoContext::New("GrassIntro");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
GrassIntro* grass = new GrassIntro;
grass->_ground = ground;
Fullscreen* fs = new Fullscreen(Fullscreen::VignetteFlag
| Fullscreen::BlendFlag
| Fullscreen::BrightnessFlag);
fs->clearColor = vec4(0.,0.,0.,1);
fs->AddChild(grass);
grass->fullscreen = fs;
ctx->drawables.push_back(fs);
//ctx->drawables.push_back(grass);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
{ // Grass Tree Grow
DemoContext* ctx = DemoContext::New("GrassTreeGrow");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
GrassTreeGrow* grass = new GrassTreeGrow;
grass->_ground = ground;
Fullscreen* fs = new Fullscreen(Fullscreen::VignetteFlag
| Fullscreen::BlendFlag
| Fullscreen::BrightnessFlag);
fs->solidColor = vec4(1.f);
fs->clearColor = vec4(0.,0.,0.,1);
fs->AddChild(grass);
grass->fullscreen = fs;
ctx->drawables.push_back(fs);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
{ // Grass Tree Bloom
DemoContext* ctx = DemoContext::New("GrassTreeBloom");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
GrassTreeGrow* grass = new GrassTreeGrow;
grass->bloomMode = true;
grass->_ground = ground;
#if 1
Fullscreen* fs = new Fullscreen(Fullscreen::VignetteFlag
| Fullscreen::BlendFlag);
fs->clearColor = vec4(0.,0.,0.,1);
fs->AddChild(grass);
grass->fullscreen = fs;
ctx->drawables.push_back(fs);
#else
ctx->drawables.push_back(grass);
#endif
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
{ // Credits
DemoContext* ctx = DemoContext::New("Credits");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
Credits* credits = new Credits;
//grass->_ground = ground;
Fullscreen* fs = new Fullscreen(Fullscreen::VignetteFlag
| Fullscreen::ScanLinesFlag
| Fullscreen::BrightnessFlag);
vec4 hotPink(1.000, 0.078, 0.576, 1);
fs->clearColor = vec4(hotPink);
fs->AddChild(credits);
credits->fullscreen = fs;
ctx->drawables.push_back(fs);
//ctx->drawables.push_back(grass);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
{ // City Intro
DemoContext* ctx = DemoContext::New("CityIntro");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
ctx->mainCam.eye.x = 50;
ctx->mainCam.eye.y = 50;
// Instance the effects, but do not place them into the scene graph:
Fullscreen* fullscreen1 = new Fullscreen(Fullscreen::VignetteFlag);
fullscreen1->clearColor = vec4(0.1,0.9,1,1);
Buildings* buildings = new Buildings(false);
FpsOverlay* fps = new FpsOverlay();
// Now, insert the effects into our poor man's "scene graph":
ctx->drawables.push_back(fullscreen1);
fullscreen1->AddChild(buildings);
if (not FINAL)
ctx->drawables.push_back(fps);
}
{ // City Explosion
DemoContext* ctx = DemoContext::New("CityExplosion");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
ctx->mainCam.eye.x = 50;
ctx->mainCam.eye.y = 50;
// Instance the effects, but do not place them into the scene graph:
Fullscreen* fullscreen1 = new Fullscreen(Fullscreen::VignetteFlag);
fullscreen1->clearColor = vec4(0.1,0.9,1,1);
Fullscreen* fullscreen2 = new Fullscreen("RadialBlur",
Fullscreen::BlendFlag |
Fullscreen::MipmapsFlag);
fullscreen2->ShareDepth(fullscreen1);
Buildings* buildings = new Buildings(true);
FpsOverlay* fps = new FpsOverlay();
// Now, insert the effects into our poor man's "scene graph":
ctx->drawables.push_back(fullscreen1);
fullscreen1->AddChild(buildings);
ctx->drawables.push_back(fullscreen2);
fullscreen2->AddChild(buildings->Cracks());
if (not FINAL)
ctx->drawables.push_back(fps);
}
{ // prideout credits
DemoContext* ctx = DemoContext::New("prideout_credits");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
ctx->mainCam.eye.x = 50;
ctx->mainCam.eye.y = 50;
// Instance the effects, but do not place them into the scene graph:
Fullscreen::Mask mask = Fullscreen::VignetteFlag;
mask |= Fullscreen::SupersampleFlag;
mask |= Fullscreen::TeleLinesFlag;
Fullscreen* fullscreen = new Fullscreen(mask);
vec4 hotPink(1.000, 0.078, 0.576, 1);
fullscreen->clearColor = vec4(hotPink);
//fullscreen->clearColor = vec4(0.1,0.9,0.7,1);
// Now, insert the effects into our poor man's "scene graph":
ctx->drawables.push_back(fullscreen);
fullscreen->AddChild(new BuildingGrowth());
ctx->drawables.push_back(fullscreen);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
{ // City Grow
DemoContext* ctx = DemoContext::New("CityGrow");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
Fullscreen::Mask mask = Fullscreen::VignetteFlag;
mask |= Fullscreen::SupersampleFlag;
mask |= Fullscreen::TeleLinesFlag;
Fullscreen* fullscreen = new Fullscreen(mask);
fullscreen->AddChild(new CityGrowth(CityGrowth::GROW));
ctx->drawables.push_back(fullscreen);
}
{ // City Detail
DemoContext* ctx = DemoContext::New("CityDetail");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
Fullscreen::Mask mask = Fullscreen::AmbientOcclusionFlag;
mask |= Fullscreen::SupersampleFlag;
Fullscreen* fullscreen = new Fullscreen("SSAO", mask);
fullscreen->AddChild(new CityGrowth(CityGrowth::DETAIL));
ctx->drawables.push_back(fullscreen);
}
{ // Grid City
DemoContext* ctx = DemoContext::New("GridCity");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
Fullscreen::Mask mask = 0;
mask |= Fullscreen::AmbientOcclusionFlag;
Fullscreen* fullscreen;
bool slow = true;
if (slow)
fullscreen = new Fullscreen("SSAO", mask);
else
fullscreen = new Fullscreen(mask);
GridCity* city = new GridCity();
city->pingpong = true;
fullscreen->AddChild(city);
ctx->drawables.push_back(fullscreen);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
//
// TEMPORARY FIX for double city bug
//
{ // Grid City 2
DemoContext* ctx = DemoContext::New("GridCity2");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
Fullscreen::Mask mask = 0;
mask |= Fullscreen::AmbientOcclusionFlag;
Fullscreen* fullscreen;
bool slow = true;
if (slow)
fullscreen = new Fullscreen("SSAO", mask);
else
fullscreen = new Fullscreen(0);
GridCity* city = new GridCity();
city->trackBeat = false;
city->diveCamera = true;
city->centerVines = true;
city->centerpiece = true;
fullscreen->AddChild(city);
ctx->drawables.push_back(fullscreen);
}
{ // Test
DemoContext* ctx = DemoContext::New("Test");
DemoContext::SetCurrent(ctx);
shotMap[ctx->name] = ctx;
ctx->mainCam.eye.z = 5;
ctx->drawables.push_back(new Quads());
Portal* portal = new Portal();
portal->Init();
portal->portalContext->viewport.x = 10;
portal->portalContext->viewport.y = 316;
portal->portalContext->viewport.width = 150;
portal->portalContext->viewport.height = 75;
portal->portalContext->drawables.push_back(new Background(vec4(0.6,.2,0.2,1)));
portal->portalContext->drawables.push_back(new Quads());
portal->portalContext->Init();
portal->portalContext->mainCam = ctx->mainCam;
ctx->drawables.push_back(portal);
// ordering is important here... need to fix this
DemoContext::SetCurrent(ctx);
if (not FINAL)
ctx->drawables.push_back(new FpsOverlay());
}
Json::Value script;
ReadJsonFile("data/script.json", &script);
float startTime = 0;
FOR_EACH(element, script) {
Json::Value cur = *element;
if (shotMap.find(cur[0u].asString()) != shotMap.end()) {
// XXX: can currently only use a context once, because duration is shared :(
string curShot = cur[0u].asString();
DemoContext::SetCurrent(shotMap[curShot]);
shotMap[curShot]->startTime = startTime;
shotMap[curShot]->duration = cur[1u].asDouble();
startTime += shotMap[curShot]->duration;
sequence.push_back(shotMap[curShot]);
if (shot.empty()) {
shotMap[curShot]->Init();
std::cout << "Init [" << curShot << "] GPU memory: "
<< (Vao::totalBytesBuffered - byteMark) / 1024
<< " KiB" << std::endl;
byteMark = Vao::totalBytesBuffered;
}
//std::cout << "Added " << curShot << " duration: " << cur[1u].asDouble() << std::endl;
} else {
std::cerr << "WARNING: shot not found '" << cur[0u] << "'" << std::endl;
}
}
if (sequence.size() > 1) {
std::cout << "Click the viewport to jump to next shot.\n";
}
float audioOffset = 0;
if (not shot.empty()) {
if (shotMap.find(shot) == shotMap.end()) {
std::cerr << "ERROR: Shot not found '" << shot << "', aborting" << std::endl;
exit(1);
}
sequence.clear();
// run forever
//shotMap[shot]->duration = -1;
// the shot is lazily initialized to avoid having to load everything
// so call Init here
DemoContext::SetCurrent(shotMap[shot]);
shotMap[shot]->Init();
std::cout << "Init [" << shot << "] GPU memory: "
<< (Vao::totalBytesBuffered - byteMark) / 1024
<< " KiB" << std::endl;
byteMark = Vao::totalBytesBuffered;
audioOffset = shotMap[shot]->startTime;
sequence.push_back(shotMap[shot]);
}
shotIndex = 0;
// TODO:
// - allow shots to be reused
DemoContext::SetCurrent(sequence[0]);
StartAudio();
if (audioOffset > 0) {
SetAudioPosition(audioOffset);
}
}
void PezInitialize()
{
// add our shader path
pezSwAddPath("", ".glsl");
_constructScene();
}
PezConfig PezGetConfig()
{
PezConfig config;
config.Title = __FILE__;
config.Fullscreen = true;
if (not config.Fullscreen) {
config.Width = 2560/2;
config.Height = 1600/2;
// Accomodate my puny MacBook resolution if need be:
if (config.Height > pezGetDesktopHeight() * 2 /3) {
config.Width = config.Width * 2 / 3;
config.Height = config.Height * 2 / 3;
}
} else {
// this is a little jenky, we should really be setting a video mode
config.Width = pezGetDesktopWidth();
config.Height = pezGetDesktopHeight();
}
config.Multisampling = false;
config.VerticalSync = true;
return config;
}
static void _nextShot()
{
shotIndex = (shotIndex+1) % sequence.size();
std::cout << " Consumed GPU memory: "
<< (Vao::totalBytesBuffered - byteMark) / 1024
<< " KiB" << std::endl;
byteMark = Vao::totalBytesBuffered;
DemoContext::SetCurrent(sequence[shotIndex]);
DemoContext* ctx = DemoContext::GetCurrent();
// XXX: by setting this to 0, we may be messing up the audio sync
ctx->elapsedTime = 0;
printf("Switching to shot %s\n", ctx->name.c_str());
}
void PezHandleMouse(int x, int y, int action)
{
if (action == PEZ_DOWN) {
} else if (action == PEZ_UP) {
if (sequence.size() > 1) {
_nextShot();
SetAudioPosition(DemoContext::GetCurrent()->startTime);
}
}
}
void PezRender()
{
DemoContext::GetCurrent()->Render();
}
void PezUpdate(float seconds)
{
// sync up the audio sequencer
Audio::Get().Update(seconds);
//
// The firest couple frames may be jumpy, so try to account for that by freezing time
// XXX: how will this impact audio?
//
static int prime = 2;
if (prime) {
prime--;
seconds = 0.0f;
}
DemoContext::totalTime += seconds;
DemoContext* ctx = DemoContext::GetCurrent();
//std::cout << "seconds: " << seconds << " elapsed: " << ctx->elapsedTime << " dur: " << ctx->duration << std::endl;
if (ctx->elapsedTime > ctx->duration) {
_nextShot();
ctx = DemoContext::GetCurrent();
}
ctx->Update(seconds);
}