Main.cpp 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601
  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/scene/PerspectiveCamera.h"
  6. #include "anki/scene/OrthographicCamera.h"
  7. #include "anki/math/Math.h"
  8. #include "anki/renderer/Renderer.h"
  9. #include "anki/ui/UiPainter.h"
  10. #include "anki/core/App.h"
  11. #include "anki/resource/Mesh.h"
  12. #include "anki/scene/Light.h"
  13. #include "anki/scene/PointLight.h"
  14. #include "anki/scene/SpotLight.h"
  15. #include "anki/resource/Material.h"
  16. #include "anki/scene/Scene.h"
  17. #include "anki/util/scanner/Scanner.h"
  18. #include "anki/resource/SkelAnim.h"
  19. #include "anki/resource/LightRsrc.h"
  20. #include "anki/misc/Parser.h"
  21. #include "anki/scene/ParticleEmitterNode.h"
  22. #include "anki/physics/Character.h"
  23. #include "anki/renderer/Renderer.h"
  24. #include "anki/renderer/RendererInitializer.h"
  25. #include "anki/renderer/MainRenderer.h"
  26. #include "anki/physics/Character.h"
  27. #include "anki/physics/RigidBody.h"
  28. #include "anki/script/ScriptManager.h"
  29. #include "anki/core/StdinListener.h"
  30. #include "anki/scene/ModelNode.h"
  31. #include "anki/resource/Model.h"
  32. #include "anki/core/Logger.h"
  33. #include "anki/util/Util.h"
  34. #include "anki/util/HighRezTimer.h"
  35. #include "anki/scene/SkinNode.h"
  36. #include "anki/resource/Skin.h"
  37. #include "anki/scene/MaterialRuntime.h"
  38. #include "anki/core/Globals.h"
  39. #include "anki/ui/UiFtFontLoader.h"
  40. #include "anki/ui/UiFont.h"
  41. #include "anki/event/EventManager.h"
  42. #include "anki/event/SceneColorEvent.h"
  43. #include "anki/event/MainRendererPpsHdrEvent.h"
  44. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  45. #include "anki/resource/Material.h"
  46. #include "anki/core/ParallelManager.h"
  47. #include "anki/renderer/PhysDbgDrawer.h"
  48. #include <boost/algorithm/string.hpp>
  49. using namespace anki;
  50. // map (hard coded)
  51. ModelNode* floor__,* sarge,* horse,* crate,* pentagram;
  52. SkinNode* imp;
  53. //SkelModelNode* imp;
  54. PointLight* point_lights[10];
  55. SpotLight* spot_lights[2];
  56. ParticleEmitterNode* partEmitter;
  57. Character* character;
  58. UiPainter* painter;
  59. // Physics
  60. std::vector<btRigidBody*> boxes;
  61. #define ARRAY_SIZE_X 5
  62. #define ARRAY_SIZE_Y 5
  63. #define ARRAY_SIZE_Z 5
  64. #define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
  65. #define SCALING 1.
  66. #define START_POS_X -5
  67. #define START_POS_Y -5
  68. #define START_POS_Z -3
  69. void initPhysics()
  70. {
  71. btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
  72. Transform groundTransform;
  73. groundTransform.setIdentity();
  74. groundTransform.setOrigin(Vec3(0,-50, 0));
  75. RigidBody::Initializer init;
  76. init.mass = 0.0;
  77. init.shape = groundShape;
  78. init.startTrf = groundTransform;
  79. new RigidBody(SceneSingleton::get().getPhysWorld(), init);
  80. /*{
  81. btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
  82. float start_x = START_POS_X - ARRAY_SIZE_X/2;
  83. float start_y = START_POS_Y;
  84. float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
  85. for (int k=0;k<ARRAY_SIZE_Y;k++)
  86. {
  87. for (int i=0;i<ARRAY_SIZE_X;i++)
  88. {
  89. for(int j = 0;j<ARRAY_SIZE_Z;j++)
  90. {
  91. //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
  92. MeshNode* crate = new MeshNode;
  93. crate->init("models/crate0/crate0.mesh");
  94. crate->getLocalTransform().setScale(1.11);
  95. Transform trf(SCALING*Vec3(2.0*i + start_x, 20+2.0*k + start_y, 2.0*j + start_z), Mat3::getIdentity(), 1.0);
  96. new RigidBody(1.0, trf, colShape, crate, Physics::CG_MAP, Physics::CG_ALL);
  97. }
  98. }
  99. }
  100. }*/
  101. }
  102. //==============================================================================
  103. // init =
  104. //==============================================================================
  105. void init()
  106. {
  107. ANKI_INFO("Other init...");
  108. Scene& scene = SceneSingleton::get();
  109. /*Material mtl;
  110. mtl.load("lala.mtl");*/
  111. srand(unsigned(time(NULL)));
  112. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  113. AppSingleton::get().getWindowHeight()));
  114. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  115. // camera
  116. PerspectiveCamera* cam = new PerspectiveCamera(scene, SceneNode::SNF_NONE, NULL);
  117. //cam->setAll(toRad(100.0), toRad(100.0) / r::MainRendererSingleton::get().getAspectRatio(), 0.5, 200.0);
  118. ANKI_INFO(MainRendererSingleton::get().getAspectRatio());
  119. cam->setAll(MainRendererSingleton::get().getAspectRatio()*Math::toRad(70.0), Math::toRad(70.0), 0.5, 200.0);
  120. cam->moveLocalY(3.0);
  121. cam->moveLocalZ(5.7);
  122. cam->moveLocalX(-0.3);
  123. AppSingleton::get().setActiveCam(cam);
  124. ANKI_INFO(cam->getSceneNodeName());
  125. OrthographicCamera* ocam = new OrthographicCamera(scene, SceneNode::SNF_NONE, NULL);
  126. ocam->setAll(-1, 1, 1.0, -1.0, 0.1, 10.0);
  127. // lights
  128. point_lights[0] = new PointLight(scene, SceneNode::SNF_NONE, NULL);
  129. point_lights[0]->init("maps/temple/light0.light");
  130. point_lights[0]->setLocalTransform(Transform(Vec3(-1.0, 2.4, 1.0), Mat3::getIdentity(), 1.0));
  131. point_lights[1] = new PointLight(scene, SceneNode::SNF_NONE, NULL);
  132. point_lights[1]->init("maps/temple/light1.light");
  133. point_lights[1]->setLocalTransform(Transform(Vec3(2.5, 1.4, 1.0), Mat3::getIdentity(), 1.0));
  134. spot_lights[0] = new SpotLight(scene, SceneNode::SNF_NONE, NULL);
  135. spot_lights[0]->init("maps/temple/light2.light");
  136. spot_lights[0]->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0), Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  137. spot_lights[1] = new SpotLight(scene, SceneNode::SNF_NONE, NULL);
  138. spot_lights[1]->init("maps/temple/light3.light");
  139. spot_lights[1]->setLocalTransform(Transform(Vec3(-2.3, 6.3, 2.9), Mat3(Euler(Math::toRad(-70), Math::toRad(-20), 0.0)), 1.0));
  140. // horse
  141. horse = new ModelNode(scene, SceneNode::SNF_NONE, NULL);
  142. horse->init("meshes/horse/horse.mdl");
  143. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(), 1.0));
  144. // Pentagram
  145. /*pentagram = new ModelNode(false, NULL);
  146. pentagram->init("models/pentagram/pentagram.mdl");
  147. pentagram->setLocalTransform(Transform(Vec3(2, 0, 0), Mat3::getIdentity(), 1.0));*/
  148. // Sponza
  149. ModelNode* sponza = new ModelNode(scene, SceneNode::SNF_NONE, NULL);
  150. //sponza->init("maps/sponza/sponza.mdl");
  151. sponza->init("maps/sponza-crytek/sponza_crytek.mdl");
  152. sponza->setLocalTransform(Transform(Vec3(0.0), Mat3::getIdentity(), 0.05));
  153. // Imp
  154. /*imp = new SkinNode(false, NULL);
  155. imp->setLocalTransform(Transform(Vec3(0.0, 2.0, 0.0), Mat3::getIdentity(), 0.7));
  156. imp->init("models/imp/imp.skin");
  157. imp->skelAnimModelNodeCtrl = new SkelAnimModelNodeCtrl(*imp);
  158. imp->skelAnimModelNodeCtrl->set(imp->getSkin().getSkelAnims()[0].get());
  159. imp->skelAnimModelNodeCtrl->setStep(0.8);
  160. imp->addChild(*cam);*/
  161. // sarge
  162. /*sarge = new MeshNode();
  163. sarge->init("meshes/sphere/sphere16.mesh");
  164. //sarge->setLocalTransform(Vec3(0, -2.8, 1.0), Mat3(Euler(-m::PI/2, 0.0, 0.0)), 1.1);
  165. sarge->setLocalTransform(Transform(Vec3(0, 2.0, 2.0), Mat3::getIdentity(), 0.4));
  166. // floor
  167. floor__ = new MeshNode();
  168. floor__->init("maps/temple/Cube.019.mesh");
  169. floor__->setLocalTransform(Transform(Vec3(0.0, -0.19, 0.0), Mat3(Euler(-m::PI/2, 0.0, 0.0)), 0.8));*/
  170. // imp
  171. /*imp = new SkelModelNode();
  172. imp->init("models/imp/imp.smdl");
  173. //imp->setLocalTransform(Transform(Vec3(0.0, 2.11, 0.0), Mat3(Euler(-m::PI/2, 0.0, 0.0)), 0.7));
  174. SkelAnimCtrl* ctrl = new SkelAnimCtrl(*imp->meshNodes[0]->meshSkelCtrl->skelNode);
  175. ctrl->skelAnim.load("models/imp/walk.imp.anim");
  176. ctrl->step = 0.8;*/
  177. // cave map
  178. /*for(int i=1; i<21; i++)
  179. {
  180. MeshNode* node = new MeshNode();
  181. node->init(("maps/cave/rock." + lexical_cast<string>(i) + ".mesh").c_str());
  182. node->setLocalTransform(Transform(Vec3(0.0, -0.0, 0.0), Mat3::getIdentity(), 0.01));
  183. }*/
  184. // sponza map
  185. /*MeshNode* node = new MeshNode();
  186. node->init("maps/sponza/floor.mesh");
  187. node = new MeshNode();
  188. node->init("maps/sponza/walls.mesh");
  189. node = new MeshNode();
  190. node->init("maps/sponza/light-marbles.mesh");
  191. node = new MeshNode();
  192. node->init("maps/sponza/dark-marbles.mesh");*/
  193. //node->setLocalTransform(Transform(Vec3(0.0, -0.0, 0.0), Mat3::getIdentity(), 0.01));
  194. // particle emitter
  195. /*
  196. XXX
  197. partEmitter = new ParticleEmitterNode(false, NULL);
  198. partEmitter->init("asdf");
  199. partEmitter->getLocalTransform().setOrigin(Vec3(3.0, 0.0, 0.0));*/
  200. return;
  201. // character
  202. /*PhyCharacter::Initializer init;
  203. init.sceneNode = imp;
  204. init.startTrf = Transform(Vec3(0, 40, 0), Mat3::getIdentity(), 1.0);
  205. character = new PhyCharacter(SceneSingleton::get().getPhysics(), init);*/
  206. // crate
  207. /*crate = new MeshNode;
  208. crate->init("models/crate0/crate0.mesh");
  209. crate->scaleLspace = 1.0;*/
  210. //
  211. //floor_ = new floor_t;
  212. //floor_->material = RsrcMngr::materials.load("materials/default.mtl");
  213. initPhysics();
  214. //ANKI_INFO("Engine initialization ends (" << (App::getTicks() - ticks) << ")");
  215. }
  216. //==============================================================================
  217. // =
  218. //==============================================================================
  219. void mainLoopExtra()
  220. {
  221. InputSingleton::get().handleEvents();
  222. float dist = 0.2;
  223. float ang = Math::toRad(3.0);
  224. float scale = 0.01;
  225. // move the camera
  226. static SceneNode* mover = AppSingleton::get().getActiveCam();
  227. if(InputSingleton::get().getKey(SDL_SCANCODE_1)) mover = AppSingleton::get().getActiveCam();
  228. if(InputSingleton::get().getKey(SDL_SCANCODE_2)) mover = point_lights[0];
  229. if(InputSingleton::get().getKey(SDL_SCANCODE_3)) mover = spot_lights[0];
  230. if(InputSingleton::get().getKey(SDL_SCANCODE_4)) mover = point_lights[1];
  231. if(InputSingleton::get().getKey(SDL_SCANCODE_5)) mover = spot_lights[1];
  232. if(InputSingleton::get().getKey(SDL_SCANCODE_6)) mover = imp;
  233. if(InputSingleton::get().getKey(SDL_SCANCODE_7)) mover =
  234. SceneSingleton::get().getParticleEmitterNodes()[0];
  235. if(InputSingleton::get().getKey(SDL_SCANCODE_8)) mover = horse;
  236. if(InputSingleton::get().getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  237. if(InputSingleton::get().getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  238. if(InputSingleton::get().getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  239. if(InputSingleton::get().getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  240. if(InputSingleton::get().getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  241. if(InputSingleton::get().getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  242. if(!InputSingleton::get().getWarpMouse())
  243. {
  244. if(InputSingleton::get().getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  245. if(InputSingleton::get().getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  246. if(InputSingleton::get().getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  247. if(InputSingleton::get().getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  248. }
  249. else
  250. {
  251. float accel = 44.0;
  252. mover->rotateLocalX(ang * InputSingleton::get().mouseVelocity.y() * accel);
  253. mover->rotateLocalY(-ang * InputSingleton::get().mouseVelocity.x() * accel);
  254. }
  255. if(InputSingleton::get().getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  256. if(InputSingleton::get().getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  257. if(InputSingleton::get().getKey(SDL_SCANCODE_PAGEUP)) mover->getLocalTransform().getScale() += scale ;
  258. if(InputSingleton::get().getKey(SDL_SCANCODE_PAGEDOWN)) mover->getLocalTransform().getScale() -= scale ;
  259. if(InputSingleton::get().getKey(SDL_SCANCODE_K))
  260. AppSingleton::get().getActiveCam()->lookAtPoint(point_lights[0]->getWorldTransform().getOrigin());
  261. if(InputSingleton::get().getKey(SDL_SCANCODE_I))
  262. character->moveForward(0.1);
  263. /*if(InputSingleton::get().getKey(SDL_SCANCODE_F) == 1)
  264. {
  265. Event::ManagerSingleton::get().createEvent(Event::MainRendererPpsHdr(HighRezTimer::getCrntTime() + 5,
  266. 5, r::MainRendererSingleton::get().getPps().getHdr().getExposure() + 20.0, 3, 1.4));
  267. }*/
  268. if(InputSingleton::get().getKey(SDL_SCANCODE_O) == 1)
  269. {
  270. btRigidBody* body = static_cast<btRigidBody*>(boxes[0]);
  271. //body->getMotionState()->setWorldTransform(toBt(Mat4(Vec3(0.0, 10.0, 0.0), Mat3::getIdentity(), 1.0)));
  272. body->setWorldTransform(toBt(Mat4(Vec3(0.0, 10.0, 0.0), Mat3::getIdentity(), 1.0)));
  273. //body->clearForces();
  274. body->forceActivationState(ACTIVE_TAG);
  275. }
  276. if(InputSingleton::get().getKey(SDL_SCANCODE_Y) == 1)
  277. {
  278. ANKI_INFO("Exec script");
  279. ScriptManagerSingleton::get().execScript(Util::readFile("test.py").c_str());
  280. }
  281. mover->getLocalTransform().getRotation().reorthogonalize();
  282. //ANKI_INFO(mover->getSceneNodeName())
  283. /*if(spot_lights[0]->getCamera().insideFrustum(spot_lights[1]->getCamera()))
  284. {
  285. ANKI_INFO("in");
  286. }
  287. else
  288. {
  289. ANKI_INFO("out");
  290. }*/
  291. }
  292. //==============================================================================
  293. // mainLoop =
  294. //==============================================================================
  295. void mainLoop()
  296. {
  297. ANKI_INFO("Entering main loop");
  298. HighRezTimer mainLoopTimer;
  299. mainLoopTimer.start();
  300. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCrntTime();
  301. HighRezTimer::Scalar crntTime = prevUpdateTime;
  302. while(1)
  303. {
  304. HighRezTimer timer;
  305. timer.start();
  306. prevUpdateTime = crntTime;
  307. crntTime = HighRezTimer::getCrntTime();
  308. //
  309. // Update
  310. //
  311. mainLoopExtra();
  312. void execStdinScpripts();
  313. execStdinScpripts();
  314. SceneSingleton::get().getPhysWorld().update(prevUpdateTime, crntTime);
  315. SceneSingleton::get().updateAllWorldStuff(prevUpdateTime, crntTime);
  316. SceneSingleton::get().doVisibilityTests(*AppSingleton::get().getActiveCam());
  317. SceneSingleton::get().updateAllControllers();
  318. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  319. MainRendererSingleton::get().render(*AppSingleton::get().getActiveCam());
  320. painter->setPosition(Vec2(0.0, 0.1));
  321. painter->setColor(Vec4(1.0));
  322. //painter->drawText("A");
  323. const MainRenderer& r = MainRendererSingleton::get();
  324. std::stringstream ss;
  325. ss << "MS: " << r.getMsTime() * 1000000 << " IS: " <<
  326. r.getIsTime() * 1000000 << " BS: " << r.getBsTime() * 1000000 <<
  327. " PPS: " << r.getPpsTime() * 1000000 << " DBG: " <<
  328. r.getDbgTime() * 1000000;
  329. ss << "\n" << AppSingleton::get().getActiveCam()->
  330. getVisibleMsRenderableNodes().size();
  331. painter->drawText(ss.str());
  332. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  333. {
  334. break;
  335. }
  336. if(InputSingleton::get().getKey(SDL_SCANCODE_F11))
  337. {
  338. AppSingleton::get().togleFullScreen();
  339. }
  340. if(InputSingleton::get().getKey(SDL_SCANCODE_F12) == 1)
  341. {
  342. MainRendererSingleton::get().takeScreenshot("gfx/screenshot.jpg");
  343. }
  344. AppSingleton::get().swapBuffers();
  345. //
  346. // Async resource loading
  347. //
  348. /*if(ResourceManagerSingleton::get().getAsyncLoadingRequestsNum() > 0)
  349. {
  350. HighRezTimer::Scalar a = timer.getElapsedTime();
  351. HighRezTimer::Scalar b = AppSingleton::get().getTimerTick();
  352. HighRezTimer::Scalar timeToSpendForRsrcPostProcess;
  353. if(a < b)
  354. {
  355. timeToSpendForRsrcPostProcess = b - a;
  356. }
  357. else
  358. {
  359. timeToSpendForRsrcPostProcess = 0.001;
  360. }
  361. ResourceManagerSingleton::get().postProcessFinishedLoadingRequests(timeToSpendForRsrcPostProcess);
  362. }*/
  363. //
  364. // Sleep
  365. //
  366. timer.stop();
  367. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  368. {
  369. SDL_Delay((AppSingleton::get().getTimerTick() - timer.getElapsedTime()) * 1000.0);
  370. }
  371. /*if(r::MainRendererSingleton::get().getFramesNum() == 100)
  372. {
  373. break;
  374. }*/
  375. }
  376. ANKI_INFO("Exiting main loop (" << mainLoopTimer.getElapsedTime() << " sec)");
  377. }
  378. //==============================================================================
  379. // initSubsystems =
  380. //==============================================================================
  381. void initSubsystems(int argc, char* argv[])
  382. {
  383. // App
  384. AppSingleton::get().init(argc, argv);
  385. // Main renderer
  386. RendererInitializer initializer;
  387. initializer.ms.ez.enabled = true;
  388. initializer.dbg.enabled = true;
  389. initializer.is.sm.bilinearEnabled = true;
  390. initializer.is.sm.enabled = true;
  391. initializer.is.sm.pcfEnabled = true;
  392. initializer.is.sm.resolution = 1024;
  393. initializer.is.sm.level0Distance = 3.0;
  394. initializer.pps.hdr.enabled = true;
  395. initializer.pps.hdr.renderingQuality = 0.25;
  396. initializer.pps.hdr.blurringDist = 1.0;
  397. initializer.pps.hdr.blurringIterationsNum = 2;
  398. initializer.pps.hdr.exposure = 4.0;
  399. initializer.pps.ssao.blurringIterationsNum = 4;
  400. initializer.pps.ssao.enabled = true;
  401. initializer.pps.ssao.renderingQuality = 0.3;
  402. initializer.pps.bl.enabled = true;
  403. initializer.pps.bl.blurringIterationsNum = 2;
  404. initializer.pps.bl.sideBlurFactor = 1.0;
  405. initializer.mainRendererQuality = 1.0;
  406. MainRendererSingleton::get().init(initializer);
  407. // Scripting engine
  408. const char* commonPythonCode =
  409. "import sys\n"
  410. "from anki import *\n"
  411. "\n"
  412. "class StdoutCatcher:\n"
  413. " def write(self, str_):\n"
  414. " if str_ == \"\\n\": return\n"
  415. " line = sys._getframe(1).f_lineno\n"
  416. " file = sys._getframe(1).f_code.co_filename\n"
  417. " func = sys._getframe(1).f_code.co_name\n"
  418. " LoggerSingleton.get().write(file, line, "
  419. "func, Logger.MessageType.MT_NORMAL, str_ + \"\\n\")\n"
  420. "\n"
  421. "class StderrCatcher:\n"
  422. " def write(self, str_):\n"
  423. " line = sys._getframe(1).f_lineno\n"
  424. " file = sys._getframe(1).f_code.co_filename\n"
  425. " func = sys._getframe(1).f_code.co_name\n"
  426. " LoggerSingleton.get().write(file, line, "
  427. "func, Logger.MessageType.MT_ERROR, str_)\n"
  428. "\n"
  429. "sys.stdout = StdoutCatcher()\n"
  430. "sys.stderr = StderrCatcher()\n";
  431. ScriptManagerSingleton::get().execScript(commonPythonCode);
  432. // Stdin listener
  433. StdinListenerSingleton::get().start();
  434. // Parallel jobs
  435. ParallelManagerSingleton::get().init(4);
  436. // Add drawer to physics
  437. SceneSingleton::get().getPhysWorld().setDebugDrawer(
  438. new PhysDbgDrawer(MainRendererSingleton::get().getDbg()));
  439. }
  440. //==============================================================================
  441. // execStdinScpripts =
  442. //==============================================================================
  443. /// The func pools the stdinListener for string in the console, if
  444. /// there are any it executes them with scriptingEngine
  445. void execStdinScpripts()
  446. {
  447. while(1)
  448. {
  449. std::string cmd = StdinListenerSingleton::get().getLine();
  450. if(cmd.length() < 1)
  451. {
  452. break;
  453. }
  454. try
  455. {
  456. ScriptManagerSingleton::get().execScript(cmd.c_str(),
  457. "command line input");
  458. }
  459. catch(Exception& e)
  460. {
  461. ANKI_ERROR(e.what());
  462. }
  463. }
  464. }
  465. //==============================================================================
  466. // main =
  467. //==============================================================================
  468. int main(int argc, char* argv[])
  469. {
  470. int exitCode;
  471. try
  472. {
  473. /*ShaderProgramPrePreprocessor p("lala.glsl");
  474. std::cout << "VERT\n" << p.getShaderSource(ST_VERTEX) << std::endl;
  475. std::cout << "TC\n" << p.getShaderSource(ST_TC) << std::endl;
  476. std::cout << "TE\n" << p.getShaderSource(ST_TE) << std::endl;
  477. std::cout << "GEOM\n" << p.getShaderSource(ST_GEOMETRY) << std::endl;
  478. std::cout << "FRAG\n" << p.getShaderSource(ST_FRAGMENT) << std::endl;
  479. return 0;*/
  480. initSubsystems(argc, argv);
  481. init();
  482. mainLoop();
  483. ANKI_INFO("Exiting...");
  484. AppSingleton::get().quit(EXIT_SUCCESS);
  485. exitCode = 0;
  486. }
  487. catch(std::exception& e)
  488. {
  489. /*std::cerr << "Aborting: " <<
  490. boost::replace_all_copy(std::string(e.what()), "AnKi exception: ",
  491. "\n") << std::endl;*/
  492. std::cerr << "Aborting: " << e.what() << std::endl;
  493. //abort();
  494. exitCode = 1;
  495. }
  496. return exitCode;
  497. }