Main.cpp 19 KB

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