Main.cpp 17 KB

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  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/Math.h"
  6. #include "anki/renderer/Renderer.h"
  7. #include "anki/core/App.h"
  8. #include "anki/resource/Mesh.h"
  9. #include "anki/resource/Material.h"
  10. #include "anki/resource/SkelAnim.h"
  11. #include "anki/physics/Character.h"
  12. #include "anki/renderer/Renderer.h"
  13. #include "anki/renderer/MainRenderer.h"
  14. #include "anki/physics/Character.h"
  15. #include "anki/physics/RigidBody.h"
  16. #include "anki/script/ScriptManager.h"
  17. #include "anki/core/StdinListener.h"
  18. #include "anki/resource/Model.h"
  19. #include "anki/core/Logger.h"
  20. #include "anki/Util.h"
  21. #include "anki/resource/Skin.h"
  22. #include "anki/event/EventManager.h"
  23. #include "anki/event/MainRendererPpsHdrEvent.h"
  24. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  25. #include "anki/resource/Material.h"
  26. #include "anki/core/Timestamp.h"
  27. #include "anki/core/NativeWindow.h"
  28. #include "anki/Scene.h"
  29. #include "anki/event/LightEvent.h"
  30. #include "anki/event/MoveEvent.h"
  31. #include "anki/core/Counters.h"
  32. using namespace anki;
  33. ModelNode* horse;
  34. PerspectiveCamera* cam;
  35. NativeWindow* win;
  36. //==============================================================================
  37. void initPhysics()
  38. {
  39. SceneGraph& scene = SceneGraphSingleton::get();
  40. btCollisionShape* groundShape = new btBoxShape(
  41. btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
  42. Transform groundTransform;
  43. groundTransform.setIdentity();
  44. groundTransform.setOrigin(Vec3(0, -50, 0));
  45. RigidBody::Initializer init;
  46. init.mass = 0.0;
  47. init.shape = groundShape;
  48. init.startTrf = groundTransform;
  49. init.group = PhysicsWorld::CG_MAP;
  50. init.mask = PhysicsWorld::CG_ALL;
  51. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  52. #if 0
  53. btCollisionShape* colShape = new btBoxShape(
  54. btVector3(1, 1, 1));
  55. init.startTrf.setOrigin(Vec3(0.0, 15.0, 0.0));
  56. init.mass = 20;
  57. init.shape = colShape;
  58. init.group = PhysWorld::CG_PARTICLE;
  59. init.mask = PhysWorld::CG_MAP | PhysWorld::CG_PARTICLE;
  60. const I ARRAY_SIZE_X = 5;
  61. const I ARRAY_SIZE_Y = 5;
  62. const I ARRAY_SIZE_Z = 5;
  63. const I START_POS_X = -5;
  64. const I START_POS_Y = 35;
  65. const I START_POS_Z = -3;
  66. float start_x = START_POS_X - ARRAY_SIZE_X / 2;
  67. float start_y = START_POS_Y;
  68. float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
  69. for(I k = 0; k < ARRAY_SIZE_Y; k++)
  70. {
  71. for(I i = 0; i < ARRAY_SIZE_X; i++)
  72. {
  73. for(I j = 0; j < ARRAY_SIZE_Z; j++)
  74. {
  75. std::string name = std::string("crate0") + std::to_string(i)
  76. + std::to_string(j) + std::to_string(k);
  77. ModelNode* mnode = new ModelNode(
  78. name.c_str(), &SceneGraphSingleton::get(), nullptr,
  79. MoveComponent::MF_NONE, "models/crate0/crate0.mdl");
  80. init.movable = mnode;
  81. ANKI_ASSERT(init.movable);
  82. Transform trf(
  83. Vec3(2.0 * i + start_x, 2.0 * k + start_y,
  84. 2.0 * j + start_z), Mat3::getIdentity(), 1.0);
  85. init.startTrf = trf;
  86. new RigidBody(&SceneGraphSingleton::get().getPhysics(), init);
  87. }
  88. }
  89. }
  90. #endif
  91. }
  92. //==============================================================================
  93. void init()
  94. {
  95. ANKI_LOGI("Other init...");
  96. SceneGraph& scene = SceneGraphSingleton::get();
  97. scene.setAmbientColor(Vec4(0.1, 0.05, 0.05, 0.0) * 3);
  98. #if 0
  99. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  100. AppSingleton::get().getWindowHeight()));
  101. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  102. #endif
  103. // camera
  104. scene.newSceneNode(cam, "main-camera");
  105. const F32 ang = 45.0;
  106. cam->setAll(
  107. MainRendererSingleton::get().getAspectRatio() * toRad(ang),
  108. toRad(ang), 0.5, 500.0);
  109. cam->setLocalTransform(Transform(Vec3(17.0, 5.2, 0.0),
  110. Mat3(Euler(toRad(-10.0), toRad(90.0), toRad(0.0))),
  111. 1.0));
  112. scene.setActiveCamera(cam);
  113. // lights
  114. #if 1
  115. Vec3 lpos(-24.0, 0.1, -10.0);
  116. for(int i = 0; i < 50; i++)
  117. {
  118. for(int j = 0; j < 10; j++)
  119. {
  120. std::string name = "plight" + std::to_string(i) + std::to_string(j);
  121. PointLight* point;
  122. scene.newSceneNode(point, name.c_str());
  123. point->setRadius(0.5);
  124. point->setDiffuseColor(Vec4(randFloat(6.0) - 2.0,
  125. randFloat(6.0) - 2.0, randFloat(6.0) - 2.0, 0.0));
  126. point->setSpecularColor(Vec4(randFloat(6.0) - 3.0,
  127. randFloat(6.0) - 3.0, randFloat(6.0) - 3.0, 0.0));
  128. point->setLocalOrigin(lpos);
  129. lpos.z() += 2.0;
  130. }
  131. lpos.x() += 0.93;
  132. lpos.z() = -10;
  133. }
  134. #endif
  135. #if 1
  136. SpotLight* spot;
  137. scene.newSceneNode(spot, "spot0");
  138. spot->setOuterAngle(toRad(45.0));
  139. spot->setInnerAngle(toRad(15.0));
  140. spot->setLocalTransform(Transform(Vec3(8.27936, 5.86285, 1.85526),
  141. Mat3(Quat(-0.125117, 0.620465, 0.154831, 0.758544)), 1.0));
  142. spot->setDiffuseColor(Vec4(2.0));
  143. spot->setSpecularColor(Vec4(-1.0));
  144. spot->setDistance(30.0);
  145. spot->setShadowEnabled(true);
  146. scene.newSceneNode(spot, "spot1");
  147. spot->setOuterAngle(toRad(45.0));
  148. spot->setInnerAngle(toRad(15.0));
  149. spot->setLocalTransform(Transform(Vec3(5.3, 4.3, 3.0),
  150. Mat3::getIdentity(), 1.0));
  151. spot->setDiffuseColor(Vec4(3.0, 0.0, 0.0, 0.0));
  152. spot->setSpecularColor(Vec4(3.0, 3.0, 0.0, 0.0));
  153. spot->setDistance(30.0);
  154. spot->setShadowEnabled(true);
  155. #endif
  156. #if 1
  157. // Vase point lights
  158. F32 x = 8.5;
  159. F32 y = 2.25;
  160. F32 z = 2.49;
  161. Array<Vec3, 4> vaseLightPos = {{Vec3(x, y, -z - 1.4), Vec3(x, y, z),
  162. Vec3(-x - 2.3, y, z), Vec3(-x - 2.3, y, -z - 1.4)}};
  163. for(U i = 0; i < vaseLightPos.getSize(); i++)
  164. {
  165. Vec3 lightPos = vaseLightPos[i];
  166. PointLight* point;
  167. scene.newSceneNode(point, ("vase_plight" + std::to_string(i)).c_str());
  168. point->loadLensFlare("textures/lens_flare/flares0.ankitex");
  169. point->setRadius(2.0);
  170. point->setLocalOrigin(lightPos);
  171. point->setDiffuseColor(Vec4(3.0, 0.2, 0.0, 0.0));
  172. point->setSpecularColor(Vec4(1.0, 1.0, 0.0, 0.0));
  173. point->setLensFlaresStretchMultiplier(Vec2(10.0, 1.0));
  174. point->setLensFlaresAlpha(1.0);
  175. LightEventData eventData;
  176. eventData.radiusMultiplier = 0.2;
  177. eventData.intensityMultiplier = Vec4(-1.2, 0.0, 0.0, 0.0);
  178. eventData.specularIntensityMultiplier = Vec4(0.1, 0.1, 0.0, 0.0);
  179. LightEvent* event;
  180. scene.getEventManager().newEvent(event, 0.0, 0.8, point, eventData);
  181. event->enableBits(Event::EF_REANIMATE);
  182. MoveEventData moveData;
  183. moveData.posMin = Vec3(-0.5, 0.0, -0.5);
  184. moveData.posMax = Vec3(0.5, 0.0, 0.5);
  185. MoveEvent* mevent;
  186. scene.getEventManager().newEvent(mevent, 0.0, 2.0, point, moveData);
  187. mevent->enableBits(Event::EF_REANIMATE);
  188. ParticleEmitter* pe;
  189. /**/
  190. if(i == 0)
  191. {
  192. scene.newSceneNode(pe, "pefire", "particles/fire.ankipart");
  193. pe->setLocalOrigin(lightPos);
  194. scene.newSceneNode(pe, "pesmoke", "particles/smoke.ankipart");
  195. pe->setLocalOrigin(lightPos);
  196. }
  197. else
  198. {
  199. InstanceNode* instance;
  200. scene.newSceneNode(instance,
  201. ("pefire_inst" + std::to_string(i)).c_str());
  202. instance->setLocalOrigin(lightPos);
  203. SceneNode& sn = scene.findSceneNode("pefire");
  204. sn.addChild(instance);
  205. scene.newSceneNode(instance,
  206. ("pesmoke_inst" + std::to_string(i)).c_str());
  207. instance->setLocalOrigin(lightPos);
  208. scene.findSceneNode("pesmoke").addChild(instance);
  209. }
  210. {
  211. scene.newSceneNode(pe, ("pesparks" + std::to_string(i)).c_str(),
  212. "particles/sparks.ankipart");
  213. pe->setLocalOrigin(lightPos);
  214. }
  215. }
  216. #endif
  217. #if 1
  218. // horse
  219. scene.newSceneNode(horse, "horse", "models/horse/horse.ankimdl");
  220. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  221. 0.7));
  222. scene.newSceneNode(horse, "crate", "models/crate0/crate0.ankimdl");
  223. horse->setLocalTransform(Transform(Vec3(2, 10.0, 0), Mat3::getIdentity(),
  224. 1.0));
  225. // barrel
  226. /*ModelNode* redBarrel = new ModelNode(
  227. "red_barrel", &scene, nullptr, MoveComponent::MF_NONE,
  228. "models/red_barrel/red_barrel.mdl");
  229. redBarrel->setLocalTransform(Transform(Vec3(+2, 0, 0), Mat3::getIdentity(),
  230. 0.7));*/
  231. #endif
  232. #if 0
  233. StaticGeometryNode* sponzaModel = new StaticGeometryNode(
  234. //"data/maps/sponza/sponza_no_bmeshes.mdl",
  235. //"data/maps/sponza/sponza.mdl",
  236. "sponza", &scene, "data/maps/sponza/static_geometry.mdl");
  237. (void)sponzaModel;
  238. #endif
  239. scene.load("maps/sponza/master.ankiscene");
  240. // Physics debug
  241. scene.getPhysics().setDebugDrawer(
  242. new PhysicsDebugDrawer(
  243. &MainRendererSingleton::get().getDbg().getDebugDrawer()));
  244. initPhysics();
  245. // Sectors
  246. #if 0
  247. SectorGroup& sgroup = scene.getSectorGroup();
  248. Sector* sectorA = sgroup.createNewSector(
  249. Aabb(Vec3(-38, -3, -20), Vec3(38, 27, 20)));
  250. Sector* sectorB = sgroup.createNewSector(Aabb(Vec3(-5), Vec3(5)));
  251. sgroup.createNewPortal(sectorA, sectorB, Obb(Vec3(0.0, 3.0, 0.0),
  252. Mat3::getIdentity(), Vec3(1.0, 2.0, 2.0)));
  253. Sector* sectorC = sgroup.createNewSector(
  254. Aabb(Vec3(-30, -10, -35), Vec3(30, 10, -25)));
  255. sgroup.createNewPortal(sectorA, sectorC, Obb(Vec3(-1.1, 2.0, -11.0),
  256. Mat3::getIdentity(), Vec3(1.3, 1.8, 0.5)));
  257. #endif
  258. // Path
  259. /*Path* path = new Path("todo", "path", &scene, MoveComponent::MF_NONE, nullptr);
  260. (void)path;
  261. const F32 distPerSec = 2.0;
  262. scene.getEventManager().newFollowPathEvent(-1.0,
  263. path->getDistance() / distPerSec,
  264. cam, path, distPerSec);*/
  265. }
  266. //==============================================================================
  267. /// The func pools the stdinListener for string in the console, if
  268. /// there are any it executes them with scriptingEngine
  269. void execStdinScpripts()
  270. {
  271. while(1)
  272. {
  273. std::string cmd = StdinListenerSingleton::get().getLine();
  274. if(cmd.length() < 1)
  275. {
  276. break;
  277. }
  278. try
  279. {
  280. ScriptManagerSingleton::get().evalString(cmd.c_str());
  281. }
  282. catch(Exception& e)
  283. {
  284. ANKI_LOGE(e.what());
  285. }
  286. }
  287. }
  288. //==============================================================================
  289. void mainLoopExtra()
  290. {
  291. F32 dist = 0.2;
  292. F32 ang = toRad(3.0);
  293. F32 scale = 0.01;
  294. F32 mouseSensivity = 9.0;
  295. // move the camera
  296. static MoveComponent* mover =
  297. &SceneGraphSingleton::get().getActiveCamera().getComponent<MoveComponent>();
  298. Input& in = InputSingleton::get();
  299. if(in.getKey(KC_1))
  300. {
  301. mover = &SceneGraphSingleton::get().getActiveCamera();
  302. }
  303. if(in.getKey(KC_2))
  304. {
  305. mover = &SceneGraphSingleton::get().findSceneNode("horse").getComponent<MoveComponent>();
  306. }
  307. if(in.getKey(KC_3))
  308. {
  309. mover = &SceneGraphSingleton::get().findSceneNode("spot0").getComponent<MoveComponent>();
  310. }
  311. if(in.getKey(KC_4))
  312. {
  313. mover = &SceneGraphSingleton::get().findSceneNode("spot1").getComponent<MoveComponent>();
  314. }
  315. if(in.getKey(KC_5))
  316. {
  317. mover = &SceneGraphSingleton::get().findSceneNode("pe").getComponent<MoveComponent>();
  318. }
  319. if(in.getKey(KC_6))
  320. {
  321. mover = &SceneGraphSingleton::get().findSceneNode("vase_plight0").getComponent<MoveComponent>();
  322. }
  323. if(in.getKey(KC_7))
  324. {
  325. mover = &SceneGraphSingleton::get().findSceneNode("red_barrel").getComponent<MoveComponent>();
  326. }
  327. if(in.getKey(KC_L) == 1)
  328. {
  329. SceneNode& l =
  330. SceneGraphSingleton::get().findSceneNode("crate");
  331. Transform trf;
  332. trf.setIdentity();
  333. trf.getOrigin().y() = 20.0;
  334. l.getComponent<MoveComponent>().setLocalTransform(trf);
  335. }
  336. if(in.getKey(KC_F1) == 1)
  337. {
  338. MainRendererSingleton::get().getDbg().setEnabled(
  339. !MainRendererSingleton::get().getDbg().getEnabled());
  340. }
  341. if(in.getKey(KC_F2) == 1)
  342. {
  343. MainRendererSingleton::get().getDbg().switchBits(
  344. Dbg::DF_SPATIAL);
  345. }
  346. if(in.getKey(KC_F3) == 1)
  347. {
  348. MainRendererSingleton::get().getDbg().switchBits(
  349. Dbg::DF_PHYSICS);
  350. }
  351. if(in.getKey(KC_F4) == 1)
  352. {
  353. MainRendererSingleton::get().getDbg().switchBits(
  354. Dbg::DF_SECTOR);
  355. }
  356. if(in.getKey(KC_F5) == 1)
  357. {
  358. MainRendererSingleton::get().getDbg().switchBits(
  359. Dbg::DF_OCTREE);
  360. }
  361. if(in.getKey(KC_F6) == 1)
  362. {
  363. MainRendererSingleton::get().getDbg().switchDepthTestEnabled();
  364. }
  365. if(in.getKey(KC_F12) == 1)
  366. {
  367. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  368. }
  369. if(in.getKey(KC_UP)) mover->rotateLocalX(ang);
  370. if(in.getKey(KC_DOWN)) mover->rotateLocalX(-ang);
  371. if(in.getKey(KC_LEFT)) mover->rotateLocalY(ang);
  372. if(in.getKey(KC_RIGHT)) mover->rotateLocalY(-ang);
  373. if(in.getKey(KC_A)) mover->moveLocalX(-dist);
  374. if(in.getKey(KC_D)) mover->moveLocalX(dist);
  375. if(in.getKey(KC_Z)) mover->moveLocalY(dist);
  376. if(in.getKey(KC_SPACE)) mover->moveLocalY(-dist);
  377. if(in.getKey(KC_W)) mover->moveLocalZ(-dist);
  378. if(in.getKey(KC_S)) mover->moveLocalZ(dist);
  379. if(in.getKey(KC_Q)) mover->rotateLocalZ(ang);
  380. if(in.getKey(KC_E)) mover->rotateLocalZ(-ang);
  381. if(in.getKey(KC_PAGEUP))
  382. {
  383. mover->scale(scale);
  384. }
  385. if(in.getKey(KC_PAGEDOWN))
  386. {
  387. mover->scale(-scale);
  388. }
  389. if(in.getKey(KC_P) == 1)
  390. {
  391. std::cout << "{Vec3("
  392. << mover->getWorldTransform().getOrigin().toString()
  393. << "), Quat("
  394. << Quat(mover->getWorldTransform().getRotation()).toString()
  395. << ")}," << std::endl;
  396. }
  397. if(in.getMousePosition() != Vec2(0.0))
  398. {
  399. F32 angY = -ang * in.getMousePosition().x() * mouseSensivity *
  400. MainRendererSingleton::get().getAspectRatio();
  401. mover->rotateLocalY(angY);
  402. mover->rotateLocalX(ang * in.getMousePosition().y() * mouseSensivity);
  403. }
  404. execStdinScpripts();
  405. }
  406. //==============================================================================
  407. void mainLoop()
  408. {
  409. ANKI_LOGI("Entering main loop");
  410. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  411. HighRezTimer::Scalar crntTime = prevUpdateTime;
  412. ANKI_COUNTER_START_TIMER(C_FPS);
  413. while(1)
  414. {
  415. HighRezTimer timer;
  416. timer.start();
  417. prevUpdateTime = crntTime;
  418. crntTime = HighRezTimer::getCurrentTime();
  419. // Update
  420. //
  421. InputSingleton::get().handleEvents();
  422. mainLoopExtra();
  423. SceneGraphSingleton::get().update(
  424. prevUpdateTime, crntTime, MainRendererSingleton::get());
  425. //EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  426. MainRendererSingleton::get().render(SceneGraphSingleton::get());
  427. if(InputSingleton::get().getKey(KC_ESCAPE))
  428. {
  429. break;
  430. }
  431. win->swapBuffers();
  432. ANKI_COUNTERS_RESOLVE_FRAME();
  433. // Sleep
  434. //
  435. #if 1
  436. timer.stop();
  437. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  438. {
  439. HighRezTimer::sleep(AppSingleton::get().getTimerTick()
  440. - timer.getElapsedTime());
  441. }
  442. #else
  443. if(MainRendererSingleton::get().getFramesCount() == 2000)
  444. {
  445. break;
  446. }
  447. #endif
  448. increaseGlobTimestamp();
  449. }
  450. ANKI_COUNTER_STOP_TIMER_INC(C_FPS);
  451. ANKI_COUNTERS_FLUSH();
  452. #if 0
  453. MainRendererSingleton::get().takeScreenshot("screenshot.tga");
  454. #endif
  455. }
  456. //==============================================================================
  457. // initSubsystems =
  458. //==============================================================================
  459. void initSubsystems(int argc, char* argv[])
  460. {
  461. #if ANKI_GL == ANKI_GL_DESKTOP
  462. U32 glmajor = 4;
  463. U32 glminor = 3;
  464. #else
  465. U32 glmajor = 3;
  466. U32 glminor = 0;
  467. #endif
  468. // Logger
  469. LoggerSingleton::get().init(Logger::INIT_SYSTEM_MESSAGE_HANDLER);
  470. // App
  471. AppSingleton::get().init();
  472. // Window
  473. NativeWindowInitializer nwinit;
  474. nwinit.width = 1280;
  475. nwinit.height = 720;
  476. nwinit.majorVersion = glmajor;
  477. nwinit.minorVersion = glminor;
  478. nwinit.depthBits = 0;
  479. nwinit.stencilBits = 0;
  480. nwinit.fullscreenDesktopRez = true;
  481. nwinit.debugContext = false;
  482. win = new NativeWindow;
  483. win->create(nwinit);
  484. // GL stuff
  485. GlStateCommonSingleton::get().init(glmajor, glminor, nwinit.debugContext);
  486. // Input
  487. InputSingleton::get().init(win);
  488. InputSingleton::get().lockCursor(true);
  489. InputSingleton::get().hideCursor(true);
  490. InputSingleton::get().moveCursor(Vec2(0.0));
  491. // Main renderer
  492. RendererInitializer initializer;
  493. initializer.get("ms.ez.enabled") = false;
  494. initializer.get("ms.ez.maxObjectsToDraw") = 100;
  495. initializer.get("dbg.enabled") = false;
  496. initializer.get("is.sm.bilinearEnabled") = true;
  497. initializer.get("is.groundLightEnabled") = true;
  498. initializer.get("is.sm.enabled") = true;
  499. initializer.get("is.sm.poissonEnabled") = true;
  500. initializer.get("is.sm.resolution") = 1024;
  501. initializer.get("pps.enabled") = true;
  502. initializer.get("pps.hdr.enabled") = true;
  503. initializer.get("pps.hdr.renderingQuality") = 0.5;
  504. initializer.get("pps.hdr.blurringDist") = 1.0;
  505. initializer.get("pps.hdr.blurringIterationsCount") = 1;
  506. initializer.get("pps.hdr.exposure") = 8.0;
  507. initializer.get("pps.hdr.samples") = 9;
  508. initializer.get("pps.ssao.blurringIterationsNum") = 1;
  509. initializer.get("pps.ssao.enabled") = true;
  510. initializer.get("pps.ssao.renderingQuality") = 0.35;
  511. initializer.get("pps.bl.enabled") = true;
  512. initializer.get("pps.bl.blurringIterationsNum") = 2;
  513. initializer.get("pps.bl.sideBlurFactor") = 1.0;
  514. initializer.get("pps.lf.enabled") = true;
  515. initializer.get("pps.sharpen") = true;
  516. initializer.get("renderingQuality") = 1.0;
  517. initializer.get("width") = win->getWidth();
  518. initializer.get("height") = win->getHeight();
  519. initializer.get("lodDistance") = 20.0;
  520. initializer.get("samples") = 1;
  521. initializer.get("tessellation") = false;
  522. initializer.get("tilesXCount") = 16;
  523. initializer.get("tilesYCount") = 16;
  524. MainRendererSingleton::get().init(initializer);
  525. // Stdin listener
  526. StdinListenerSingleton::get().start();
  527. // Parallel jobs
  528. ThreadpoolSingleton::get().init(getCpuCoresCount());
  529. }
  530. //==============================================================================
  531. int main(int argc, char* argv[])
  532. {
  533. int exitCode;
  534. try
  535. {
  536. initSubsystems(argc, argv);
  537. init();
  538. mainLoop();
  539. ANKI_LOGI("Exiting...");
  540. AppSingleton::get().quit(EXIT_SUCCESS);
  541. exitCode = 0;
  542. }
  543. catch(std::exception& e)
  544. {
  545. ANKI_LOGE("Aborting: %s", e.what());
  546. exitCode = 1;
  547. }
  548. ANKI_LOGI("Bye!!");
  549. return exitCode;
  550. }