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