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