bullet3/examples/TinyRenderer/main.cpp

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#include "OpenGLWindow/SimpleOpenGL3App.h"
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3CommandLineArgs.h"
#include "Bullet3Common/b3Transform.h"
#include "assert.h"
#include <stdio.h>
char* gVideoFileName = 0;
char* gPngFileName = 0;
static b3WheelCallback sOldWheelCB = 0;
static b3ResizeCallback sOldResizeCB = 0;
static b3MouseMoveCallback sOldMouseMoveCB = 0;
static b3MouseButtonCallback sOldMouseButtonCB = 0;
static b3KeyboardCallback sOldKeyboardCB = 0;
//static b3RenderCallback sOldRenderCB = 0;
float gWidth = 0 ;
float gHeight = 0;
void MyWheelCallback(float deltax, float deltay)
{
if (sOldWheelCB)
sOldWheelCB(deltax,deltay);
}
void MyResizeCallback( float width, float height)
{
gWidth = width;
gHeight = height;
if (sOldResizeCB)
sOldResizeCB(width,height);
}
void MyMouseMoveCallback( float x, float y)
{
printf("Mouse Move: %f, %f\n", x,y);
if (sOldMouseMoveCB)
sOldMouseMoveCB(x,y);
}
void MyMouseButtonCallback(int button, int state, float x, float y)
{
if (sOldMouseButtonCB)
sOldMouseButtonCB(button,state,x,y);
}
void MyKeyboardCallback(int keycode, int state)
{
//keycodes are in examples/CommonInterfaces/CommonWindowInterface.h
//for example B3G_ESCAPE for escape key
//state == 1 for pressed, state == 0 for released.
// use app->m_window->isModifiedPressed(...) to check for shift, escape and alt keys
printf("MyKeyboardCallback received key:%c in state %d\n",keycode,state);
if (sOldKeyboardCB)
sOldKeyboardCB(keycode,state);
}
#include "TinyRenderer.h"
int main(int argc, char* argv[])
{
b3CommandLineArgs myArgs(argc,argv);
SimpleOpenGL3App* app = new SimpleOpenGL3App("SimpleOpenGL3App",640,480,true);
app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13);
app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0);
app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0);
sOldKeyboardCB = app->m_window->getKeyboardCallback();
app->m_window->setKeyboardCallback(MyKeyboardCallback);
sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
sOldMouseButtonCB = app->m_window->getMouseButtonCallback();
app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
sOldWheelCB = app->m_window->getWheelCallback();
app->m_window->setWheelCallback(MyWheelCallback);
sOldResizeCB = app->m_window->getResizeCallback();
app->m_window->setResizeCallback(MyResizeCallback);
int textureWidth = gWidth;
int textureHeight = gHeight;
TGAImage rgbColorBuffer(gWidth,gHeight,TGAImage::RGB);
b3AlignedObjectArray<float> depthBuffer;
depthBuffer.resize(gWidth*gHeight);
TinyRenderObjectData renderData(rgbColorBuffer,depthBuffer);//, "african_head/african_head.obj");//floor.obj");
//renderData.loadModel("african_head/african_head.obj");
renderData.loadModel("floor.obj");
//renderData.createCube(1,1,1);
myArgs.GetCmdLineArgument("mp4_file",gVideoFileName);
if (gVideoFileName)
app->dumpFramesToVideo(gVideoFileName);
myArgs.GetCmdLineArgument("png_file",gPngFileName);
char fileName[1024];
unsigned char* image=new unsigned char[textureWidth*textureHeight*4];
int textureHandle = app->m_renderer->registerTexture(image,textureWidth,textureHeight);
int cubeIndex = app->registerCubeShape(1,1,1);
b3Vector3 pos = b3MakeVector3(0,0,0);
b3Quaternion orn(0,0,0,1);
b3Vector3 color=b3MakeVector3(1,0,0);
b3Vector3 scaling=b3MakeVector3 (1,1,1);
app->m_renderer->registerGraphicsInstance(cubeIndex,pos,orn,color,scaling);
app->m_renderer->writeTransforms();
do
{
static int frameCount = 0;
frameCount++;
if (gPngFileName)
{
printf("gPngFileName=%s\n",gPngFileName);
sprintf(fileName,"%s%d.png",gPngFileName,frameCount++);
app->dumpNextFrameToPng(fileName);
}
app->m_instancingRenderer->init();
app->m_instancingRenderer->updateCamera();
///clear the color and z (depth) buffer
for(int y=0;y<textureHeight;++y)
{
unsigned char* pi=image+(y)*textureWidth*3;
for(int x=0;x<textureWidth;++x)
{
TGAColor color;
color.bgra[0] = 255;
color.bgra[1] = 255;
color.bgra[2] = 255;
color.bgra[3] = 255;
renderData.m_rgbColorBuffer.set(x,y,color);
renderData.m_depthBuffer[x+y*textureWidth] = -1e30f;
}
}
float projMat[16];
app->m_instancingRenderer->getActiveCamera()->getCameraProjectionMatrix(projMat);
float viewMat[16];
app->m_instancingRenderer->getActiveCamera()->getCameraViewMatrix(viewMat);
B3_ATTRIBUTE_ALIGNED16(float modelMat[16]);
//sync the object transform
b3Transform tr;
tr.setIdentity();
static float posUp = 0.f;
// posUp += 0.001;
b3Vector3 org = b3MakeVector3(0,posUp,0);
tr.setOrigin(org);
tr.getOpenGLMatrix(modelMat);
for (int i=0;i<4;i++)
{
for (int j=0;j<4;j++)
{
renderData.m_viewMatrix[i][j] = viewMat[i+4*j];
renderData.m_modelMatrix[i][j] = modelMat[i+4*j];
}
}
//render the object
TinyRenderer::renderObject(renderData);
#if 1
//update the texels of the texture using a simple pattern, animated using frame index
for(int y=0;y<textureHeight;++y)
{
unsigned char* pi=image+(y)*textureWidth*3;
for(int x=0;x<textureWidth;++x)
{
TGAColor color = renderData.m_rgbColorBuffer.get(x,y);
pi[0] = color.bgra[2];
pi[1] = color.bgra[1];
pi[2] = color.bgra[0];
pi[3] = 255;
pi+=3;
}
}
#else
//update the texels of the texture using a simple pattern, animated using frame index
for(int y=0;y<textureHeight;++y)
{
const int t=(y+frameCount)>>4;
unsigned char* pi=image+y*textureWidth*3;
for(int x=0;x<textureWidth;++x)
{
TGAColor color = renderData.m_rgbColorBuffer.get(x,y);
const int s=x>>4;
const unsigned char b=180;
unsigned char c=b+((s+(t&1))&1)*(255-b);
pi[0]=pi[1]=pi[2]=pi[3]=c;
pi+=3;
}
}
#endif
app->m_renderer->activateTexture(textureHandle);
app->m_renderer->updateTexture(textureHandle,image);
float color[4] = {1,1,1,1};
app->m_primRenderer->drawTexturedRect(0,0,gWidth/3,gHeight/3,color,0,0,1,1,true);
app->m_renderer->renderScene();
app->drawGrid();
char bla[1024];
sprintf(bla,"Simple test frame %d", frameCount);
app->drawText(bla,10,10);
app->swapBuffer();
} while (!app->m_window->requestedExit());
delete app;
return 0;
}