main.cpp
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00001 
00009 #include <stdio.h>
00010 
00011 #include <blort/TomGine/tgEngine.h>
00012 #include <blort/TomGine/tgRenderModel.h>
00013 #include <blort/TomGine/tgModelLoader.h>
00014 #include <blort/TomGine/tgShapeCreator.h>
00015 #include <blort/TomGine/tgCollission.h>
00016 #include <blort/TomGine/tgFont.h>
00017 
00018 #include <time.h>
00019 
00020 using namespace TomGine;
00021 using namespace std;
00022 
00023 typedef vector<vec3> PointList;
00024 
00025 // float avgI16FB(int x, int y, unsigned res, tgTexture &tex){
00026 //      int lvl = ilog2(res)+1;
00027 //      glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY16, x, y, res, res, 0);
00028 //      
00029 //      float pix[4] = {0,0,0,0};
00030 //      glGetTexImage(GL_TEXTURE_2D, lvl-1, GL_RED, GL_FLOAT, pix);
00031 //      float avg = 0;
00032 //      for(unsigned i=0; i<4; i++)
00033 //              avg += 0.25 * pix[i];
00034 //      return avg;
00035 // }
00036 
00037 int main(int argc, char *argv[])
00038 {
00039         unsigned width = 800;
00040         unsigned height = 600;
00041 //      char avg_time[128];
00042         tgEngine render(width,height, 1.0f, 0.1f, "TomGine Render Engine", true);
00043         
00044         printf("\n Demo TomGine\n\n");
00045         
00046         printf(" TomGine control\n");
00047         printf(" -------------------------------------------\n");
00048         printf(" [Left Mouse Button] Rotate\n");
00049         printf(" [Right Mouse Button] Move\n");
00050         printf(" [Scroll Wheel] Zoom\n");
00051         printf(" [w] Switch to wireframe mode\n");
00052         printf(" [f] Switch to flat/smooth shading\n");
00053         printf(" \n\n");
00054         
00055         srand(time(NULL));
00056         float fTime;
00057         tgTimer timer;
00058         PointList m_points;
00059         vec3 v;
00060         tgShapeCreator shape_creator;
00061         
00062         printf("[TomGine/main.cpp] Warning HARDCODED font file\n");
00063         
00064         // Load Model
00065         // for more materials visit: http://wiki.delphigl.com/index.php/Materialsammlung
00066         tgMaterial matSilver;
00067         matSilver.ambient = vec4(0.19f,0.19f,0.19f,1.0f);
00068         matSilver.diffuse = vec4(0.51f,0.51f,0.51f,1.0f);
00069         matSilver.specular = vec4(0.77f,0.77f,0.77f,1.0f);
00070         matSilver.shininess = 51.2f;
00071         
00072         tgMaterial matRed;
00073         matRed.Color(1.0f, 0.0f, 0.0f);
00074         
00075         tgMaterial matBlueBlend;
00076         matBlueBlend.Color(0.0f, 0.0f, 1.0f, 0.5f);
00077                 
00078         tgRenderModel camera;
00079         tgRenderModel camera2;
00080         tgModelLoader loader;
00081         printf("[TomGine/main.cpp] Warning HARDCODED ply file\n");
00082         loader.LoadPly(camera, "../Resources/ply/camera.ply");
00083         loader.LoadPly(camera2, "../Resources/ply/camera.ply");
00084         
00085         camera.m_material = matRed;
00086         camera.m_pose.t = vec3(0.0f,0.1f,0.0f);
00087         camera.ComputeBoundingSphere();
00088         
00089         camera2.m_pose.t = vec3(0.1f,0.1f,0.0f);
00090         camera2.ComputeBoundingSphere();
00091         
00092         tgRenderModel shape;
00093         
00094 //      shape_creator.CreateSphere(shape, 0.05, 3, ICOSAHEDRON);
00095 //      shape_creator.CreateBox(shape, 0.1,0.1,0.1);
00096         shape_creator.CreateCylinder(shape, 0.1f, 0.2f, 64, 2, true);
00097         shape.m_material = matBlueBlend;
00098                 
00099         tgRenderModel poly;
00100 //      std::vector<vec3> pointlist;
00101 //      pointlist.push_back(vec3(0.1f,0.01f,-0.1f));
00102 //      pointlist.push_back(vec3(0.00f,0.0,-0.03f));
00103 //      pointlist.push_back(vec3(-0.1f,0.01f,-0.1f));
00104 //      pointlist.push_back(vec3(0.0f,0.01f,0.2f));
00105 //      shape_creator.TriangulatePolygon(poly, pointlist);
00106 //      poly.ComputeFaceNormals();
00107 
00108         tgRay ray;
00109         ray.start = render.GetCameraPosition();
00110         ray.dir = vec3(0.01f,0.0f,0.0f) - (render.GetCameraPosition()*2.0f);
00111         
00112         vec3 p;
00113         std::vector<vec3> pl;
00114         std::vector<vec3> nl;
00115         std::vector<double> zl;
00116         
00117 //      bool b = tgCollission::IntersectRayTriangle(p, z, ray, pointlist[0], pointlist[1], pointlist[2]);
00118         bool b = tgCollission::IntersectRayModel(pl, nl, zl, ray, shape);
00119         
00120 //      tgTexture tex;
00121 //      glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
00122 //      tex.Load("../Resources/img/smiley.jpg");
00123 
00124         //tgFont m_font;
00125         
00126         // Rendering loop
00127         while(render.Update(fTime=timer.Update())){
00128                 
00129                 glDisable(GL_LIGHTING);
00130                 glBegin(GL_LINES);
00131                         glVertex3f(ray.start.x, ray.start.y, ray.start.z);
00132                         glVertex3f(ray.start.x + ray.dir.x, ray.start.y + ray.dir.y, ray.start.z + ray.dir.z);
00133                 glEnd();
00134                 glDisable(GL_TEXTURE_2D);
00135                 
00136                 render.Activate3D();
00137                 for(unsigned int i=0; i< pl.size(); i++)
00138                 {
00139                         glDisable(GL_DEPTH_TEST);
00140                         glPointSize(3);
00141                         glBegin(GL_POINTS);
00142                                 glColor3f(1.0f-b,b,0.0f);
00143                                 glVertex3f(pl[i].x, pl[i].y, pl[i].z);
00144                         glEnd();
00145                         glEnable(GL_DEPTH_TEST);
00146                 }
00147                 glEnable(GL_LIGHTING);
00148                 
00149                 //poly.DrawFaces();
00150                 camera.m_pose.Rotate(0.0f,3.14f*fTime, 0.0f);
00151                 glColor3f(1,1,1);
00152                 if(tgCollission::IntersectModels(camera, camera2))
00153                         render.PrintText2D("collission", vec2(50,50));
00154                 
00155                 camera.DrawFaces();
00156                 camera2.DrawFaces();
00157                 glEnable(GL_BLEND);
00158                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00159                 matBlueBlend.Apply();
00160                 camera.DrawBoundingSphere();
00161                 camera2.DrawBoundingSphere();
00162                 shape.DrawFaces();
00163                 glDisable(GL_BLEND);
00164                 
00165                 glColor3f(1,1,1);
00166                 render.PrintText3D("Logitech", camera.m_pose.t);
00167                 
00168                 // Super fast calculation of average
00169 //              render.Activate2D();
00170 //              timer.Update();
00171 //              glEnable(GL_TEXTURE_2D);
00172 //              tgTexture tex;
00173 //              for(unsigned i=0; i<100; i++){
00174 //                      avgI16FB(x,y,res,tex);
00175 //              }
00176 //              sprintf(avg_time, "Averaging time: %.0f ms", timer.Update() * 1000);
00177 //              m_font.Print(avg_time, 18, width - 200, 7);     
00178                 
00179                 glColor3f(1,1,1);
00180                 render.PrintText2D("TomGine Render Engine", vec2(7,7), 12);
00181                 
00182 #ifdef LINUX
00183                         usleep(5000);           // not to overload GPU
00184 #endif
00185 
00186 #ifdef WIN32
00187                         Sleep(10);
00188 #endif
00189 
00190         }
00191         
00192         return 0;
00193 }
00194 
00195 
00196 


blort
Author(s): Thomas Mörwald , Michael Zillich , Andreas Richtsfeld , Johann Prankl , Markus Vincze , Bence Magyar
autogenerated on Wed Aug 26 2015 15:24:12