first working linux and mac

This commit is contained in:
Harvey Fong 2025-03-14 21:55:57 -06:00
parent 815f0b7ec4
commit be2bd24682
5 changed files with 1003 additions and 2 deletions

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@ -1,6 +1,6 @@
MIT License MIT License
Copyright (c) 2025 oomer Copyright (c) 2025 Harvey Fong
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

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# poomer-raylib-bella_onimage # poomer-raylib-bella_onimage
# Build
```
workdir/
├── bella_engine_sdk/
├── raylib/
├── raygui/
└── poomer-raylib-bella_onimage/
```
Download SDK for your OS and drag bella_engine_sdk into your workdir
[bella_engine_sdk MacOS](https://downloads.bellarender.com/bella_engine_sdk-24.6.0.dmg)
[bella_engine_sdk Linux](https://downloads.bellarender.com/bella_engine_sdk-24.6.0.tar.gz)
[bella_engine_sdk Win](https://downloads.bellarender.com/bella_engine_sdk-24.6.0.zip)
MacOS/Linux
extra linux
```
apt install libx11-dev
apt install xorg-dev
```
```
cd workdir
git clone https://github.com/raysan5/raylib.git
cd raylib/src
make
cd ../examples
make
cd ../..
git clone https://github.com/raysan5/raygui.git
git clone https://github.com/oomer/poomer-raylib-bella_onimage.git
cd poomer-raylib-bella_onimage
make
```
Windows
```
[TODO] document how to build raylib
git clone https://github.com/oomer/poomer-raylib-bella_onimage.git
msbuild poomer-raylib-bella_onimage.vcxproj /p:Configuration=release /p:Platform=x64 /p:PlatformToolset=v143
```

139
makefile Normal file
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SDKNAME =bella_engine_sdk
OUTNAME =poomer-raylib-bella_onimage
UNAME =$(shell uname)
ifeq ($(UNAME), Darwin)
SDKBASE = ../bella_engine_sdk
SDKFNAME = lib$(SDKNAME).dylib
INCLUDEDIRS = -I$(SDKBASE)/src
INCLUDEDIRS2 = -I../raygui/src
INCLUDEDIRS3 = -I../raylib/src
RAYLIBDIR = ../raylib/src
RAYLIBNAME = libraylib.dylib
LIBDIR = $(SDKBASE)/lib
LIBDIRS = -L$(LIBDIR) -L$(RAYLIBDIR)
OBJDIR = obj/$(UNAME)
BINDIR = bin/$(UNAME)
OUTPUT = $(BINDIR)/$(OUTNAME)
ISYSROOT = /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk
CC = clang
CXX = clang++
CCFLAGS = -arch x86_64\
-arch arm64\
-mmacosx-version-min=11.0\
-isysroot $(ISYSROOT)\
-fvisibility=hidden\
-O3\
$(INCLUDEDIRS)\
$(INCLUDEDIRS2)\
$(INCLUDEDIRS3)
CFLAGS = $(CCFLAGS)\
-std=c11
CXXFLAGS = $(CCFLAGS)\
-std=c++11
CPPDEFINES = -DNDEBUG=1\
-DDL_USE_SHARED
LIBS = -l$(SDKNAME)\
-lraylib\
-lm\
-ldl\
-framework OpenGL\
-framework CoreFoundation\
-framework AppKit\
-framework IOKit\
-framework CoreGraphics\
-framework Foundation
LINKFLAGS = -mmacosx-version-min=11.0\
-isysroot $(ISYSROOT)\
-framework Cocoa\
-framework IOKit\
-framework CoreVideo\
-framework CoreFoundation\
-framework Accelerate\
-fvisibility=hidden\
-O5\
-rpath @executable_path\
-weak_library $(LIBDIR)/libvulkan.dylib
else
SDKBASE = ../bella_engine_sdk
SDKFNAME = lib$(SDKNAME).so
INCLUDEDIRS = -I$(SDKBASE)/src
INCLUDEDIRS2 = -I../raygui/src
INCLUDEDIRS3 = -I../raylib/src
LIBDIR = $(SDKBASE)/lib
RAYLIBDIR = ../raylib/src
RAYLIBNAME = libraylib.so
SODDIR = /usr/lib/x86_64-linux-gnu/
LIBDIRS = -L$(LIBDIR) -L$(RAYLIBDIR)
OBJDIR = obj/$(UNAME)
BINDIR = bin/$(UNAME)
OUTPUT = $(BINDIR)/$(OUTNAME)
CC = gcc
CXX = g++
CCFLAGS = -m64\
-Wall\
-fvisibility=hidden\
-D_FILE_OFFSET_BITS=64\
-O3\
$(INCLUDEDIRS)\
$(INCLUDEDIRS2)\
$(INCLUDEDIRS3)
CFLAGS = $(CCFLAGS)\
-std=c11
CXXFLAGS = $(CCFLAGS)\
-std=c++11
CPPDEFINES = -DNDEBUG=1\
-DDL_USE_SHARED
LIBS = -l$(SDKNAME)\
-lraylib\
-lm\
-ldl\
-lrt\
-lpthread\
-lX11\
-lGL\
-lvulkan
LINKFLAGS = -m64\
-fvisibility=hidden\
-O3\
-Wl,-rpath,'$$ORIGIN'\
-Wl,-rpath,'$$ORIGIN/lib'
endif
OBJS = poomer-raylib-bella_onimage.o
OBJ = $(patsubst %,$(OBJDIR)/%,$(OBJS))
$(OBJDIR)/%.o: %.cpp
@mkdir -p $(@D)
$(CXX) -c -o $@ $< $(CXXFLAGS) $(CPPDEFINES)
$(OUTPUT): $(OBJ)
@mkdir -p $(@D)
$(CXX) -o $@ $^ $(LINKFLAGS) $(LIBDIRS) $(LIBS)
@cp $(LIBDIR)/$(SDKFNAME) $(BINDIR)/$(SDKFNAME)
.PHONY: clean
clean:
rm -f $(OBJDIR)/*.o
rm -f $(OUTPUT)
rm -f $(BINDIR)/$(SDKFNAME)
rm -f $(BINDIR)/$(RAYLIBNAME)

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#include <functional>
#include <string>
#include <cmath>
#include <iostream>
// Include raylib directly but don't use its namespace
#include <raylib.h>
#include <mutex> // For thread synchronization
#include <queue> // For the thread-safe image queue
#include "bella_sdk/bella_engine.h"
#include "dl_core/dl_fs.h"
using namespace dl;
using namespace dl::bella_sdk;
// Create namespace aliases for raylib types that conflict with bella_sdk
namespace rl {
// Explicitly alias raylib types that conflict with bella_sdk
using Image = ::Image;
using Texture2D = ::Texture2D;
using Vector2 = ::Vector2;
using Color = ::Color;
// Add function aliases
using ::InitWindow;
using ::CloseWindow;
using ::IsWindowReady;
using ::WindowShouldClose;
using ::IsWindowResized;
using ::GetScreenWidth;
using ::GetScreenHeight;
using ::SetTargetFPS;
using ::SetConfigFlags;
using ::BeginDrawing;
using ::EndDrawing;
using ::ClearBackground;
using ::DrawText;
using ::DrawTextureEx;
using ::LoadImage;
using ::UnloadImage;
using ::LoadTextureFromImage;
using ::UnloadTexture;
using ::GetMousePosition;
using ::GetMouseWheelMove;
using ::IsMouseButtonPressed;
using ::IsMouseButtonReleased;
}
// Define a callback type for receiving image data from the path tracer
using OnImageCallback = std::function<void(const unsigned char* data, int width, int height, int channels)>;
// Structure to hold image data in the queue
// This allows us to safely pass image data between threads
struct ImageData {
unsigned char* data;
int width;
int height;
int channels;
ImageData(unsigned char* d, int w, int h, int c)
: data(d), width(w), height(h), channels(c) {}
};
class PathTracerPreview {
private:
// Window properties
int screenWidth;
int screenHeight;
const char* windowTitle;
// Image/texture properties - use raylib's Texture2D
rl::Texture2D texture;
bool imageLoaded;
float imageScale;
// THREAD SAFETY: These members handle safe communication between threads
// The mutex protects access to the queue, ensuring only one thread can modify it at a time
std::mutex queueMutex;
// The queue stores image data that needs to be processed by the main thread
// This is crucial because OpenGL operations (like texture creation) must happen on the main thread
std::queue<ImageData> imageQueue;
// Callback for receiving image data
OnImageCallback onImageCallback;
// Mouse interaction properties
bool orbiting = false;
bool panning = false;
float orbitSpeed = 0.5f;
float panSpeed = 0.01f;
rl::Vector2 prevMousePos = {0, 0};
Engine* engine = nullptr; // Reference to the bella engine for camera control
// Store initial camera state for reset functionality
bool hasInitialCamera = false;
// We won't store the transform directly since the API doesn't support it
// Instead, we'll just remember that we've initialized
public:
PathTracerPreview(int width, int height, const char* title)
: screenWidth(width), screenHeight(height), windowTitle(title),
texture({0}), imageLoaded(false), imageScale(1.0f) {
// Set configuration flags before initializing window
rl::SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE);
// Initialize window
rl::InitWindow(screenWidth, screenHeight, windowTitle);
// Check if window was initialized successfully
if (!rl::IsWindowReady()) {
std::cerr << "ERROR: Failed to initialize window" << std::endl;
return;
}
// Set target FPS
rl::SetTargetFPS(60);
// THREAD SAFETY: Set up the callback that will be called by the path tracer
// Instead of directly updating the image (which would create textures in a non-main thread),
// we queue the image data for later processing by the main thread
onImageCallback = [this](const unsigned char* data, int width, int height, int channels) {
this->queueImageData(data, width, height, channels);
};
//std::cout << "Window initialized successfully" << std::endl;
}
// Set the engine reference for camera control
void setEngine(Engine* engineRef) {
engine = engineRef;
// Mark that we have an initial camera state
/*
if (engine) {
storeInitialCameraTransform();
}
*/
}
~PathTracerPreview() {
// Clean up resources
if (texture.id != 0) rl::UnloadTexture(texture);
// THREAD SAFETY: Clean up any remaining image data in the queue
clearImageQueue();
rl::CloseWindow();
}
// Get the callback that the path tracer should call when new image data is available
OnImageCallback getCallback() const {
return onImageCallback;
}
// THREAD SAFETY: Queue image data to be processed by the main thread
// This method can be safely called from any thread
// It copies the image data and adds it to a thread-safe queue
void queueImageData(const unsigned char* data, int width, int height, int channels) {
if (!data || width <= 0 || height <= 0 || channels <= 0) {
std::cerr << "ERROR: Invalid image data parameters" << std::endl;
return;
}
// Create a copy of the data to ensure it remains valid even after the caller frees their copy
size_t dataSize = width * height * channels;
unsigned char* dataCopy = new unsigned char[dataSize];
std::memcpy(dataCopy, data, dataSize);
// THREAD SAFETY: Add to queue with lock to prevent race conditions
{
std::lock_guard<std::mutex> lock(queueMutex);
imageQueue.push(ImageData(dataCopy, width, height, channels));
}
}
// THREAD SAFETY: Process any queued image data - call this from the main thread
// This is a key method that bridges between threads:
// 1. The bella engine thread adds data to the queue via queueImageData()
// 2. The main thread calls this method to safely retrieve and process that data
void processImageQueue() {
ImageData imageData(nullptr, 0, 0, 0);
bool hasData = false;
// THREAD SAFETY: Get the next image data from the queue with proper locking
{
std::lock_guard<std::mutex> lock(queueMutex);
if (!imageQueue.empty()) {
imageData = imageQueue.front();
imageQueue.pop();
hasData = true;
}
}
// Process the image data if we got any
// This happens in the main thread where OpenGL operations are safe
if (hasData) {
updateImage(imageData.data, imageData.width, imageData.height, imageData.channels);
delete[] imageData.data; // Clean up the data copy
}
}
// THREAD SAFETY: Clear the image queue
// This ensures we don't leak memory if there are pending images when the program exits
void clearImageQueue() {
std::lock_guard<std::mutex> lock(queueMutex);
while (!imageQueue.empty()) {
ImageData& imageData = imageQueue.front();
delete[] imageData.data;
imageQueue.pop();
}
}
// Update the displayed image with new data from the path tracer
// IMPORTANT: This method must ONLY be called from the main thread
// because it creates OpenGL textures which are context-dependent
void updateImage(const unsigned char* data, int width, int height, int channels) {
try {
// Check if data is valid
if (!data) {
std::cerr << "ERROR: Data pointer is NULL" << std::endl;
return;
}
// Unload existing texture if any
if (texture.id != 0) {
rl::UnloadTexture(texture);
texture = {0};
}
// Create a copy of the data
unsigned char* dataCopy = new unsigned char[width * height * 4]; // Always use 4 channels (RGBA)
// Convert the data to RGBA format
for (int i = 0; i < width * height; i++) {
int srcIdx = i * channels;
int destIdx = i * 4;
if (channels >= 3) {
dataCopy[destIdx] = data[srcIdx]; // R
dataCopy[destIdx + 1] = data[srcIdx + 1]; // G
dataCopy[destIdx + 2] = data[srcIdx + 2]; // B
dataCopy[destIdx + 3] = (channels >= 4) ? data[srcIdx + 3] : 255; // A
} else if (channels == 1) {
// Grayscale
dataCopy[destIdx] = dataCopy[destIdx + 1] = dataCopy[destIdx + 2] = data[srcIdx];
dataCopy[destIdx + 3] = 255;
}
}
// Create a simple image using the raw data
// Create a new image with the data
rl::Image image = {0};
image.data = dataCopy;
image.width = width;
image.height = height;
image.mipmaps = 1;
image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
// THREAD SAFETY: Load texture from the image
// This is now safe because we're in the main thread with valid OpenGL context
// This was the source of our segfault when called from a different thread
texture = rl::LoadTextureFromImage(image);
// Unload the image data (texture keeps a copy)
rl::UnloadImage(image);
if (texture.id == 0) {
std::cerr << "ERROR: Failed to create texture" << std::endl;
return;
}
// Update display settings
imageLoaded = true;
// Calculate scale to fit the image in the window with some padding
float scaleX = static_cast<float>(screenWidth - 40) / texture.width;
float scaleY = static_cast<float>(screenHeight - 40) / texture.height;
imageScale = (scaleX < scaleY) ? scaleX : scaleY; // Use the smaller scale
} catch (const std::exception& e) {
std::cerr << "ERROR: Exception in updateImage: " << e.what() << std::endl;
} catch (...) {
std::cerr << "ERROR: Unknown exception in updateImage" << std::endl;
}
}
// Main loop - call this to run the preview window
void run() {
// Store previous window size to detect resizing
int prevScreenWidth = screenWidth;
int prevScreenHeight = screenHeight;
while (!rl::WindowShouldClose()) {
// THREAD SAFETY: Process any queued image data in the main thread
// This is where we safely handle the image data that was queued by other threads
processImageQueue();
// Check if window has been resized
if (rl::IsWindowResized()) {
// Update screen dimensions
screenWidth = rl::GetScreenWidth();
screenHeight = rl::GetScreenHeight();
// Recalculate image scale to fit the new window size
if (imageLoaded && texture.id != 0) {
float scaleX = static_cast<float>(screenWidth - 40) / texture.width;
float scaleY = static_cast<float>(screenHeight - 40) / texture.height;
imageScale = (scaleX < scaleY) ? scaleX : scaleY; // Use the smaller scale
}
}
// Update
if (imageLoaded) {
// Allow zooming with mouse wheel
float wheelMove = rl::GetMouseWheelMove();
if (wheelMove != 0.0f) {
if (engine && engine->rendering()) {
Scene::EventScope eventScope(engine->scene());
// Create a Vec2 with y component only for dolly effect
Vec2 dollyDelta;
dollyDelta.y = wheelMove * 0.8;
bella_sdk::zoomCamera( engine->scene().cameraPath(), dollyDelta, true );
}
}
// Handle mouse interaction for camera orbiting
handleMouseInteraction();
}
// Draw
rl::BeginDrawing();
rl::ClearBackground(RAYWHITE);
if (imageLoaded && texture.id != 0) {
// Draw the texture centered in the window
rl::DrawTextureEx(
texture,
{
static_cast<float>(screenWidth)/2 - texture.width*imageScale/2,
static_cast<float>(screenHeight)/2 - texture.height*imageScale/2
},
0, imageScale, WHITE
);
// Display the current scale factor
//DrawText(TextFormat("Scale: %.2fx", imageScale), 10, screenHeight - 30, 20, DARKGRAY);
// Display orbit/pan status and controls
//if (orbiting) {
// DrawText("Orbiting Camera", 10, screenHeight - 60, 20, RED);
//} else if (panning) {
// DrawText("Panning Camera", 10, screenHeight - 60, 20, BLUE);
//}
// Display control instructions
//DrawText("Mouse Controls:", 10, 10, 20, DARKGRAY);
//DrawText("- Left Click + Drag: Orbit Camera", 10, 35, 18, DARKGRAY);
//DrawText("- Middle Click + Drag: Pan Camera", 10, 60, 18, DARKGRAY);
//DrawText("- Right Click: Reset Camera", 10, 85, 18, DARKGRAY);
//DrawText("- Mouse Wheel: Zoom Image", 10, 110, 18, DARKGRAY);
//DrawText("- Shift + Mouse Wheel: Dolly Camera", 10, 135, 18, DARKGRAY);
} else {
// No image loaded yet
rl::DrawText("Waiting for Bella to render...", screenWidth/2 - 150, screenHeight/2 - 10, 20, DARKGRAY);
}
rl::EndDrawing();
}
}
// Handle mouse interaction for camera orbiting
void handleMouseInteraction() {
// Only process mouse interaction if we have a valid engine reference
if (!engine) return;
// Check for mouse button press/release for orbiting (left button)
if (rl::IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
orbiting = true;
panning = false; // Ensure we're not doing both at once
prevMousePos = rl::GetMousePosition();
} else if (rl::IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
orbiting = false;
}
// Check for mouse button press/release for panning (middle button)
if (rl::IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) {
panning = true;
orbiting = false; // Ensure we're not doing both at once
prevMousePos = rl::GetMousePosition();
} else if (rl::IsMouseButtonReleased(MOUSE_MIDDLE_BUTTON)) {
panning = false;
}
// Check for right-click to reset camera
/*if (rl::IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
if (engine->rendering()) {
// Use our custom reset camera function
resetCamera();
}
}*/
// Handle orbiting when left mouse is dragged
if (orbiting) {
rl::Vector2 currentMousePos = rl::GetMousePosition();
// Calculate delta movement
float deltaX = (currentMousePos.x - prevMousePos.x) * orbitSpeed;
float deltaY = (currentMousePos.y - prevMousePos.y) * orbitSpeed;
// Only orbit if there's actual movement
if (deltaX != 0.0f || deltaY != 0.0f) {
// Create a Vec2 for the delta (using bella_sdk's Vec2)
// Fix: Initialize Vec2 properly according to its API
Vec2 delta;
delta.x = deltaX;
delta.y = deltaY;
// Orbit the camera - similar to the C# implementation
if (engine->rendering()) {
// Create an EventScope to batch scene updates efficiently
// This collects all scene changes within this scope and applies them together
// when the eventScope object is destroyed at the end of this block.
// It improves performance and ensures consistency of multiple scene changes.
Scene::EventScope eventScope(engine->scene());
// Use the bella_sdk namespace to avoid ambiguity with Path
bella_sdk::orbitCamera(engine->scene().cameraPath(), delta);
}
// Update previous position for next frame
prevMousePos = currentMousePos;
}
}
// Handle panning when middle mouse is dragged
if (panning) {
rl::Vector2 currentMousePos = rl::GetMousePosition();
// Calculate delta movement
float deltaX = (currentMousePos.x - prevMousePos.x) * panSpeed;
float deltaY = (currentMousePos.y - prevMousePos.y) * panSpeed;
// Only pan if there's actual movement
if (deltaX != 0.0f || deltaY != 0.0f) {
// Create a Vec2 for the delta (using bella_sdk's Vec2)
Vec2 delta;
delta.x = deltaX;
delta.y = deltaY;
if (engine->rendering()) {
// Create an EventScope to batch scene updates efficiently
// This collects all scene changes within this scope and applies them together
// when the eventScope object is destroyed at the end of this block.
// It improves performance and ensures consistency of multiple scene changes.
Scene::EventScope eventScope(engine->scene());
bella_sdk::panCamera(engine->scene().cameraPath(), delta, true);
}
// Update previous position for next frame
prevMousePos = currentMousePos;
}
}
}
// Simulate receiving data from the path tracer (for testing)
void simulateDataFromPathTracer(const char* filename) {
// Load an image from file - use raylib's Image type
rl::Image image = rl::LoadImage(filename);
if (image.data != NULL) {
// Call our callback with the image data
onImageCallback(
static_cast<const unsigned char*>(image.data),
image.width,
image.height,
image.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE ? 1 :
image.format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA ? 2 :
image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8 ? 3 : 4
);
rl::UnloadImage(image);
}
}
};
// Forward declaration
class PathTracerPreview;
// Custom engine observer that connects bella_sdk's Image to our PathTracerPreview
struct BellaEngineObserver : public EngineObserver {
private:
PathTracerPreview* preview;
public:
BellaEngineObserver(PathTracerPreview* preview) : preview(preview) {}
void onStarted(String pass) override {
//logInfo("Started pass %s", pass.buf());
}
void onStatus(String pass, String status) override {
//logInfo("%s [%s]", status.buf(), pass.buf());
}
void onProgress(String pass, Progress progress) override {
//logInfo("%s [%s]", progress.toString().buf(), pass.buf());
}
// This is the key method that receives images from the bella engine
// IMPORTANT: This method is called from the bella engine's thread, NOT the main thread
void onImage(String pass, dl::bella_sdk::Image image) override {
//logInfo("Received image from bella: %d x %d", (int)image.width(), (int)image.height());
// Get the dimensions of the image
int width = (int)image.width();
int height = (int)image.height();
if (!preview) {
std::cerr << "ERROR: Preview pointer is NULL" << std::endl;
return;
}
try {
// Create a buffer for our RGBA data
unsigned char* buffer = new unsigned char[width * height * 4];
// Get the raw RGBA data pointer - rgba8() returns Rgba8* (RgbaT<unsigned char>*)
// No mutex needed as the developers confirmed the data survives within this callback
Rgba8* rgba_data = image.rgba8();
if (!rgba_data) {
std::cerr << "ERROR: rgba8() returned NULL" << std::endl;
delete[] buffer;
return;
}
// Direct memory copy for optimal performance
std::memcpy(buffer, rgba_data, width * height * 4);
// THREAD SAFETY: Instead of directly calling updateImage (which would create textures in the wrong thread),
// use the callback which will queue the data for processing by the main thread
try {
if (preview->getCallback()) {
// This will queue the data for later processing in the main thread
preview->getCallback()(buffer, width, height, 4);
//std::cout << "Image data queued successfully" << std::endl;
} else {
std::cerr << "ERROR: Preview callback is NULL" << std::endl;
delete[] buffer;
}
} catch (const std::exception& e) {
std::cerr << "Exception in queueing image data: " << e.what() << std::endl;
delete[] buffer; // Clean up if queueing throws
} catch (...) {
std::cerr << "Unknown exception in queueing image data" << std::endl;
delete[] buffer; // Clean up if queueing throws
}
} catch (const std::exception& e) {
std::cerr << "Exception in onImage: " << e.what() << std::endl;
} catch (...) {
std::cerr << "Unknown exception in onImage" << std::endl;
}
}
void onError(String pass, String msg) override {
//logError("%s [%s]", msg.buf(), pass.buf());
}
void onStopped(String pass) override {
//logInfo("Stopped %s", pass.buf());
}
};
#include "dl_core/dl_main.inl"
int DL_main(Args& args)
{
try {
SetTraceLogLevel(LOG_ERROR);
// Set raylib configuration flags before creating the window
rl::SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE);
PathTracerPreview preview(400, 400, "poomer-raylib-bella_onimage");
if (!rl::IsWindowReady()) {
std::cerr << "ERROR: Window initialization failed" << std::endl;
return 1;
}
// Add a small delay to ensure the OpenGL context is fully set up
//std::cout << "Waiting for OpenGL context to initialize..." << std::endl;
for (int i = 0; i < 5; i++) {
rl::BeginDrawing();
rl::ClearBackground(RAYWHITE);
rl::DrawText("Initializing...", 10, 10, 20, DARKGRAY);
rl::EndDrawing();
}
//std::cout << "OpenGL context initialized" << std::endl;
// Initialize the bella engine
Engine engine;
engine.scene().loadDefs();
engine.enableInteractiveMode();
engine.enableDisplayTransform();
// Pass the engine reference to the preview window for camera control
preview.setEngine(&engine);
// Create our custom observer and connect it to the preview window
BellaEngineObserver engineObserver(&preview);
engine.subscribe(&engineObserver);
// Get the preview scene with material sphere
auto path = bella_sdk::previewPath();
if (path != "") {
//std::cout << "Loading scene: " << path.buf() << std::endl;
//logInfo("Loading scene: %s", path.buf());
// Use the read method to load the scene
if (!engine.scene().read(path)) {
std::cerr << "ERROR: Failed to read " << path.buf() << " from " << fs::currentDir().buf() << std::endl;
logError("Failed to read %s from %s", path.buf(), fs::currentDir().buf());
return 1;
}
if (!engine.start()) {
std::cerr << "ERROR: Engine failed to start" << std::endl;
logError("Engine failed to start.");
return 1;
}
// Store the initial camera state after the scene is loaded and engine started
//preview.storeInitialCameraTransform();
//std::cout << "Engine started successfully" << std::endl;
} else {
// For testing, load a sample image
preview.simulateDataFromPathTracer("oomer.png");
}
// Run the preview window - this will block until the window is closed
preview.run();
// Clean up
engine.stop();
engine.unsubscribe(&engineObserver);
return 0;
} catch (const std::exception& e) {
std::cerr << "FATAL ERROR: Exception in main: " << e.what() << std::endl;
return 1;
} catch (...) {
std::cerr << "FATAL ERROR: Unknown exception in main" << std::endl;
return 1;
}
}

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