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