Beispiel #1
0
Model *ResourceManager::loadModel(const Json::Value& value,
                                  const std::unordered_map<std::string, ResPtr<Resource> >& externalResources)
{
    Json::Value lods = getMember(value, "lods");

    if (not lods.isArray())
    {
        throw std::runtime_error("Unable to get the LODs.");
    }

    Model *model = NEW(Model);

    if (value.isMember("stippledLODs"))
    {
        model->mStippledLODs = value["stippledLODs"].asBool();
    }

    for (Json::Value::iterator it = lods.begin(); it != lods.end(); ++it)
    {
        Json::Value lod = *it;

        std::string mesh = getMember(lod, "mesh").asString();
        std::string material = getMember(lod, "material").asString();
        float distance = getMember(lod, "distance").asFloat();

        model->mLODs.push_back(LOD(externalResources.at(mesh).cast<Mesh>(),
                                   externalResources.at(material).cast<Material>(),
                                   distance));
    }

    model->sortLODs();

    return model;
}
// Uses value in IR to determine course of action
// Returns false if errors
bool interpreter() {
  bool success = true;
  //While no error flag and no timer interrupt
  while (success && timer_interrupt < QUANTUM) {
    machine.IR = main_memory[MMU(machine.PC)];
    machine.PC++; // Increment Program Counter
    unsigned short int op = getOpcode(machine.IR);
    switch (op) {
      case 0:  success = LOD(); break;
      case 1:  success = STO(); break;
      case 2:  success = ADD(); break;
      case 3:  success = SUB(); break;
      case 4:  success = ADR(); break;
      case 5:  success = SUR(); break;
      case 6:  success = AND(); break;
      case 7:  success = IOR(); break;
      case 8:  success = NOT(); break;
      case 9:  success = JMP(); break;
      case 10: success = JEQ(); break;
      case 11: success = JGT(); break;
      case 12: success = JLT(); break;
      case 13: success = CMP(); break;
      case 14: success = CLR(); break;
      case 15:    return HLT(); break; //Quit early on HLT
      default: success = false; break;
    }
    usleep(1000000); // Sleep 1 second to allow easier instruction tracing
    (*sysclock)++;
    timer_interrupt++;
  }
  timer_interrupt = 0;
  return success;
}
Beispiel #3
0
//Execute cycle
void execute(FILE *ofp)
{
	fprintf(ofp, "%d\t%s\t%d\t%d\t", pc-1, opcodes[ir.op], ir.l, ir.m);
	switch( ir.op )
	{
		case 1 :
			LIT(ir.l, ir.m);
			break;
		case 2 :
			OPR(ir.l, ir.m);
			break;
		case 3 :
			LOD(ir.l, ir.m);
			break;
		case 4 :
			STO(ir.l, ir.m);
			break;
		case 5 :
			CAL(ir.l, ir.m);
			break;
		case 6 :
			INC(ir.l, ir.m);
			break;
		case 7 :
			JMP(ir.l, ir.m);
			break;
		case 8 :
			JPC(ir.l, ir.m);
			break;
		case 9 :
			SIO(ir.l, ir.m);
			break;
		case 10 :
			SIO(ir.l, ir.m);
			break;
		case 11 :
			SIO(ir.l, ir.m);
			break;
		
		default 	: 
			break;
	}
	fprintf(ofp, "%d\t%d\t%d\t", pc, bp, sp);
	
	int i = 1;
	int countAR = 0;
	for(i = 1; i <= sp; i++)
	{
		if(countAR < numAR && ar[countAR] < i)
		{	
			countAR++;
			fprintf(ofp, " |");
		}
		
		fprintf(ofp, " %d", stack[i]);
	}
	
	fprintf(ofp, "\n");
	
}
Beispiel #4
0
int main()
{
    initCrashSystem();
    initMemorySystem();

    SDL_Init(SDL_INIT_EVERYTHING);

    SDL_Window *window = SDL_CreateWindow("",
                                          SDL_WINDOWPOS_UNDEFINED,
                                          SDL_WINDOWPOS_UNDEFINED,
                                          640,
                                          640,
                                           SDL_WINDOW_OPENGL
                                          |SDL_WINDOW_RESIZABLE
                                          |SDL_WINDOW_SHOWN);

    SDL_GLContext context = createContext(window);

    SDL_GL_SetSwapInterval(1);

    bool running = true;
    float frametime = 0.0f;

    Renderer *renderer = NEW(Renderer, NEW(GLBackend));
    ResourceManager *resMgr = renderer->getResourceManager();
    Scene *scene = NEW(Scene, renderer);
    Scene *quadScene = NEW(Scene, renderer);

    RenderTarget *target = NEW(RenderTarget, renderer);

    RenderTarget *textureTarget = NEW(RenderTarget, renderer);
    Framebuffer *framebuffer = textureTarget->addFramebuffer();
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::RGBAU8_Norm_InternalFormat);
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::Red32F_InternalFormat);
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::RGBU8_Norm_InternalFormat);
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::RGBAU8_Norm_InternalFormat);
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::RGBU8_Norm_InternalFormat);
    framebuffer->addColor(resMgr->createTexture(Texture::Texture2D), Texture::RGBU8_Norm_InternalFormat);
    framebuffer->finish();

    ResPtr<Model> model = resMgr->load("res/models/dragon.json").cast<Model>();


    ResPtr<Mesh> quadMesh = resMgr->createMesh(resMgr->load("res/shaders/quad vertex.json").cast<Shader>(), Mesh::Triangles, 6);
    VertexBuffer *quadVB = quadMesh->addPositions(renderer, MeshComponent(2, MeshComponent::Float32))->getVertexBuffer();

    quadVB->alloc(sizeof(glm::vec2)*6);
    glm::vec2 *quadPositions = (glm::vec2 *)quadVB->map(false, true);
    quadPositions[0] = glm::vec2(-1.0f, -1.0f);
    quadPositions[1] = glm::vec2( 1.0f, -1.0f);
    quadPositions[2] = glm::vec2(-1.0f,  1.0f);
    quadPositions[3] = glm::vec2(-1.0f,  1.0f);
    quadPositions[4] = glm::vec2( 1.0f, -1.0f);
    quadPositions[5] = glm::vec2( 1.0f,  1.0f);
    quadVB->unmap();


    ResPtr<Material> quadMaterial = resMgr->createMaterial(
    resMgr->load("res/shaders/quad fragment.json").cast<Shader>());
    quadMaterial->mUniforms["colorTexture"] = framebuffer->getColorTexture(0);
    quadMaterial->mUniforms["depthTexture"] = framebuffer->getColorTexture(1);
    quadMaterial->mUniforms["normalTexture"] = framebuffer->getColorTexture(2);
    quadMaterial->mUniforms["materialTexture"] = framebuffer->getColorTexture(3);
    quadMaterial->mUniforms["ambientTexture"] = framebuffer->getColorTexture(4);
    quadMaterial->mUniforms["specularTexture"] = framebuffer->getColorTexture(5);
    quadMaterial->mUniforms["lightDirection"] = glm::vec3(0.0f);


    ResPtr<Model> quadModel = resMgr->createModel();
    quadModel->mLODs.push_back(LOD(quadMesh, quadMaterial, 0.0f));
    quadModel->sortLODs();

    quadScene->createEntity(quadModel);


    scene->mSkyboxTexture = resMgr->load("res/textures/enviroment texture.json").cast<Texture>();


    Entity *entity = scene->createEntity(model);

    float t = 0.0f;

    bool fullscreen = false;

    glm::vec3 cameraPosition(0.0f, 0.0f, 5.0f);
    glm::vec2 cameraAngle(3.1415f, 0.0f);
    float cameraSpeed = 3.0f;
    float cameraRotateSpeed = 1.0f;

    while (running)
    {
        Uint64 start = SDL_GetPerformanceCounter();

        SDL_Event event;

        while (SDL_PollEvent(&event))
        {
            switch (event.type)
            {
                case SDL_QUIT:
                {
                    running = false;
                    break;
                }
                case SDL_KEYDOWN:
                {
                    switch (event.key.keysym.scancode)
                    {
                        case SDL_SCANCODE_ESCAPE:
                        {
                            running = false;
                            break;
                        }
                        case SDL_SCANCODE_F1:
                        {
                            fullscreen = not fullscreen;

                            SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP*fullscreen);
                        }
                        default: {}
                    }
                }
            }
        }

        const Uint8 *pressed = SDL_GetKeyboardState(NULL);

        glm::vec3 direction(std::cos(cameraAngle.y) * std::sin(cameraAngle.x),
                            std::sin(cameraAngle.y),
                            std::cos(cameraAngle.y) * std::cos(cameraAngle.x));

        glm::vec3 right(std::sin(cameraAngle.x - 3.1415f / 2.0f),
                        0.0f,
                        std::cos(cameraAngle.x - 3.1415f / 2.0f));

        glm::vec3 up = glm::cross(right, direction);

        if (pressed[SDL_SCANCODE_LEFT])
        {
            cameraAngle.x += cameraRotateSpeed * frametime;
        } else if (pressed[SDL_SCANCODE_RIGHT])
        {
            cameraAngle.x -= cameraRotateSpeed * frametime;
        } else if (pressed[SDL_SCANCODE_UP])
        {
            cameraAngle.y += cameraRotateSpeed * frametime;
        } else if (pressed[SDL_SCANCODE_DOWN])
        {
            cameraAngle.y -= cameraRotateSpeed * frametime;
        } else if (pressed[SDL_SCANCODE_A])
        {
            cameraPosition -= right * frametime * cameraSpeed;
        } else if (pressed[SDL_SCANCODE_D])
        {
            cameraPosition += right * frametime * cameraSpeed;
        } else if (pressed[SDL_SCANCODE_W])
        {
            cameraPosition += direction * frametime * cameraSpeed;
        } else if (pressed[SDL_SCANCODE_S])
        {
            cameraPosition -= direction * frametime * cameraSpeed;
        }

        scene->mProjectionTransform.reset();

        int windowWidth;
        int windowHeight;
        SDL_GetWindowSize(window, &windowWidth, &windowHeight);
        target->setWidthAndHeight(windowWidth, windowHeight);
        textureTarget->setWidthAndHeight(windowWidth, windowHeight);

        scene->mProjectionTransform.perspective(45.0f, float(windowWidth)/float(windowHeight), 0.1f, 100.0f);

        scene->mViewTransform.reset();
        scene->mViewTransform.lookAt(cameraPosition,
                                     cameraPosition+direction,
                                     up);

        t += frametime;

        entity->mTransform.reset();
        entity->mTransform.scale(glm::vec3(0.5f));

        entity->mTransform.rotate(45.0f*t, glm::vec3(0.0f, 1.0f, 0.0f));

        renderer->render(textureTarget, scene);

        quadMaterial->mUniforms["lightDirection"]
        = glm::mat3(scene->mViewTransform.getMatrix()) * glm::vec3(-1.0f, 1.0f, -1.0f);

        renderer->render(target, quadScene);

        SDL_GL_SwapWindow(window);

        resMgr->deleteUnusedResources();

        Uint64 end = SDL_GetPerformanceCounter();

        frametime = float(end - start) / float(SDL_GetPerformanceFrequency());

        char title[256];
        std::memset(title, 0, 256);
        std::snprintf(title, 256, "Frametime: %.4f, Framerate: %.0f", frametime, 1.0f/frametime);
        SDL_SetWindowTitle(window, title);
    }

    model = nullRes<Model>();
    quadMesh = nullRes<Mesh>();
    quadMaterial = nullRes<Material>();
    quadModel = nullRes<Model>();

    DELETE(RenderTarget, textureTarget);
    DELETE(RenderTarget, target);

    DELETE(Scene, quadScene);
    DELETE(Scene, scene);

    DELETE(Renderer, renderer);

    SDL_GL_DeleteContext(context);
    SDL_DestroyWindow(window);

    SDL_Quit();

    deinitMemorySystem();

    return 0;
}