Beispiel #1
0
void Scene02::InitializeSubScene()
{
	SceneLoader sceneLoader;

	if (!sceneLoader.LoadFromFile(this, "Scene02"))
	{
		assert(false);
		return;
	}
}
Beispiel #2
0
    void initialize() {

        logMsg("initialize\n");

        // Create view
        if (!m_view) {
            m_view = std::make_shared<View>();
        }

        // Create a scene object
        if (!m_scene) {
            m_scene = std::make_shared<Scene>();

            m_skybox = std::shared_ptr<Skybox>(new Skybox("cubemap.png"));
            m_skybox->init();
        }

        // Create a tileManager
        if (!m_tileManager) {
            m_tileManager = TileManager::GetInstance();

            // Pass references to the view and scene into the tile manager
            m_tileManager->setView(m_view);
            m_tileManager->setScene(m_scene);
        }

        // Hard-coded setup for stuff that isn't loaded through the config file yet
        m_ftContext = std::make_shared<FontContext>();
        m_ftContext->addFont("FiraSans-Medium.ttf", "FiraSans");
        m_labels = Labels::GetInstance();
        m_labels->setFontContext(m_ftContext);
        m_labels->setView(m_view);

        SceneLoader loader;
        loader.loadScene("config.yaml", *m_scene, *m_tileManager, *m_view);

        // Set up openGL state
        glDisable(GL_BLEND);
        glDisable(GL_STENCIL_TEST);
        glEnable(GL_DEPTH_TEST);
        glClearDepthf(1.0);
        glDepthRangef(0.0, 1.0);
        glDepthMask(GL_TRUE);
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_CULL_FACE);
        glFrontFace(GL_CCW);
        glCullFace(GL_BACK);
        glClearColor(0.3f, 0.3f, 0.3f, 1.0f);

        while (Error::hadGlError("Tangram::initialize()")) {}

        logMsg("finish initialize\n");

    }
Beispiel #3
0
/// Load a scene from a file
Node::SPtr Simulation::load ( const char *filename )
{
    if( sofa::helper::system::SetDirectory::GetFileName(filename).empty() || // no filename
            sofa::helper::system::SetDirectory::GetExtension(filename).empty() ) // filename with no extension
        return NULL;

    SceneLoader *loader = SceneLoaderFactory::getInstance()->getEntryFileName(filename);

    if (loader) return loader->load(filename);

    // unable to load file
    serr << "extension ("<<sofa::helper::system::SetDirectory::GetExtension(filename)<<") not handled" << sendl;
    return NULL;
}
Beispiel #4
0
void NetworkRenderer::run() {
    while(!serv.is_connected() &&
          serv.get_failed_connections()<MAX_FAILED_CONNECTIONS)
    {
        Logger::log()<<"Waiting for server"<<std::endl;
        sleep(1);
    }
    if(!serv.is_connected()) {
        Logger::log()<<"Connection timeout. Closing client"<<std::endl;
        serv.stop();
        return;
    }

    string login_string="LOGIN ";
    char ptr[40]="";
    gethostname(ptr,40);
    login_string.append(ptr);
    serv.send_message(login_string);

    SceneLoader sceneLoader;
    Scene *scene;
    int global_width,global_height;
    Renderer renderer(scene,NULL);

    int numOfCPUs = sysconf(_SC_NPROCESSORS_ONLN);

    while(serv.is_connected()) {
        if(!serv.has_messages()) {
            serv.wait_for_message();
        }
        string mes = "";
        if(serv.has_messages()) {
            mes=serv.unstack_message();
        }
        stringstream mes_ss(stringstream::in | stringstream::out);
        mes_ss<<mes;

        string head;
        mes_ss>>head;

        /*message parsing*/
        if(head=="SETSCENE") {
            string filexml;
            mes_ss>>filexml;
            Logger::log(LOG_INFO)<<"Set scene file: <"<<filexml<<">"<<std::endl;
            sceneLoader.load(filexml,&scene,global_width,global_height);
            renderer.set_scene(scene);

        } else if(head=="CALCULATE") {
Beispiel #5
0
/// Load a scene
Node::SPtr Simulation::load ( const char *filename )
{
    SceneLoader *loader = SceneLoaderFactory::getInstance()->getEntryFileName(filename);

    if (loader)
    {
        sRoot = loader->load(filename);
        return sRoot;
    }

    // unable to load file
    std::cerr << "Simulation : Error : extension not handled" << std::endl;
    return NULL;

}
Beispiel #6
0
/// Print all object in the graph
void Simulation::exportGraph ( Node* root, const char* filename )
{
    if ( !root ) return;

    SceneLoader *exporter = SceneLoaderFactory::getInstance()->getExporterEntryFileName(filename);

    if (exporter)
    {
        exporter->write(root,filename);
    }
    else
    {
        // unable to write the file
        serr << "exportGraph: extension ("<<sofa::helper::system::SetDirectory::GetExtension(filename)<<") not handled for export" << sendl;
    }
}
int main(int argc, char *argv[]) {
  QCoreApplication app(argc, argv);

  if (app.arguments().size() == 2 && app.arguments().at(1) == "--help") {
    printUsage();
    return 0;
  }

  InputParametersParser paramatersParser;
  InputParametersPointer inputParameters = paramatersParser.parseInputParameters(app.arguments());  
  if (inputParameters == NULL) {
    std::cout << "Invalid arguments passed to application" << std::endl;
    printUsage();
    return -1;
  }

  // std::cout << *inputParameters;
  std::cout << "Loading scene..." << std::endl; 

  SceneLoader sceneLoader;
  ScenePointer scene = sceneLoader.loadScene(inputParameters->sceneFilePath);
  if (scene == NULL) {
    std::cout << "Scene loading failed" << std::endl;
    return -1;    
  }

  std::cout << "Loading scene is finished" << std::endl; 

  RadiosityEngine radiosityEngine;
  radiosityEngine.setScene(scene);
  radiosityEngine.setImageResolution(inputParameters->xResolution, inputParameters->yResolution);

  std::cout << "Calculating illumination..." << std::endl;
  radiosityEngine.calculateIllumination(inputParameters->iterationsNumber, inputParameters->patchSize, inputParameters->raysNumberPerPatch);
  std::cout << "Calculating illumination is finished" << std::endl;

  std::cout << "Rendering scene..." << std::endl;
  radiosityEngine.renderScene();
  std::cout << "Rendering scene is finished" << std::endl; 

  std::cout << "Saving image to file '" << inputParameters->outputFilePath.toUtf8().constData() << "'..." << std::endl; 
  radiosityEngine.saveRenderedImageToFile(inputParameters->outputFilePath);
  std::cout << "Image is saved" << std::endl;

  return 0; 
}
Beispiel #8
0
int main(int argc, char *argv[]) {
  QCoreApplication app(argc, argv);

  if (app.arguments().size() == 2 && app.arguments().at(1) == "--help") {
    printUsage();
    return 0;
  }

  InputParametersParser paramatersParser;
  InputParametersPointer inputParameters = paramatersParser.parseInputParameters(app.arguments());  
  if (inputParameters == NULL) {
    std::cout << "Invalid arguments passed to application" << std::endl;
    printUsage();
    return -1;
  }

  std::cout << "Loading scene..." << std::endl; 

  SceneLoader sceneLoader;
  ScenePointer scene = sceneLoader.loadScene(inputParameters->sceneFilePath);
  if (scene == NULL) {
    std::cout << "Scene loading failed" << std::endl;
    return -1;    
  }

  std::cout << "Loading scene finished" << std::endl; 

  RayTracer rayTracer;
  rayTracer.setScene(scene);
  rayTracer.setImageResolution(inputParameters->xResolution, inputParameters->yResolution);

  std::cout << "Rendering scene..." << std::endl;
  rayTracer.renderScene();
  std::cout << "Rendering scene finished" << std::endl; 
  
  std::cout << "Saving image to file '" << inputParameters->outputFilePath.toUtf8().constData() << "'" << std::endl; 
  rayTracer.saveRenderedImageToFile(inputParameters->outputFilePath);
  std::cout << "Image is saved" << std::endl;

  return 0; 
}
Beispiel #9
0
		bool Scene::Load(Rid rid) {
			SceneLoader sl;
			return sl.Load(rid, this->root);
		}
Beispiel #10
0
// loads an object into the scene from a file
void loadObjectFromFile(string filename) {
	// declare current object
	struct ObjectInstance curObject;

	// load object
	SceneLoader sceneLoader;
	int objId = sceneLoader.loadAndAddObject(filename);
	int NumVertices = sceneLoader.objects[objId].faces.size();
	NumVertices = NumVertices * 3;
	cout << NumVertices << endl;
	curObject.points = new point4[NumVertices];
	curObject.normals = new vec4[NumVertices];
	Index = 0;
	for (unsigned int j = 0; j < sceneLoader.objects[objId].faces.size(); j++) {
		myFunc(sceneLoader.objects[objId], sceneLoader.objects[objId].faces[j],
				curObject);
	}

	// Create a vertex array object
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	// fill in rest of details for object and add to list
	curObject.vaoID = vao;
	curObject.numVertices = NumVertices;
	curObject.selectionR = idcount; ///Really only using red component to store unique id!
	printf("Set red component to %d\n", curObject.selectionR);
	curObject.selectionG = 0;
	curObject.selectionB = 0;
	curObject.selectionA = 255;
	curObject.translate = Translate(0, 0, 0);
	curObject.rotate = RotateX(0);
	curObject.scale = Scale(1, 1, 1);
	myObjects.push_back(curObject);
	counter++;
	idcount++;

	// Create and initialize a buffer object
	GLuint buffer;
	glGenBuffers(1, &buffer);
	glBindBuffer( GL_ARRAY_BUFFER, buffer);
	int pointsSize = NumVertices * sizeof(point4);
	int normalzSize = NumVertices * sizeof(vec4);
	glBufferData( GL_ARRAY_BUFFER, pointsSize + normalzSize,
	NULL, GL_STATIC_DRAW);
	glBufferSubData( GL_ARRAY_BUFFER, 0, pointsSize, curObject.points);
	glBufferSubData( GL_ARRAY_BUFFER, pointsSize, normalzSize,
			curObject.normals);

	// set up vertex arrays
	GLuint vPosition = glGetAttribLocation(mainShaderProgram, "vPosition");
	glEnableVertexAttribArray(vPosition);
	glVertexAttribPointer(vPosition, 4, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(0));

	GLuint vNormal = glGetAttribLocation(mainShaderProgram, "vNormal");
	glEnableVertexAttribArray(vNormal);
	glVertexAttribPointer(vNormal, 4, GL_FLOAT, GL_FALSE, 0,
			BUFFER_OFFSET(pointsSize));
	display();
}
Beispiel #11
0
    void initialize() {

        logMsg("initialize\n");

        // Create view
        if (!m_view) {
            m_view = std::make_shared<View>();
        }

        // Create a scene object
        if (!m_scene) {
            m_scene = std::make_shared<Scene>();

            m_skybox = std::shared_ptr<Skybox>(new Skybox("cubemap.png"));
            m_skybox->init();
        }

        // Create a tileManager
        if (!m_tileManager) {
            m_tileManager = TileManager::GetInstance();

            // Pass references to the view and scene into the tile manager
            m_tileManager->setView(m_view);
            m_tileManager->setScene(m_scene);
        }

        SceneLoader loader;
        loader.loadScene("config.yaml", *m_scene, *m_tileManager, *m_view);

        // Hard-coded setup for stuff that isn't loaded through the config file yet
        m_ftContext = std::make_shared<FontContext>();
        m_ftContext->addFont("FiraSans-Medium.ttf", "FiraSans");
        m_ftContext->addFont("FuturaStd-Condensed.ttf", "Futura");
        m_labelContainer = LabelContainer::GetInstance();
        m_labelContainer->setFontContext(m_ftContext);
        m_labelContainer->setView(m_view);

        std::unique_ptr<Style> textStyle0(new TextStyle("FiraSans", "Textstyle0", 15.0f, 0xF7F0E1, true, true));
        StyleParamMap emptyParamMap;
        textStyle0->addLayer({ "roads", std::move(emptyParamMap)});
        textStyle0->addLayer({ "places", std::move(emptyParamMap)});
        textStyle0->addLayer({ "pois", std::move(emptyParamMap)});
        m_scene->addStyle(std::move(textStyle0));

        std::unique_ptr<Style> textStyle1(new TextStyle("Futura", "Textstyle1", 18.0f, 0x26241F, true, true));
        textStyle1->addLayer({ "landuse", std::move(emptyParamMap)});
        m_scene->addStyle(std::move(textStyle1));

        std::unique_ptr<Style> debugTextStyle(new DebugTextStyle("FiraSans", "DebugTextStyle", 30.0f, 0xDC3522, true));
        m_scene->addStyle(std::move(debugTextStyle));

        // Set up openGL state
        glDisable(GL_BLEND);
        glDisable(GL_STENCIL_TEST);
        glEnable(GL_DEPTH_TEST);
        glClearDepthf(1.0);
        glDepthRangef(0.0, 1.0);
        glDepthMask(GL_TRUE);
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_CULL_FACE);
        glFrontFace(GL_CCW);
        glCullFace(GL_BACK);
        glClearColor(0.3f, 0.3f, 0.3f, 1.0f);

        while (Error::hadGlError("Tangram::initialize()")) {}

        logMsg("finish initialize\n");

    }