int main(int argc, char* argv[]) { b3CommandLineArgs myArgs(argc,argv); SimpleOpenGL3App* app = new SimpleOpenGL3App("SimpleOpenGL3App",640,480,true); app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13); app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0); app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0); sOldKeyboardCB = app->m_window->getKeyboardCallback(); app->m_window->setKeyboardCallback(MyKeyboardCallback); sOldMouseMoveCB = app->m_window->getMouseMoveCallback(); app->m_window->setMouseMoveCallback(MyMouseMoveCallback); sOldMouseButtonCB = app->m_window->getMouseButtonCallback(); app->m_window->setMouseButtonCallback(MyMouseButtonCallback); sOldWheelCB = app->m_window->getWheelCallback(); app->m_window->setWheelCallback(MyWheelCallback); sOldResizeCB = app->m_window->getResizeCallback(); app->m_window->setResizeCallback(MyResizeCallback); int textureWidth = gWidth; int textureHeight = gHeight; TGAImage rgbColorBuffer(gWidth,gHeight,TGAImage::RGB); b3AlignedObjectArray<float> depthBuffer; depthBuffer.resize(gWidth*gHeight); TinyRenderObjectData renderData(textureWidth, textureHeight,rgbColorBuffer,depthBuffer);//, "african_head/african_head.obj");//floor.obj"); //renderData.loadModel("african_head/african_head.obj"); renderData.loadModel("floor.obj"); //renderData.createCube(1,1,1); myArgs.GetCmdLineArgument("mp4_file",gVideoFileName); if (gVideoFileName) app->dumpFramesToVideo(gVideoFileName); myArgs.GetCmdLineArgument("png_file",gPngFileName); char fileName[1024]; unsigned char* image=new unsigned char[textureWidth*textureHeight*4]; int textureHandle = app->m_renderer->registerTexture(image,textureWidth,textureHeight); int cubeIndex = app->registerCubeShape(1,1,1); b3Vector3 pos = b3MakeVector3(0,0,0); b3Quaternion orn(0,0,0,1); b3Vector3 color=b3MakeVector3(1,0,0); b3Vector3 scaling=b3MakeVector3 (1,1,1); app->m_renderer->registerGraphicsInstance(cubeIndex,pos,orn,color,scaling); app->m_renderer->writeTransforms(); do { static int frameCount = 0; frameCount++; if (gPngFileName) { printf("gPngFileName=%s\n",gPngFileName); sprintf(fileName,"%s%d.png",gPngFileName,frameCount++); app->dumpNextFrameToPng(fileName); } app->m_instancingRenderer->init(); app->m_instancingRenderer->updateCamera(); ///clear the color and z (depth) buffer for(int y=0;y<textureHeight;++y) { unsigned char* pi=image+(y)*textureWidth*3; for(int x=0;x<textureWidth;++x) { TGAColor color; color.bgra[0] = 255; color.bgra[1] = 255; color.bgra[2] = 255; color.bgra[3] = 255; renderData.m_rgbColorBuffer.set(x,y,color); renderData.m_depthBuffer[x+y*textureWidth] = -1e30f; } } float projMat[16]; app->m_instancingRenderer->getActiveCamera()->getCameraProjectionMatrix(projMat); float viewMat[16]; app->m_instancingRenderer->getActiveCamera()->getCameraViewMatrix(viewMat); B3_ATTRIBUTE_ALIGNED16(float modelMat[16]); //sync the object transform b3Transform tr; tr.setIdentity(); static float posUp = 0.f; // posUp += 0.001; b3Vector3 org = b3MakeVector3(0,posUp,0); tr.setOrigin(org); tr.getOpenGLMatrix(modelMat); for (int i=0;i<4;i++) { for (int j=0;j<4;j++) { renderData.m_viewMatrix[i][j] = viewMat[i+4*j]; renderData.m_modelMatrix[i][j] = modelMat[i+4*j]; } } //render the object TinyRenderer::renderObject(renderData); #if 1 //update the texels of the texture using a simple pattern, animated using frame index for(int y=0;y<textureHeight;++y) { unsigned char* pi=image+(y)*textureWidth*3; for(int x=0;x<textureWidth;++x) { TGAColor color = renderData.m_rgbColorBuffer.get(x,y); pi[0] = color.bgra[2]; pi[1] = color.bgra[1]; pi[2] = color.bgra[0]; pi[3] = 255; pi+=3; } } #else //update the texels of the texture using a simple pattern, animated using frame index for(int y=0;y<textureHeight;++y) { const int t=(y+frameCount)>>4; unsigned char* pi=image+y*textureWidth*3; for(int x=0;x<textureWidth;++x) { TGAColor color = renderData.m_rgbColorBuffer.get(x,y); const int s=x>>4; const unsigned char b=180; unsigned char c=b+((s+(t&1))&1)*(255-b); pi[0]=pi[1]=pi[2]=pi[3]=c; pi+=3; } } #endif app->m_renderer->activateTexture(textureHandle); app->m_renderer->updateTexture(textureHandle,image); float color[4] = {1,1,1,1}; app->m_primRenderer->drawTexturedRect(0,0,gWidth/3,gHeight/3,color,0,0,1,1,true); app->m_renderer->renderScene(); app->drawGrid(); char bla[1024]; sprintf(bla,"Simple test frame %d", frameCount); app->drawText(bla,10,10); app->swapBuffer(); } while (!app->m_window->requestedExit()); delete app; return 0; }