Blob Blame Raw

#include <string>
#include <iostream>

#include <GL/gl.h>
#include <SDL2/SDL.h>

#include "geometry.h"
#include "scene.h"
#include "simulator.h"
#include "tool.h"
#include "loader.h"
#include "collider.h"
#include "generator.h"
#include "generatorradial.h"


class Main {
public:
    bool sdl_initialized;
    SDL_Window *mainWindow;
    SDL_GLContext mainContext;
    Scene *scene;
    
    Main():
        sdl_initialized(),
        mainWindow(),
        mainContext(),
        scene()
    { }
    
    ~Main() { deinit(); }

    bool init() {
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            std::cerr << "SDL_Init failed" << std::endl;
            deinit();
            return false;
        }
        sdl_initialized = true;
        
        mainWindow = SDL_CreateWindow(
            "simu",
            SDL_WINDOWPOS_CENTERED,
            SDL_WINDOWPOS_CENTERED,
            512,
            512,
            SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );

        if (!mainWindow)
        {
            std::cerr << "cannot create window" << std::endl;
            std::cerr << SDL_GetError() << std::endl;
            SDL_ClearError();
            deinit();
            return false;
        }

        mainContext = SDL_GL_CreateContext(mainWindow);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

        // vsync
        SDL_GL_SetSwapInterval(1);
        
        scene = new Scene();
        
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glEnable(GL_LINE_SMOOTH);
        glEnable(GL_POINT_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

        glEnable(GL_NORMALIZE);
        glDisable(GL_DEPTH_TEST);
        
        glEnable(GL_LIGHT0);
        float light0[] = {1, 1, 1, 0};
        glLightfv(GL_LIGHT0, GL_POSITION, light0);

        glEnable(GL_LIGHT1);
        float light1[] = {-1, -1, -1, 0};
        float color[] = {1, 1, 1, 1};
        glLightfv(GL_LIGHT1, GL_POSITION, light1);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, color);
        glLightfv(GL_LIGHT1, GL_SPECULAR, color);
        
        glEnable(GL_COLOR_MATERIAL);
        
        resize(512, 512);

        return true;
    }
    
    void deinit() {
        if (scene) { delete scene; scene = 0; }
        if (mainContext) { SDL_GL_DeleteContext(mainContext); mainContext = 0; }
        if (mainWindow) { SDL_DestroyWindow(mainWindow); mainWindow = 0; }
        if (sdl_initialized) { SDL_Quit(); sdl_initialized = false; }
    }
    
    void resize(int width, int height) {
        glViewport(0, 0, width, height);
        glMatrixMode(GL_PROJECTION);
        glLoadMatrixd( Matrix4::perspective(90.0, (Real)width/height, 1, 1000).a );
        glMatrixMode(GL_MODELVIEW);
    }
    
    void update_collider() {
        if (scene->collider) {
            Real l = scene->collider->distance_to_model(scene->tool_pos, scene->tool_dir);
            if (!isinf(l))
                scene->tool_pos = scene->tool_pos + scene->tool_dir*l;
        }
    }
    
    void loop() {
        update_collider();
        
        bool quit = false;
        Uint32 prev_time = SDL_GetTicks();
        while(!quit) {
            SDL_Event event;
            while (SDL_PollEvent(&event)) {
                if (event.type == SDL_QUIT)
                    quit = true;
                if (event.type == SDL_WINDOWEVENT) {
                    if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
                        resize(event.window.data1, event.window.data2);
                    }
                }
                if (event.type == SDL_KEYDOWN) {
                    switch (event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        quit = true;
                        break;
                    case SDLK_w:
                        scene->tool_pos.y += 0.5;
                        update_collider();
                        break;
                    case SDLK_s:
                        scene->tool_pos.y -= 0.5;
                        update_collider();
                        break;
                    case SDLK_a:
                        scene->tool_pos.x -= 0.5;
                        update_collider();
                        break;
                    case SDLK_d:
                        scene->tool_pos.x += 0.5;
                        update_collider();
                        break;
                    default:
                        break;
                    }
                }
                if (event.type == SDL_MOUSEMOTION) {
                    if (event.motion.state & SDL_BUTTON_LMASK) {
                        scene->angles.z += event.motion.xrel;
                        scene->angles.x += event.motion.yrel;
                    }
                    if (event.motion.state & SDL_BUTTON_RMASK) {
                        scene->offset.z *= pow(2, event.motion.yrel/100.0);
                    }
                    if (event.motion.state & SDL_BUTTON_MMASK) {
                        scene->offset.x += 0.1*event.motion.xrel;
                        scene->offset.y -= 0.1*event.motion.yrel;
                    }
                }
            }

            Uint32 curr_time = SDL_GetTicks();
            double dt = (curr_time - prev_time)/1000.0;
            prev_time = curr_time;
            
            scene->update(dt);
            
            glClear(GL_COLOR_BUFFER_BIT);
            scene->draw();
            SDL_GL_SwapWindow(mainWindow);
        }
    }
};


int main(int argc, char **argv)
{
    Main app;
    if (!app.init()) return -1;
    
    bool load_track = false;
    bool load_model = false;
    
    Model model;
    SimulatorXYZA simulator_xyza(400, 360);
    SimulatorXYZ simulator_xyz(400, 400);
    FlatTool tool(1.5);// + 0.5);
    //ConeTool tool(1.25, 10, 0.75);
    Collider collider(model, tool);
    
    Vector3 dir(1, 3, -3);
    dir = dir*(1/dir.len());
    
    if (argc > 1 && std::string(argv[1]) != ".") {
        Loader::load(app.scene->track, argv[1]);
        //app.scene->simulator = &simulator_xyza;
        app.scene->simulator = &simulator_xyz;
        app.scene->simulator->simulate(app.scene->track, tool);
        load_track = true;
    }

    if (argc > 2 && std::string(argv[2]) != ".") {
        Loader::load(model, argv[2]);
        //Loader::save(app.scene->track, "output/tmp.tap");
        app.scene->model = &model;
        load_model = true;
    }

    if (argc > 3 && std::string(argv[3]) != ".") {
        if (!load_track && load_model) {
            if (0) {
                GeneratorRowsZAX generator;
                generator.max_z = 26;
                generator.min_z = -10;
                //generator.step_z = 2.0;
                generator.step_z = 5.0;
                //generator.step_z = 0;
                //generator.step_a = 2*(tool.radius - 0.6);
                generator.step_a = 0.75;
                generator.step_x = 0.5;
                generator.skip_middle_layers = true;
                generator.feed_speed = 150;
                generator.generate(collider, app.scene->track);
                app.scene->simulator = &simulator_xyza;
            } else {
                GeneratorRadialXYZ generator;
                generator.max_z = 26;
                generator.min_z = 0;
                //generator.min_r = 6.5 - tool.radius - 0.1;
                generator.max_r = 17.45 + tool.radius - 0.1;
                //generator.full_radius = true;
                generator.step_z = 2.0;
                generator.step_a = 2*tool.radius - 0.5;
                generator.step_r = 0.1;
                //generator.skip_middle_layers = true;
                generator.feed_speed = 150;
                generator.generate(collider, app.scene->track);
                app.scene->simulator = &simulator_xyz;
            }
            
            app.scene->simulator->simulate(app.scene->track, tool);
            Loader::save(app.scene->track, argv[3]);
        }
    }
    
    app.scene->tool = &tool;
    app.scene->tool_dir = dir;
    app.scene->collider = &collider;
    
    app.loop();
    return 0;
}