[1478] | 1 | The OGRE integrated demos of different illumination module techniques can be found in this folder.
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| 2 |
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| 3 | Run
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| 4 | -----
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| 5 | The executables(Debug and Release) can be found in the \bin directory. The media files like textures, models, shaders etc.
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| 6 | used by the demos can be found in the \Media directory.
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| 7 | You don't need to compile the demos if you would only like to test the programs,
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| 8 | prebuilt executables are located in the bin/Release or Debug directory.
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| 9 |
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| 10 | Three demos are ready to run:
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| 11 | - GameToolsRaytraceDemo.exe : This demo demonstrates raytrace like effects such as reflections and refractions (using depth impostors)
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| 12 | and caustics. It also uses glow.
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| 13 | - GameToolsParticleDemo.exe : This demo demonstrates spherical billboards, a particle rendering technique that treates particles as spheres
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| 14 | (while still rendering them as billboards) and uses scene depth information to avoid billboard clipping artifacts.
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| 15 | - HPSDemo.exe : This Demo demonstrates hierarchical particle systems, which is a particle system made of particle system.
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| 16 | It first simulates a little particle system, stores its image to a texture and this image will be used as texture of one particle in the bigger particle system.
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| 17 | This way more particles can be simulated, and the "cheating" is usually not visible (as most of the natural phenomena shows self similarity).
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| 18 | The method also eliminates billboard clipping artifacts with a calculation similar to spherical billboards.
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| 19 | The demo also shows that this animated particle system can be shaded according to dynamic lighting conditions.
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| 20 |
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| 21 | (You can also find two more executables in this directory, but these demos are under development.)
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| 22 |
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| 23 | Usage
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| 24 | -----
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| 25 |
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| 26 | The control is the same for all demos:
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| 27 |
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| 28 | W - move camera forward
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| 29 | S - move camera back
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| 30 | A - slide camera left
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| 31 | D - slide camera right
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| 32 | mouse - rotate camera
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| 33 | F - show/hide FPS data
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| 34 | R - toggle wireframe on/off
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| 35 |
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| 36 |
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| 37 | Build
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| 38 | -----
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| 39 |
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| 40 | These demos use OGRE 1.2 with changes can be found in the svn (www.gametools.org/repos/gametools/OGRE/trunk/ogre_changes/Ogre1.2).
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| 41 | These OGRE changes should be copied to your OGRE 1.2 directory and OGRE should be rebuilt. It's important to set
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| 42 | the prepocessor definition : GAMETOOLS_ILLUMINATION_MODULE for these two projects: OgreMain, Direct3D9RenderSystem
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| 43 |
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| 44 | The demos also use a library called IllumModule and it's OGRE version OgreIllumModule.
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| 45 | These libraries can be found in the svn : www.gametools.org/repos/gametools/GTP/trunk/Lib/Illum/IllumModule
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| 46 | There is also a prepared solution file that containes these library projects and all the demo projects in folder:
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| 47 | www.gametools.org/repos/gametools/GTP/trunk/Lib/Illum/shared/scripts
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| 48 | The source code of the demos are located in:
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| 49 | www.gametools.org/repos/gametools/GTP/trunk/App/Demos/Illum/Ogre/src
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| 50 | So the following directory structure should be downloaded to successfully compile the demos and libraries:
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| 51 |
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| 52 | -|
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| 53 | |--App
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| 54 | | |
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| 55 | | |--Demos
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| 56 | | |
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| 57 | | |--Illum
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| 58 | | |
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| 59 | | |--Ogre
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| 60 | | |
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| 61 | | |--bin...
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| 62 | | |--Media...
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| 63 | | |--src...
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| 64 | |
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| 65 | |
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| 66 | |--Lib
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| 67 | |
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| 68 | |--Illum
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| 69 | |
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| 70 | |--IllumModule...
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| 71 | |--shared...
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| 72 |
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| 73 | An environment variable named OGRE_PATH should also be set to your OGRE root directory.
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| 74 | If you made the steps above the build of the libraries and demos should succeed without errors.
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| 75 | The demo executables will be copied to App/Demos/Illum/Ogre/bin/Debug or Release automatically.
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| 76 | ( Don't forget you should also copy the dll's from your Ogre directory (OGRE_PATH/Samples/Common/bin/Debug or Release) to these directory after building OGRE.) |
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