[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | You may use this sample code for anything you like, it is not covered by the
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| 11 | LGPL like the rest of the engine.
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| 12 | -----------------------------------------------------------------------------
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| 13 | */
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| 14 |
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| 15 | #include "Ogre.h"
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| 16 | #include "ExampleApplication.h"
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| 17 | #include "ExampleLoadingBar.h"
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| 18 |
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| 19 | /**
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| 20 | \file
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| 21 | BSP.cpp
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| 22 | \brief
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| 23 | Shows the indoor level rendering (Binary Space Partition or BSP based).
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| 24 | \par
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| 25 | Also demonstrates loading levels from Quake3Arena and using
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| 26 | curved bezier surfaces (as demonstrated in the Bezier example)
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| 27 | in a large level.
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| 28 | */
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| 29 |
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| 30 | class BspApplication : public ExampleApplication
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| 31 | {
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| 32 | public:
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| 33 | BspApplication()
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| 34 | {
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| 35 |
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| 36 |
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| 37 | }
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| 38 |
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| 39 | protected:
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| 40 |
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| 41 | String mQuakePk3;
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| 42 | String mQuakeLevel;
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| 43 | ExampleLoadingBar mLoadingBar;
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| 44 |
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| 45 | void loadResources(void)
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| 46 | {
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| 47 |
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| 48 | mLoadingBar.start(mWindow, 1, 1, 0.75);
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| 49 |
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| 50 | // Turn off rendering of everything except overlays
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| 51 | mSceneMgr->clearSpecialCaseRenderQueues();
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| 52 | mSceneMgr->addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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| 53 | mSceneMgr->setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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| 54 |
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| 55 | // Set up the world geometry link
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| 56 | ResourceGroupManager::getSingleton().linkWorldGeometryToResourceGroup(
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| 57 | ResourceGroupManager::getSingleton().getWorldResourceGroupName(),
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| 58 | mQuakeLevel, mSceneMgr);
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| 59 |
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| 60 | // Initialise the rest of the resource groups, parse scripts etc
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| 61 | ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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| 62 | ResourceGroupManager::getSingleton().loadResourceGroup(
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| 63 | ResourceGroupManager::getSingleton().getWorldResourceGroupName(),
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| 64 | false, true);
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| 65 |
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| 66 | // Back to full rendering
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| 67 | mSceneMgr->clearSpecialCaseRenderQueues();
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| 68 | mSceneMgr->setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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| 69 |
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| 70 | mLoadingBar.finish();
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| 71 |
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| 72 |
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| 73 | }
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| 74 |
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| 75 | // Override resource sources (include Quake3 archives)
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| 76 | void setupResources(void)
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| 77 | {
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| 78 |
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| 79 | // Load Quake3 locations from a file
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| 80 | ConfigFile cf;
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| 81 |
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| 82 | cf.load("quake3settings.cfg");
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| 83 |
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| 84 | mQuakePk3 = cf.getSetting("Pak0Location");
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| 85 | mQuakeLevel = cf.getSetting("Map");
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| 86 |
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| 87 | ExampleApplication::setupResources();
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| 88 | ResourceGroupManager::getSingleton().addResourceLocation(
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| 89 | mQuakePk3, "Zip", ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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| 90 |
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| 91 | }
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| 92 | // Override scene manager (use indoor instead of generic)
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| 93 | void chooseSceneManager(void)
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| 94 | {
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| 95 | mSceneMgr = mRoot->createSceneManager("BspSceneManager");
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| 96 | }
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| 97 | // Scene creation
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| 98 | void createScene(void)
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| 99 | {
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| 100 |
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| 101 | // modify camera for close work
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| 102 | mCamera->setNearClipDistance(4);
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| 103 | mCamera->setFarClipDistance(4000);
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| 104 |
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| 105 | // Also change position, and set Quake-type orientation
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| 106 | // Get random player start point
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| 107 | ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true);
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| 108 | mCamera->setPosition(vp.position);
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| 109 | mCamera->pitch(Degree(90)); // Quake uses X/Y horizon, Z up
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| 110 | mCamera->rotate(vp.orientation);
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| 111 | // Don't yaw along variable axis, causes leaning
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| 112 | mCamera->setFixedYawAxis(true, Vector3::UNIT_Z);
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| 113 |
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| 114 |
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| 115 | }
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| 116 |
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| 117 | };
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| 118 |
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| 119 |
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| 120 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 121 | #define WIN32_LEAN_AND_MEAN
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| 122 | #include "windows.h"
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| 123 |
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| 124 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
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| 125 | #else
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| 126 | int main(int argc, char**argv)
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| 127 | #endif
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| 128 | {
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| 129 | // Create application object
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| 130 | BspApplication app;
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| 131 |
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| 132 | try {
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| 133 | app.go();
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| 134 | } catch( Ogre::Exception& e ) {
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| 135 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 136 | MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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| 137 | #else
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| 138 | std::cerr << "An exception has occured: " <<
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| 139 | e.getFullDescription().c_str() << std::endl;
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| 140 | #endif
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| 141 | }
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| 142 |
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| 143 | return 0;
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| 144 | }
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