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