/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ #include "Ogre.h" #include "ExampleApplication.h" #include "ExampleLoadingBar.h" /** \file BSP.cpp \brief Shows the indoor level rendering (Binary Space Partition or BSP based). \par Also demonstrates loading levels from Quake3Arena and using curved bezier surfaces (as demonstrated in the Bezier example) in a large level. */ class BspApplication : public ExampleApplication { public: BspApplication() { } protected: String mQuakePk3; String mQuakeLevel; ExampleLoadingBar mLoadingBar; void loadResources(void) { mLoadingBar.start(mWindow, 1, 1, 0.75); // Turn off rendering of everything except overlays mSceneMgr->clearSpecialCaseRenderQueues(); mSceneMgr->addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY); mSceneMgr->setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE); // Set up the world geometry link ResourceGroupManager::getSingleton().linkWorldGeometryToResourceGroup( ResourceGroupManager::getSingleton().getWorldResourceGroupName(), mQuakeLevel, mSceneMgr); // Initialise the rest of the resource groups, parse scripts etc ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); ResourceGroupManager::getSingleton().loadResourceGroup( ResourceGroupManager::getSingleton().getWorldResourceGroupName(), false, true); // Back to full rendering mSceneMgr->clearSpecialCaseRenderQueues(); mSceneMgr->setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); mLoadingBar.finish(); } // Override resource sources (include Quake3 archives) void setupResources(void) { // Load Quake3 locations from a file ConfigFile cf; cf.load("quake3settings.cfg"); mQuakePk3 = cf.getSetting("Pak0Location"); mQuakeLevel = cf.getSetting("Map"); ExampleApplication::setupResources(); ResourceGroupManager::getSingleton().addResourceLocation( mQuakePk3, "Zip", ResourceGroupManager::getSingleton().getWorldResourceGroupName()); } // Override scene manager (use indoor instead of generic) void chooseSceneManager(void) { mSceneMgr = mRoot->getSceneManager(ST_INTERIOR); } // Scene creation void createScene(void) { // modify camera for close work mCamera->setNearClipDistance(4); mCamera->setFarClipDistance(4000); // Also change position, and set Quake-type orientation // Get random player start point ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true); mCamera->setPosition(vp.position); mCamera->pitch(Degree(90)); // Quake uses X/Y horizon, Z up mCamera->rotate(vp.orientation); // Don't yaw along variable axis, causes leaning mCamera->setFixedYawAxis(true, Vector3::UNIT_Z); } }; #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 #define WIN32_LEAN_AND_MEAN #include "windows.h" INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT ) #else int main(int argc, char**argv) #endif { // Create application object BspApplication app; try { app.go(); } catch( Ogre::Exception& e ) { #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL); #else std::cerr << "An exception has occured: " << e.getFullDescription().c_str() << std::endl; #endif } return 0; }