[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 | /**
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| 16 | \file
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| 17 | Dot3Bump.cpp
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| 18 | \brief
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| 19 | Specialisation of OGRE's framework application to show the
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| 20 | dotproduct blending operation and normalization cube map usage
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| 21 | for achieving bump mapping effect
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| 22 | \par
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| 23 | Tangent space computations made through the guide of the
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| 24 | tutorial on bump mapping from http://users.ox.ac.uk/~univ1234
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| 25 | author : paul.baker@univ.ox.ac.uk
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| 26 | **/
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| 27 |
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| 28 | #include "ExampleApplication.h"
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| 29 |
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| 30 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 31 | #define WIN32_LEAN_AND_MEAN
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| 32 | #include "windows.h"
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| 33 | #endif
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| 34 |
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| 35 | // entities we'll use
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| 36 | #define NUM_ENTITIES 3
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| 37 | Entity* mEntities[NUM_ENTITIES];
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| 38 | String mEntityMeshes[NUM_ENTITIES] =
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| 39 | {
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| 40 | "athene.mesh",
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| 41 | "knot.mesh",
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| 42 | "ogrehead.mesh"
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| 43 | };
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| 44 | size_t mCurrentEntity = 0;
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| 45 |
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| 46 | // Lights
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| 47 | #define NUM_LIGHTS 3
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| 48 |
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| 49 | // the light
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| 50 | Light *mLights[NUM_LIGHTS];
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| 51 | // billboards for lights
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| 52 | BillboardSet* mLightFlareSets[NUM_LIGHTS];
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| 53 | Billboard* mLightFlares[NUM_LIGHTS];
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| 54 | // Positions for lights
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| 55 | Vector3 mLightPositions[NUM_LIGHTS] =
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| 56 | {
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| 57 | Vector3(300,0,0),
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| 58 | Vector3(-300,50,0),
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| 59 | Vector3(0, -300, -100)
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| 60 | };
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| 61 | // Base orientations of the lights
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| 62 | Radian mLightRotationAngles[NUM_LIGHTS] = { Degree(0), Degree(30), Degree(75) };
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| 63 | Vector3 mLightRotationAxes[NUM_LIGHTS] = {
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| 64 | Vector3::UNIT_X,
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| 65 | Vector3::UNIT_Z,
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| 66 | Vector3::UNIT_Y
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| 67 | };
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| 68 | // Rotation speed for lights, degrees per second
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| 69 | Real mLightSpeeds[NUM_LIGHTS] = { 30, 10, 50};
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| 70 |
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| 71 | // Colours for the lights
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| 72 | ColourValue mDiffuseLightColours[NUM_LIGHTS] =
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| 73 | {
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| 74 | ColourValue(1, 1, 1),
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| 75 | ColourValue(1, 0, 0),
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| 76 | ColourValue(1, 1, 0.5)
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| 77 | };
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| 78 | ColourValue mSpecularLightColours[NUM_LIGHTS] =
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| 79 | {
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| 80 | ColourValue(1, 1, 1),
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| 81 | ColourValue(1, 0.8, 0.8),
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| 82 | ColourValue(1, 1, 0.8)
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| 83 | };
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| 84 | // Which lights are enabled
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| 85 | bool mLightState[NUM_LIGHTS] =
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| 86 | {
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| 87 | true,
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| 88 | true,
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| 89 | false
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| 90 | };
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| 91 | // The materials
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| 92 | #define NUM_MATERIALS 4
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| 93 | String mMaterialNames[NUM_ENTITIES][NUM_MATERIALS] =
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| 94 | {
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| 95 | // athene
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| 96 | "Examples/Athene/Basic",
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| 97 | "Examples/Athene/NormalMapped",
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| 98 | "Examples/Athene/NormalMappedSpecular",
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| 99 | "Examples/Athene/NormalMapped",
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| 100 | // knot
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| 101 | "Examples/BumpMapping/SingleLight",
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| 102 | "Examples/BumpMapping/MultiLight",
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| 103 | "Examples/BumpMapping/MultiLightSpecular",
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| 104 | "Examples/OffsetMapping/Specular",
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| 105 | // ogre head
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| 106 | "Examples/BumpMapping/SingleLight",
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| 107 | "Examples/BumpMapping/MultiLight",
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| 108 | "Examples/BumpMapping/MultiLightSpecular",
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| 109 | "Examples/OffsetMapping/Specular"
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| 110 | };
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| 111 | size_t mCurrentMaterial = 1;
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| 112 |
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| 113 | // the scene node of the entity
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| 114 | SceneNode *mMainNode;
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| 115 | // the light nodes
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| 116 | SceneNode* mLightNodes[NUM_LIGHTS];
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| 117 | // the light node pivots
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| 118 | SceneNode* mLightPivots[NUM_LIGHTS];
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| 119 |
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| 120 | OverlayElement* mObjectInfo;
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| 121 | OverlayElement* mMaterialInfo;
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| 122 | OverlayElement* mInfo;
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| 123 |
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| 124 | #define KEY_PRESSED(_key,_timeDelay, _macro) \
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| 125 | { \
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| 126 | if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
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| 127 | { \
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| 128 | timeDelay = _timeDelay; \
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| 129 | _macro ; \
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| 130 | } \
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| 131 | }
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| 132 |
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| 133 |
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| 134 |
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| 135 | // Event handler to add ability to change material
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| 136 | class Dp3_Listener : public ExampleFrameListener
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| 137 | {
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| 138 | public:
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| 139 | Dp3_Listener(RenderWindow* win, Camera* cam)
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| 140 | : ExampleFrameListener(win, cam)
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| 141 | {
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| 142 | }
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| 143 |
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| 144 | void flipLightState(size_t i)
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| 145 | {
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| 146 | mLightState[i] = !mLightState[i];
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| 147 | mLights[i]->setVisible(mLightState[i]);
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| 148 | mLightFlareSets[i]->setVisible(mLightState[i]);
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| 149 | }
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| 150 | bool frameStarted(const FrameEvent& evt)
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| 151 | {
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| 152 | if(!ExampleFrameListener::frameStarted(evt))
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| 153 | return false;
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| 154 |
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| 155 | static Real timeDelay = 0;
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| 156 |
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| 157 | timeDelay -= evt.timeSinceLastFrame;
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| 158 |
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| 159 | // switch meshes
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| 160 | KEY_PRESSED(KC_O, 1,
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| 161 | mEntities[mCurrentEntity]->setVisible(false);
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| 162 | mCurrentEntity = (++mCurrentEntity) % NUM_ENTITIES;
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| 163 | mEntities[mCurrentEntity]->setVisible(true);
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| 164 | mEntities[mCurrentEntity]->setMaterialName(mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 165 | mObjectInfo->setCaption("Current: " + mEntityMeshes[mCurrentEntity]);
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| 166 | mMaterialInfo->setCaption("Current: " + mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 167 | );
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| 168 |
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| 169 | // switch materials
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| 170 | KEY_PRESSED(KC_M, 1,
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| 171 | mCurrentMaterial = (++mCurrentMaterial) % NUM_MATERIALS;
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| 172 | mEntities[mCurrentEntity]->setMaterialName(mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 173 | mMaterialInfo->setCaption("Current: " + mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 174 | );
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| 175 |
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| 176 | // enable / disable lights
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| 177 | KEY_PRESSED(KC_1, 1, flipLightState(0));
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| 178 | // switch materials
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| 179 | KEY_PRESSED(KC_2, 1, flipLightState(1));
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| 180 | // switch materials
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| 181 | KEY_PRESSED(KC_3, 1, flipLightState(2));
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| 182 |
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| 183 | // animate the lights
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| 184 | for (size_t i = 0; i < NUM_LIGHTS; ++i)
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| 185 | mLightPivots[i]->rotate(Vector3::UNIT_Z, Degree(mLightSpeeds[i] * evt.timeSinceLastFrame));
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| 186 |
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| 187 | return true;
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| 188 | }
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| 189 |
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| 190 | };
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| 191 |
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| 192 | class Dp3_Application : public ExampleApplication
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| 193 | {
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| 194 | public:
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| 195 | Dp3_Application() {}
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| 196 |
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| 197 | protected:
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| 198 | SceneNode *mpObjsNode; // the node wich will hold our entities
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| 199 |
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| 200 | void createScene(void)
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| 201 | {
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| 202 | // First check that vertex programs and dot3 or fragment programs are supported
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| 203 | const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
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| 204 | if (!caps->hasCapability(RSC_VERTEX_PROGRAM))
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| 205 | {
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| 206 | OGRE_EXCEPT(1, "Your card does not support vertex programs, so cannot "
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| 207 | "run this demo. Sorry!",
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| 208 | "Dot3Bump::createScene");
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| 209 | }
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| 210 | if (!(caps->hasCapability(RSC_FRAGMENT_PROGRAM)
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| 211 | || caps->hasCapability(RSC_DOT3)) )
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| 212 | {
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| 213 | OGRE_EXCEPT(1, "Your card does not support dot3 blending or fragment programs, so cannot "
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| 214 | "run this demo. Sorry!",
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| 215 | "Dot3Bump::createScene");
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| 216 | }
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| 217 |
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| 218 | // Set ambient light and fog
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| 219 | mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));
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| 220 | /*
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| 221 | // Define a floor plane mesh
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| 222 | Plane p;
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| 223 | p.normal = Vector3::UNIT_Y;
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| 224 | p.d = 200;
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| 225 | MeshManager::getSingleton().createPlane("FloorPlane",p,2000,2000,1,1,true,1,5,5,Vector3::UNIT_Z);
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| 226 | // Create an entity (the floor)
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| 227 | Entity *floorEnt = mSceneMgr->createEntity("floor", "FloorPlane");
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| 228 | floorEnt->setMaterialName("Examples/DP3Terrain");
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| 229 | mSceneMgr->getRootSceneNode()->attachObject(floorEnt);
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| 230 | */
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| 231 |
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| 232 | mMainNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 233 |
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| 234 | // Load the meshes with non-default HBU options
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| 235 | for(int mn = 0; mn < NUM_ENTITIES; mn++) {
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| 236 | MeshPtr pMesh = MeshManager::getSingleton().load(mEntityMeshes[mn],
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| 237 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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| 238 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
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| 239 | HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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| 240 | true, true); //so we can still read it
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| 241 | // Build tangent vectors, all our meshes use only 1 texture coordset
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| 242 | unsigned short src, dest;
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| 243 | if (!pMesh->suggestTangentVectorBuildParams(src, dest))
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| 244 | {
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| 245 | pMesh->buildTangentVectors(src, dest);
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| 246 | }
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| 247 | // Create entity
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| 248 | mEntities[mn] = mSceneMgr->createEntity("Ent" + StringConverter::toString(mn),
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| 249 | mEntityMeshes[mn]);
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| 250 | // Attach to child of root node
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| 251 | mMainNode->attachObject(mEntities[mn]);
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| 252 | // Make invisible, except for index 0
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| 253 | if (mn == 0)
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| 254 | mEntities[mn]->setMaterialName(mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 255 | else
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| 256 | mEntities[mn]->setVisible(false);
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| 257 | }
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| 258 |
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| 259 | for (unsigned int i = 0; i < NUM_LIGHTS; ++i)
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| 260 | {
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| 261 | mLightPivots[i] = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 262 | mLightPivots[i]->rotate(mLightRotationAxes[i], mLightRotationAngles[i]);
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| 263 | // Create a light, use default parameters
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| 264 | mLights[i] = mSceneMgr->createLight("Light" + StringConverter::toString(i));
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| 265 | mLights[i]->setPosition(mLightPositions[i]);
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| 266 | mLights[i]->setDiffuseColour(mDiffuseLightColours[i]);
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| 267 | mLights[i]->setSpecularColour(mSpecularLightColours[i]);
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| 268 | mLights[i]->setVisible(mLightState[i]);
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| 269 | // Attach light
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| 270 | mLightPivots[i]->attachObject(mLights[i]);
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| 271 | // Create billboard for light
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| 272 | mLightFlareSets[i] = mSceneMgr->createBillboardSet("Flare" + StringConverter::toString(i));
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| 273 | mLightFlareSets[i]->setMaterialName("Examples/Flare");
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| 274 | mLightPivots[i]->attachObject(mLightFlareSets[i]);
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| 275 | mLightFlares[i] = mLightFlareSets[i]->createBillboard(mLightPositions[i]);
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| 276 | mLightFlares[i]->setColour(mDiffuseLightColours[i]);
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| 277 | mLightFlareSets[i]->setVisible(mLightState[i]);
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| 278 | }
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| 279 | // move the camera a bit right and make it look at the knot
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| 280 | mCamera->moveRelative(Vector3(50, 0, 20));
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| 281 | mCamera->lookAt(0, 0, 0);
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| 282 | // show overlay
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| 283 | Overlay* pOver = OverlayManager::getSingleton().getByName("Example/DP3Overlay");
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| 284 | mObjectInfo = OverlayManager::getSingleton().getOverlayElement("Example/DP3/ObjectInfo");
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| 285 | mMaterialInfo = OverlayManager::getSingleton().getOverlayElement("Example/DP3/MaterialInfo");
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| 286 | mInfo = OverlayManager::getSingleton().getOverlayElement("Example/DP3/Info");
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| 287 |
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| 288 | mObjectInfo->setCaption("Current: " + mEntityMeshes[mCurrentEntity]);
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| 289 | mMaterialInfo->setCaption("Current: " + mMaterialNames[mCurrentEntity][mCurrentMaterial]);
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| 290 | if (!caps->hasCapability(RSC_FRAGMENT_PROGRAM))
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| 291 | {
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| 292 | mInfo->setCaption("NOTE: Light colours and specular highlights are not supported by your card.");
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| 293 | }
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| 294 | pOver->show();
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| 295 | }
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| 296 |
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| 297 | // Create new frame listener
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| 298 | void createFrameListener(void)
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| 299 | {
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| 300 | mFrameListener= new Dp3_Listener(mWindow, mCamera);
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| 301 | mRoot->addFrameListener(mFrameListener);
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| 302 | }
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| 303 | };
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| 304 |
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| 305 | #ifdef __cplusplus
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| 306 | extern "C" {
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| 307 | #endif
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| 308 |
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| 309 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 310 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
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| 311 | #else
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| 312 | int main(int argc, char **argv)
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| 313 | #endif
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| 314 | {
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| 315 | // Create application object
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| 316 | Dp3_Application app;
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| 317 |
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| 318 | try {
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| 319 | app.go();
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| 320 | } catch( Exception& e ) {
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| 321 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 322 | MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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| 323 | #else
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| 324 | std::cerr << "An exception has occured: " << e.getFullDescription();
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| 325 | #endif
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| 326 | }
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| 327 |
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| 328 | return 0;
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| 329 | }
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| 330 |
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| 331 | #ifdef __cplusplus
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| 332 | }
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| 333 | #endif
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