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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