[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 | Shadows.cpp
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| 18 | \brief
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| 19 | Shows a few ways to use Ogre's shadowing techniques
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| 20 | */
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| 21 |
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| 22 | #include "ExampleApplication.h"
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| 23 |
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| 24 | /*
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| 25 | #include "OgreNoMemoryMacros.h"
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| 26 | #include <ode/odecpp.h>
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| 27 | #include <ode/odecpp_collision.h>
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| 28 | #include "OgreMemoryMacros.h"
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| 29 | */
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| 30 |
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| 31 | /*
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| 32 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
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| 33 | #include "OgreNoMemoryMacros.h"
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| 34 | #include <crtdbg.h>
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| 35 | #endi*/
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| 36 |
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| 37 | Entity* mAthene;
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| 38 | AnimationState* mAnimState = 0;
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| 39 | Entity* pPlaneEnt;
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| 40 | Light* mLight;
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| 41 | Light* mSunLight;
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| 42 | SceneNode* mLightNode = 0;
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| 43 | AnimationState* mLightAnimationState = 0;
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| 44 | ColourValue mMinLightColour(0.3, 0.0, 0);
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| 45 | ColourValue mMaxLightColour(0.5, 0.3, 0.1);
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| 46 | Real mMinFlareSize = 40;
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| 47 | Real mMaxFlareSize = 80;
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| 48 |
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| 49 | #define NUM_ATHENE_MATERIALS 2
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| 50 | String mAtheneMaterials[NUM_ATHENE_MATERIALS] =
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| 51 | {
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| 52 | "Examples/Athene/NormalMapped",
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| 53 | "Examples/Athene/Basic"
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| 54 | };
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| 55 | #define NUM_SHADOW_TECH 5
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| 56 | String mShadowTechDescriptions[NUM_SHADOW_TECH] =
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| 57 | {
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| 58 | "Stencil Shadows (Additive)",
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| 59 | "Stencil Shadows (Modulative)",
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| 60 | "Texture Shadows (Additive)",
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| 61 | "Texture Shadows (Modulative)",
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| 62 | "None"
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| 63 | };
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| 64 | ShadowTechnique mShadowTech[NUM_SHADOW_TECH] =
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| 65 | {
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| 66 | SHADOWTYPE_STENCIL_ADDITIVE,
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| 67 | SHADOWTYPE_STENCIL_MODULATIVE,
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| 68 | SHADOWTYPE_TEXTURE_ADDITIVE,
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| 69 | SHADOWTYPE_TEXTURE_MODULATIVE,
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| 70 | SHADOWTYPE_NONE
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| 71 | };
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| 72 |
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| 73 |
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| 74 | int mCurrentAtheneMaterial;
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| 75 | int mCurrentShadowTechnique = 0;
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| 76 |
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| 77 | OverlayElement* mShadowTechniqueInfo;
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| 78 | OverlayElement* mMaterialInfo;
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| 79 | OverlayElement* mInfo;
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| 80 |
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| 81 |
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| 82 | /** This class 'wibbles' the light and billboard */
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| 83 | class LightWibbler : public ControllerValue<Real>
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| 84 | {
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| 85 | protected:
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| 86 | Light* mLight;
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| 87 | Billboard* mBillboard;
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| 88 | ColourValue mColourRange;
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| 89 | ColourValue mMinColour;
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| 90 | Real mMinSize;
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| 91 | Real mSizeRange;
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| 92 | Real intensity;
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| 93 | public:
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| 94 | LightWibbler(Light* light, Billboard* billboard, const ColourValue& minColour,
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| 95 | const ColourValue& maxColour, Real minSize, Real maxSize)
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| 96 | {
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| 97 | mLight = light;
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| 98 | mBillboard = billboard;
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| 99 | mMinColour = minColour;
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| 100 | mColourRange.r = maxColour.r - minColour.r;
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| 101 | mColourRange.g = maxColour.g - minColour.g;
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| 102 | mColourRange.b = maxColour.b - minColour.b;
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| 103 | mMinSize = minSize;
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| 104 | mSizeRange = maxSize - minSize;
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| 105 | }
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| 106 |
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| 107 | virtual Real getValue (void) const
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| 108 | {
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| 109 | return intensity;
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| 110 | }
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| 111 |
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| 112 | virtual void setValue (Real value)
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| 113 | {
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| 114 | intensity = value;
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| 115 |
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| 116 | ColourValue newColour;
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| 117 |
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| 118 | // Attenuate the brightness of the light
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| 119 | newColour.r = mMinColour.r + (mColourRange.r * intensity);
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| 120 | newColour.g = mMinColour.g + (mColourRange.g * intensity);
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| 121 | newColour.b = mMinColour.b + (mColourRange.b * intensity);
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| 122 |
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| 123 | mLight->setDiffuseColour(newColour);
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| 124 | mBillboard->setColour(newColour);
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| 125 | // set billboard size
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| 126 | Real newSize = mMinSize + (intensity * mSizeRange);
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| 127 | mBillboard->setDimensions(newSize, newSize);
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| 128 |
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| 129 | }
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| 130 | };
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| 131 |
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| 132 | Real timeDelay = 0;
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| 133 | #define KEY_PRESSED(_key,_timeDelay, _macro) \
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| 134 | { \
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| 135 | if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
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| 136 | { \
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| 137 | timeDelay = _timeDelay; \
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| 138 | _macro ; \
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| 139 | } \
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| 140 | }
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| 141 |
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| 142 | class ShadowsListener : public ExampleFrameListener
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| 143 | {
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| 144 | protected:
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| 145 | SceneManager* mSceneMgr;
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| 146 | public:
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| 147 | ShadowsListener(RenderWindow* win, Camera* cam, SceneManager* sm)
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| 148 | : ExampleFrameListener(win, cam), mSceneMgr(sm)
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| 149 | {
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| 150 | }
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| 151 |
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| 152 |
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| 153 | void changeShadowTechnique()
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| 154 | {
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| 155 | mCurrentShadowTechnique = ++mCurrentShadowTechnique % NUM_SHADOW_TECH;
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| 156 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
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| 157 |
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| 158 | mSceneMgr->setShadowTechnique(mShadowTech[mCurrentShadowTechnique]);
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| 159 | Vector3 dir;
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| 160 | switch (mShadowTech[mCurrentShadowTechnique])
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| 161 | {
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| 162 | case SHADOWTYPE_STENCIL_ADDITIVE:
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| 163 | // Fixed light, dim
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| 164 | mSunLight->setCastShadows(true);
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| 165 |
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| 166 | // Point light, movable, reddish
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| 167 | mLight->setType(Light::LT_POINT);
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| 168 | mLight->setCastShadows(true);
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| 169 | mLight->setDiffuseColour(mMinLightColour);
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| 170 | mLight->setSpecularColour(1, 1, 1);
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| 171 | mLight->setAttenuation(8000,1,0.0005,0);
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| 172 |
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| 173 | break;
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| 174 | case SHADOWTYPE_STENCIL_MODULATIVE:
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| 175 | // Multiple lights cause obvious silhouette edges in modulative mode
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| 176 | // So turn off shadows on the direct light
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| 177 | // Fixed light, dim
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| 178 | mSunLight->setCastShadows(false);
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| 179 |
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| 180 | // Point light, movable, reddish
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| 181 | mLight->setType(Light::LT_POINT);
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| 182 | mLight->setCastShadows(true);
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| 183 | mLight->setDiffuseColour(mMinLightColour);
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| 184 | mLight->setSpecularColour(1, 1, 1);
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| 185 | mLight->setAttenuation(8000,1,0.0005,0);
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| 186 | break;
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| 187 | case SHADOWTYPE_TEXTURE_MODULATIVE:
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| 188 | case SHADOWTYPE_TEXTURE_ADDITIVE:
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| 189 | // Change fixed point light to spotlight
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| 190 | // Fixed light, dim
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| 191 | mSunLight->setCastShadows(true);
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| 192 |
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| 193 | // Change moving light to spotlight
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| 194 | // Point light, movable, reddish
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| 195 | mLight->setType(Light::LT_SPOTLIGHT);
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| 196 | mLight->setDirection(Vector3::NEGATIVE_UNIT_Z);
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| 197 | mLight->setCastShadows(true);
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| 198 | mLight->setDiffuseColour(mMinLightColour);
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| 199 | mLight->setSpecularColour(1, 1, 1);
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| 200 | mLight->setAttenuation(8000,1,0.0005,0);
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| 201 | mLight->setSpotlightRange(Degree(80),Degree(90));
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| 202 | break;
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| 203 | default:
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| 204 | break;
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| 205 | };
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| 206 |
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| 207 |
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| 208 |
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| 209 | }
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| 210 |
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| 211 | void changeAtheneMaterial()
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| 212 | {
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| 213 | mCurrentAtheneMaterial = ++mCurrentAtheneMaterial % NUM_ATHENE_MATERIALS;
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| 214 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
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| 215 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
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| 216 | }
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| 217 |
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| 218 | bool frameEnded(const FrameEvent& evt)
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| 219 | {
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| 220 | if (timeDelay >= 0)
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| 221 | timeDelay -= evt.timeSinceLastFrame;
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| 222 |
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| 223 | if (mAnimState)
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| 224 | mAnimState->addTime(evt.timeSinceLastFrame);
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| 225 |
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| 226 | KEY_PRESSED(KC_O, 1, changeShadowTechnique());
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| 227 | KEY_PRESSED(KC_M, 0.5, changeAtheneMaterial());
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| 228 |
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| 229 | return ExampleFrameListener::frameStarted(evt) && ExampleFrameListener::frameEnded(evt);
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| 230 | }
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| 231 |
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| 232 |
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| 233 |
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| 234 |
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| 235 | };
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| 236 |
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| 237 | class ShadowsApplication : public ExampleApplication
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| 238 | {
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| 239 | public:
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| 240 | ShadowsApplication() {
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| 241 |
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| 242 |
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| 243 | }
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| 244 |
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| 245 | ~ShadowsApplication()
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| 246 | {
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| 247 | }
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| 248 | protected:
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| 249 |
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| 250 |
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| 251 | void generalSceneSetup()
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| 252 | {
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| 253 | // do this first so we generate edge lists
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| 254 | mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
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| 255 | // Set the default Athene material
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| 256 | // We'll default it to the normal map for ps_2_0 capable hardware
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| 257 | // everyone else will default to the basic
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| 258 | if (GpuProgramManager::getSingleton().isSyntaxSupported("ps_2_0") ||
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| 259 | GpuProgramManager::getSingleton().isSyntaxSupported("arbfp1"))
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| 260 | {
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| 261 | mCurrentAtheneMaterial = 0;
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| 262 | }
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| 263 | else
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| 264 | {
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| 265 | mCurrentAtheneMaterial = 1;
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| 266 | }
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| 267 |
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| 268 | // Set ambient light off
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| 269 | mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));
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| 270 |
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| 271 | // Fixed light, dim
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| 272 | mSunLight = mSceneMgr->createLight("SunLight");
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| 273 | mSunLight->setType(Light::LT_SPOTLIGHT);
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| 274 | mSunLight->setPosition(1000,1250,500);
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| 275 | mSunLight->setSpotlightRange(Degree(30), Degree(50));
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| 276 | Vector3 dir;
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| 277 | dir = -mSunLight->getPosition();
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| 278 | dir.normalise();
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| 279 | mSunLight->setDirection(dir);
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| 280 | mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
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| 281 | mSunLight->setSpecularColour(0.9, 0.9, 1);
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| 282 |
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| 283 | // Point light, movable, reddish
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| 284 | mLight = mSceneMgr->createLight("Light2");
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| 285 | mLight->setDiffuseColour(mMinLightColour);
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| 286 | mLight->setSpecularColour(1, 1, 1);
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| 287 | mLight->setAttenuation(8000,1,0.0005,0);
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| 288 |
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| 289 | // Create light node
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| 290 | mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
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| 291 | "MovingLightNode");
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| 292 | mLightNode->attachObject(mLight);
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| 293 | // create billboard set
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| 294 | BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
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| 295 | bbs->setMaterialName("Examples/Flare");
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| 296 | Billboard* bb = bbs->createBillboard(0,0,0,mMinLightColour);
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| 297 | // attach
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| 298 | mLightNode->attachObject(bbs);
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| 299 |
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| 300 | // create controller, after this is will get updated on its own
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| 301 | ControllerFunctionRealPtr func = ControllerFunctionRealPtr(
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| 302 | new WaveformControllerFunction(Ogre::WFT_SINE, 0.75, 0.5));
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| 303 | ControllerManager& contMgr = ControllerManager::getSingleton();
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| 304 | ControllerValueRealPtr val = ControllerValueRealPtr(
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| 305 | new LightWibbler(mLight, bb, mMinLightColour, mMaxLightColour,
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| 306 | mMinFlareSize, mMaxFlareSize));
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| 307 | Controller<Real>* controller = contMgr.createController(
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| 308 | contMgr.getFrameTimeSource(), val, func);
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| 309 |
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| 310 | //mLight->setPosition(Vector3(300,250,-300));
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| 311 | mLightNode->setPosition(Vector3(300,250,-300));
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| 312 |
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| 313 |
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| 314 | // Create a track for the light
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| 315 | Animation* anim = mSceneMgr->createAnimation("LightTrack", 20);
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| 316 | // Spline it for nice curves
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| 317 | anim->setInterpolationMode(Animation::IM_SPLINE);
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| 318 | // Create a track to animate the camera's node
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| 319 | NodeAnimationTrack* track = anim->createNodeTrack(0, mLightNode);
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| 320 | // Setup keyframes
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| 321 | TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
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| 322 | key->setTranslate(Vector3(300,250,-300));
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| 323 | key = track->createNodeKeyFrame(2);//B
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| 324 | key->setTranslate(Vector3(150,300,-250));
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| 325 | key = track->createNodeKeyFrame(4);//C
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| 326 | key->setTranslate(Vector3(-150,350,-100));
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| 327 | key = track->createNodeKeyFrame(6);//D
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| 328 | key->setTranslate(Vector3(-400,200,-200));
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| 329 | key = track->createNodeKeyFrame(8);//E
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| 330 | key->setTranslate(Vector3(-200,200,-400));
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| 331 | key = track->createNodeKeyFrame(10);//F
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| 332 | key->setTranslate(Vector3(-100,150,-200));
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| 333 | key = track->createNodeKeyFrame(12);//G
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| 334 | key->setTranslate(Vector3(-100,75,180));
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| 335 | key = track->createNodeKeyFrame(14);//H
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| 336 | key->setTranslate(Vector3(0,250,300));
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| 337 | key = track->createNodeKeyFrame(16);//I
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| 338 | key->setTranslate(Vector3(100,350,100));
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| 339 | key = track->createNodeKeyFrame(18);//J
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| 340 | key->setTranslate(Vector3(250,300,0));
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| 341 | key = track->createNodeKeyFrame(20);//K == A
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| 342 | key->setTranslate(Vector3(300,250,-300));
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| 343 | // Create a new animation state to track this
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| 344 | mAnimState = mSceneMgr->createAnimationState("LightTrack");
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| 345 | mAnimState->setEnabled(true);
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| 346 | // Make light node look at origin, this is for when we
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| 347 | // change the moving light to a spotlight
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| 348 | mLightNode->setAutoTracking(true, mSceneMgr->getRootSceneNode());
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| 349 |
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| 350 | // Prepare athene mesh for normalmapping
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| 351 | MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh",
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| 352 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 353 | unsigned short src, dest;
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| 354 | if (!pAthene->suggestTangentVectorBuildParams(src, dest))
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| 355 | {
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| 356 | pAthene->buildTangentVectors(src, dest);
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| 357 | }
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| 358 |
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| 359 | SceneNode* node;
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| 360 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 361 | mAthene = mSceneMgr->createEntity( "athene", "athene.mesh" );
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| 362 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
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| 363 | node->attachObject( mAthene );
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| 364 | node->translate(0,-20, 0);
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| 365 | node->yaw(Degree(90));
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| 366 |
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| 367 | Entity* pEnt;
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| 368 |
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| 369 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 370 | pEnt = mSceneMgr->createEntity( "col1", "column.mesh" );
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| 371 | pEnt->setMaterialName("Examples/Rockwall");
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| 372 | node->attachObject( pEnt );
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| 373 | node->translate(200,0, -200);
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| 374 |
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| 375 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 376 | pEnt = mSceneMgr->createEntity( "col2", "column.mesh" );
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| 377 | pEnt->setMaterialName("Examples/Rockwall");
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| 378 | node->attachObject( pEnt );
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| 379 | node->translate(200,0, 200);
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| 380 |
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| 381 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 382 | pEnt = mSceneMgr->createEntity( "col3", "column.mesh" );
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| 383 | pEnt->setMaterialName("Examples/Rockwall");
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| 384 | node->attachObject( pEnt );
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| 385 | node->translate(-200,0, -200);
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| 386 |
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| 387 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 388 | pEnt = mSceneMgr->createEntity( "col4", "column.mesh" );
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| 389 | pEnt->setMaterialName("Examples/Rockwall");
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| 390 | node->attachObject( pEnt );
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| 391 | node->translate(-200,0, 200);
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| 392 | // Skybox
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| 393 | mSceneMgr->setSkyBox(true, "Examples/StormySkyBox");
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| 394 |
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| 395 | // Floor plane
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| 396 | Plane plane;
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| 397 | plane.normal = Vector3::UNIT_Y;
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| 398 | plane.d = 100;
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| 399 | MeshManager::getSingleton().createPlane("Myplane",
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| 400 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
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| 401 | 1500,1500,20,20,true,1,5,5,Vector3::UNIT_Z);
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| 402 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
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| 403 | pPlaneEnt->setMaterialName("Examples/Rockwall");
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| 404 | pPlaneEnt->setCastShadows(false);
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| 405 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);
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| 406 |
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| 407 | // show overlay
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| 408 | Overlay* pOver = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");
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| 409 | mShadowTechniqueInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/ShadowTechniqueInfo");
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| 410 | mMaterialInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/MaterialInfo");
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| 411 | mInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/Info");
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| 412 |
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| 413 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
|
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| 414 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
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| 415 | pOver->show();
|
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| 416 |
|
---|
| 417 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE))
|
---|
| 418 | {
|
---|
| 419 | // In D3D, use a 1024x1024 shadow texture
|
---|
| 420 | mSceneMgr->setShadowTextureSettings(1024, 2);
|
---|
| 421 | }
|
---|
| 422 | else
|
---|
| 423 | {
|
---|
| 424 | // Use 512x512 texture in GL since we can't go higher than the window res
|
---|
| 425 | mSceneMgr->setShadowTextureSettings(512, 2);
|
---|
| 426 | }
|
---|
| 427 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
|
---|
| 428 |
|
---|
| 429 | // incase infinite far distance is not supported
|
---|
| 430 | mCamera->setFarClipDistance(100000);
|
---|
| 431 |
|
---|
| 432 | //mSceneMgr->setShowDebugShadows(true);
|
---|
| 433 |
|
---|
| 434 |
|
---|
| 435 | }
|
---|
| 436 |
|
---|
| 437 |
|
---|
| 438 | // Just override the mandatory create scene method
|
---|
| 439 | void createScene(void)
|
---|
| 440 | {
|
---|
| 441 | // set up general scene (this defaults to additive stencils)
|
---|
| 442 | generalSceneSetup();
|
---|
| 443 | }
|
---|
| 444 | // Create new frame listener
|
---|
| 445 | void createFrameListener(void)
|
---|
| 446 | {
|
---|
| 447 | mFrameListener= new ShadowsListener(mWindow, mCamera, mSceneMgr);
|
---|
| 448 | mFrameListener->showDebugOverlay(true);
|
---|
| 449 | mRoot->addFrameListener(mFrameListener);
|
---|
| 450 |
|
---|
| 451 | }
|
---|
| 452 |
|
---|
| 453 |
|
---|
| 454 | public:
|
---|
| 455 | void go(void)
|
---|
| 456 | {
|
---|
| 457 | if (!setup())
|
---|
| 458 | return;
|
---|
| 459 |
|
---|
| 460 | mRoot->startRendering();
|
---|
| 461 | }
|
---|
| 462 |
|
---|
| 463 |
|
---|
| 464 | };
|
---|
| 465 |
|
---|
| 466 |
|
---|
| 467 |
|
---|
| 468 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
| 469 | #define WIN32_LEAN_AND_MEAN
|
---|
| 470 | #include "windows.h"
|
---|
| 471 | #endif
|
---|
| 472 |
|
---|
| 473 | #ifdef __cplusplus
|
---|
| 474 | extern "C" {
|
---|
| 475 | #endif
|
---|
| 476 |
|
---|
| 477 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
| 478 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
|
---|
| 479 | #else
|
---|
| 480 | int main(int argc, char *argv[])
|
---|
| 481 | #endif
|
---|
| 482 | {
|
---|
| 483 | // Create application object
|
---|
| 484 | ShadowsApplication app;
|
---|
| 485 |
|
---|
| 486 | SET_TERM_HANDLER;
|
---|
| 487 |
|
---|
| 488 | try {
|
---|
| 489 | app.go();
|
---|
| 490 | } catch( Ogre::Exception& e ) {
|
---|
| 491 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
| 492 | MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
|
---|
| 493 | #else
|
---|
| 494 | std::cerr << "An exception has occured: " <<
|
---|
| 495 | e.getFullDescription().c_str() << std::endl;
|
---|
| 496 | #endif
|
---|
| 497 | }
|
---|
| 498 |
|
---|
| 499 | return 0;
|
---|
| 500 | }
|
---|
| 501 |
|
---|
| 502 | #ifdef __cplusplus
|
---|
| 503 | }
|
---|
| 504 | #endif
|
---|