[657] | 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 4
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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 (Modulative)",
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| 61 | "None"
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| 62 | };
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| 63 | ShadowTechnique mShadowTech[NUM_SHADOW_TECH] =
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| 64 | {
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| 65 | SHADOWTYPE_STENCIL_ADDITIVE,
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| 66 | SHADOWTYPE_STENCIL_MODULATIVE,
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| 67 | SHADOWTYPE_TEXTURE_MODULATIVE,
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| 68 | SHADOWTYPE_NONE
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| 69 | };
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| 70 |
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| 71 |
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| 72 | int mCurrentAtheneMaterial;
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| 73 | int mCurrentShadowTechnique = 0;
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| 74 |
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| 75 | OverlayElement* mShadowTechniqueInfo;
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| 76 | OverlayElement* mMaterialInfo;
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| 77 | OverlayElement* mInfo;
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| 78 |
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| 79 |
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| 80 | /** This class 'wibbles' the light and billboard */
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| 81 | class LightWibbler : public ControllerValue<Real>
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| 82 | {
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| 83 | protected:
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| 84 | Light* mLight;
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| 85 | Billboard* mBillboard;
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| 86 | ColourValue mColourRange;
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| 87 | ColourValue mMinColour;
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| 88 | Real mMinSize;
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| 89 | Real mSizeRange;
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| 90 | Real intensity;
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| 91 | public:
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| 92 | LightWibbler(Light* light, Billboard* billboard, const ColourValue& minColour,
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| 93 | const ColourValue& maxColour, Real minSize, Real maxSize)
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| 94 | {
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| 95 | mLight = light;
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| 96 | mBillboard = billboard;
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| 97 | mMinColour = minColour;
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| 98 | mColourRange.r = maxColour.r - minColour.r;
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| 99 | mColourRange.g = maxColour.g - minColour.g;
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| 100 | mColourRange.b = maxColour.b - minColour.b;
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| 101 | mMinSize = minSize;
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| 102 | mSizeRange = maxSize - minSize;
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| 103 | }
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| 104 |
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| 105 | virtual Real getValue (void) const
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| 106 | {
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| 107 | return intensity;
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| 108 | }
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| 109 |
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| 110 | virtual void setValue (Real value)
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| 111 | {
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| 112 | intensity = value;
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| 113 |
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| 114 | ColourValue newColour;
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| 115 |
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| 116 | // Attenuate the brightness of the light
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| 117 | newColour.r = mMinColour.r + (mColourRange.r * intensity);
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| 118 | newColour.g = mMinColour.g + (mColourRange.g * intensity);
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| 119 | newColour.b = mMinColour.b + (mColourRange.b * intensity);
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| 120 |
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| 121 | mLight->setDiffuseColour(newColour);
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| 122 | mBillboard->setColour(newColour);
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| 123 | // set billboard size
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| 124 | Real newSize = mMinSize + (intensity * mSizeRange);
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| 125 | mBillboard->setDimensions(newSize, newSize);
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| 126 |
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| 127 | }
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| 128 | };
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| 129 |
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| 130 | Real timeDelay = 0;
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| 131 | #define KEY_PRESSED(_key,_timeDelay, _macro) \
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| 132 | { \
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| 133 | if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
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| 134 | { \
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| 135 | timeDelay = _timeDelay; \
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| 136 | _macro ; \
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| 137 | } \
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| 138 | }
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| 139 |
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| 140 | class ShadowsListener : public ExampleFrameListener
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| 141 | {
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| 142 | protected:
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| 143 | SceneManager* mSceneMgr;
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| 144 | public:
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| 145 | ShadowsListener(RenderWindow* win, Camera* cam, SceneManager* sm)
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| 146 | : ExampleFrameListener(win, cam), mSceneMgr(sm)
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| 147 | {
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| 148 | }
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| 149 |
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| 150 |
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| 151 | void changeShadowTechnique()
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| 152 | {
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| 153 | mCurrentShadowTechnique = ++mCurrentShadowTechnique % NUM_SHADOW_TECH;
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| 154 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
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| 155 |
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| 156 | mSceneMgr->setShadowTechnique(mShadowTech[mCurrentShadowTechnique]);
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| 157 | Vector3 dir;
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| 158 | switch (mShadowTech[mCurrentShadowTechnique])
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| 159 | {
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| 160 | case SHADOWTYPE_STENCIL_ADDITIVE:
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| 161 | // Fixed light, dim
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| 162 | mSunLight->setCastShadows(true);
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| 163 |
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| 164 | // Point light, movable, reddish
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| 165 | mLight->setType(Light::LT_POINT);
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| 166 | mLight->setCastShadows(true);
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| 167 | mLight->setDiffuseColour(mMinLightColour);
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| 168 | mLight->setSpecularColour(1, 1, 1);
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| 169 | mLight->setAttenuation(8000,1,0.0005,0);
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| 170 |
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| 171 | break;
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| 172 | case SHADOWTYPE_STENCIL_MODULATIVE:
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| 173 | // Multiple lights cause obvious silhouette edges in modulative mode
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| 174 | // So turn off shadows on the direct light
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| 175 | // Fixed light, dim
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| 176 | mSunLight->setCastShadows(false);
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| 177 |
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| 178 | // Point light, movable, reddish
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| 179 | mLight->setType(Light::LT_POINT);
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| 180 | mLight->setCastShadows(true);
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| 181 | mLight->setDiffuseColour(mMinLightColour);
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| 182 | mLight->setSpecularColour(1, 1, 1);
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| 183 | mLight->setAttenuation(8000,1,0.0005,0);
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| 184 | break;
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| 185 | case SHADOWTYPE_TEXTURE_MODULATIVE:
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| 186 | // Change fixed point light to spotlight
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| 187 | // Fixed light, dim
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| 188 | mSunLight->setCastShadows(true);
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| 189 |
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| 190 | // Change moving light to spotlight
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| 191 | // Point light, movable, reddish
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| 192 | mLight->setType(Light::LT_SPOTLIGHT);
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| 193 | mLight->setDirection(Vector3::NEGATIVE_UNIT_Z);
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| 194 | mLight->setCastShadows(true);
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| 195 | mLight->setDiffuseColour(mMinLightColour);
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| 196 | mLight->setSpecularColour(1, 1, 1);
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| 197 | mLight->setAttenuation(8000,1,0.0005,0);
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| 198 | mLight->setSpotlightRange(Degree(80),Degree(90));
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| 199 | break;
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| 200 | default:
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| 201 | break;
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| 202 | };
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| 203 |
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| 204 |
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| 205 |
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| 206 | }
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| 207 |
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| 208 | void changeAtheneMaterial()
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| 209 | {
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| 210 | mCurrentAtheneMaterial = ++mCurrentAtheneMaterial % NUM_ATHENE_MATERIALS;
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| 211 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
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| 212 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
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| 213 | }
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| 214 |
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| 215 | bool frameEnded(const FrameEvent& evt)
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| 216 | {
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| 217 | if (timeDelay >= 0)
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| 218 | timeDelay -= evt.timeSinceLastFrame;
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| 219 |
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| 220 | if (mAnimState)
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| 221 | mAnimState->addTime(evt.timeSinceLastFrame);
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| 222 |
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| 223 | KEY_PRESSED(KC_O, 1, changeShadowTechnique());
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| 224 | KEY_PRESSED(KC_M, 0.5, changeAtheneMaterial());
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| 225 |
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| 226 | return ExampleFrameListener::frameStarted(evt) && ExampleFrameListener::frameEnded(evt);
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| 227 | }
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| 228 |
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| 229 |
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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 | class ShadowsApplication : public ExampleApplication
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| 235 | {
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| 236 | public:
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| 237 | ShadowsApplication() {
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| 238 |
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| 239 |
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| 240 | }
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| 241 |
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| 242 | ~ShadowsApplication()
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| 243 | {
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| 244 | }
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| 245 | protected:
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| 246 |
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| 247 | void chooseSceneManager(void)
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| 248 | {
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| 249 | mSceneMgr = mRoot->getSceneManager( ST_GENERIC );
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| 250 | }
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| 251 |
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| 252 |
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| 253 | void generalSceneSetup()
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| 254 | {
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| 255 | // do this first so we generate edge lists
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| 256 | mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
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| 257 | // Set the default Athene material
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| 258 | // We'll default it to the normal map for ps_2_0 capable hardware
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| 259 | // everyone else will default to the basic
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| 260 | if (GpuProgramManager::getSingleton().isSyntaxSupported("ps_2_0") ||
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| 261 | GpuProgramManager::getSingleton().isSyntaxSupported("arbfp1"))
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| 262 | {
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| 263 | mCurrentAtheneMaterial = 0;
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| 264 | }
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| 265 | else
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| 266 | {
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| 267 | mCurrentAtheneMaterial = 1;
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| 268 | }
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| 269 |
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| 270 | // Set ambient light off
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| 271 | mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));
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| 272 |
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| 273 | // Fixed light, dim
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| 274 | mSunLight = mSceneMgr->createLight("SunLight");
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| 275 | mSunLight->setType(Light::LT_SPOTLIGHT);
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| 276 | mSunLight->setPosition(1000,1250,500);
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| 277 | mSunLight->setSpotlightRange(Degree(30), Degree(50));
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| 278 | Vector3 dir;
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| 279 | dir = -mSunLight->getPosition();
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| 280 | dir.normalise();
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| 281 | mSunLight->setDirection(dir);
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| 282 | mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
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| 283 | mSunLight->setSpecularColour(0.9, 0.9, 1);
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| 284 |
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| 285 | // Point light, movable, reddish
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| 286 | mLight = mSceneMgr->createLight("Light2");
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| 287 | mLight->setDiffuseColour(mMinLightColour);
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| 288 | mLight->setSpecularColour(1, 1, 1);
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| 289 | mLight->setAttenuation(8000,1,0.0005,0);
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| 290 |
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| 291 | // Create light node
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| 292 | mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
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| 293 | "MovingLightNode");
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| 294 | mLightNode->attachObject(mLight);
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| 295 | // create billboard set
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| 296 | BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
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| 297 | bbs->setMaterialName("Examples/Flare");
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| 298 | Billboard* bb = bbs->createBillboard(0,0,0,mMinLightColour);
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| 299 | // attach
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| 300 | mLightNode->attachObject(bbs);
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| 301 |
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| 302 | // create controller, after this is will get updated on its own
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| 303 | ControllerFunctionRealPtr func = ControllerFunctionRealPtr(
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| 304 | new WaveformControllerFunction(Ogre::WFT_SINE, 0.75, 0.5));
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| 305 | ControllerManager& contMgr = ControllerManager::getSingleton();
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| 306 | ControllerValueRealPtr val = ControllerValueRealPtr(
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| 307 | new LightWibbler(mLight, bb, mMinLightColour, mMaxLightColour,
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| 308 | mMinFlareSize, mMaxFlareSize));
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| 309 | Controller<Real>* controller = contMgr.createController(
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| 310 | contMgr.getFrameTimeSource(), val, func);
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| 311 |
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| 312 | //mLight->setPosition(Vector3(300,250,-300));
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| 313 | mLightNode->setPosition(Vector3(300,250,-300));
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| 314 |
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| 315 |
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| 316 | // Create a track for the light
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| 317 | Animation* anim = mSceneMgr->createAnimation("LightTrack", 20);
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| 318 | // Spline it for nice curves
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| 319 | anim->setInterpolationMode(Animation::IM_SPLINE);
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| 320 | // Create a track to animate the camera's node
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| 321 | AnimationTrack* track = anim->createTrack(0, mLightNode);
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| 322 | // Setup keyframes
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| 323 | KeyFrame* key = track->createKeyFrame(0); // A startposition
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| 324 | key->setTranslate(Vector3(300,250,-300));
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| 325 | key = track->createKeyFrame(2);//B
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| 326 | key->setTranslate(Vector3(150,300,-250));
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| 327 | key = track->createKeyFrame(4);//C
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| 328 | key->setTranslate(Vector3(-150,350,-100));
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| 329 | key = track->createKeyFrame(6);//D
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| 330 | key->setTranslate(Vector3(-400,200,-200));
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| 331 | key = track->createKeyFrame(8);//E
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| 332 | key->setTranslate(Vector3(-200,200,-400));
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| 333 | key = track->createKeyFrame(10);//F
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| 334 | key->setTranslate(Vector3(-100,150,-200));
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| 335 | key = track->createKeyFrame(12);//G
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| 336 | key->setTranslate(Vector3(-100,75,180));
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| 337 | key = track->createKeyFrame(14);//H
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| 338 | key->setTranslate(Vector3(0,250,300));
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| 339 | key = track->createKeyFrame(16);//I
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| 340 | key->setTranslate(Vector3(100,350,100));
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| 341 | key = track->createKeyFrame(18);//J
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| 342 | key->setTranslate(Vector3(250,300,0));
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| 343 | key = track->createKeyFrame(20);//K == A
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| 344 | key->setTranslate(Vector3(300,250,-300));
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| 345 | // Create a new animation state to track this
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| 346 | mAnimState = mSceneMgr->createAnimationState("LightTrack");
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| 347 | mAnimState->setEnabled(true);
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| 348 | // Make light node look at origin, this is for when we
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| 349 | // change the moving light to a spotlight
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| 350 | mLightNode->setAutoTracking(true, mSceneMgr->getRootSceneNode());
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| 351 |
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| 352 | // Prepare athene mesh for normalmapping
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| 353 | MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh",
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| 354 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 355 | unsigned short src, dest;
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| 356 | if (!pAthene->suggestTangentVectorBuildParams(src, dest))
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| 357 | {
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| 358 | pAthene->buildTangentVectors(src, dest);
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| 359 | }
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| 360 |
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| 361 | SceneNode* node;
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| 362 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 363 | mAthene = mSceneMgr->createEntity( "athene", "athene.mesh" );
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| 364 | //mAnimState = pEnt->getAnimationState("Walk");
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| 365 | //mAnimState->setEnabled(true);
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| 366 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
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| 367 | node->attachObject( mAthene );
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| 368 | node->translate(0,-20, 0);
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| 369 | node->yaw(Degree(90));
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| 370 |
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| 371 | Entity* pEnt;
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| 372 |
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| 373 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 374 | pEnt = mSceneMgr->createEntity( "col1", "column.mesh" );
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| 375 | //mAnimState = pEnt->getAnimationState("Walk");
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| 376 | //mAnimState->setEnabled(true);
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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( "col2", "column.mesh" );
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| 383 | //mAnimState = pEnt->getAnimationState("Walk");
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| 384 | //mAnimState->setEnabled(true);
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| 385 | pEnt->setMaterialName("Examples/Rockwall");
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| 386 | node->attachObject( pEnt );
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| 387 | node->translate(200,0, 200);
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| 388 |
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| 389 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 390 | pEnt = mSceneMgr->createEntity( "col3", "column.mesh" );
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| 391 | //mAnimState = pEnt->getAnimationState("Walk");
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| 392 | //mAnimState->setEnabled(true);
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| 393 | pEnt->setMaterialName("Examples/Rockwall");
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| 394 | node->attachObject( pEnt );
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| 395 | node->translate(-200,0, -200);
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| 396 |
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| 397 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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| 398 | pEnt = mSceneMgr->createEntity( "col4", "column.mesh" );
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| 399 | //mAnimState = pEnt->getAnimationState("Walk");
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| 400 | //mAnimState->setEnabled(true);
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| 401 | pEnt->setMaterialName("Examples/Rockwall");
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| 402 | node->attachObject( pEnt );
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| 403 | node->translate(-200,0, 200);
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| 404 | // Skybox
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| 405 | mSceneMgr->setSkyBox(true, "Examples/StormySkyBox");
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| 406 |
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| 407 | // Floor plane
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| 408 | Plane plane;
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| 409 | plane.normal = Vector3::UNIT_Y;
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| 410 | plane.d = 100;
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| 411 | MeshManager::getSingleton().createPlane("Myplane",
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| 412 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
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| 413 | 1500,1500,20,20,true,1,5,5,Vector3::UNIT_Z);
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| 414 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
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| 415 | pPlaneEnt->setMaterialName("Examples/Rockwall");
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| 416 | pPlaneEnt->setCastShadows(false);
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| 417 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);
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| 418 |
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| 419 | // show overlay
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| 420 | Overlay* pOver = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");
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| 421 | mShadowTechniqueInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/ShadowTechniqueInfo");
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| 422 | mMaterialInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/MaterialInfo");
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| 423 | mInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/Info");
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| 424 |
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| 425 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
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| 426 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
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| 427 | pOver->show();
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| 428 |
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| 429 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE))
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| 430 | {
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| 431 | // In D3D, use a 1024x1024 shadow texture
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| 432 | mSceneMgr->setShadowTextureSettings(1024, 2);
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| 433 | }
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| 434 | else
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| 435 | {
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| 436 | // Use 512x512 texture in GL since we can't go higher than the window res
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| 437 | mSceneMgr->setShadowTextureSettings(512, 2);
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| 438 | }
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| 439 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
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| 440 |
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| 441 | // incase infinite far distance is not supported
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| 442 | mCamera->setFarClipDistance(100000);
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| 443 |
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| 444 | //mSceneMgr->setShowDebugShadows(true);
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| 445 |
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| 446 |
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| 447 | }
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| 448 |
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| 449 |
|
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| 450 | // Just override the mandatory create scene method
|
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| 451 | void createScene(void)
|
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| 452 | {
|
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| 453 | // set up general scene (this defaults to additive stencils)
|
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| 454 | generalSceneSetup();
|
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| 455 | }
|
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| 456 | // Create new frame listener
|
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| 457 | void createFrameListener(void)
|
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| 458 | {
|
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| 459 | mFrameListener= new ShadowsListener(mWindow, mCamera, mSceneMgr);
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| 460 | mFrameListener->showDebugOverlay(true);
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| 461 | mRoot->addFrameListener(mFrameListener);
|
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| 462 |
|
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| 463 | }
|
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| 464 |
|
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| 465 |
|
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| 466 | public:
|
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| 467 | void go(void)
|
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| 468 | {
|
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| 469 | if (!setup())
|
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| 470 | return;
|
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| 471 |
|
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| 472 | mRoot->startRendering();
|
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| 473 | }
|
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| 474 |
|
---|
| 475 |
|
---|
| 476 | };
|
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| 477 |
|
---|
| 478 |
|
---|
| 479 |
|
---|
| 480 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
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| 481 | #define WIN32_LEAN_AND_MEAN
|
---|
| 482 | #include "windows.h"
|
---|
| 483 | #endif
|
---|
| 484 |
|
---|
| 485 | #ifdef __cplusplus
|
---|
| 486 | extern "C" {
|
---|
| 487 | #endif
|
---|
| 488 |
|
---|
| 489 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
| 490 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
|
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| 491 | #else
|
---|
| 492 | int main(int argc, char *argv[])
|
---|
| 493 | #endif
|
---|
| 494 | {
|
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| 495 | // Create application object
|
---|
| 496 | ShadowsApplication app;
|
---|
| 497 |
|
---|
| 498 | SET_TERM_HANDLER;
|
---|
| 499 |
|
---|
| 500 | try {
|
---|
| 501 | app.go();
|
---|
| 502 | } catch( Ogre::Exception& e ) {
|
---|
| 503 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
| 504 | MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
|
---|
| 505 | #else
|
---|
| 506 | std::cerr << "An exception has occured: " <<
|
---|
| 507 | e.getFullDescription().c_str() << std::endl;
|
---|
| 508 | #endif
|
---|
| 509 | }
|
---|
| 510 |
|
---|
| 511 | return 0;
|
---|
| 512 | }
|
---|
| 513 |
|
---|
| 514 | #ifdef __cplusplus
|
---|
| 515 | }
|
---|
| 516 | #endif
|
---|