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
|
---|
435 | {
|
---|
436 | // Use 512x512 texture in GL since we can't go higher than the window res
|
---|
437 | mSceneMgr->setShadowTextureSettings(512, 2);
|
---|
438 | }
|
---|
439 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
|
---|
440 |
|
---|
441 | // incase infinite far distance is not supported
|
---|
442 | mCamera->setFarClipDistance(100000);
|
---|
443 |
|
---|
444 | //mSceneMgr->setShowDebugShadows(true);
|
---|
445 |
|
---|
446 |
|
---|
447 | }
|
---|
448 |
|
---|
449 |
|
---|
450 | // Just override the mandatory create scene method
|
---|
451 | void createScene(void)
|
---|
452 | {
|
---|
453 | // set up general scene (this defaults to additive stencils)
|
---|
454 | generalSceneSetup();
|
---|
455 | }
|
---|
456 | // Create new frame listener
|
---|
457 | void createFrameListener(void)
|
---|
458 | {
|
---|
459 | mFrameListener= new ShadowsListener(mWindow, mCamera, mSceneMgr);
|
---|
460 | mFrameListener->showDebugOverlay(true);
|
---|
461 | mRoot->addFrameListener(mFrameListener);
|
---|
462 |
|
---|
463 | }
|
---|
464 |
|
---|
465 |
|
---|
466 | public:
|
---|
467 | void go(void)
|
---|
468 | {
|
---|
469 | if (!setup())
|
---|
470 | return;
|
---|
471 |
|
---|
472 | mRoot->startRendering();
|
---|
473 | }
|
---|
474 |
|
---|
475 |
|
---|
476 | };
|
---|
477 |
|
---|
478 |
|
---|
479 |
|
---|
480 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
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 )
|
---|
491 | #else
|
---|
492 | int main(int argc, char *argv[])
|
---|
493 | #endif
|
---|
494 | {
|
---|
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
|
---|