1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | You may use this sample code for anything you like, it is not covered by the
|
---|
11 | LGPL like the rest of the engine.
|
---|
12 | -----------------------------------------------------------------------------
|
---|
13 | */
|
---|
14 |
|
---|
15 | /**
|
---|
16 | \file
|
---|
17 | Shadows.cpp
|
---|
18 | \brief
|
---|
19 | Shows a few ways to use Ogre's shadowing techniques
|
---|
20 | */
|
---|
21 |
|
---|
22 | #include "ExampleApplication.h"
|
---|
23 |
|
---|
24 | /*
|
---|
25 | #include "OgreNoMemoryMacros.h"
|
---|
26 | #include <ode/odecpp.h>
|
---|
27 | #include <ode/odecpp_collision.h>
|
---|
28 | #include "OgreMemoryMacros.h"
|
---|
29 | */
|
---|
30 |
|
---|
31 | /*
|
---|
32 | #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
|
---|
33 | #include "OgreNoMemoryMacros.h"
|
---|
34 | #include <crtdbg.h>
|
---|
35 | #endi*/
|
---|
36 |
|
---|
37 | Entity* mAthene;
|
---|
38 | AnimationState* mAnimState = 0;
|
---|
39 | Entity* pPlaneEnt;
|
---|
40 | Light* mLight;
|
---|
41 | Light* mSunLight;
|
---|
42 | SceneNode* mLightNode = 0;
|
---|
43 | AnimationState* mLightAnimationState = 0;
|
---|
44 | ColourValue mMinLightColour(0.3, 0.0, 0);
|
---|
45 | ColourValue mMaxLightColour(0.5, 0.3, 0.1);
|
---|
46 | Real mMinFlareSize = 40;
|
---|
47 | Real mMaxFlareSize = 80;
|
---|
48 |
|
---|
49 | #define NUM_ATHENE_MATERIALS 2
|
---|
50 | String mAtheneMaterials[NUM_ATHENE_MATERIALS] =
|
---|
51 | {
|
---|
52 | "Examples/Athene/NormalMapped",
|
---|
53 | "Examples/Athene/Basic"
|
---|
54 | };
|
---|
55 | #define NUM_SHADOW_TECH 5
|
---|
56 | String mShadowTechDescriptions[NUM_SHADOW_TECH] =
|
---|
57 | {
|
---|
58 | "Stencil Shadows (Additive)",
|
---|
59 | "Stencil Shadows (Modulative)",
|
---|
60 | "Texture Shadows (Additive)",
|
---|
61 | "Texture Shadows (Modulative)",
|
---|
62 | "None"
|
---|
63 | };
|
---|
64 | ShadowTechnique mShadowTech[NUM_SHADOW_TECH] =
|
---|
65 | {
|
---|
66 | SHADOWTYPE_STENCIL_ADDITIVE,
|
---|
67 | SHADOWTYPE_STENCIL_MODULATIVE,
|
---|
68 | SHADOWTYPE_TEXTURE_ADDITIVE,
|
---|
69 | SHADOWTYPE_TEXTURE_MODULATIVE,
|
---|
70 | SHADOWTYPE_NONE
|
---|
71 | };
|
---|
72 |
|
---|
73 |
|
---|
74 | int mCurrentAtheneMaterial;
|
---|
75 | int mCurrentShadowTechnique = 0;
|
---|
76 |
|
---|
77 | OverlayElement* mShadowTechniqueInfo;
|
---|
78 | OverlayElement* mMaterialInfo;
|
---|
79 | OverlayElement* mInfo;
|
---|
80 |
|
---|
81 |
|
---|
82 | /** This class 'wibbles' the light and billboard */
|
---|
83 | class LightWibbler : public ControllerValue<Real>
|
---|
84 | {
|
---|
85 | protected:
|
---|
86 | Light* mLight;
|
---|
87 | Billboard* mBillboard;
|
---|
88 | ColourValue mColourRange;
|
---|
89 | ColourValue mMinColour;
|
---|
90 | Real mMinSize;
|
---|
91 | Real mSizeRange;
|
---|
92 | Real intensity;
|
---|
93 | public:
|
---|
94 | LightWibbler(Light* light, Billboard* billboard, const ColourValue& minColour,
|
---|
95 | const ColourValue& maxColour, Real minSize, Real maxSize)
|
---|
96 | {
|
---|
97 | mLight = light;
|
---|
98 | mBillboard = billboard;
|
---|
99 | mMinColour = minColour;
|
---|
100 | mColourRange.r = maxColour.r - minColour.r;
|
---|
101 | mColourRange.g = maxColour.g - minColour.g;
|
---|
102 | mColourRange.b = maxColour.b - minColour.b;
|
---|
103 | mMinSize = minSize;
|
---|
104 | mSizeRange = maxSize - minSize;
|
---|
105 | }
|
---|
106 |
|
---|
107 | virtual Real getValue (void) const
|
---|
108 | {
|
---|
109 | return intensity;
|
---|
110 | }
|
---|
111 |
|
---|
112 | virtual void setValue (Real value)
|
---|
113 | {
|
---|
114 | intensity = value;
|
---|
115 |
|
---|
116 | ColourValue newColour;
|
---|
117 |
|
---|
118 | // Attenuate the brightness of the light
|
---|
119 | newColour.r = mMinColour.r + (mColourRange.r * intensity);
|
---|
120 | newColour.g = mMinColour.g + (mColourRange.g * intensity);
|
---|
121 | newColour.b = mMinColour.b + (mColourRange.b * intensity);
|
---|
122 |
|
---|
123 | mLight->setDiffuseColour(newColour);
|
---|
124 | mBillboard->setColour(newColour);
|
---|
125 | // set billboard size
|
---|
126 | Real newSize = mMinSize + (intensity * mSizeRange);
|
---|
127 | mBillboard->setDimensions(newSize, newSize);
|
---|
128 |
|
---|
129 | }
|
---|
130 | };
|
---|
131 |
|
---|
132 | Real timeDelay = 0;
|
---|
133 | #define KEY_PRESSED(_key,_timeDelay, _macro) \
|
---|
134 | { \
|
---|
135 | if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
|
---|
136 | { \
|
---|
137 | timeDelay = _timeDelay; \
|
---|
138 | _macro ; \
|
---|
139 | } \
|
---|
140 | }
|
---|
141 |
|
---|
142 | class ShadowsListener : public ExampleFrameListener
|
---|
143 | {
|
---|
144 | protected:
|
---|
145 | SceneManager* mSceneMgr;
|
---|
146 | public:
|
---|
147 | ShadowsListener(RenderWindow* win, Camera* cam, SceneManager* sm)
|
---|
148 | : ExampleFrameListener(win, cam), mSceneMgr(sm)
|
---|
149 | {
|
---|
150 | }
|
---|
151 |
|
---|
152 |
|
---|
153 | void changeShadowTechnique()
|
---|
154 | {
|
---|
155 | mCurrentShadowTechnique = ++mCurrentShadowTechnique % NUM_SHADOW_TECH;
|
---|
156 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
|
---|
157 |
|
---|
158 | mSceneMgr->setShadowTechnique(mShadowTech[mCurrentShadowTechnique]);
|
---|
159 | Vector3 dir;
|
---|
160 | switch (mShadowTech[mCurrentShadowTechnique])
|
---|
161 | {
|
---|
162 | case SHADOWTYPE_STENCIL_ADDITIVE:
|
---|
163 | // Fixed light, dim
|
---|
164 | mSunLight->setCastShadows(true);
|
---|
165 |
|
---|
166 | // Point light, movable, reddish
|
---|
167 | mLight->setType(Light::LT_POINT);
|
---|
168 | mLight->setCastShadows(true);
|
---|
169 | mLight->setDiffuseColour(mMinLightColour);
|
---|
170 | mLight->setSpecularColour(1, 1, 1);
|
---|
171 | mLight->setAttenuation(8000,1,0.0005,0);
|
---|
172 |
|
---|
173 | break;
|
---|
174 | case SHADOWTYPE_STENCIL_MODULATIVE:
|
---|
175 | // Multiple lights cause obvious silhouette edges in modulative mode
|
---|
176 | // So turn off shadows on the direct light
|
---|
177 | // Fixed light, dim
|
---|
178 | mSunLight->setCastShadows(false);
|
---|
179 |
|
---|
180 | // Point light, movable, reddish
|
---|
181 | mLight->setType(Light::LT_POINT);
|
---|
182 | mLight->setCastShadows(true);
|
---|
183 | mLight->setDiffuseColour(mMinLightColour);
|
---|
184 | mLight->setSpecularColour(1, 1, 1);
|
---|
185 | mLight->setAttenuation(8000,1,0.0005,0);
|
---|
186 | break;
|
---|
187 | case SHADOWTYPE_TEXTURE_MODULATIVE:
|
---|
188 | case SHADOWTYPE_TEXTURE_ADDITIVE:
|
---|
189 | // Change fixed point light to spotlight
|
---|
190 | // Fixed light, dim
|
---|
191 | mSunLight->setCastShadows(true);
|
---|
192 |
|
---|
193 | // Change moving light to spotlight
|
---|
194 | // Point light, movable, reddish
|
---|
195 | mLight->setType(Light::LT_SPOTLIGHT);
|
---|
196 | mLight->setDirection(Vector3::NEGATIVE_UNIT_Z);
|
---|
197 | mLight->setCastShadows(true);
|
---|
198 | mLight->setDiffuseColour(mMinLightColour);
|
---|
199 | mLight->setSpecularColour(1, 1, 1);
|
---|
200 | mLight->setAttenuation(8000,1,0.0005,0);
|
---|
201 | mLight->setSpotlightRange(Degree(80),Degree(90));
|
---|
202 | break;
|
---|
203 | default:
|
---|
204 | break;
|
---|
205 | };
|
---|
206 |
|
---|
207 |
|
---|
208 |
|
---|
209 | }
|
---|
210 |
|
---|
211 | void changeAtheneMaterial()
|
---|
212 | {
|
---|
213 | mCurrentAtheneMaterial = ++mCurrentAtheneMaterial % NUM_ATHENE_MATERIALS;
|
---|
214 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
|
---|
215 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
|
---|
216 | }
|
---|
217 |
|
---|
218 | bool frameEnded(const FrameEvent& evt)
|
---|
219 | {
|
---|
220 | if (timeDelay >= 0)
|
---|
221 | timeDelay -= evt.timeSinceLastFrame;
|
---|
222 |
|
---|
223 | if (mAnimState)
|
---|
224 | mAnimState->addTime(evt.timeSinceLastFrame);
|
---|
225 |
|
---|
226 | KEY_PRESSED(KC_O, 1, changeShadowTechnique());
|
---|
227 | KEY_PRESSED(KC_M, 0.5, changeAtheneMaterial());
|
---|
228 |
|
---|
229 | return ExampleFrameListener::frameStarted(evt) && ExampleFrameListener::frameEnded(evt);
|
---|
230 | }
|
---|
231 |
|
---|
232 |
|
---|
233 |
|
---|
234 |
|
---|
235 | };
|
---|
236 |
|
---|
237 | class ShadowsApplication : public ExampleApplication
|
---|
238 | {
|
---|
239 | public:
|
---|
240 | ShadowsApplication() {
|
---|
241 |
|
---|
242 |
|
---|
243 | }
|
---|
244 |
|
---|
245 | ~ShadowsApplication()
|
---|
246 | {
|
---|
247 | }
|
---|
248 | protected:
|
---|
249 |
|
---|
250 |
|
---|
251 | void generalSceneSetup()
|
---|
252 | {
|
---|
253 | // do this first so we generate edge lists
|
---|
254 | mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
|
---|
255 | // Set the default Athene material
|
---|
256 | // We'll default it to the normal map for ps_2_0 capable hardware
|
---|
257 | // everyone else will default to the basic
|
---|
258 | if (GpuProgramManager::getSingleton().isSyntaxSupported("ps_2_0") ||
|
---|
259 | GpuProgramManager::getSingleton().isSyntaxSupported("arbfp1"))
|
---|
260 | {
|
---|
261 | mCurrentAtheneMaterial = 0;
|
---|
262 | }
|
---|
263 | else
|
---|
264 | {
|
---|
265 | mCurrentAtheneMaterial = 1;
|
---|
266 | }
|
---|
267 |
|
---|
268 | // Set ambient light off
|
---|
269 | mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));
|
---|
270 |
|
---|
271 | // Fixed light, dim
|
---|
272 | mSunLight = mSceneMgr->createLight("SunLight");
|
---|
273 | mSunLight->setType(Light::LT_SPOTLIGHT);
|
---|
274 | mSunLight->setPosition(1000,1250,500);
|
---|
275 | mSunLight->setSpotlightRange(Degree(30), Degree(50));
|
---|
276 | Vector3 dir;
|
---|
277 | dir = -mSunLight->getPosition();
|
---|
278 | dir.normalise();
|
---|
279 | mSunLight->setDirection(dir);
|
---|
280 | mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
|
---|
281 | mSunLight->setSpecularColour(0.9, 0.9, 1);
|
---|
282 |
|
---|
283 | // Point light, movable, reddish
|
---|
284 | mLight = mSceneMgr->createLight("Light2");
|
---|
285 | mLight->setDiffuseColour(mMinLightColour);
|
---|
286 | mLight->setSpecularColour(1, 1, 1);
|
---|
287 | mLight->setAttenuation(8000,1,0.0005,0);
|
---|
288 |
|
---|
289 | // Create light node
|
---|
290 | mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
|
---|
291 | "MovingLightNode");
|
---|
292 | mLightNode->attachObject(mLight);
|
---|
293 | // create billboard set
|
---|
294 | BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
|
---|
295 | bbs->setMaterialName("Examples/Flare");
|
---|
296 | Billboard* bb = bbs->createBillboard(0,0,0,mMinLightColour);
|
---|
297 | // attach
|
---|
298 | mLightNode->attachObject(bbs);
|
---|
299 |
|
---|
300 | // create controller, after this is will get updated on its own
|
---|
301 | ControllerFunctionRealPtr func = ControllerFunctionRealPtr(
|
---|
302 | new WaveformControllerFunction(Ogre::WFT_SINE, 0.75, 0.5));
|
---|
303 | ControllerManager& contMgr = ControllerManager::getSingleton();
|
---|
304 | ControllerValueRealPtr val = ControllerValueRealPtr(
|
---|
305 | new LightWibbler(mLight, bb, mMinLightColour, mMaxLightColour,
|
---|
306 | mMinFlareSize, mMaxFlareSize));
|
---|
307 | Controller<Real>* controller = contMgr.createController(
|
---|
308 | contMgr.getFrameTimeSource(), val, func);
|
---|
309 |
|
---|
310 | //mLight->setPosition(Vector3(300,250,-300));
|
---|
311 | mLightNode->setPosition(Vector3(300,250,-300));
|
---|
312 |
|
---|
313 |
|
---|
314 | // Create a track for the light
|
---|
315 | Animation* anim = mSceneMgr->createAnimation("LightTrack", 20);
|
---|
316 | // Spline it for nice curves
|
---|
317 | anim->setInterpolationMode(Animation::IM_SPLINE);
|
---|
318 | // Create a track to animate the camera's node
|
---|
319 | NodeAnimationTrack* track = anim->createNodeTrack(0, mLightNode);
|
---|
320 | // Setup keyframes
|
---|
321 | TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
|
---|
322 | key->setTranslate(Vector3(300,250,-300));
|
---|
323 | key = track->createNodeKeyFrame(2);//B
|
---|
324 | key->setTranslate(Vector3(150,300,-250));
|
---|
325 | key = track->createNodeKeyFrame(4);//C
|
---|
326 | key->setTranslate(Vector3(-150,350,-100));
|
---|
327 | key = track->createNodeKeyFrame(6);//D
|
---|
328 | key->setTranslate(Vector3(-400,200,-200));
|
---|
329 | key = track->createNodeKeyFrame(8);//E
|
---|
330 | key->setTranslate(Vector3(-200,200,-400));
|
---|
331 | key = track->createNodeKeyFrame(10);//F
|
---|
332 | key->setTranslate(Vector3(-100,150,-200));
|
---|
333 | key = track->createNodeKeyFrame(12);//G
|
---|
334 | key->setTranslate(Vector3(-100,75,180));
|
---|
335 | key = track->createNodeKeyFrame(14);//H
|
---|
336 | key->setTranslate(Vector3(0,250,300));
|
---|
337 | key = track->createNodeKeyFrame(16);//I
|
---|
338 | key->setTranslate(Vector3(100,350,100));
|
---|
339 | key = track->createNodeKeyFrame(18);//J
|
---|
340 | key->setTranslate(Vector3(250,300,0));
|
---|
341 | key = track->createNodeKeyFrame(20);//K == A
|
---|
342 | key->setTranslate(Vector3(300,250,-300));
|
---|
343 | // Create a new animation state to track this
|
---|
344 | mAnimState = mSceneMgr->createAnimationState("LightTrack");
|
---|
345 | mAnimState->setEnabled(true);
|
---|
346 | // Make light node look at origin, this is for when we
|
---|
347 | // change the moving light to a spotlight
|
---|
348 | mLightNode->setAutoTracking(true, mSceneMgr->getRootSceneNode());
|
---|
349 |
|
---|
350 | // Prepare athene mesh for normalmapping
|
---|
351 | MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh",
|
---|
352 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
353 | unsigned short src, dest;
|
---|
354 | if (!pAthene->suggestTangentVectorBuildParams(src, dest))
|
---|
355 | {
|
---|
356 | pAthene->buildTangentVectors(src, dest);
|
---|
357 | }
|
---|
358 |
|
---|
359 | SceneNode* node;
|
---|
360 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
---|
361 | mAthene = mSceneMgr->createEntity( "athene", "athene.mesh" );
|
---|
362 | mAthene->setMaterialName(mAtheneMaterials[mCurrentAtheneMaterial]);
|
---|
363 | node->attachObject( mAthene );
|
---|
364 | node->translate(0,-20, 0);
|
---|
365 | node->yaw(Degree(90));
|
---|
366 |
|
---|
367 | Entity* pEnt;
|
---|
368 |
|
---|
369 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
---|
370 | pEnt = mSceneMgr->createEntity( "col1", "column.mesh" );
|
---|
371 | pEnt->setMaterialName("Examples/Rockwall");
|
---|
372 | node->attachObject( pEnt );
|
---|
373 | node->translate(200,0, -200);
|
---|
374 |
|
---|
375 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
---|
376 | pEnt = mSceneMgr->createEntity( "col2", "column.mesh" );
|
---|
377 | pEnt->setMaterialName("Examples/Rockwall");
|
---|
378 | node->attachObject( pEnt );
|
---|
379 | node->translate(200,0, 200);
|
---|
380 |
|
---|
381 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
---|
382 | pEnt = mSceneMgr->createEntity( "col3", "column.mesh" );
|
---|
383 | pEnt->setMaterialName("Examples/Rockwall");
|
---|
384 | node->attachObject( pEnt );
|
---|
385 | node->translate(-200,0, -200);
|
---|
386 |
|
---|
387 | node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
---|
388 | pEnt = mSceneMgr->createEntity( "col4", "column.mesh" );
|
---|
389 | pEnt->setMaterialName("Examples/Rockwall");
|
---|
390 | node->attachObject( pEnt );
|
---|
391 | node->translate(-200,0, 200);
|
---|
392 | // Skybox
|
---|
393 | mSceneMgr->setSkyBox(true, "Examples/StormySkyBox");
|
---|
394 |
|
---|
395 | // Floor plane
|
---|
396 | Plane plane;
|
---|
397 | plane.normal = Vector3::UNIT_Y;
|
---|
398 | plane.d = 100;
|
---|
399 | MeshManager::getSingleton().createPlane("Myplane",
|
---|
400 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
|
---|
401 | 1500,1500,20,20,true,1,5,5,Vector3::UNIT_Z);
|
---|
402 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
|
---|
403 | pPlaneEnt->setMaterialName("Examples/Rockwall");
|
---|
404 | pPlaneEnt->setCastShadows(false);
|
---|
405 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);
|
---|
406 |
|
---|
407 | // show overlay
|
---|
408 | Overlay* pOver = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");
|
---|
409 | mShadowTechniqueInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/ShadowTechniqueInfo");
|
---|
410 | mMaterialInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/MaterialInfo");
|
---|
411 | mInfo = OverlayManager::getSingleton().getOverlayElement("Example/Shadows/Info");
|
---|
412 |
|
---|
413 | mShadowTechniqueInfo->setCaption("Current: " + mShadowTechDescriptions[mCurrentShadowTechnique]);
|
---|
414 | mMaterialInfo->setCaption("Current: " + mAtheneMaterials[mCurrentAtheneMaterial]);
|
---|
415 | pOver->show();
|
---|
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
|
---|