source: trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.cpp @ 155

Revision 155, 8.9 KB checked in by mattausch, 19 years ago (diff)

added node traversal interface

RevLine 
[61]1#include <OgreNoMemoryMacros.h>
2#include <CEGUI/CEGUI.h>
3#include <../CEGUIRenderer/include/OgreCEGUIRenderer.h>
4#include <../CEGUIRenderer/include/OgreCEGUIResourceProvider.h>
5#include <../CEGUIRenderer/include/OgreCEGUITexture.h>
6#include <OgreMemoryMacros.h>
7
[100]8#include <Ogre.h>
[115]9//#include "OgreReferenceAppLayer.h"
[100]10//#include "OgreRefAppWorld.h"
[61]11#include "TestCullingTerrainApplication.h"
12
[115]13
[61]14#define WIN32_LEAN_AND_MEAN
[94]15#include <windows.h>
[61]16
[80]17/*******************************************************/
18/*     TestCullingTerrainApplication implementation    */
19/*******************************************************/
[145]20TestCullingTerrainApplication::TestCullingTerrainApplication():
21mTerrainContentGenerator(NULL)
22{
23}
[100]24//-----------------------------------------------------------------------
[61]25TestCullingTerrainApplication::~TestCullingTerrainApplication()
26{
[122]27        if (mTerrainContentGenerator)
28        {
[93]29                delete mTerrainContentGenerator;
[122]30                mTerrainContentGenerator = NULL;
31        }
[99]32        //if(mRenderTargetListener)     delete mRenderTargetListener;
[61]33}
34//-----------------------------------------------------------------------
[93]35void TestCullingTerrainApplication::createCamera()
[61]36{
[99]37        // create the camera
[103]38        mCamera = mSceneMgr->createCamera("PlayerCam");
[93]39       
[100]40        /** set a nice viewpoint
41        *       we use a camera node here and apply all transformations on it instead
42        *       of applying all transformations directly to the camera
43        *       because then the camera is displayed correctly in the visualization
44        */
[137]45        mCamNode = mSceneMgr->getRootSceneNode()->
46                createChildSceneNode("CamNode1", Vector3(707, 5000, 528));
[100]47        //mCamera->setPosition(707, 5000, 528);
48        mCamNode->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
49        mCamNode->attachObject(mCamera);
[61]50
[100]51        //-- create visualization camera
52        mVizCamera = mSceneMgr->createCamera("VizCam");
53        mVizCamera->setPosition(mCamNode->getPosition());
54
55        mVizCamera->setNearClipDistance(1);
[93]56        mCamera->setNearClipDistance(1);
[61]57
[99]58        // infinite far plane?
[93]59        if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
60        {
[100]61                mVizCamera->setFarClipDistance(0);
[93]62                mCamera->setFarClipDistance(0);
63        }
64        else
65        {
[104]66                 mVizCamera->setFarClipDistance(20000);
67                 mCamera->setFarClipDistance(20000);
[99]68        }       
[61]69}
[99]70
[61]71//-----------------------------------------------------------------------
[99]72bool TestCullingTerrainApplication::setup()
73{
[145]74        bool carryOn = ExampleApplication::setup();
[99]75
[145]76        if (carryOn)
[144]77                createRenderTargetListener();
[99]78
[145]79        return carryOn;
[99]80}
81//-----------------------------------------------------------------------
82void TestCullingTerrainApplication::createRenderTargetListener()
83{
84        mWindow->addListener(new VisualizationRenderTargetListener(mSceneMgr));
85}
86//-----------------------------------------------------------------------
[75]87void TestCullingTerrainApplication::createScene()
[61]88{
89        // Set ambient light
[139]90        mAmbientLight = ColourValue(0.5, 0.5, 0.5);
91        mSceneMgr->setAmbientLight(mAmbientLight);
[113]92       
[110]93        //-- create light
[111]94        mSunLight = mSceneMgr->createLight("SunLight");
95        mSunLight->setType(Light::LT_DIRECTIONAL);
96        //mSunLight->setType(Light::LT_SPOTLIGHT);
[112]97        //mSunLight->setSpotlightRange(Degree(30), Degree(50));
98
[111]99    mSunLight->setPosition(707, 2000, 500);
100        mSunLight->setCastShadows(true);
101
[137]102        // set light angle not too sharp, otherwise shadows textures will be broken
[113]103        Vector3 dir(0.5, 1, 0.5);
[110]104        dir.normalise();
[112]105        mSunLight->setDirection(dir);
106        //mSunLight->setDirection(Vector3::NEGATIVE_UNIT_Y);
[111]107        mSunLight->setDiffuseColour(1, 1, 1);
108        mSunLight->setSpecularColour(1, 1, 1);
[110]109
[137]110        // -- Fog
[61]111        // NB it's VERY important to set this before calling setWorldGeometry
112        // because the vertex program picked will be different
113        ColourValue fadeColour(0.93, 0.86, 0.76);
114        mWindow->getViewport(0)->setBackgroundColour(fadeColour);
115        //mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
[94]116       
[61]117        // Create a skybox
[103]118        mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox", 5000, false);
119       
[61]120        std::string terrain_cfg("terrain.cfg");
121#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
122        terrain_cfg = mResourcePath + terrain_cfg;
123#endif
[74]124        mSceneMgr->setWorldGeometry(terrain_cfg);
[75]125       
[100]126        //-- CEGUI setup
[61]127        setupGui();
[100]128
[111]129        // Floor plane
[121]130        /*
131        Plane plane;
[111]132        plane.normal = Vector3::UNIT_Y;
133        plane.d = -60;
134        MeshManager::getSingleton().createPlane("Myplane",
135                ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
136                5000,5000,100,100,true,1,5,5,Vector3::UNIT_Z);
137        Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
138        pPlaneEnt->setMaterialName("Examples/Rockwall");
139        pPlaneEnt->setCastShadows(true);
[121]140        mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);
141        */
[137]142        mSceneMgr->setShadowTextureSettings(1024, 2);
[112]143        mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
[139]144    //mSceneMgr->setShowDebugShadows(true);
[111]145
146
[100]147        //-- terrain content setup
148
[80]149        // HACK: necessary to call once before the content creation for
150        // terrain initialisation
151        mSceneMgr->_renderScene(mCamera, mWindow->getViewport(0), true);
[74]152
[82]153        mTerrainContentGenerator = new TerrainContentGenerator(mSceneMgr);
[110]154       
[107]155        // if no objects file generate yourself
[110]156        if (!mTerrainContentGenerator->LoadObjects("objects.out"))
157        {
[135]158                // to provide much occlusion,
159                // height is restricted to 50, so no objects appear on peaks
[107]160                mTerrainContentGenerator->SetMaxPos(Vector3(3000.0f, 50.0f, 3000.0f));
[111]161                mTerrainContentGenerator->SetOffset(0);
[110]162
163                // the objects are generated on the whole terrain
[155]164                mTerrainContentGenerator->GenerateScene(1500, "robot");
165                //mTerrainContentGenerator->GenerateScene(1500, "athene");
[120]166                //mTerrainContentGenerator->GenerateScene(500, "ninja");
[110]167        }
[86]168
[84]169        // no limitations needed anymore: the user can set
170        // objects also on peaks of terrain
[107]171        mTerrainContentGenerator->SetMaxPos(Vector3(3000.0f, 5000.0f, 3000.0f));
[61]172}
173//-----------------------------------------------------------------------
[80]174void TestCullingTerrainApplication::setupGui()
[61]175{
[75]176         mGUIRenderer = new CEGUI::OgreCEGUIRenderer(mWindow, Ogre::RENDER_QUEUE_OVERLAY,
177                 false, 3000, ST_EXTERIOR_CLOSE);
[61]178     mGUISystem = new CEGUI::System(mGUIRenderer);
179
180         // Mouse
181     CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLook.scheme");
182     CEGUI::MouseCursor::getSingleton().setImage("TaharezLook", "MouseArrow");
[133]183         mGUISystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook",
184                                                                           (CEGUI::utf8*)"MouseArrow");
[61]185
[75]186         CEGUI::MouseCursor::getSingleton().show();
[61]187}
188//-----------------------------------------------------------------------
[80]189void TestCullingTerrainApplication::createFrameListener()
[61]190{
[133]191        mTerrainFrameListener = new TerrainFrameListener(mWindow, mCamera, mSceneMgr,
[121]192                mGUIRenderer, mTerrainContentGenerator, mVizCamera, mCamNode, mSunLight);
[120]193       
[115]194        mRoot->addFrameListener(mTerrainFrameListener);
[61]195}
196//-----------------------------------------------------------------------
[80]197void TestCullingTerrainApplication::chooseSceneManager()
[61]198{
199        mSceneMgr = mRoot->getSceneManager(ST_EXTERIOR_CLOSE);
200}
201
202
[99]203/**************************************************************/
204/*      VisualizationRenderTargetListener implementation      */
205/**************************************************************/
[107]206//-----------------------------------------------------------------------
[99]207VisualizationRenderTargetListener::VisualizationRenderTargetListener(SceneManager *sceneMgr)
208:RenderTargetListener(), mSceneMgr(sceneMgr)
209{
210}
[61]211//-----------------------------------------------------------------------
[99]212void VisualizationRenderTargetListener::preViewportUpdate(const RenderTargetViewportEvent &evt)
213{
[133]214        // visualization viewport
215        const bool showViz = evt.source->getZOrder() == VIZ_VIEWPORT_Z_ORDER;
[100]216        const bool nShowViz = !showViz;
217
[139]218        mSavedShadowTechnique = mSceneMgr->getShadowTechnique();
219        mSavedAmbientLight = mSceneMgr->getAmbientLight();
220
221        // -- ambient light must be full for visualization, shadows disabled
[113]222    if (showViz)
223        {
224                mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
[139]225                mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
[113]226        }
[139]227       
228    mSceneMgr->setOption("PrepareVisualization", &showViz);
[100]229        mSceneMgr->setOption("SkyBoxEnabled", &nShowViz);
230        //mSceneMgr->setOption("SkyPlaneEnabled", &showViz);
[99]231       
232        RenderTargetListener::preViewportUpdate(evt);
233}
234//-----------------------------------------------------------------------
235void VisualizationRenderTargetListener::postRenderTargetUpdate(const RenderTargetEvent &evt)
236{
[139]237        // reset values
238        mSceneMgr->setShadowTechnique(mSavedShadowTechnique);
239        mSceneMgr->setAmbientLight(mSavedAmbientLight);
240       
[99]241        RenderTargetListener::postRenderTargetUpdate(evt);
242}
243//-----------------------------------------------------------------------
[61]244INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
245{
246    // Create application object
247    TestCullingTerrainApplication app;
248
249        try
250        {
251        app.go();
252    }
253        catch( Ogre::Exception& e )
254        {
[75]255        MessageBox( NULL, e.getFullDescription().c_str(),
256                        "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
[61]257    }   
258
259    return 0;
260}
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