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One Page Ogre 2.0 example
#include <vector>
#include <string>
#include <iostream>
#include <functional>
#include "OGRE/Ogre.h"
#include "OGRE/OgreFrameListener.h"
#include "OGRE/Compositor/OgreCompositorManager2.h"
#include "OGRE/RTShaderSystem/OgreRTShaderSystem.h"
using std::vector;
using std::string;
using std::function;
class Listener : public Ogre::FrameListener, public Ogre::WindowEventListener
{
bool running;
function<void(const Ogre::FrameEvent&)> frameHandler;
public:
Listener(Ogre::RenderWindow* pWindow)
{
Ogre::WindowEventUtilities::addWindowEventListener(pWindow, this);
Ogre::Root::getSingleton().addFrameListener(this);
}
void doEachFrame(function<void(const Ogre::FrameEvent&)> handler)
{
frameHandler = handler;
}
private:
bool frameStarted(const Ogre::FrameEvent& evt) override
{
frameHandler(evt);
return running;
}
bool windowClosing(Ogre::RenderWindow*)
{
running = false;
return false;
}
};
// Lifted from SampleBrowser.h
class ShaderGeneratorTechniqueResolverListener : public Ogre::MaterialManager::Listener
{
public:
ShaderGeneratorTechniqueResolverListener(Ogre::RTShader::ShaderGenerator* pShaderGenerator)
{
mShaderGenerator = pShaderGenerator;
}
/** This is the hook point where shader based technique will be created.
It will be called whenever the material manager won't find appropriate technique
that satisfy the target scheme name. If the scheme name is out target RT Shader System
scheme name we will try to create shader generated technique for it.
*/
virtual Ogre::Technique* handleSchemeNotFound(unsigned short schemeIndex,
const Ogre::String& schemeName, Ogre::Material* originalMaterial, unsigned short lodIndex,
const Ogre::Renderable* rend)
{
Ogre::Technique* generatedTech = NULL;
// Case this is the default shader generator scheme.
if (schemeName == Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME)
{
bool techniqueCreated;
// Create shader generated technique for this material.
techniqueCreated = mShaderGenerator->createShaderBasedTechnique(
originalMaterial->getName(),
Ogre::MaterialManager::DEFAULT_SCHEME_NAME,
schemeName);
// Case technique registration succeeded.
if (techniqueCreated)
{
// Force creating the shaders for the generated technique.
mShaderGenerator->validateMaterial(schemeName, originalMaterial->getName());
// Grab the generated technique.
Ogre::Material::TechniqueIterator itTech = originalMaterial->getTechniqueIterator();
while (itTech.hasMoreElements())
{
Ogre::Technique* curTech = itTech.getNext();
if (curTech->getSchemeName() == schemeName)
{
generatedTech = curTech;
break;
}
}
}
}
return generatedTech;
}
protected:
Ogre::RTShader::ShaderGenerator* mShaderGenerator; // The shader generator instance.
};
string rootFolder()
{
static string ogreRoot(getenv("OGRE_HOME"));
return ogreRoot;
}
void loadPlugins(vector<string> plugins)
{
// Load listed plugins
for (string name : plugins)
{
#ifdef _DEBUG
Ogre::Root::getSingleton().loadPlugin(rootFolder() + R"(\bin\debug\)" + name + "_d");
#else
Ogre::Root::getSingleton().loadPlugin(rootFolder() + R"(\bin\release\)" + name);
#endif
}
}
void loadResources(string name, vector<string> paths)
{
for (string path : paths)
{
string type;
if (path.substr(path.length() - 4, 4) == ".zip")
{
type = "Zip";
}
else
{
type = "FileSystem";
}
Ogre::ResourceGroupManager::getSingleton().addResourceLocation(rootFolder() + "\\" + path, type, name);
}
Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup(name);
}
int main()
{
// Start up ogre
Ogre::Root root("", "", "OgreLog.txt");
loadPlugins({
"RenderSystem_Direct3D11",
"Plugin_ParticleFX",
"Plugin_CgProgramManager"
});
// Use the first available renderer
Ogre::RenderSystem* renderSys = root.getAvailableRenderers()[0];
root.setRenderSystem(renderSys);
// Set video mode
renderSys->setConfigOption("Full Screen", "No");
renderSys->setConfigOption("Video Mode", "800 x 600 @ 32-bit colour");
// Make the window
Ogre::RenderWindow* pRenderWin = root.initialise(true);
// Start compositor
root.initialiseCompositor();
// Resources necessary for the real-time shader.
loadResources("Essential", {
R"(media\RTShaderLib)",
R"(media\RTShaderLib\materials)",
R"(media\RTShaderLib\hlsl)",
R"(media\RTShaderLib\cg)"
});
bool ok = Ogre::RTShader::ShaderGenerator::initialize();
auto &shaderGenerator = Ogre::RTShader::ShaderGenerator::getSingleton();
// Necessary for D3D11. It has no fixed function pipeline.
ShaderGeneratorTechniqueResolverListener sgtrl(&shaderGenerator);
Ogre::MaterialManager::getSingleton().addListener(&sgtrl);
// Set up scene manager and one camera
Ogre::SceneManager* pSceneMgr = root.createSceneManager(
Ogre::ST_GENERIC,
1,
Ogre::INSTANCING_CULLING_SINGLETHREAD
);
// Add scene manager to shader generator
shaderGenerator.addSceneManager(pSceneMgr);
loadResources("General", {
R"(media\models)",
R"(media\materials\scripts)",
R"(media\materials\textures)",
R"(media\materials\programs)",
R"(media\materials\programs\cg)",
R"(media\materials\programs\hlsl)",
R"(media\packs\cubemapsJS.zip)"
});
// Done with the machinery, we can actually set up the scene now
// Make camera
Ogre::Camera* pCamera = pSceneMgr->createCamera("Camera");
// Set up workspace
Ogre::CompositorManager2* pCompositorManager = root.getCompositorManager2();
const Ogre::String workspaceName = "scene workspace";
pCompositorManager->createBasicWorkspaceDef(workspaceName, Ogre::ColourValue::Black);
pCompositorManager->addWorkspace(pSceneMgr, pRenderWin, pCamera, workspaceName, true);
// Make a simple scene. Mostly following the camera track example.
pSceneMgr->setSkyBox(true, "Examples/MorningSkyBox");
// setup some basic lighting for our scene
pSceneMgr->setAmbientLight(Ogre::ColourValue(0.3, 0.3, 0.3));
Ogre::SceneNode *lightNode = pSceneMgr->getRootSceneNode()->createChildSceneNode();
lightNode->setPosition(20, 80, 50);
lightNode->attachObject(pSceneMgr->createLight());
// create an ogre head entity and attach it to a node
Ogre::Entity* head = pSceneMgr->createEntity("ogrehead.mesh");
head->setName("Head");
Ogre::SceneNode* headNode = pSceneMgr->getRootSceneNode()->createChildSceneNode();
headNode->attachObject(head);
pCamera->setAutoTracking(true, headNode); // make the camera face the head
// create a camera node and attach camera to it
Ogre::SceneNode* camNode = pSceneMgr->getRootSceneNode()->createChildSceneNode();
pCamera->detachFromParent();
camNode->attachObject(pCamera);
// set up a 10 second animation for our camera, using spline interpolation for nice curves
Ogre::Animation* anim = pSceneMgr->createAnimation("CameraTrack", 10);
anim->setInterpolationMode(Ogre::Animation::IM_SPLINE);
// create a track to animate the camera's node
Ogre::NodeAnimationTrack* track = anim->createNodeTrack(camNode);
// create keyframes for our track
track->createNodeKeyFrame(0)->setTranslate(Ogre::Vector3(200, 0, 0));
track->createNodeKeyFrame(2.5)->setTranslate(Ogre::Vector3(0, -50, 100));
track->createNodeKeyFrame(5)->setTranslate(Ogre::Vector3(-500, 100, 0));
track->createNodeKeyFrame(7.5)->setTranslate(Ogre::Vector3(0, 200, -300));
track->createNodeKeyFrame(10)->setTranslate(Ogre::Vector3(200, 0, 0));
// create a new animation state to track this
Ogre::AnimationState* pAnimState = pSceneMgr->createAnimationState("CameraTrack");
pAnimState->setEnabled(true);
// Listens for window close events and frame events.
Listener listener(pRenderWin);
listener.doEachFrame([=] (const Ogre::FrameEvent& evt) {
pAnimState->addTime(evt.timeSinceLastFrame);
});
root.startRendering();
return 0;
}
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