OgreDotNet HelloWorld Part II: bypassing the configDialog and manually specifying the resources to use.

Verbage by DigitalCyborg. Code ported from OGRE Intermediate Tutorial 6

Introduction

In the first OgreDotNet "hello world", you should have noticed (and maybe felt jipped) that we did not print Hello World to the screen. We'll remedy that in this tutorial. The first hello world tutorial used the Config Dialog and resources script. In this version of the tutorial, we'll bypass the config script by explicitly setting our video mode and we'll explicitly state which resources we want to use.

You'll notice the app is still larger than any other hello world applications you've seen before, but OGRE is complex.

NOTE: I make use of anonymous functions for the EventHandler so if you're not using .NET 2.0, you'll have to forgo/remove/comment out the EventHandler section of code here.

Getting Started

Unlike the last hello world tutorial, I'm not going to provide a large code base to get started with. In this version of the application we'll do everything in main() so this is all you need to get started:

using System;
 using System.Drawing;
 using Math3D;
 using OgreDotNet;
 
 namespace OgreDotNetTutorial
 {
    class HelloWorldPartII
    {
        static void Main(string[] args)
        {
        }
    }
 }

Declaring variables



I've chosen to declare all variables up front. I also initialize all the references to null. This is an old habit of mine, even though its completely unneccesary. I think that they are listed in roughly the order that they get used in the code.

Root mRoot = null;
            LogManager mLogManager = null;
            
            //Variables used to choose the render system
            RenderSystemList mRenderSystemList = null;
            RenderSystemList.RenderSystemListEnumerator mRSListItr = null;
            RenderSystem mRenderSystem = null;
            String mRenderSystemName;
            
            //Variables used to configure the Render System.
            ConfigOptionMap mConfigOptionMap = null;
            ConfigOption mConfigOption = null;
            StringVector mStringVector = null;
            StringVector.StringVectorEnumerator mStringVectorEnumerator = null;
            int mNumConfigOptions;
 
            //Ogre "must haves"
            RenderWindow mRenderWindow = null;
            SceneManager mSceneManager = null;
            Camera mCamera = null;
            Viewport mViewport = null;
  
            //variables for quick, simple event handling.
            OgreDotNet.EventHandler mEventHandler;
            bool mDone = false;
 
            //Variables needed to print "hello world"
            OverlayContainer        mOverlayContainer=null;
            Overlay                mOverlay=null;
            TextAreaOverlayElement    mHelloTextOverlay=null;

Got root ?



Since we've declared all the variables, let's go ahead and instantiate mRoot and get a hold of the logmanager Singleton so that we can log stuff.

The first argument to the Root constructor allows us to specify the name of the plugin file we want to use. This is nice since we don't need to load plugins we won't use. You'll need to make a copy of plugins.cfg (helloplugins.cfg) which only contains the directives for PluginFolder, RenderSystem of your choice, and BSPSceneManager.
The second argument to the Root constructor allows us to specify the name of the file to load/store display configuration settings. We won't do either of those in this tutorial so I just left it with the default value.
The last argument to the Root constructor specifies the default logfile:

mRoot = new Root("helloplugins.cfg", "display.cfg", "HelloOgreDotNetv2.txt");

Getting the LogManager Singleton is trivial.

mLogManager = LogManager.GetSingleton();

Specifying the RenderSystem



In order to manually specify the rendering system, we'll iterate through the list of available renderers and compare thier names with the name of the render system we want to use. I'm using windows so I look for the DirectX subsystem. If you want the OpenGL subsystem, change the CompareTo (strcmp) line.
Once we find the Render system that we are looking for, we'll break out of the iteration loop and call Root.SetRenderSystem.

mRenderSystemList = mRoot.GetAvailableRenderers();
            mRSListItr = mRenderSystemList.GetEnumerator();
           
            while(mRSListItr.MoveNext())
            {
                mRenderSystem = mRSListItr.Current;
                mRenderSystemName = mRenderSystem.GetName();
                mLogManager.logMessage("FOUND RenderSystem: " + mRenderSystem.GetName());
                if(mRenderSystemName.CompareTo("Direct3D9 Rendering Subsystem") == 0)
                //if(mRenderSystemName.CompareTo("OpenGL Rendering Subsystem") == 0)
                {
                    //found the render system we were looking for.
                    break;
                }
            }
            //Set the RenderingSystem
            mRoot.SetRenderSystem(mRenderSystem);

Setting the Config Options for the RenderSystem



I didn't know what the config options were so I decided to print them to the log file then take a look and then decide which ones I wanted to use. The config options are stored in a map so first, we need to use mRenderSystem.GetConfigOptions to get it. Then we'll check to see how many of them there are. Once we know that, we can iterate over them and print of the list of possible values which is stored in a vector of strings.

//Print List of config Options to the logfile
            mConfigOptionMap = mRenderSystem.GetConfigOptions();
            mNumConfigOptions = (int) mConfigOptionMap.size();
            for(int i = 0; i<mNumConfigOptions; i++)
            {
                mLogManager.logMessage("RenderSystem Config Option: " + 
                    mConfigOptionMap.getitemKey(i));
                
                mConfigOption = mConfigOptionMap.getitemValue(i);
                mStringVector = mConfigOption.possibleValues;
                mStringVectorEnumerator = mStringVector.GetEnumerator();
                while(mStringVectorEnumerator.MoveNext())
                {
                    mLogManager.logMessage("\t " + mStringVectorEnumerator.Current);
                }
            }

Setting them up is quite easy. we just call set config option for all the options we found and set it one of the possible values which we just determined. Unless you have the same video card as the one in my laptop, you will definitely have to change the Rendering Device. Change any of the others as you see fit.

//Set the Config Opts for the RenderSystem.
            mRenderSystem.SetConfigOption("Allow NVPerfHUD", "No");//"Yes"
            mRenderSystem.SetConfigOption("Anti aliasing","None");//
            mRenderSystem.SetConfigOption("Floating-point mode","Fastest");//Consistant
            mRenderSystem.SetConfigOption("Full Screen","No");
            mRenderSystem.SetConfigOption("Rendering Device","NVIDIA GeForce FX Go5200");
            mRenderSystem.SetConfigOption("VSync","No");//"Yes"
            mRenderSystem.SetConfigOption("Video Mode","800 x 600 @ 32-bit colour");

Setup the Basics



If you need this code explained, please go back and do the earlier tutorials.

//Initialize Root
            mRenderWindow = mRoot.Initialise(true, "Hello OGRE.NET Part II");
        
            //Create SceneManager
            mSceneManager = mRoot.CreateSceneManager((ushort)SceneType.Generic);

            //Create & Setup Camera 
            mCamera = mSceneManager.CreateCamera("SceneCamera");
            mCamera.SetPosition(new Vector3(0, 0, 500));
            mCamera.LookAt = new Vector3(0, 0, 0);
            mCamera.SetNearClipDistance(5);

            // Create one Viewport, entire window
            mViewport = mRenderWindow.AddViewport(mCamera);
            mViewport.SetBackgroundColour(Color.Black);
            
            // Alter the camera aspect ratio to match the viewport
            mCamera.SetAspectRatio(mViewport.GetWidth() / mViewport.GetHeight());

Simple Event Handling



Adding this code is entirely optional. Personally, I think that having an application that we cannot close is really lame so I setup a simple event handler. If you are not using .NET 2.0, then you won't be able to compile this section since I've used anonymous methods. Other than that, the code is pretty basic and should look familiar.

//Setup a minimal eventhandler using anonymous methods.
            mEventHandler = new OgreDotNet.EventHandler(mRoot, mRenderWindow);
            mEventHandler.SubscribeEvents();
            mEventHandler.FrameStarted += delegate(FrameEvent e)
            {
                if (mRenderWindow.Closed || mDone) return false;
                return true;
            };
            mEventHandler.FrameEnded += delegate(FrameEvent e)
            {
                return true;
            };
            mEventHandler.KeyClicked += delegate(KeyEvent e)
            {
                if (e.KeyCode == KeyCode.Escape) mDone = true;
            };

Manually Specifying the resources



We need a font to actually print "Hello World" so we'll have to do some basic setup of the ResourceGroupManager Singleton. This isn't hard... we just need to tell the Resource group manager where, what type of resource and what group to all the resources to. After that just call the initialize function. Go take a look at sample.fontdef in the media/fonts directory and you'll see how OGRE describes fonts.

ResourceGroupManager.getSingleton().addResourceLocation(
                "../../media/fonts", "FileSystem", "General");

            ResourceGroupManager.getSingleton().initialiseAllResourceGroups();

Creating the text overlay



Most of this code came from ExampleApplication.cs. Perhaps in the future I'll understand more about Overlays and I can add a good description. Until then I think I'll let code speak for itself.

OverlayElement el = OverlayManager.Instance.CreateOverlayElement("Panel", "HelloOgreDotNet/Panel");
            mOverlayContainer = new OverlayContainer(OverlayElement.getCPtr(el).Handle, false);

            mOverlayContainer.setMetricsMode(GuiMetricsMode.GMM_PIXELS);
            mOverlayContainer.setPosition(10, 10);
            mOverlayContainer.setDimensions(500, 100);
            //mOverlayContainer->setMaterialName("MaterialName"); // Optional background material

            // Create a text area
            mHelloTextOverlay = OverlayManager.Instance.CreateTextAreaElement("HelloOgreDotNet/HelloWorldText");
            mOverlayContainer.addChild(mHelloTextOverlay);
            mHelloTextOverlay.setMetricsMode(GuiMetricsMode.GMM_PIXELS);
            mHelloTextOverlay.setPosition(0, 0);
            mHelloTextOverlay.setDimensions(100, 100);
            mHelloTextOverlay.setCaption("Hello World");
            mHelloTextOverlay.setCharHeight(48);
            mHelloTextOverlay.setFontName("IronMaiden");
            mHelloTextOverlay.setColourBottom(Converter.GetColor(0.3f, 0.5f, 0.3f));
            mHelloTextOverlay.setColourTop(Converter.GetColor(0.5f, 0.7f, 0.5f));

            // Create an overlay, and add the panel
            mOverlay = OverlayManager.Instance.create("Status/Overlay");
            mOverlay.add2D(mOverlayContainer);

            //Show the overlay
            mOverlay.show();

Ready? Set... Go!


//Start the rendering loop
            mRoot.StartRendering();

Clean up



We need to dispose of the objects which are local variables, but I think OGRE disposes of the "must have" stuff like Camera,Viewport,RenderWindow & SceneManager. If I'm wrong, then please update this code.

mHelloTextOverlay.Dispose();
            mOverlay.Dispose();
            mOverlayContainer.Dispose();
            if(mStringVector!=null) mStringVector.Dispose();
            if(mConfigOption!=null) mConfigOption.Dispose();
            if(mConfigOptionMap!=null) mConfigOptionMap.Dispose();
            if(mRenderSystemList!=null) mRenderSystemList.Dispose();
            mRoot.Dispose();

<HR>
Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.