History: MadMarx Tutorial 4
Source of version: 15 (current)
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!Foreword.
If you prefer tutorials that come with a framework => check the other wiki tutorial series.
If you prefer tutorials that go step by step without a framework => this page should be ok.
I assume you know C++. If not, this tutorial will probably be hard to understand !
This tutorial presents only a few elements of Ogre3D.
You can download the code and media for this tutorial at the bottom of this wiki page.
This little tutorial is an extract of a bigger project which contains more tutorials & helper classes.
This bigger project is avaible there :
https://sourceforge.net/projects/so3dtools/
Also, make sure you read these tutorials in order!
{maketoc}
!!Tutorial Description
In this program, I create a ((ManualObject)) (like in the previous tutorial).
This time it will be a little more complicated than just a quad.
To be able to make several copies of it, and at the same time re-use the already created
3D data, I will convert the Ogre::((ManualObject)) to an Ogre::((-Mesh|Mesh)).
Such mesh can be used to create several "Entities".
An ((-Entity|Entity)) is an instance of a mesh, and allow different ((-Material|material)) information for each ((-Entity|entity)).
Entities are often the most common object in a Ogre application.
Different Entities can have different materials, while sharing the same mesh.
It is possible to create Entities with different meshes too.
In order to move an ((-Entity|Entity)), attach it to a ((-SceneNode|SceneNode)), and move this ((-SceneNode|SceneNode)).
Note : It was reported that on some video drivers (mesa/intel), ''ManualObject::convertToMesh()'' produces
some kind of degenerated (invisible) mesh. If that is the case for you, please update your drivers.
!!After viewport creation
{CODE(wrap="1",colors="c++")}
¤ Ogre::ManualObject* lManualObject = NULL;
{
{CODE}
The manualObject creation requires a name.
{CODE(wrap="1",colors="c++")}
¤ Ogre::String lManualObjectName = "CubeWithAxes";
lManualObject = lScene->createManualObject(lManualObjectName);
{CODE}
Always tell if you want to update the 3D (vertex/index) later or not.
{CODE(wrap="1",colors="c++")}
¤ bool lDoIWantToUpdateItLater = false;
lManualObject->setDynamic(lDoIWantToUpdateItLater);
{CODE}
Here I create a cube in a first part with triangles, and then axes (in red/green/blue).
BaseWhiteNoLighting is the name of a ((-Material|material)) that already exist inside Ogre.
Ogre::RenderOperation::OT_TRIANGLE_LIST is a kind of primitive.
{CODE(wrap="1",colors="c++")}
¤ float lSize = 0.7f;
lManualObject->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST);
{
float cp = 1.0f * lSize ;
float cm = -1.0f * lSize;
lManualObject->position(cm, cp, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,1.0f,0.0f,1.0f));
lManualObject->position(cp, cp, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,1.0f,0.0f,1.0f));
lManualObject->position(cp, cm, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,0.0f,0.0f,1.0f));
lManualObject->position(cm, cm, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,0.0f,0.0f,1.0f));
lManualObject->position(cm, cp, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,1.0f,1.0f,1.0f));
lManualObject->position(cp, cp, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,1.0f,1.0f,1.0f));
lManualObject->position(cp, cm, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,0.0f,1.0f,1.0f));
lManualObject->position(cm, cm, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,0.0f,1.0f,1.0f));
{CODE}
face behind / front
{CODE(wrap="1",colors="c++")}
¤ lManualObject->triangle(0,1,2);
lManualObject->triangle(2,3,0);
lManualObject->triangle(4,6,5);
lManualObject->triangle(6,4,7);
{CODE}
face top / down
{CODE(wrap="1",colors="c++")}
¤ lManualObject->triangle(0,4,5);
lManualObject->triangle(5,1,0);
lManualObject->triangle(2,6,7);
lManualObject->triangle(7,3,2);
{CODE}
face left / right
{CODE(wrap="1",colors="c++")}
¤ lManualObject->triangle(0,7,4);
lManualObject->triangle(7,0,3);
lManualObject->triangle(1,5,6);
lManualObject->triangle(6,2,1);
}
lManualObject->end();
{CODE}
Here I have finished my ((ManualObject)) construction.
It is possible to add more begin()-end() thing, in order to use
different rendering operation types, or different materials in 1 ((ManualObject)).
{CODE(wrap="1",colors="c++")}
¤ lManualObject->begin("BaseWhiteNoLighting",Ogre::RenderOperation::OT_LINE_LIST);
{
float lAxeSize = 2.0f * lSize;
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Red);
lManualObject->position(lAxeSize, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Red);
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Green);
lManualObject->position(0.0, lAxeSize, 0.0);
lManualObject->colour(Ogre::ColourValue::Green);
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Blue);
lManualObject->position(0.0, 0.0, lAxeSize);
lManualObject->colour(Ogre::ColourValue::Blue);
lManualObject->index(0);
lManualObject->index(1);
lManualObject->index(2);
lManualObject->index(3);
lManualObject->index(4);
lManualObject->index(5);
}
lManualObject->end();
}
Ogre::String lNameOfTheMesh = "MeshCubeAndAxe";
Ogre::String lResourceGroup = Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME;
lManualObject->convertToMesh(lNameOfTheMesh);
{CODE}
Now I can create several entities using that mesh
{CODE(wrap="1",colors="c++")}
¤ int lNumberOfEntities = 5;
for(int iter = 0; iter < lNumberOfEntities; ++iter)
{
Ogre::Entity* lEntity = lScene->createEntity(lNameOfTheMesh);
{CODE}
Now I attach it to a scenenode, so that it becomes present in the scene.
{CODE(wrap="1",colors="c++")}
¤ Ogre::SceneNode* lNode = lRootSceneNode->createChildSceneNode();
lNode->attachObject(lEntity);
{CODE}
I move the ((-SceneNode|SceneNode)) so that it is visible to the ((-Camera|camera)).
{CODE(wrap="1",colors="c++")}
¤ float lPositionOffset = float(1+ iter * 2) - (float(lNumberOfEntities));
lNode->translate(lPositionOffset, lPositionOffset, -10.0f);
}
}
{CODE}
! main.cpp
{CODE(wrap="1",colors="c++")}
// In this program, I create a ManualObject (like in the previous tutorial).
// This time it will be a little more complicated than just a quad.
// To be able to make several copies of it, and at the same time re-use the already created
// 3D data, I will convert the Ogre::ManualObject to an Ogre::Mesh.
// Such mesh can be used to create several "Entities".
// An Entity is an instance of a mesh, and allow different material information for each entity.
// Entities are often the most common object in a Ogre application.
// Different Entities can have different materials, while sharing the same mesh.
// It is possible to create Entities with different meshes too.
// In order to move an Entity, attach it to a SceneNode, and move this SceneNode.
//
// Note : It was reported that on some video drivers (mesa/intel), convertToMesh produces
// some kind of degenerated (invisible) mesh. If that is the case for you, please update your drivers.
// I will use std::auto_ptr so I need to include 'memory'.
// If you don't know std::auto_ptr, you should check some C++ tutorials/lesson on this matter.
#include <memory>
// I will check for std::exception. If you don't know what exception/try/catch means, you should learn C++ first.
#include <exception>
// These are some files that we need to include to use Ogre3D. Note that you can at the beginnings use directly "Ogre.h", to include lots of commonly used classes.
#include "OGRE/OgreRoot.h"
#include "OGRE/OgreRenderSystem.h"
#include "OGRE/OgreRenderWindow.h"
#include "OGRE/OgreWindowEventUtilities.h"
#include "OGRE/OgreManualObject.h"
#include "OGRE/OgreEntity.h"
//Here I include my other files, like the one for SimpleOgreInit...
#include "SimpleOgreInit.h"
#include "EasyDefines.h"
// I declare a function in which I will make my whole application.
// This is easy then to add more things later in that function.
// The main will call this function and take care of the global try/catch.
void AnOgreApplication()
{
// I construct my object that will allow me to initialise Ogre easily.
OgreEasy::SimpleOgreInit lOgreInit;
if(!lOgreInit.initOgre())
{
std::cout<<"Impossible to init Ogre correctly."<<std::endl;
return;
}
//I prefer to be able to access my variables directly.
Ogre::Root* lRoot = lOgreInit.mRoot.get();
Ogre::RenderWindow* lWindow = lOgreInit.mWindow;
// I create a scenemanager. This is like a 'Scene', in which I can put lights, 3d objects, etc...
// The scenemanager contains an arborescent graph of 'SceneNodes'. To manage elements of the scene,
// I will create SceneNodes in the SceneManager, and attach the elements to the scenenodes.
// First parameter : I select a kind of SceneManager. This may have a huge impact on performance.
// Depending on your scene, some are better than other. The default one does no optimization at all.
// Second parameter : I give a name to the scenemanager.
// Note : It is easy to have more than one scenemanager (If you got 2 different scenes for example).
Ogre::SceneManager* lScene = lRoot->createSceneManager(Ogre::ST_GENERIC, "MyFirstSceneManager");
// The 'root SceneNode' is the only scenenode at the beginning in the SceneManager.
// The SceneNodes can be seen as 'transformation' containers <=> it contains scale/position/rotation
// of the objects. There is only 1 root scenenode, and all other scenenode are
// its direct or indirect children.
Ogre::SceneNode* lRootSceneNode = lScene->getRootSceneNode();
// I create a camera. It represent a 'point of view' in the scene.
Ogre::Camera* lCamera = lScene->createCamera("MyFirstCamera");
// I attach the camera to a new SceneNode. It will be easier then to move it in the scene.
Ogre::SceneNode* lCameraNode = lRootSceneNode->createChildSceneNode("MyFirstCameraNode");
lCameraNode->attachObject(lCamera);
// We create a viewport on a part of the window.
// A viewport is the link between 1 camera and 1 drawing surface (here the window).
// I can then call 'update();' on it to make it draw the Scene from the camera.
// You can have several viewports on 1 window.
// Check API for details on parameters.
float lViewportWidth = 0.88f;
float lViewportHeight = 0.88f;
float lViewportLeft = (1.0f - lViewportWidth) * 0.5f;
float lViewportTop = (1.0f - lViewportHeight) * 0.5f;
unsigned short lMainViewportZOrder = 100;
Ogre::Viewport * vp = lWindow->addViewport(lCamera, lMainViewportZOrder, lViewportLeft, lViewportTop, lViewportWidth, lViewportHeight);
// I want the viewport to draw the scene automatically
// when I will call lWindow->update();
vp->setAutoUpdated(true);
// I choose a color for this viewport.
// I prefer to have a bright color, to detect holes in geometry etc...
vp->setBackgroundColour(Ogre::ColourValue(1,0,1));
// I choose the visual ratio of the camera. To make it looks real, I want it the same as the viewport.
float ratio = float(vp->getActualWidth()) / float(vp->getActualHeight());
lCamera->setAspectRatio(ratio);
// I choose the clipping far& near planes. if far/near>2000, you can get z buffer problem.
// eg : far/near = 10000/5 = 2000 . it's ok.
// If (far/near)>2000 then you will likely get 'z fighting' issues.
lCamera->setNearClipDistance(1.5f);
lCamera->setFarClipDistance(3000.0f);
// I want my window to be active
lWindow->setActive(true);
// I want to update myself the content of the window, not automatically.
lWindow->setAutoUpdated(false);
// A simplistic presentation of some realtime 3D basics.
// In 3D you need most of the time :
// a vertex table Vt + an index table Idt + a kind of primitive P + an associated material M.
// Let's say P is "triangle" (most common), then Idt will contain
// a list of index taken from Vt, where each group of 3 index means a triangle.
// so (Idt[0], Idt[1],Idt[2]) is the first triangle, (Idt[3],Idt[4],Idt[5]) is the second, etc...
//
// When times come to render this whole thing,
// it will be multiplied by 2 matrix.
// 1/ a matrix representing transformation(position/orientation/scale) of the thing relative to the camera.
// 2/ a perspective matrix, corresponding to the parameters of the viewing camera.
// Ogre will prepare both matrix for you. But you can also provide them if you want.
// This calculation can be modified in vertex shaders.
//
// Once it has been projected, the graphic card uses the buffers (mainly colour and depth)
// , vertex attributes and material informations (from M) to draw things.
// vertex attributes are used to 'light', 'colourize', and 'texture' the meshes.
// This calculation can be partially modified in pixel shaders.
// This was a very simplistic presentation of 3D rendering ^^.
{
// Here, I create a 3D element, by using the interface of ManualObject.
// ManualObject is very close to the opengl old simple way to specify geometry.
// There are other interfaces (Hardwarebuffers), you can check the ogremanual fo them and wiki.
// For each vertex I will provide positions and attributes (normal, vertex color, texture coordinates...).
// Then for each primitive (given its type : triangle, line, line strip etc...),
// I give the corresponding group of vertex index.
Ogre::ManualObject* lManualObject = NULL;
{
// The manualObject creation requires a name.
Ogre::String lManualObjectName = "CubeWithAxes";
lManualObject = lScene->createManualObject(lManualObjectName);
// Always tell if you want to update the 3D (vertex/index) later or not.
bool lDoIWantToUpdateItLater = false;
lManualObject->setDynamic(lDoIWantToUpdateItLater);
// Here I create a cube in a first part with triangles, and then axes (in red/green/blue).
// BaseWhiteNoLighting is the name of a material that already exist inside Ogre.
// Ogre::RenderOperation::OT_TRIANGLE_LIST is a kind of primitive.
float lSize = 0.7f;
lManualObject->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST);
{
float cp = 1.0f * lSize ;
float cm = -1.0f * lSize;
lManualObject->position(cm, cp, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,1.0f,0.0f,1.0f));
lManualObject->position(cp, cp, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,1.0f,0.0f,1.0f));
lManualObject->position(cp, cm, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,0.0f,0.0f,1.0f));
lManualObject->position(cm, cm, cm);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,0.0f,0.0f,1.0f));
lManualObject->position(cm, cp, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,1.0f,1.0f,1.0f));
lManualObject->position(cp, cp, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,1.0f,1.0f,1.0f));
lManualObject->position(cp, cm, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,0.0f,1.0f,1.0f));
lManualObject->position(cm, cm, cp);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,0.0f,1.0f,1.0f));
// face behind / front
lManualObject->triangle(0,1,2);
lManualObject->triangle(2,3,0);
lManualObject->triangle(4,6,5);
lManualObject->triangle(6,4,7);
// face top / down
lManualObject->triangle(0,4,5);
lManualObject->triangle(5,1,0);
lManualObject->triangle(2,6,7);
lManualObject->triangle(7,3,2);
// face left / right
lManualObject->triangle(0,7,4);
lManualObject->triangle(7,0,3);
lManualObject->triangle(1,5,6);
lManualObject->triangle(6,2,1);
}
lManualObject->end();
// Here I have finished my ManualObject construction.
// It is possible to add more begin()-end() thing, in order to use
// different rendering operation types, or different materials in 1 ManualObject.
lManualObject->begin("BaseWhiteNoLighting",Ogre::RenderOperation::OT_LINE_LIST);
{
float lAxeSize = 2.0f * lSize;
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Red);
lManualObject->position(lAxeSize, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Red);
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Green);
lManualObject->position(0.0, lAxeSize, 0.0);
lManualObject->colour(Ogre::ColourValue::Green);
lManualObject->position(0.0f, 0.0f, 0.0f);
lManualObject->colour(Ogre::ColourValue::Blue);
lManualObject->position(0.0, 0.0, lAxeSize);
lManualObject->colour(Ogre::ColourValue::Blue);
lManualObject->index(0);
lManualObject->index(1);
lManualObject->index(2);
lManualObject->index(3);
lManualObject->index(4);
lManualObject->index(5);
}
lManualObject->end();
}
Ogre::String lNameOfTheMesh = "MeshCubeAndAxe";
Ogre::String lResourceGroup = Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME;
lManualObject->convertToMesh(lNameOfTheMesh);
// Now I can create several entities using that mesh
int lNumberOfEntities = 5;
for(int iter = 0; iter < lNumberOfEntities; ++iter)
{
Ogre::Entity* lEntity = lScene->createEntity(lNameOfTheMesh);
// Now I attach it to a scenenode, so that it becomes present in the scene.
Ogre::SceneNode* lNode = lRootSceneNode->createChildSceneNode();
lNode->attachObject(lEntity);
// I move the SceneNode so that it is visible to the camera.
float lPositionOffset = float(1+ iter * 2) - (float(lNumberOfEntities));
lNode->translate(lPositionOffset, lPositionOffset, -10.0f);
}
}
// cleaning of windows events managed by Ogre::WindowEventUtilities::...
// I call it after a 'pause in window updating', in order to maintain smoothness.
// Explanation : if you clicked 2000 times when the windows was being created, there are
// at least 2000 messages created by the OS to listen to. This is made to clean them.
lRoot->clearEventTimes();
// I wait until the window is closed.
// The "message pump" thing is something you will see in most GUI application.
// It allow the binding of messages between the application and the OS.
// These messages are most of the time : keystroke, mouse moved, ... or window closed.
// If I don't do this, the message are never caught, and the window won't close.
while(!lOgreInit.mWindow->isClosed())
{
// Drawings
// the window update its content.
// each viewport that is 'autoupdated' will be redrawn now,
// in order given by its z-order.
lWindow->update(false);
// The drawn surface is then shown on the screen
// (google "double buffering" if you want more details).
// I always use vertical synchro.
bool lVerticalSynchro = true;
lWindow->swapBuffers(lVerticalSynchro);
// This update some internal counters and listeners.
// Each render surface (window/rtt/mrt) that is 'auto-updated' has got its 'update' function called.
lRoot->renderOneFrame();
Ogre::WindowEventUtilities::messagePump();
}
return;
}
int main()
{
try
{
AnOgreApplication();
std::cout<<"end of the program"<<std::endl;
}catch(Ogre::Exception &e)
{
MWARNING("!!!!Ogre::Exception!!!!\n"<<e.what());
}catch(std::exception &e)
{
MWARNING("!!!!std::exception!!!!\n"<<e.what());
}
return 0;
}
{CODE}
Full program :
http://sourceforge.net/projects/so3dtools/files/Ogre3DWiki/04_ManualObject_To_Mesh.7z/download