History: MadMarx Tutorial 8
Source of version: 9 (current)
Copy to clipboard
!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
Same than the previous MaterialBasic (part1), but with transparency, decals,
environment map, and mix percentage.
!!The new materials for this tutorial
a ((-Material|material)) that uses transparency
{CODE(wrap="1",colors="c++")}
¤ {
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_Transparency",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
float transparency = 0.3f;
Ogre::ColourValue lSelfIllumnationColour(0.1f, 0.0f, 0.0f, transparency);
lFirstPass->setSelfIllumination(lSelfIllumnationColour);
Ogre::ColourValue lDiffuseColour(1.0f, 0.4f, 0.4f, transparency);
lFirstPass->setDiffuse(lDiffuseColour);
Ogre::ColourValue lAmbientColour(0.4f, 0.1f, 0.1f, transparency);
lFirstPass->setAmbient(lAmbientColour);
{CODE}
I want the specular to not be transparent.
{CODE(wrap="1",colors="c++")}
¤ Ogre::ColourValue lSpecularColour(1.0f, 1.0f, 1.0f, 1.0f);
lFirstPass->setSpecular(lSpecularColour);
Ogre::Real lShininess = 64.0f;
lFirstPass->setShininess(lShininess);
{CODE}
This pass will use the "alpha" to make things transparent.
I disallow depth write (don't write in the Z-Buffer, check an opengl book for details).
{CODE(wrap="1",colors="c++")}
¤ lFirstPass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
lFirstPass->setDepthWriteEnabled(false);
{CODE}
The corresponding script :
{CODE(wrap="1",colors="c++")}
¤/*
material M_Transparency
{
technique
{
pass
{
ambient 0.4 0.1 0.1 0.3
diffuse 1.0 0.4 0.4 0.3
specular 1.0 1.0 1.0 1.0 64.0
emissive 0.1 0.0 0.0 0.3
scene_blend alpha_blend
depth_write off
}
}
}
*/
}
{CODE}
A ((-Material|material)) that uses a decal (foliage, grass, ... ) : transparency 'one or zero' based on a ((-Texture|texture)).
This is very different of previous ((-technique|technique)) : some pixels are not even drawn!
You also don't need to stop ZBuffer write, as a consequence, it's perfect for forests.
{CODE(wrap="1",colors="c++")}
¤ {
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_Decals",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
lFirstPass->setLightingEnabled(false);
unsigned char alpha_threshold = 120;
bool useAlphaToCoverage = false;
lFirstPass->setAlphaRejectSettings(Ogre::CMPF_GREATER, alpha_threshold, useAlphaToCoverage);
Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("gras_02.png", Ogre::TEX_TYPE_2D);
lTextureUnit->setTextureCoordSet(1);
{CODE}
The corresponding script :
{CODE(wrap="1",colors="c++")}
¤/*
material M_Decals
{
technique
{
pass
{
lighting off
alpha_rejection greater 120
texture_unit
{
texture gras_02.png 2d
tex_coord_set 1
}
}
}
}
*/
}
{CODE}
a ((-Material|material)) that uses an environment map. The ((-Texture|texture)) will move according to the viewer 's position.
This gives the feeling that something is reflected.
Perfect for cars, metals, liquids. Use it with other textures simultaneously.
{CODE(wrap="1",colors="c++")}
¤ {
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_EnvMap",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("SimpleTexture.bmp", Ogre::TEX_TYPE_2D);
{CODE}
I want this ((-Texture|texture)) to simulate a planar reflection.
For curved / spherical object, you'd better use the other Ogre::TextureUnitState::ENV_...
{CODE(wrap="1",colors="c++")}
¤ lTextureUnit->setEnvironmentMap(true, Ogre::TextureUnitState::ENV_PLANAR);
{CODE}
The corresponding script :
{CODE(wrap="1",colors="c++")}
¤/*
material M_EnvMap
{
technique
{
pass
{
lighting off
texture_unit
{
texture SimpleTexture.bmp 2d
env_map planar
}
}
}
}
*/
}
{CODE}
No lighting + 1 ((-Texture|texture)) with percentage influence + 1 ((-Texture|texture)).
Useful if you want to have a [diffuse + 'percentage of lightmap'].
{CODE(wrap="1",colors="c++")}
¤ {
float lPercentageSecondTexture = 0.2f;
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_NoLighting+PercentageOnlyOnOneTexture",lNameOfResourceGroup);
Ogre::Material::TechniqueIterator lIterTechnique = lMaterial->getTechniqueIterator();
Ogre::Technique* lFirstTechnique = lIterTechnique.getNext();
Ogre::Technique::PassIterator lIterPass = lFirstTechnique->getPassIterator();
Ogre::Pass* lFirstPass = lIterPass.getNext();
lFirstPass->setLightingEnabled(false);
Ogre::TextureUnitState* lTextureUnit2 = lFirstPass->createTextureUnitState();
lTextureUnit2->setTextureName("SimpleTexture2.bmp", Ogre::TEX_TYPE_2D);
lTextureUnit2->setTextureCoordSet(1);
{CODE}
I say that I want to blend manually between the selected ((-Texture|texture)), and everything that has already been drawn.
{CODE(wrap="1",colors="c++")}
¤ lTextureUnit2->setColourOperationEx(Ogre::LBX_BLEND_MANUAL, Ogre::LBS_TEXTURE,
Ogre::LBS_CURRENT, Ogre::ColourValue::White, Ogre::ColourValue::White, lPercentageSecondTexture);
{CODE}
This ((-Texture|texture)) will be multiplied normally.
{CODE(wrap="1",colors="c++")}
¤ Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("SimpleTexture.bmp", Ogre::TEX_TYPE_2D);
lTextureUnit->setTextureCoordSet(0);
{CODE}
The corresponding script :
{CODE(wrap="1",colors="c++")}
¤/*
material M_NoLighting+PercentageOnlyOnOneTexture
{
technique
{
pass
{
lighting off
texture_unit
{
texture SimpleTexture2.bmp 2d
tex_coord_set 1
colour_op_ex blend_manual src_texture src_current 0.2
}
texture_unit
{
texture SimpleTexture.bmp 2d
tex_coord_set 0
}
}
}
}
*/
}
{CODE}
! main.cpp
{CODE(wrap="1",colors="c++")}
// Same than the previous MaterialBasic (part1), but with transparency, decals,
// environment map, and mix percentage.
// 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"
#include "OGRE/OgreMaterialManager.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);
// I create a light. The scenemanager will contain it.
// I will attach this light to a scenenode, so that I can move it easily.
// (This will add 1 transformation matrix, but I prefer to control motion homogeneously for all elements).
Ogre::SceneNode* lLightSceneNode = NULL;
{
Ogre::Light* lLight = lScene->createLight();
// I can set some attributes of the light.
// The basic light type can be :
// pointlight (like a candle?)
// spotlight (kind of 'conic' light)
// directional light (like the sun in an outdoor scene).
// Directional light is like parallel rays coming from 1 direction.
lLight->setType(Ogre::Light::LT_DIRECTIONAL);
// Here I choose the color of the light.
// The diffuse color is the main color of the light.
// The specular color is its color when reflected on an imperfect surface.
// For example, when my bald head skin reflect the sun, it makes a bright round of specular color.
//
// The final color of an object also depends on its material.
lLight->setDiffuseColour(1.0f, 1.0f, 1.0f);
lLight->setSpecularColour(1.0f, 1.0f, 1.0f);// color of 'reflected' light
lLightSceneNode = lRootSceneNode->createChildSceneNode();
lLightSceneNode->attachObject(lLight);
}
// I get a reference on the material manager, which is a singleton.
Ogre::MaterialManager& lMaterialManager = Ogre::MaterialManager::getSingleton();
// Here I choose a name for a resource group. Then I create it.
// Often, a resourcegroup is a good way to store the data corresponding
// to a level in a game.
Ogre::String lNameOfResourceGroup = "Mission 1 : Deliver Tom";
{
Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton();
lRgMgr.createResourceGroup(lNameOfResourceGroup);
// We say which directories will be loaded by this resourcegroup.
// I can add many directories, which will be loaded in same the ORDER.
// This ORDER is extremely important : if a material is loaded <i>after</i> a mesh using this material,
// this mesh won't be able to find the material during its loading!
// I advise you not to use a recursive load (which load the full directory tree).
// Seriously, 'recursive loading' often leads to problems.
Ogre::String lDirectoryToLoadTextures = "../../media/textures";
bool lIsRecursive = false;
lRgMgr.addResourceLocation(lDirectoryToLoadTextures, "FileSystem", lNameOfResourceGroup, lIsRecursive);
// The function 'initialiseResourceGroup' parses scripts if any in the locations.
lRgMgr.initialiseResourceGroup(lNameOfResourceGroup);
// Files that can be loaded are loaded.
lRgMgr.loadResourceGroup(lNameOfResourceGroup);
// I/ A material allows to configure some parameters used for rendering things.
// For example : which color, texture, shader to use.
// Once a material has been created, it has got a name (type Ogre::String),
// which can be used to retrieve it or apply it to an element.
//
// II/ An Ogre3D material contains 1 or more 'Technique'.
// A Material may use more than 1 Technique when it needs to use different levels of visual quality :
// Technique : Example 1 : you want your material use 4 texture with a big shader when you are very close to the material,
// and you want the same material to use only a grey color without shaders when the material is far away.
// Technique : Example 2 : you want your material use 4 texture with a big shader when the program is running on high quality graphic card,
// and you want the same material to use only a very simple color when you are on a crappy computer.
// As a consequence, in this tutorial, I will use only 1 technique.
//
// III/ A 'Technique' contains 1 or more 'Pass'.
// A 'Pass' is 1 rendering operation.
// If you got 2 passes in your system, the object that use this material will be drawn 2 times (twice)
// at the same place. If the second pass is not transparent / blended at all, it will likely overwrite the first 'Pass'.
// You can think of a Pass like 1 'paint layer'. Yes a Layer.
// So if you got experience with the Gimp or Photoshop, you see what I mean.
// The 'Pass' has got several attributes, which can be very easily tweaked.
// The most used are the following :
// colors for realtime lighting : ambiant / diffuse / specular / shininess
// scene blending mode : this allow to make a transparent 'Pass' (like a glass/window...).
// alpha rejection : this allow to make decals (like foliage / trees / grass) easily.
// depth write and depth check : manage the ZBuffer. Often necessary to tweak if you use scene blending mode.
// color write : to allow color to be drawn or not.
// There are several other (including shaders, depth bias, ...).
//
// IV/ A 'Pass' also contains 0 or more 'TextureUnit' (or 'TextureUnitState').
// A 'TextureUnit' reference 1 'Texture' (sometimes more, when there is an animated texture or a cubic one).
// A 'TextureUnit' has some parameters that will be used on the corresponding texture. The most used are :
// The name of the texture (often the name of the 2D file, ex : hello.jpg)
// The index of the texture coord (it tells which UV to choose cf Blender/3dsmax/maya).
// The kind of environment map (none, planar, spherical, etc ...)
// The kind of filtering and the number of mipmaps (this can have great impact on performance!).
// There are several other attributes (for merging textures, distording them, animating them...)
// Some that allow the use of projective texture mapping.
//
// Most details are in the Ogre Manual (see 'material scripts').
// So you should definitely read it.
// You should read it.
// Read it.
//
// After reading the manual, you might also check the wiki, to see examples of materials.
// Now let's see the most common beginners materials.
// a material that uses transparency
{
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_Transparency",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
float transparency = 0.3f;
Ogre::ColourValue lSelfIllumnationColour(0.1f, 0.0f, 0.0f, transparency);
lFirstPass->setSelfIllumination(lSelfIllumnationColour);
Ogre::ColourValue lDiffuseColour(1.0f, 0.4f, 0.4f, transparency);
lFirstPass->setDiffuse(lDiffuseColour);
Ogre::ColourValue lAmbientColour(0.4f, 0.1f, 0.1f, transparency);
lFirstPass->setAmbient(lAmbientColour);
// I want the specular to not be transparent.
Ogre::ColourValue lSpecularColour(1.0f, 1.0f, 1.0f, 1.0f);
lFirstPass->setSpecular(lSpecularColour);
Ogre::Real lShininess = 64.0f;
lFirstPass->setShininess(lShininess);
// This pass will use the "alpha" to make things transparent.
// I disallow depth write (don't write in the Z-Buffer, check an opengl book for details).
lFirstPass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
lFirstPass->setDepthWriteEnabled(false);
// The corresponding script :
/*
material M_Transparency
{
technique
{
pass
{
ambient 0.4 0.1 0.1 0.3
diffuse 1.0 0.4 0.4 0.3
specular 1.0 1.0 1.0 1.0 64.0
emissive 0.1 0.0 0.0 0.3
scene_blend alpha_blend
depth_write off
}
}
}
*/
}
// A material that uses a decal (foliage, grass, ... ) : transparency 'one or zero' based on a texture.
// This is very different of previous technique : some pixels are not even drawn!
// You also don't need to stop ZBuffer write, as a consequence, it's perfect for forests.
{
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_Decals",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
lFirstPass->setLightingEnabled(false);
unsigned char alpha_threshold = 120;
bool useAlphaToCoverage = false;
lFirstPass->setAlphaRejectSettings(Ogre::CMPF_GREATER, alpha_threshold, useAlphaToCoverage);
Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("gras_02.png", Ogre::TEX_TYPE_2D);
lTextureUnit->setTextureCoordSet(1);
// The corresponding script :
/*
material M_Decals
{
technique
{
pass
{
lighting off
alpha_rejection greater 120
texture_unit
{
texture gras_02.png 2d
tex_coord_set 1
}
}
}
}
*/
}
// a material that uses an environment map. The texture will move according to the viewer 's position.
// This gives the feeling that something is reflected.
// Perfect for cars, metals, liquids. Use it with other textures simultaneously.
{
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_EnvMap",lNameOfResourceGroup);
Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0);
Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0);
Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("SimpleTexture.bmp", Ogre::TEX_TYPE_2D);
// I want this texture to simulate a planar reflection.
// For curved / spherical object, you'd better use the other Ogre::TextureUnitState::ENV_...
lTextureUnit->setEnvironmentMap(true, Ogre::TextureUnitState::ENV_PLANAR);
// The corresponding script :
/*
material M_EnvMap
{
technique
{
pass
{
lighting off
texture_unit
{
texture SimpleTexture.bmp 2d
env_map planar
}
}
}
}
*/
}
// No lighting + 1 texture with percentage influence + 1 texture.
// Useful if you want to have a [diffuse + 'percentage of lightmap'].
{
float lPercentageSecondTexture = 0.2f;
Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_NoLighting+PercentageOnlyOnOneTexture",lNameOfResourceGroup);
Ogre::Material::TechniqueIterator lIterTechnique = lMaterial->getTechniqueIterator();
Ogre::Technique* lFirstTechnique = lIterTechnique.getNext();
Ogre::Technique::PassIterator lIterPass = lFirstTechnique->getPassIterator();
Ogre::Pass* lFirstPass = lIterPass.getNext();
lFirstPass->setLightingEnabled(false);
Ogre::TextureUnitState* lTextureUnit2 = lFirstPass->createTextureUnitState();
lTextureUnit2->setTextureName("SimpleTexture2.bmp", Ogre::TEX_TYPE_2D);
lTextureUnit2->setTextureCoordSet(1);
// I say that I want to blend manually between the selected texture, and everything that has already been drawn.
lTextureUnit2->setColourOperationEx(Ogre::LBX_BLEND_MANUAL, Ogre::LBS_TEXTURE,
Ogre::LBS_CURRENT, Ogre::ColourValue::White, Ogre::ColourValue::White, lPercentageSecondTexture);
// This texture will be multiplied normally.
Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState();
lTextureUnit->setTextureName("SimpleTexture.bmp", Ogre::TEX_TYPE_2D);
lTextureUnit->setTextureCoordSet(0);
// The corresponding script :
/*
material M_NoLighting+PercentageOnlyOnOneTexture
{
technique
{
pass
{
lighting off
texture_unit
{
texture SimpleTexture2.bmp 2d
tex_coord_set 1
colour_op_ex blend_manual src_texture src_current 0.2
}
texture_unit
{
texture SimpleTexture.bmp 2d
tex_coord_set 0
}
}
}
}
*/
}
// Now I will create a ManualObject quad (as seen in previous tutorial).
// There are some differences, because this time I give information about
// texture coord and normal in the vertices.
// I will create 2 set of texture coordinates, the first will be tiled (like building)
// and the second won't (like a lightmap).
Ogre::ManualObject * lManualObject = NULL;
{
Ogre::String lManualObjectName = "SomeQuad";
lManualObject = lScene->createManualObject(lManualObjectName);
// Always tell if you want to update the 3D (vertex/index) later or not.
bool lDoIWantToUpdateItLater = false;
lManualObject->setDynamic(lDoIWantToUpdateItLater);
// 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;
float lDiffuseScale = 3.0f;
float lLightmapScale = 1.0f;
lManualObject->position(cm, cp, 0.0f);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,1.0f,0.0f,1.0f));
lManualObject->normal(0.0, 0.0, 1.0f);
lManualObject->textureCoord(0.0f, 0.0f);
lManualObject->textureCoord(0.0f, 0.0f);
lManualObject->position(cp, cp, 0.0f);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,1.0f,0.0f,1.0f));
lManualObject->normal(0.0, 0.0, 1.0f);
lManualObject->textureCoord(lDiffuseScale, 0.0f);
lManualObject->textureCoord(lLightmapScale, 0.0f);
lManualObject->position(cp, cm, 0.0f);// a vertex
lManualObject->colour(Ogre::ColourValue(1.0f,0.0f,0.0f,1.0f));
lManualObject->normal(0.0, 0.0, 1.0f);
lManualObject->textureCoord(lDiffuseScale, lDiffuseScale);
lManualObject->textureCoord(lLightmapScale, lLightmapScale);
lManualObject->position(cm, cm, 0.0f);// a vertex
lManualObject->colour(Ogre::ColourValue(0.0f,0.0f,0.0f,1.0f));
lManualObject->normal(0.0, 0.0, 1.0f);
lManualObject->textureCoord(0.0, lDiffuseScale);
lManualObject->textureCoord(0.0, lLightmapScale);
lManualObject->triangle(2,1,0);
lManualObject->triangle(0,3,2);
}
lManualObject->end();
}
Ogre::String lNameOfTheMesh = "MyQuad";
lManualObject->convertToMesh(lNameOfTheMesh);
// I create an entity for each material, from left to right.
std::vector< Ogre::String > lMaterialNames;
lMaterialNames.push_back("M_Transparency");
lMaterialNames.push_back("M_Decals");
lMaterialNames.push_back("M_EnvMap");
lMaterialNames.push_back("M_NoLighting+PercentageOnlyOnOneTexture");
unsigned int lNumberOfEntities = lMaterialNames.size();
for(unsigned int iter = 0; iter < lNumberOfEntities; ++iter)
{
const Ogre::String& lMaterialName = lMaterialNames[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(lMaterialName);
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, 0.0, -10.0f);
lEntity->setMaterialName(lMaterialName);
}
}
// 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())
{
// Here I update the scene between 2 frames.
{
// I make the light rotate.
Ogre::Degree lAngle(2.5);
lLightSceneNode->yaw(lAngle);
// I get the scenenode that is called M_EnvMap
// (I called it that way, see its creation)
// and I make it rotate.
// It will better show the 'environment map' effect.
Ogre::SceneNode* lSceneNode = lScene->getSceneNode("M_EnvMap");
lSceneNode->yaw(lAngle * 0.03f);
}
// 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();
}
// Let's cleanup!
{
lWindow->removeAllViewports();
}
{
lScene->destroyAllCameras();
lScene->destroyAllManualObjects();
lScene->destroyAllEntities();
lScene->destroyAllLights();
lRootSceneNode->removeAndDestroyAllChildren();
}
{
Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton();
lRgMgr.destroyResourceGroup(lNameOfResourceGroup);
}
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 sources:
http://sourceforge.net/projects/so3dtools/files/Ogre3DWiki/08_BasicMaterialsPart2.7z/download