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            讓我們開始吧

            在這一部分,將解釋對于一個實(shí)際的基于Ogre的程序而言,是如何構(gòu)建的。

            代碼

            main()函數(shù)

            main.cpp

            #include "input.h"
            #include "simulation.h"
             
            #include "Ogre.h"
             
            #include "OgreWindowEventUtilities.h"
             
            #if defined(WIN32)
            #include "windows.h"
             
            int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
            #else
            int main (int argc, char *argv[]) {
            #endif
             
                    Ogre::Root *ogre;
                    Ogre::RenderWindow *window;
                    Ogre::SceneManager *sceneMgr;
                    Ogre::Camera *camera;
             
                    // fire up an Ogre rendering window. Clearing the first two (of three) params will let us 
                    // specify plugins and resources in code instead of via text file
                    ogre = new Ogre::Root("", "");
             
             
                    // This is a VERY minimal rendersystem loading example; we are hardcoding the OpenGL 
                    // renderer, instead of loading GL and D3D9. We will add renderer selection support in a 
                    // future article.
             
                    // I separate the debug and release versions of my plugins using the same "_d" suffix that
                    // the Ogre main libraries use; you may need to remove the "_d" in your code, depending on the
                    // naming convention you use 
                    // EIHORT NOTE: All Ogre DLLs use this suffix convention now -- #ifdef on the basis of the _DEBUG 
                    // define
            #if defined(_DEBUG)
                    ogre->loadPlugin("RenderSystem_GL_d");
            #else
                    ogre->loadPlugin("RenderSystem_GL");
            #endif
             
                    Ogre::RenderSystemList *renderSystems = NULL;
                    Ogre::RenderSystemList::iterator r_it;
             
                    // we do this step just to get an iterator that we can use with setRenderSystem. In a future article
                    // we actually will iterate the list to display which renderers are available. 
                    renderSystems = ogre->getAvailableRenderers();
                    r_it = renderSystems->begin();
                    ogre->setRenderSystem(*r_it);
                    ogre->initialise(false);
             
                    // load common plugins
            #if defined(_DEBUG)
                    ogre->loadPlugin("Plugin_CgProgramManager_d");               
                    ogre->loadPlugin("Plugin_OctreeSceneManager_d");
            #else
                    ogre->loadPlugin("Plugin_CgProgramManager");          
                    ogre->loadPlugin("Plugin_OctreeSceneManager");
            #endif
                    // load the basic resource location(s)
                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                           "resource", "FileSystem", "General");
                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                           "resource/gui.zip", "Zip", "GUI");
            #if defined(WIN32)
                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                           "c:\\windows\\fonts", "FileSystem", "GUI");
            #endif
             
                    Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("General");
                    Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("GUI");
             
                    // setup main window; hardcode some defaults for the sake of presentation
                    Ogre::NameValuePairList opts;
                    opts["resolution"] = "1024x768";
                    opts["fullscreen"] = "false";
                    opts["vsync"] = "false";
             
                    // create a rendering window with the title "CDK"
                    window = ogre->createRenderWindow("CDK", 1024, 768, false, &opts);
             
                    // since this is basically a CEGUI app, we can use the ST_GENERIC scene manager for now; in a later article 
                    // we'll see how to change this
                    sceneMgr = ogre->createSceneManager(Ogre::ST_GENERIC);
                    camera = sceneMgr->createCamera("camera");
                    camera->setNearClipDistance(5);
                Ogre::Viewport* vp = window->addViewport(camera);
                vp->setBackgroundColour(Ogre::ColourValue(0,0,0));
             
                    // most examples get the viewport size to calculate this; for now, we'll just 
                    // set it to 4:3 the easy way
                    camera->setAspectRatio((Ogre::Real)1.333333);
             
                    // this next bit is for the sake of the input handler
                    unsigned long hWnd;
                    window->getCustomAttribute("WINDOW", &hWnd);
             
                    // set up the input handlers
                    Simulation *sim = new Simulation();
                    InputHandler *handler = new InputHandler(sim, hWnd);
                    sim->requestStateChange(SIMULATION);
             
                    while (sim->getCurrentState() != SHUTDOWN) {
                           
                           handler->capture();
             
                           // run the message pump (Eihort)
                           Ogre::WindowEventUtilities::messagePump();
             
                           ogre->renderOneFrame();
                    }
             
                    // clean up after ourselves
                    delete handler;
                    delete sim;
                    delete ogre;
             
                    return 0;
            }

            這是最小的程序,它與Ogre教程的第一個教程是一樣的。

            對于這段代碼的快速掃描,可以看到initialization, resource location setup, and the main loop. 在編譯這個程序之前,需要加上下面的這些文件"Simulation" declaration (.h) and definition (.cpp) files:

            Simulation

            simulation.h

            #pragma once
             
            #include <vector>
            #include <map>
             
            typedef enum {
                    STARTUP,
                    GUI,
                    LOADING,
                    CANCEL_LOADING,
                    SIMULATION,
                    SHUTDOWN
            } SimulationState;
             
            class Simulation {
             
            public:
                    Simulation();
                    virtual ~Simulation();
             
            public:
                    bool requestStateChange(SimulationState state);
                    bool lockState();
                    bool unlockState();
                    SimulationState getCurrentState();
             
                    void setFrameTime(float ms);
                    inline float getFrameTime() { return m_frame_time; }
             
            protected:
                    SimulationState m_state;
                    bool m_locked;
                    float m_frame_time;
            };
             
             

            simulation.cpp

            #include "simulation.h"
            #include "OgreStringConverter.h"
             
            Simulation::Simulation() {
                    m_state = STARTUP;
            }
             
            Simulation::~Simulation() {
            }
             
             
            SimulationState Simulation::getCurrentState() {
                    return m_state;
            }
             
            // for the sake of clarity, I am not using actual thread synchronization 
            // objects to serialize access to this resource. You would want to protect
            // this block with a mutex or critical section, etc.
            bool Simulation::lockState() {
                    if (m_locked == false) {
             
                            m_locked = true;
                           return true;
                    }
                    else
                           return false;
            }
             
            bool Simulation::unlockState() {
                    if (m_locked == true) {
                           m_locked = false;
                           return true;
                    }
                    else
                           return false;
            }
             
            bool Simulation::requestStateChange(SimulationState newState) {
                    if (m_state == STARTUP) {
                           m_locked = false;
                           m_state = newState;
             
                           return true;
                    }
             
                    // this state cannot be changed once initiated
                    if (m_state == SHUTDOWN) {
                           return false;
                    }
             
                    if ((m_state == GUI || m_state == SIMULATION || m_state == LOADING || m_state == CANCEL_LOADING) && 
                                   (newState != STARTUP) && (newState != m_state)) {
                           m_state = newState;
                           return true;
                    }
                    else
                           return false;
            }
             
            void Simulation::setFrameTime(float ms) {
                    m_frame_time = ms;
            }
             

            "Simulation"類是一個非常簡單的“State Manager”類的例子。Simulation (or game) 狀態(tài)只是執(zhí)行的上下文(contexts). States并沒有統(tǒng)一的標(biāo)準(zhǔn),這與你的應(yīng)用程序有關(guān), SHUTDOWN, SIMULATION and GUI 是三個典型的狀態(tài).

            對于輸入,選取OIS,OIS對應(yīng)的輸入文件如下input.h/.cpp:

            InputHandler

            input.h

            #pragma once
             
            #include "OISEvents.h"
            #include "OISInputManager.h"
            #include "OISMouse.h"
            #include "OISKeyboard.h"
            #include "OISJoyStick.h"
             
            class Simulation;
             
            class InputHandler : 
                           public OIS::MouseListener, 
                           public OIS::KeyListener, 
                           public OIS::JoyStickListener
            {
            private:
                    OIS::InputManager *m_ois;
                    OIS::Mouse *mMouse;
                    OIS::Keyboard *mKeyboard;
                    unsigned long m_hWnd;
                    Simulation *m_simulation;      
            public:
                    InputHandler(Simulation *sim, unsigned long hWnd); 
                    ~InputHandler();
             
                    void setWindowExtents(int width, int height) ;
                    void capture();
             
                    // MouseListener
                    bool mouseMoved(const OIS::MouseEvent &evt);
                    bool mousePressed(const OIS::MouseEvent &evt, OIS::MouseButtonID);
                    bool mouseReleased(const OIS::MouseEvent &evt, OIS::MouseButtonID);
                    
                    // KeyListener
                    bool keyPressed(const OIS::KeyEvent &evt);
                    bool keyReleased(const OIS::KeyEvent &evt);
                    
                    // JoyStickListener
                    bool buttonPressed(const OIS::JoyStickEvent &evt, int index);
                    bool buttonReleased(const OIS::JoyStickEvent &evt, int index);
                    bool axisMoved(const OIS::JoyStickEvent &evt, int index);
                    bool povMoved(const OIS::JoyStickEvent &evt, int index);
            };
             
             


            input.cpp

            #include "input.h"
            #include "OgreStringConverter.h"
            #include "simulation.h"
             
            InputHandler::InputHandler(Simulation *sim, unsigned long hWnd)  {
                    
                    OIS::ParamList pl;
                    pl.insert(OIS::ParamList::value_type("WINDOW", Ogre::StringConverter::toString(hWnd)));
                    
                    m_hWnd = hWnd;
                    m_ois = OIS::InputManager::createInputSystem( pl );
                    mMouse = static_cast<OIS::Mouse*>(m_ois->createInputObject( OIS::OISMouse, true ));
                    mKeyboard = static_cast<OIS::Keyboard*>(m_ois->createInputObject( OIS::OISKeyboard, true));
                    mMouse->setEventCallback(this);
                    mKeyboard->setEventCallback(this);
             
                    m_simulation = sim;
            }
             
            InputHandler::~InputHandler() {
                    if (mMouse)
                           delete mMouse;
                    if (mKeyboard)
                           delete mKeyboard;
                    OIS::InputManager::destroyInputSystem(m_ois);
            }
             
            void InputHandler::capture() {
                    mMouse->capture();
                    mKeyboard->capture();
            }
             
            void  InputHandler::setWindowExtents(int width, int height){
                    //Set Mouse Region.. if window resizes, we should alter this to reflect as well
                    const OIS::MouseState &ms = mMouse->getMouseState();
                    ms.width = width;
                    ms.height = height;
            }
             
             
            // MouseListener
            bool InputHandler::mouseMoved(const OIS::MouseEvent &evt) {
                    return true;
            }
             
            bool InputHandler::mousePressed(const OIS::MouseEvent &evt, OIS::MouseButtonID btn) {
                    return true;
            }
             
            bool InputHandler::mouseReleased(const OIS::MouseEvent &evt, OIS::MouseButtonID btn) {
                    return true;
            }
             
                           
            // KeyListener
            bool InputHandler::keyPressed(const OIS::KeyEvent &evt) {
                    return true;
            }
             
            bool InputHandler::keyReleased(const OIS::KeyEvent &evt) {
                    if (evt.key == OIS::KC_ESCAPE)
                           m_simulation->requestStateChange(SHUTDOWN);
             
                    return true;
            }
             
                           
             
            // JoyStickListener
            bool InputHandler::buttonPressed(const OIS::JoyStickEvent &evt, int index) {
                    return true;
            }
             
            bool InputHandler::buttonReleased(const OIS::JoyStickEvent &evt, int index) {
                    return true;
            }
             
            bool InputHandler::axisMoved(const OIS::JoyStickEvent &evt, int index) {
                    return true;
            }
             
            bool InputHandler::povMoved(const OIS::JoyStickEvent &evt, int index) {
                    return true;
            }
             

            這里,我們對OIS的處理,使用緩存模式(buffered mode),因此我們可以避免遺漏掉輸入事件。而用InputHandler::capture()只取即時事件,會清空它們的緩存。

            編譯與運(yùn)行代碼

                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                           "resource", "FileSystem", "General");
                    Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                           "resource/gui.zip", "Zip", "GUI");

            如上所述,在初始化中,我們定義了兩個資源組(resource groups): General and GUI. General 是一直都存在的,也是默認(rèn)的資源組。GUI 是我們創(chuàng)建用于存放GUI內(nèi)容的,在gui.zip中的文件都會導(dǎo)入這個資源組。

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