我這個人記性不好,學過的東西老是愛忘,學得越多忘得越快,腦子和我可憐的硬盤一樣容量比較小,所以我發現我不得不把有些東西記錄下來。其實學一樣東西關鍵在于多學多用,有道是書讀百遍其意自現,對于我這種比較笨又沒天賦的人來說可謂金玉良言了。
以上算前言吧,下邊才是正文。
Ogre這個引擎的效率不知道實際應用起來如何,但是聽說結構倒是比較好的。選擇它來學習主要是因為它開源,而且是C++和Dx寫的,關鍵還有資料比較多,國內研究的也比較多,也有一些教程,不過Ogre不斷推出新版本,許多教程都有點過期了。要了解最新的使用方法還得看官方的教程。我也是直接看官方的教程,但是英文一般,每次打開大片英文頁面看著的確比較迷糊,所以我打算把里面一些重要的關鍵部分節選出來以備參考,有時候可以快速的重溫,比如這篇要介紹的如何配置Ogre,需要記嗎?程序員記不了那么多啦,用的時候再查。當然Ogre也在持續更新,如果我個人還在持續學習使用Ogre,那么我也會持續更新這些教程的,如果你是Ogre的使用者記得來我的Blog:http://www.shnenglu.com/singohgod 看看吧,希望能對大家有點幫助。
首先安裝SDK,可以編譯里面帶的示例看看一些效果展示。編譯源碼就得下載源碼吧,記得還要下一個Dependencies,解壓到源碼目錄就可以了,編譯應該能通過的,我這里沒有遇到問題。
不要被繁多的目錄和文件嚇著了,其實運行Ogre程序只需要下列庫和文件:
OGRE Libraries & Files
- OGRE libraries (OgreMain[_d].dll, OgrePlatform[_d].dll or libOgreMain.so, libOgrePlatform.so for linux).
- plugins.cfg - Text file specifying the rendering libraries available to Ogre (ie DX9, OpenGL).
- All the plugin libraries listed in plugins.cfg (you can remove items from plugins.cfg if you don't wish to use them).
- resources.cfg - If using the ExampleApplication, a text file specifing paths to materials, textures, models, etc.
- OgreCore.zip - Ensure resources.cfg has the proper path to this file if you plan to use the OGRE debug panel or profiler.
- Other Resources used in your program (*.zip; *.png; *.particle; *.mesh; ...).
還需要其他的第三方庫:
These are required:
- Zlib: zlib1.dll; libz.so (debian: zlib1g, zlib1g-dev)
- DevIL: devil.dll, ilu.dll, ilut.dll; libIL.so, libILU.so (debian: libdevil1, libdevil-dev)
These are optional:
- CEGUI: OgreGUIRenderer[_d].dll, CEGUIBase[_d].dll, CEGUITaharezLook[_d].dll, CEGUIWindowsLook[_d].dll, xerces-c_2_5_0.dll
- CEGUI: libCEGUIBase.so, libCEGUIOgreRenderer.so, libxerces-c.so (debian: libcegui-mk2-0, libcegui-mk2-dev, libxerces26, libxerces26-dev)
- Cg: cg.dll; libCg.so (debian: nvidia-cg-toolkit)
- OpenEXR: openexr.dll??; (debian: libopenexr-dev libopenexr2 )
- ReferenceApp: ReferenceAppLayer.dll
不同的編譯器還需要有:
Extras for Microsoft Visual C++ 6 (SP3+)
- stlport_vc6[_stldebug]46.dll
- msvcp60[D].dll
- msvcrt[D].dll
- Extras for Microsoft Visual C++.Net 2002
- stlport_vc7[_stldebug]46.dll
- msvcp70[d].dll
- msvcr70[d].dll
- Extras for Microsoft Visual C++.Net 2003
- msvcp71[d].dll
- msvcr71[d].dll
- Extras for Mingw + STLPort
- libstlport[stlg].5.0.dll
- mingwm10.dll
設置環境變量:
If you downloaded and installed the precompiled OGRE SDK, you should already have an environment variable called 'OGRE_HOME' registered already, pointing at the folder where you installed. If it isn't there you probably installed under a different user, so define OGRE_HOME manually
If you downloaded the source distribution, you should register a new environment variable OGRE_SRC pointing at the 'ogrenew' folder from the OGRE source
Ogre源碼項目的目錄結構:
work_dir
include
*.h
src
*.cpp
scripts
*.vcproj
新建項目也依據這個結構,你的項目應該有這些文件夾:'bin', 'include', 'media', 'testsolution', 'scripts', and 'src'
修改新項目的屬性:
Debugging : Working Directory = ..\bin\Debug
C/C++ : Preprocessor : Preprocessor Definitions += _STLP_DEBUG (only in Debug mode, not needed for .Net 2003 and 2005)
C/C++ : Code Generation : Use runtime library = Multithreaded Debug DLL (Multithreaded DLL in Release)
Linker : General : Output File = ..\bin\Debug\[appname].exe
Linker : Input : Additional Dependencies += OgreMain_d.lib (OgreMain.lib in Release)
如果你是安裝SDK:
C/C++ : General : Additional Include Directories = ..\include;$(OGRE_HOME)\include;$(OGRE_HOME)\samples\include
Linker : General : Additional Library Directories = $(OGRE_HOME)\lib
如果你是編譯源碼:
C/C++ : General : Additional Include Directories = ..\include;$(OGRE_SRC)\OgreMain\include;$(OGRE_SRC)\Samples\Common\Include
Linker : General : Additional Library Directories = $(OGRE_SRC)\OgreMain\Lib\Debug
這些設置好以后你就可以新建一個SampleApp.cpp文件,然后拷貝如下代碼:
#include "ExampleApplication.h"

// Declare a subclass of the ExampleFrameListener class
class MyListener : public ExampleFrameListener


{
public:
MyListener(RenderWindow* win, Camera* cam) : ExampleFrameListener(win, cam)

{
}

bool frameStarted(const FrameEvent& evt)

{
return ExampleFrameListener::frameStarted(evt);
}

bool frameEnded(const FrameEvent& evt)

{
return ExampleFrameListener::frameEnded(evt);
}
};

// Declare a subclass of the ExampleApplication class
class SampleApp : public ExampleApplication


{
public:
SampleApp()

{
}

protected:
// Define what is in the scene
void createScene(void)

{
// put your scene creation in here
}
// Create new frame listener
void createFrameListener(void)

{
mFrameListener = new MyListener(mWindow, mCamera);
mRoot->addFrameListener(mFrameListener);
}
};

#ifdef __cplusplus

extern "C"
{
#endif

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT)
#else
int main(int argc, char **argv)
#endif


{
// Instantiate our subclass
SampleApp myApp;


try
{
// ExampleApplication provides a go method, which starts the rendering.
myApp.go();
}

catch (Ogre::Exception& e)
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBoxA(NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
std::cerr << "Exception:\n";
std::cerr << e.getFullDescription().c_str() << "\n";
#endif
return 1;
}

return 0;
}

#ifdef __cplusplus
}
#endif

未完!