GameLib is my library for making games
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#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Woverloaded-virtual"
#include "OgreArchiveManager.h"
#include "OgreCamera.h"
#include "OgreConfigFile.h"
#include "OgreRoot.h"
#include "OgreWindow.h"
#include "OgreHlmsManager.h"
#include "OgreHlmsPbs.h"
#include "OgreHlmsUnlit.h"
#include "OgreItem.h"
#include "OgreMesh.h"
#include "OgreMesh2.h"
#include "OgreMeshManager.h"
#include "OgreMeshManager2.h"
#include "Compositor/OgreCompositorManager2.h"
#pragma GCC diagnostic pop
static Ogre::Root* root = nullptr;
bool g_graphicsIntialized = false;
static void registerHlms(void)
{
using namespace Ogre;
String resourcePath = "data/";
ConfigFile cf;
cf.load(resourcePath + "resources2.cfg");
String rootHlmsFolder = resourcePath + cf.getSetting("DoNotUseAsResource", "Hlms", "");
if (rootHlmsFolder.empty())
rootHlmsFolder = "./";
else if (*(rootHlmsFolder.end() - 1) != '/')
rootHlmsFolder += "/";
// At this point rootHlmsFolder should be a valid path to the Hlms data folder
HlmsUnlit* hlmsUnlit = 0;
HlmsPbs* hlmsPbs = 0;
// For retrieval of the paths to the different folders needed
String mainFolderPath;
StringVector libraryFoldersPaths;
StringVector::const_iterator libraryFolderPathIt;
StringVector::const_iterator libraryFolderPathEn;
ArchiveManager& archiveManager = ArchiveManager::getSingleton();
{
// Create & Register HlmsUnlit
// Get the path to all the subdirectories used by HlmsUnlit
HlmsUnlit::getDefaultPaths(mainFolderPath, libraryFoldersPaths);
Archive* archiveUnlit =
archiveManager.load(rootHlmsFolder + mainFolderPath, "FileSystem", true);
ArchiveVec archiveUnlitLibraryFolders;
libraryFolderPathIt = libraryFoldersPaths.begin();
libraryFolderPathEn = libraryFoldersPaths.end();
while (libraryFolderPathIt != libraryFolderPathEn)
{
Archive* archiveLibrary =
archiveManager.load(rootHlmsFolder + *libraryFolderPathIt, "FileSystem", true);
archiveUnlitLibraryFolders.push_back(archiveLibrary);
++libraryFolderPathIt;
}
// Create and register the unlit Hlms
hlmsUnlit = OGRE_NEW HlmsUnlit(archiveUnlit, &archiveUnlitLibraryFolders);
Root::getSingleton().getHlmsManager()->registerHlms(hlmsUnlit);
}
{
// Create & Register HlmsPbs
// Do the same for HlmsPbs:
HlmsPbs::getDefaultPaths(mainFolderPath, libraryFoldersPaths);
Archive* archivePbs =
archiveManager.load(rootHlmsFolder + mainFolderPath, "FileSystem", true);
// Get the library archive(s)
ArchiveVec archivePbsLibraryFolders;
libraryFolderPathIt = libraryFoldersPaths.begin();
libraryFolderPathEn = libraryFoldersPaths.end();
while (libraryFolderPathIt != libraryFolderPathEn)
{
Archive* archiveLibrary =
archiveManager.load(rootHlmsFolder + *libraryFolderPathIt, "FileSystem", true);
archivePbsLibraryFolders.push_back(archiveLibrary);
++libraryFolderPathIt;
}
// Create and register
hlmsPbs = OGRE_NEW HlmsPbs(archivePbs, &archivePbsLibraryFolders);
Root::getSingleton().getHlmsManager()->registerHlms(hlmsPbs);
}
RenderSystem* renderSystem = Root::getSingletonPtr()->getRenderSystem();
if (renderSystem->getName() == "Direct3D11 Rendering Subsystem")
{
// Set lower limits 512kb instead of the default 4MB per Hlms in D3D 11.0
// and below to avoid saturating AMD's discard limit (8MB) or
// saturate the PCIE bus in some low end machines.
bool supportsNoOverwriteOnTextureBuffers;
renderSystem->getCustomAttribute("MapNoOverwriteOnDynamicBufferSRV",
&supportsNoOverwriteOnTextureBuffers);
if (!supportsNoOverwriteOnTextureBuffers)
{
hlmsPbs->setTextureBufferDefaultSize(512 * 1024);
hlmsUnlit->setTextureBufferDefaultSize(512 * 1024);
}
}
}
void OgreInitialize()
{
using namespace Ogre;
const String pluginsFolder = "./data/";
const String writeAccessFolder = "./";
#ifndef OGRE_STATIC_LIB
#if OGRE_DEBUG_MODE
const char* pluginsFile = "plugins_d.cfg";
#else
const char* pluginsFile = "plugins.cfg";
#endif
#endif
root = OGRE_NEW Root(pluginsFolder + pluginsFile, //
writeAccessFolder + "ogre.cfg", //
writeAccessFolder + "Ogre.log");
// TODO: Make this return false and quit the app
if (!root->showConfigDialog())
return; // false
// Initialize Root
root->getRenderSystem()->setConfigOption("sRGB Gamma Conversion", "Yes");
// Window* window = root->initialise(/*autoCreateWindow=*/true, "Spargus Ogre");
root->initialise(/*autoCreateWindow=*/true);
Ogre::NameValuePairList windowSettings;
// unsigned long winHandle = reinterpret_cast<unsigned long>(win.getBase()->getSystemHandle());
// #ifdef _WIN32
// unsigned long winGlContext = reinterpret_cast<unsigned long>(wglGetCurrentContext());
// windowSettings["externalWindowHandle"] = StringConverter::toString(winHandle);
// windowSettings["externalGLContext"] = StringConverter::toString(winGlContext);
// windowSettings["externalGLControl"] = String("True");
// #else
// // Deprecated. See ogre-next/RenderSystems/GL3Plus/src/windowing/GLX/OgreGLXWindow.cpp:237
// // windowSettings["externalWindowHandle"] = StringConverter::toString(winHandle);
// windowSettings["parentWindowHandle"] = StringConverter::toString(winHandle);
// // sf::Context context;
// // unsigned long activeContextId = (unsigned long)context.getActiveContextId();
// windowSettings["currentGLContext"] = String("True");
// // windowSettings["currentGLContext"] = StringConverter::toString(activeContextId);
// // windowSettings["externalGLControl"] = String("True");
// #endif
int winWidth = 1024;
int winHeight = 1024;
Window* window =
root->createRenderWindow("GameLib", winWidth, winHeight, true, &windowSettings);
// window->_setVisible(true);
registerHlms();
// Create SceneManager
const size_t numThreads = 1u;
SceneManager* sceneManager = root->createSceneManager(ST_GENERIC, numThreads, "SceneManager");
// Create & setup camera
Camera* camera = sceneManager->createCamera("Main Camera");
// Position it at 500 in Z direction
camera->setPosition(Vector3(0, 5, 15));
// Look back along -Z
camera->lookAt(Vector3(0, 0, 0));
camera->setNearClipDistance(0.2f);
camera->setFarClipDistance(1000.0f);
camera->setAutoAspectRatio(true);
// Setup a basic compositor with a blue clear colour
CompositorManager2* compositorManager = root->getCompositorManager2();
const String workspaceName("Demo Workspace");
// const IdString definitionNameId = workspaceName;
const ColourValue backgroundColour(0.2f, 0.4f, 0.6f);
compositorManager->createBasicWorkspaceDef(workspaceName, backgroundColour, IdString());
compositorManager->addWorkspace(sceneManager, window->getTexture(), camera, workspaceName,
true);
// Mesh importing
{
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("data/Models", "FileSystem",
"Models");
Ogre::v1::MeshPtr v1Mesh;
Ogre::MeshPtr v2Mesh;
// Load the v1 mesh. Notice the v1 namespace
// Also notice the HBU_STATIC flag; since the HBU_WRITE_ONLY
// bit would prohibit us from reading the data for importing.
v1Mesh = Ogre::v1::MeshManager::getSingleton().load(
"Chassis.mesh", Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME,
Ogre::v1::HardwareBuffer::HBU_STATIC, Ogre::v1::HardwareBuffer::HBU_STATIC);
bool halfPosition = true;
bool halfUVs = true;
bool useQtangents = true;
// Create a v2 mesh to import to, with a different name (arbitrary).
// Import the v1 mesh to v2
v2Mesh = Ogre::MeshManager::getSingleton().createByImportingV1(
"Chassis.mesh Imported", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
v1Mesh.get(), halfPosition, halfUVs, useQtangents);
// We don't need the v1 mesh. Free CPU memory, get it out of the GPU.
// Leave it loaded if you want to use athene with v1 Entity.
v1Mesh->unload();
// Create an Item with the model we just imported.
// Notice we use the name of the imported model. We could also use the overload
// with the mesh pointer:
// item = sceneManager->createItem( v2Mesh, Ogre::SCENE_DYNAMIC );
Ogre::Item* item = sceneManager->createItem(
"Chassis.mesh Imported", Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME,
Ogre::SCENE_DYNAMIC);
// Ogre::SceneNode* rootSceneNode = sceneManager->getRootSceneNode(Ogre::SCENE_DYNAMIC);
Ogre::SceneNode* rootSceneNode = sceneManager->getRootSceneNode();
if (!rootSceneNode)
{
return;
}
// WTF
// Ogre::SceneNode* sceneNode = rootSceneNode->createChildSceneNode(Ogre::SCENE_DYNAMIC);
Ogre::SceneNode* sceneNode = static_cast<SceneNode*>(
rootSceneNode->createChild()); // rootSceneNode->createChildSceneNode();
if (!sceneNode)
{
return;
}
sceneNode->attachObject(item);
// sceneNode->scale( 0.1f, 0.1f, 0.1f );
}
g_graphicsIntialized = true;
}