上一节,我们介绍过了ogre源码的编译学习,在实际项目中,我们并不需要如此复杂的编译安装过程,可以直接使用官网提供的sdk库进行项目环境配置。下面简单介绍下配置过程。
一 OgreSDK下载
https://dl.cloudsmith.io/public/ogrecave/ogre/raw/versions/v13.6.4/ogre-sdk-v13.6.4-msvc141-x64.zip
二 项目配置
本文使用的版本为Microsoft Visual Studio Enterprise 2019 版本 16.11.26,新建一个OgreTest的空项目,这里主要有三个地方需要配置:
- 项目->配置属性->常规->输出目录,选择OgreSDK的bin目录。
- 配置属性->VC++目录,
包含目录这里选择 :
${OgreSDK}/include/OGRE
${OgreSDK}/include/OGRE/Bites
${OgreSDK}/include/OGRE/RTShaderSystem
库目录这里选择:
${OgreSDK}/lib
- 链接器->输入->附加依赖项,输入
OgreMain.lib
OgreOverlay.lib
OgreBites.lib
OgreRTShaderSystem.lib
三 测试代码
BasicTutorial2.cpp
/*-------------------------------------------------------------------------
This source file is a part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE
-------------------------------------------------------------------------*/
//! [starter]
#include <exception>
#include <iostream>
#include "Ogre.h"
#include "OgreApplicationContext.h"
#include "OgreInput.h"
#include "OgreRTShaderSystem.h"
#include "OgreCameraMan.h"
using namespace Ogre;
using namespace OgreBites;
class TutorialApplication
: public ApplicationContext
, public InputListener
{
public:
TutorialApplication();
virtual ~TutorialApplication();
void setup();
bool keyPressed(const KeyboardEvent& evt);
};
TutorialApplication::TutorialApplication()
: ApplicationContext("OgreTutorialApp")
{
}
TutorialApplication::~TutorialApplication()
{
}
void TutorialApplication::setup()
{
// do not forget to call the base first
ApplicationContext::setup();
addInputListener(this);
// get a pointer to the already created root
Root* root = getRoot();
SceneManager* scnMgr = root->createSceneManager();
// register our scene with the RTSS
RTShader::ShaderGenerator* shadergen = RTShader::ShaderGenerator::getSingletonPtr();
shadergen->addSceneManager(scnMgr);
// -- tutorial section start --
//! [cameracreate]
SceneNode* camNode = scnMgr->getRootSceneNode()->createChildSceneNode();
Camera* cam = scnMgr->createCamera("myCam");
//! [cameracreate]
//! [cameraposition]
camNode->setPosition(200, 300, 400);
camNode->lookAt(Vector3(0, 0, 0), Node::TransformSpace::TS_WORLD);
//! [cameraposition]
//! [cameralaststep]
cam->setNearClipDistance(5);
camNode->attachObject(cam);
//! [cameralaststep]
//! [addviewport]
Viewport* vp = getRenderWindow()->addViewport(cam);
//! [addviewport]
//! [viewportback]
vp->setBackgroundColour(ColourValue(0, 0, 0));
//! [viewportback]
//! [cameraratio]
cam->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
//! [cameraratio]
//! [lightingsset]
scnMgr->setAmbientLight(ColourValue(0, 0, 0));
scnMgr->setShadowTechnique(ShadowTechnique::SHADOWTYPE_STENCIL_ADDITIVE);
//! [lightingsset]
//! [ninja]
Entity* ninjaEntity = scnMgr->createEntity("ninja.mesh");
ninjaEntity->setCastShadows(true);
scnMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ninjaEntity);
//! [ninja]
//! [plane]
Plane plane(Vector3::UNIT_Y, 0);
//! [plane]
//! [planedefine]
MeshManager::getSingleton().createPlane(
"ground", RGN_DEFAULT,
plane,
1500, 1500, 20, 20,
true,
1, 5, 5,
Vector3::UNIT_Z);
//! [planedefine]
//! [planecreate]
Entity* groundEntity = scnMgr->createEntity("ground");
scnMgr->getRootSceneNode()->createChildSceneNode()->attachObject(groundEntity);
//! [planecreate]
//! [planenoshadow]
groundEntity->setCastShadows(false);
//! [planenoshadow]
//! [planesetmat]
groundEntity->setMaterialName("Examples/Rockwall");
//! [planesetmat]
//! [spotlight]
Light* spotLight = scnMgr->createLight("SpotLight");
//! [spotlight]
//! [spotlightcolor]
spotLight->setDiffuseColour(0, 0, 1.0);
spotLight->setSpecularColour(0, 0, 1.0);
//! [spotlightcolor]
//! [spotlighttype]
spotLight->setType(Light::LT_SPOTLIGHT);
//! [spotlighttype]
//! [spotlightposrot]
SceneNode* spotLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
spotLightNode->attachObject(spotLight);
spotLightNode->setDirection(-1, -1, 0);
spotLightNode->setPosition(Vector3(200, 200, 0));
//! [spotlightposrot]
//! [spotlightrange]
spotLight->setSpotlightRange(Degree(35), Degree(50));
//! [spotlightrange]
//! [directlight]
Light* directionalLight = scnMgr->createLight("DirectionalLight");
directionalLight->setType(Light::LT_DIRECTIONAL);
//! [directlight]
//! [directlightcolor]
directionalLight->setDiffuseColour(ColourValue(0.4, 0, 0));
directionalLight->setSpecularColour(ColourValue(0.4, 0, 0));
//! [directlightcolor]
//! [directlightdir]
SceneNode* directionalLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
directionalLightNode->attachObject(directionalLight);
directionalLightNode->setDirection(Vector3(0, -1, 1));
//! [directlightdir]
//! [pointlight]
Light* pointLight = scnMgr->createLight("PointLight");
pointLight->setType(Light::LT_POINT);
//! [pointlight]
//! [pointlightcolor]
pointLight->setDiffuseColour(0.3, 0.3, 0.3);
pointLight->setSpecularColour(0.3, 0.3, 0.3);
//! [pointlightcolor]
//! [pointlightpos]
SceneNode* pointLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
pointLightNode->attachObject(pointLight);
pointLightNode->setPosition(Vector3(0, 150, 250));
//! [pointlightpos]
// -- tutorial section end --
}
bool TutorialApplication::keyPressed(const KeyboardEvent& evt)
{
if (evt.keysym.sym == SDLK_ESCAPE)
{
getRoot()->queueEndRendering();
}
return true;
}
int main(int argc, char **argv)
{
try
{
TutorialApplication app;
app.initApp();
app.getRoot()->startRendering();
app.closeApp();
}
catch (const std::exception& e)
{
std::cerr << "Error occurred during execution: " << e.what() << '\n';
return 1;
}
return 0;
}
//! [starter]
效果如图所示: