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📄 oasisgraphicssystem.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of

 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisGraphicsSystem.cpp

 * DESCRIPTION : Graphics system

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



#include "oasisGraphicsSystem.h"

#include "oasisConfiguration.h"

#include "oasisEntity.h"

#include "oasisConvert.h"

#include "oasisScriptSystem.h"



/// Include Ogre stuff

#include "OgreRoot.h"

#include "OgreCamera.h"

#include "OgreRenderWindow.h"

#include "OgreStringConverter.h"



/// Include optional profiler

#if USE_PROFILER == 1

#include "OgreProfiler.h"

#endif



namespace Oasis {



  template< > graphicsSystem *singleton< graphicsSystem >::singletonPtr = 0;

 

  graphicsSystem::graphicsSystem( ) : system( "Graphics" ),

              pool( "graphics" ) {

    // Try to restore previous config

    if ( !Ogre::Root::getSingleton( ).restoreConfig( ) ) {

      // Show the config setup

      Ogre::Root::getSingleton( ).showConfigDialog( );

      // Save the config

      Ogre::Root::getSingleton( ).saveConfig( );

    }

    

    // Setup the window

    window = Ogre::Root::getSingleton( ).initialise( true );

    

    if ( !window ) {

      oasisError( exception::ET_NULL_POINTER,

       "Window for graphics system failed to initialise",

       "graphicsSystem::( )" );

    }

    

    // Get the default scenemanager

    scene = Ogre::Root::getSingleton( ).

      getSceneManager( Ogre::ST_GENERIC );

    

    if ( !scene ) {

      oasisError( exception::ET_NULL_POINTER,

       "Scenemanager could not be fetched",

       "graphicsSystem::( )" );

    }

    

    // Create camera

    camera = scene->createCamera( "mainCamera" ); 

    

    if ( !camera ) {

      oasisError( exception::ET_NULL_POINTER,

       "Could not create camera for graphics system",

       "graphicsSystem::( )" );

    }

    

    // Attach camera to window hence creating viewport

    viewport = window->addViewport( camera );

    

    if ( !viewport ) {

      oasisError( exception::ET_NULL_POINTER,

       "Could not add viewport for graphics system",

       "graphicsSystem::( )" );

    }

    

    // Set some default values

    camera->setNearClipDistance( 5 );  

    camera->setPosition( Ogre::Vector3( 0, 0, 0 ) );

    camera->lookAt( Ogre::Vector3( 0, 0, -1 ) );

   

    // Start the profiler if it was asked for

#if USE_PROFILER == 1   

    Ogre::Profiler::getSingleton( ).setEnabled( true );  

#endif

  }

  

  graphicsSystem::~graphicsSystem( ) {

    // Ogre takes care of all this for us 

    window = NULL;  

    camera = NULL;  

    scene = NULL; 

    viewport = NULL; 

  }

  

  graphicsSystem &graphicsSystem::get( void ) {

    return singleton< graphicsSystem >::get( );

  }



  graphicsSystem *graphicsSystem::getPtr( void ) {

    return singleton< graphicsSystem >::getPtr( );

  }

  

  void graphicsSystem::reset( void ) {

    // Clea all entities

    clearPool( );

    shotCounter = 0;    

    setDetailLevel( DL_SOLID );

  }

  

  void graphicsSystem::update( real time ) {

    window->update( );   

  }

  

  void graphicsSystem::setSkyBox( bool active, 

          const string &material, 

          real distance,

          bool drawFirst ) {

    scene->setSkyBox( active, material, distance, drawFirst );

  }



  void graphicsSystem::setFog( FogMode fogMode, 

             const colour &fogColour,

             real expDensity,

             real linearStart,

             real linearEnd ) {

    Ogre::FogMode ogreMode;

    

    switch( fogMode ) {

    case FM_NONE:

      ogreMode = Ogre::FOG_NONE;

      break;

    case FM_EXP:

      ogreMode = Ogre::FOG_EXP;

      break;

    case FM_EXP2:

      ogreMode = Ogre::FOG_EXP2;

      break;

    case FM_LINEAR:

      ogreMode = Ogre::FOG_LINEAR;

      break;

    };



    scene->setFog( ogreMode, 

       convert::toOgreColour( fogColour ),

       expDensity,

       linearStart,

       linearEnd );

  }    



  void graphicsSystem::setBackgroundColour( real r, real g, real b ) {

    setBackgroundColour( colour( r, g, b ) );

  }



  void graphicsSystem::setBackgroundColour( const colour &newColour ) {

    viewport->setBackgroundColour( convert::toOgreColour( newColour ) );

  }



  void graphicsSystem::setAmbientLight( real r, real g, real b ) {

    setAmbientLight( colour( r, g, b ) );

  }

  

  void graphicsSystem::setAmbientLight( const colour &newColour ) {

    scene->setAmbientLight( convert::toOgreColour( newColour ) );

  }

  

  void graphicsSystem::takeShot( const string &filename ) {

    window->writeContentsToFile( filename + ".png" );

  }



  void graphicsSystem::takeShot( void ) {

    takeShot( "shot" + 

        Ogre::StringConverter::toString( ++shotCounter ) );

  }



  void graphicsSystem::setDetailLevel( const DetailLevel newLevel ) {

    detailLevel = newLevel;



    Ogre::SceneDetailLevel level;

    

    switch( detailLevel ) {

    case DL_POINTS:

      level = Ogre::SDL_POINTS;

      break;

    case DL_WIREFRAME:

      level = Ogre::SDL_WIREFRAME;

      break;

    case DL_SOLID:

      level = Ogre::SDL_SOLID;

      break;

    };



    camera->setDetailLevel( level );

  }

  

  const graphicsSystem::DetailLevel graphicsSystem::getDetailLevel( void ) const {

    return detailLevel;

  }

  

  entity *graphicsSystem::createEntity( const string &entityName,

          const string &meshName ) {

    // Get an entity from the pool

    entity *newEntity = static_cast< entity* >( _getFreePoolable( entityName ) );

    

    // Set it up

    newEntity->setEntity( meshName, entityName );

     

    return newEntity;

  }



  void graphicsSystem::removeEntity( entity *oldEntity ) {

    // Return entity to pool

    _consumePoolable( oldEntity );

  }



  void graphicsSystem::removeEntity( const string &entityName ) {

    // Return entity to pool

    _consumePoolable( entityName );

  }



  entity *graphicsSystem::getEntity( const string &entityName ) {

    entity *ent = static_cast< entity* >( _getUsedPoolable( entityName ) );



    if ( !ent ) {

      oasisError( exception::ET_ITEM_NOT_FOUND,

      "Entity " + entityName + " does not exist!",

      "graphicsSystem::getEntity" );

    }



    return ent;

  }



  const uint16 graphicsSystem::getWindowHeight( void ) const {

    return window->getHeight( );

  }

  

  const uint16 graphicsSystem::getWindowWidth( void ) const {

    return window->getWidth( );

  }

  

  Ogre::RenderWindow *graphicsSystem::getWindow( void ) const {

    return window;

  }



  Ogre::SceneManager *graphicsSystem::getSceneManager( void ) const {

    return scene;

  }



  Ogre::Camera *graphicsSystem::getCamera( void ) const {

    return camera;

  }



  poolable *graphicsSystem::_createPoolable( void ) {

    entity *newEntity = new entity( );



    return newEntity;

  }



}





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