コード例 #1
0
void MyTerrain::InitHydrax()
{
    if(Global::UseHydrax)
    {
        m_pHydrax=new Hydrax::Hydrax(m_pSceneMgr,MyGameApp::GetSingleton().GetMainCamera(),MyGameApp::GetSingleton().GetRenderWindow()->getViewport(0));

        Hydrax::Module::ProjectedGrid *mModule
            = new Hydrax::Module::ProjectedGrid(
            m_pHydrax,
            new Hydrax::Noise::Perlin(/*Generic one*/),
            Ogre::Plane(Ogre::Vector3(0,1,0), Ogre::Vector3(0,0,0)),
            Hydrax::MaterialManager::NM_VERTEX,
            Hydrax::Module::ProjectedGrid::Options(/*264 /*Generic one*/));

        m_pHydrax->setModule(static_cast<Hydrax::Module::Module*>(mModule));
        m_pHydrax->loadCfg("Hydrax.hdx");

        auto ti=m_pTerrainGroup->getTerrainIterator();
        while(ti.hasMoreElements())
        {
            Ogre::Terrain* t = ti.getNext()->instance;
            Ogre::MaterialPtr pMat = t->getMaterial();
            m_pHydrax->getMaterialManager()->addDepthTechnique(pMat->createTechnique());
        }

        m_pHydrax->create();
    }
}
コード例 #2
0
GPUSurfFeatureDetector::GPUSurfFeatureDetector(Ogre::Cuda::Root* root, int nbOctave, int nbFeatureMax)
: mCudaRoot(root)
{
	mOgreIsAllocated = false;
	mCudaIsAllocated = false;

	mWidth          = 0;
	mHeight         = 0;
	mNbFeatureMax   = nbFeatureMax;
	mNbOctave       = nbOctave;
	mThreshold      = 0.003f;

	mNbFeatureFound = 0;
	mGPGPURoot = new Ogre::GPGPU::Root;

	mWebcamTexture = Ogre::TextureManager::getSingleton().createManual("WebcamVideoTexture", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 640,  480,  0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);

	//Create Webcam Material
	Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create("WebcamVideoMaterial", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	Ogre::Technique *technique = material->createTechnique();
	technique->createPass();
	material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
	material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
	material->getTechnique(0)->getPass(0)->createTextureUnitState("WebcamVideoTexture");
}
コード例 #3
0
ファイル: Simple.cpp プロジェクト: Chimangoo/ember
bool Simple::compileMaterial(Ogre::MaterialPtr material, std::set<std::string>& managedTextures) const
{
	material->removeAllTechniques();
	Ogre::Technique* technique = material->createTechnique();
	if (!mTerrainPageSurfaces.empty()) {
		//First add a base pass
		auto surfaceLayer = mTerrainPageSurfaces.begin()->second;
		Ogre::Pass* pass = technique->createPass();
		pass->setLightingEnabled(false);
		Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
		textureUnitState->setTextureScale(1.0f / surfaceLayer->getScale(), 1.0f / surfaceLayer->getScale());
		textureUnitState->setTextureName(surfaceLayer->getDiffuseTextureName());
		textureUnitState->setTextureCoordSet(0);

		for (auto& layer : mLayers) {
			addPassToTechnique(*mGeometry, technique, layer, managedTextures);
		}
	}
	if (mTerrainPageShadow) {
		addShadow(technique, mTerrainPageShadow, material, managedTextures);
	}

//	addLightingPass(technique, managedTextures);

	material->load();
	if (material->getNumSupportedTechniques() == 0) {
		S_LOG_WARNING("The material '" << material->getName() << "' has no supported techniques. The reason for this is: \n" << material->getUnsupportedTechniquesExplanation());
		return false;
	}
	return true;
}
コード例 #4
0
ファイル: Simple.cpp プロジェクト: Arsakes/ember
bool Simple::compileMaterial(Ogre::MaterialPtr material)
{
	material->removeAllTechniques();
	Ogre::Technique* technique = material->createTechnique();
	for (SurfaceLayerStore::const_iterator I = mTerrainPageSurfaces.begin(); I != mTerrainPageSurfaces.end(); ++I) {
		const TerrainPageSurfaceLayer* surfaceLayer = I->second;
		if (I == mTerrainPageSurfaces.begin()) {
			Ogre::Pass* pass = technique->createPass();
			pass->setLightingEnabled(false);
			//add the first layer of the terrain, no alpha or anything
			Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
			textureUnitState->setTextureScale(1.0f / surfaceLayer->getScale(), 1.0f / surfaceLayer->getScale());
			textureUnitState->setTextureName(surfaceLayer->getDiffuseTextureName());
			textureUnitState->setTextureCoordSet(0);
		} else {
			if (surfaceLayer->intersects(*mGeometry)) {
				addPassToTechnique(*mGeometry, technique, surfaceLayer);
			}
		}
	}
	if (mTerrainPageShadow) {
		addShadow(technique, mTerrainPageShadow, material);
	}
	material->load();
	if (material->getNumSupportedTechniques() == 0) {
		S_LOG_WARNING("The material '" << material->getName() << "' has no supported techniques. The reason for this is: \n" << material->getUnsupportedTechniquesExplanation());
		return false;
	}
	return true;
}
コード例 #5
0
//-----------------------------------------------------------------------
Ogre::TextureUnitState* MaterialTab::forceCreateFirstTexture(const Ogre::String textureName)
{
	// Ignore some materials because they result in a crash while unloading
	wxString materialName = mMaterialListBox->GetStringSelection();
	if (materialName == wxT("DefaultSettings"))
		return 0;

	Ogre::Technique* technique = 0;
	Ogre::TextureUnitState* texture = 0;
	Ogre::Pass* pass = getFirstPass();
	if (pass)
	{
		// There is a pass, check for textures or create one
		if (pass->getNumTextureUnitStates() > 0)
		{
			pass->removeAllTextureUnitStates();
		}
		texture = pass->createTextureUnitState(textureName);
	}
	else
	{
		// There is no pass
		wxString materialName = mMaterialListBox->GetStringSelection();
		Ogre::String name = wx2ogre(materialName);
		Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(name);
		if (!material.isNull())
		{
			material->load();
			if (material->getNumTechniques() > 0)
			{
				technique = material->getBestTechnique(); // Get the best technique
				pass = technique->createPass();
				texture = pass->createTextureUnitState(textureName);
			}
			else
			{
				// There is no technique, no pass and no textureunitstate
				technique = material->createTechnique();
				pass = technique->createPass();
				texture = pass->createTextureUnitState(textureName);
			}
		}
	}

	return texture;
}
コード例 #6
0
EC_WidgetCanvas::EC_WidgetCanvas(Scene *scene) :
    IComponent(scene),
    widget_(0),
    update_internals_(false),
    mesh_hooked_(false),
    refresh_timer_(0),
    update_interval_msec_(0),
    material_name_(""),
    texture_name_("")
{
    if (framework->IsHeadless())
        return;
	
	if (framework->Renderer())
    {
        // Create texture
        texture_name_ = framework->Renderer()->GetUniqueObjectName("EC_3DCanvas_tex");
        Ogre::TexturePtr texture = Ogre::TextureManager::getSingleton().createManual(
            texture_name_, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
            Ogre::TEX_TYPE_2D, 1, 1, 0, Ogre::PF_A8R8G8B8, 
            Ogre::TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
        if (texture.isNull())
        {
            LogError("EC_WidgetCanvas: Could not create texture for usage!");
            return;
        }

        // Create material: Make sure we have one tech with one pass with one texture unit.
        // Don't use our lit textured templates here as emissive will not work there as it has vertex etc programs in it.
        material_name_ = framework->Renderer()->GetUniqueObjectName("EC_3DCanvas_mat");
        Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(material_name_, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        if (material->getNumTechniques() == 0)
            material->createTechnique();
        if (material->getTechnique(0) && 
            material->getTechnique(0)->getNumPasses() == 0)
            material->getTechnique(0)->createPass();
        if (material->getTechnique(0)->getPass(0) && 
            material->getTechnique(0)->getPass(0)->getNumTextureUnitStates() == 0)
            material->getTechnique(0)->getPass(0)->createTextureUnitState(texture_name_);        
    }

    connect(this, SIGNAL(ParentEntitySet()), SLOT(ParentEntitySet()), Qt::UniqueConnection);
}
コード例 #7
0
Camera::Camera(Event::Lane& lane,
               GameHandle cameraHandle, 
               Ogre::SceneNode* camNode, 
               Ogre::RenderTarget* renderTarget, 
               u32 width, 
               u32 height,
               const v3& position,
               const qv4& orientation,
               GameHandle parent) :
mSubLane(lane.createSubLane()),
mCameraNode(camNode),
mRenderTarget(renderTarget),
mHandle(cameraHandle),
mNodeCreated(false),
mRenderTargetCreated(false)
{
	Ogre::SceneManager* sceneMgr = Ogre::Root::getSingleton().getSceneManager(BFG_SCENEMANAGER);
	if (mCameraNode == NULL) // Create SceneNode
	{
		if (sceneMgr->hasSceneNode(stringify(mHandle)))
		{
			mCameraNode = sceneMgr->getSceneNode(stringify(mHandle));
		}
		else
		{
			mCameraNode = sceneMgr->getRootSceneNode()->createChildSceneNode(stringify(mHandle));
			mNodeCreated = true;
		}
	}
	mCameraNode->setOrientation(toOgre(orientation));
	mCameraNode->setPosition(toOgre(position));

	v3 target = toBFG(mCameraNode->getOrientation().zAxis());
	norm(target);

	Ogre::Camera* cam;
	cam = sceneMgr->createCamera(stringify(mHandle));

	cam->setFOVy(Ogre::Degree(60.0f));
	cam->setNearClipDistance(0.1f);
	cam->setFarClipDistance(250000.0f);
	cam->lookAt(toOgre(target)*10);
	mCameraNode->attachObject(cam);

	infolog << "Camera: " << stringify(mHandle) << " created.";

	if (mRenderTarget == NULL)
	{
		// Create renderToTexture RenderTarget

		if (width == 0 || height == 0)
		{
			throw std::logic_error("Too few information to create a render target.");
		}

		cam->setAspectRatio((f32)width / (f32)height);

		Ogre::TexturePtr texture = Ogre::TextureManager::getSingleton().createManual
		(
			stringify(mHandle),
			Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
			Ogre::TEX_TYPE_2D,
			width,
			height,
			0,
			Ogre::PF_R8G8B8,
			Ogre::TU_RENDERTARGET
		);

		mRenderTarget = texture->getBuffer()->getRenderTarget();

		prepareRenderTarget();

		mRenderTarget->addViewport(cam);

		mRenderTarget->getViewport(0)->setClearEveryFrame(true);
		mRenderTarget->getViewport(0)->setBackgroundColour(Ogre::ColourValue::Black);
		mRenderTarget->getViewport(0)->setOverlaysEnabled(false);

		Ogre::MaterialPtr mat =
			Ogre::MaterialManager::getSingleton().getByName(stringify(mHandle));
		if (mat.isNull())
		{
			mat = Ogre::MaterialManager::getSingleton().create(
			    stringify(mHandle), 
			    Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
		}
		Ogre::Technique* tech = mat->getTechnique(0);
		if (!tech)
		{
			tech = mat->createTechnique();
		}
		Ogre::Pass* pass = tech->getPass(0);
		if (!pass)
		{
			pass = tech->createPass();
		}
		pass->setLightingEnabled(false);

		if (pass->getNumTextureUnitStates() > 0)
		{
			Ogre::TextureUnitState* txState = NULL;
			txState = pass->getTextureUnitState(0);
			txState->setTextureName(stringify(mHandle));
		}
		else
		{
			pass->createTextureUnitState(stringify(mHandle));
		}

		mRenderTarget->setAutoUpdated(true);

		mRenderTargetCreated = true;

		infolog << "Rendertarget: " << stringify(mHandle) << " created.";
	}
	else
	{
		prepareRenderTarget();
		f32 width = static_cast<f32>(mRenderTarget->getWidth());
		f32 height = static_cast<f32>(mRenderTarget->getHeight());
		cam->setAspectRatio(width / height);
		mRenderTarget->addViewport(cam);
	}
	
// 	mSubLane->connect(ID::VE_UPDATE_POSITION, this, &Camera::updatePosition, mHandle);
// 	mSubLane->connect(ID::VE_UPDATE_ORIENTATION, this, &Camera::updateOrientation, mHandle);
	mSubLane->connect(ID::VE_SET_CAMERA_TARGET, this, &Camera::onSetTarget, mHandle);

	if (parent != NULL_HANDLE)
	{
		onSetTarget(parent);
	}
}
コード例 #8
0
ファイル: Game.cpp プロジェクト: winterismute/JumpingNinjas
void Game::setupScene()
{
	// Init stuff for render to texture - Minimap
	// First the texture
	rtt_texture_minimap = Ogre::TextureManager::getSingleton().createManual("RttTex",
			Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D,
			OgreFW::getSingletonPtr()->m_pRenderWnd->getWidth(),
			OgreFW::getSingletonPtr()->m_pRenderWnd->getHeight(),
			0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
	// Then, get its render target
	renderTextureTarget = rtt_texture_minimap->getBuffer()->getRenderTarget();
	renderTextureTarget->addViewport(OgreFW::getSingletonPtr()->m_pCamera);
	renderTextureTarget->getViewport(0)->setClearEveryFrame(true);
	renderTextureTarget->getViewport(0)->setBackgroundColour(Ogre::ColourValue::Black);
	renderTextureTarget->getViewport(0)->setOverlaysEnabled(false);
	// Set it active!
	renderTextureTarget->setActive(true);
	// Last, the mini rectangle
	mMiniScreen = new Ogre::Rectangle2D(true);
	mMiniScreen->setCorners(0.75f, -0.75f, 1.0f, -1.0f);
	mMiniScreen->setBoundingBox(Ogre::AxisAlignedBox(-100000.0f * Ogre::Vector3::UNIT_SCALE, 100000.0f * Ogre::Vector3::UNIT_SCALE));
	// Scenenode, then add
	mMiniScreenSN = OgreFW::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode("MiniScreenNode");
	mMiniScreenSN->attachObject(mMiniScreen);
	// The texture needs its material
	Ogre::MaterialPtr renderMaterial = Ogre::MaterialManager::getSingleton().create("RttMat", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	Ogre::Technique* matTechnique = renderMaterial->createTechnique();
	matTechnique->createPass();
	renderMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
	renderMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RttTex");
	mMiniScreen->setMaterial("RttMat");
	//Register this as a listener
	renderTextureTarget->addListener(this);

	// Init the CollisionHandler
	GameCollisionHandler = new CollisionHandler(OgreFW::getSingletonPtr()->m_pSceneMgr);

	// Init the first level
	myLevel = myLevelFactory->create();
	// Pass the LevelObjects to the collision_handler
	std::vector<LevelBlock*> levobjs = myLevel->getLevelObjects();
	for (std::vector<LevelBlock*>::iterator i = levobjs.begin(); i != levobjs.end(); ++i) {
		GameCollisionHandler->addNewObject(*i);
	}

	// The skybox!
	OgreFW::getSingletonPtr()->m_pSceneMgr->setSkyDome(true, "Examples/CloudySky");

	// Activate shadows
	OgreFW::getSingletonPtr()->m_pSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_MODULATIVE);

	// Create Lights
	// Set the ambient light
	OgreFW::getSingletonPtr()->m_pSceneMgr->setAmbientLight(Ogre::ColourValue(0.15, 0.15, 0.15));

	// Create a Directional light
	Ogre::Light* lptr = OgreFW::getSingletonPtr()->m_pSceneMgr->createLight("dirLight");
	lptr->setType(Ogre::Light::LT_DIRECTIONAL);
	lptr->setDiffuseColour(Ogre::ColourValue(0.4, 0.4, 0));
	lptr->setSpecularColour(Ogre::ColourValue(0.4, 0.4, 0));
	lptr->setDirection(Ogre::Vector3( 0, -1, 0 ));
	sceneLights.push_back(lptr);

	// Create a Point Light
	Ogre::Light* lptrpoint = OgreFW::getSingletonPtr()->m_pSceneMgr->createLight("pointLight");
	lptrpoint->setType(Ogre::Light::LT_POINT);
	lptrpoint->setPosition(Ogre::Vector3(0, OBJ_SIZE_Y * myLevel->getHeight() * 2, 0));
	lptrpoint->setDiffuseColour(1.0, 0.0, 0.0);
    lptrpoint->setSpecularColour(1.0, 0.0, 0.0);
	sceneLights.push_back(lptrpoint);

	// Camera settings - TODO
	//OgreFW::getSingletonPtr()->moveCameraToPos(Ogre::Vector3( OBJ_SIZE_X, OBJ_SIZE_Y, OBJ_SIZE_Z));
	OgreFW::getSingletonPtr()->moveCameraToPos(Ogre::Vector3( myLevel->getWidth() * OBJ_SIZE_X / 2, OBJ_SIZE_Y * myLevel->getHeight() / 2, OBJ_SIZE_Z * 5));

	//OgreFW::getSingletonPtr()->setCameraLookAt(Ogre::Vector3(OBJ_SIZE_X * myLevel->getWidth() /2, OBJ_SIZE_Y, 0.0f));
	OgreFW::getSingletonPtr()->setCameraLookAt(Ogre::Vector3( myLevel->getWidth() * OBJ_SIZE_X / 2, OBJ_SIZE_Y * (myLevel->getHeight() -1) / 2, 0.0f));

	// Set the camerapos for rendering the minimap
	cameraPosMap = Ogre::Vector3(OBJ_SIZE_X * myLevel->getWidth() / 2, OBJ_SIZE_Y * myLevel->getHeight() / 2, OBJ_SIZE_Z * 10);

	// Request a sunEffect for creating the sun
	EffectsFactory::getSingletonPtr()->createSunEffect(myLevel->getWidth() * myLevel->getObjectSide() / 2 , myLevel->getHeight() * myLevel->getObjectSide() / 2 , -60.0f);

	// We move to the first game state
	currentGameStage = MAIN_MENU_STATE;

	// Load the GUI sheet
	OgreFW::getSingletonPtr()->mGUIRootWindow = CEGUI::WindowManager::getSingleton().loadWindowLayout("myL2.layout");
	//CEGUI::Window *guiRoot = CEGUI::WindowManager::getSingleton().getWindow(
	CEGUI::System::getSingleton().setGUISheet(OgreFW::getSingletonPtr()->mGUIRootWindow);
	CEGUI::Window* eventButton = OgreFW::getSingletonPtr()->mGUIRootWindow->getChild("MainMenuRoot/LocalGame");
	if (eventButton) {
		std::cout << "Yes I got it" << std::endl;
		// Register handler
		eventButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::SubscriberSlot(&Game::setupLocalGame, this));
		//std::cout << "Text: " << eventButton->getText() << std::endl;
	}
	eventButton = OgreFW::getSingletonPtr()->mGUIRootWindow->getChild("MainMenuRoot/NetClient");
	if (eventButton) {
		eventButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::SubscriberSlot(&Game::setupClientGame, this));
	}
	eventButton = OgreFW::getSingletonPtr()->mGUIRootWindow->getChild("MainMenuRoot/NetServer");
	if (eventButton) {
		eventButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::SubscriberSlot(&Game::setupServerGame, this));
	}

}
コード例 #9
0
ファイル: editor_dockwidget.cpp プロジェクト: galek/Magus
/****************************************************************************
**
** Copyright (C) 2014
**
** This file is generated by the Magus toolkit
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
****************************************************************************/

// Include
#include "mainwindow.h"
#include "Editor_dockwidget.h"
#include "constants.h"
#include "sme_asset_material.h"
#include "sme_node_material.h"
#include "sme_asset_technique.h"
#include "sme_node_technique.h"
#include "sme_asset_pass.h"
#include "sme_node_pass.h"
#include "sme_asset_texture_unit.h"
#include "sme_node_texture_unit.h"

//****************************************************************************/
EditorDockWidget::EditorDockWidget(QString title, MainWindow* parent, Qt::WindowFlags flags) : 
	QDockWidget (title, parent, flags), 
	mParent(parent)
{
    mInnerMain = new QMainWindow();
    setWidget(mInnerMain);

    // Perform standard functions
    createActions();
    createMenus();
    createToolBars();

    // Create the node editor widget.
    mNodeEditor = new Magus::QtNodeEditor(this);
    mNodeEditor->setMenuSelectionToCompoundEnabled(false); // Enabling this makes it a bit more complicated
    mNodeEditor->setMenuExpandCompoundsEnabled(false); // No compounds are used
    connect(mNodeEditor, SIGNAL(nodeRemoved(QtNode*)), this, SLOT(nodeDeleted()));
    connect(mNodeEditor, SIGNAL(nodeSelected(QtNode*)), this, SLOT(nodeSelected(QtNode*)));
    mInnerMain->setCentralWidget(mNodeEditor);
    mMaterialNode = 0;
}

//****************************************************************************/
EditorDockWidget::~EditorDockWidget(void)
{
}

//****************************************************************************/
void EditorDockWidget::createActions(void)
{
    mMaterialHToolbarAction = new QAction(QIcon(ICON_MATERIAL), QString("Add a material node to the editor"), this);
    connect(mMaterialHToolbarAction, SIGNAL(triggered()), this, SLOT(doMaterialHToolbarAction()));
    mTechniqueHToolbarAction = new QAction(QIcon(ICON_TECHNIQUE), QString("Add a technique node to the editor"), this);
    connect(mTechniqueHToolbarAction, SIGNAL(triggered()), this, SLOT(doTechniqueHToolbarAction()));
    mPassHToolbarAction = new QAction(QIcon(ICON_PASS), QString("Add a pass node to the editor"), this);
    connect(mPassHToolbarAction, SIGNAL(triggered()), this, SLOT(doPassHToolbarAction()));
    mTextureHToolbarAction = new QAction(QIcon(ICON_TEXTURE), QString("Add a texture unit node to the editor"), this);
    connect(mTextureHToolbarAction, SIGNAL(triggered()), this, SLOT(doTextureHToolbarAction()));
    mCogHToolbarAction = new QAction(QIcon(ICON_COG), QString("Generate material"), this);
    connect(mCogHToolbarAction, SIGNAL(triggered()), this, SLOT(doCogHToolbarAction()));
}

//****************************************************************************/
void EditorDockWidget::createMenus(void)
{

}

//****************************************************************************/
void EditorDockWidget::createToolBars(void)
{
    mHToolBar = new QToolBar();
    mInnerMain->addToolBar(Qt::TopToolBarArea, mHToolBar);
    mHToolBar->setMinimumHeight(TB_ICON_AND_SPACING);
    mHToolBar->setMinimumWidth(1200);
    mHToolBar->addAction(mMaterialHToolbarAction);
    mHToolBar->addAction(mTechniqueHToolbarAction);
    mHToolBar->addAction(mPassHToolbarAction);
    mHToolBar->addAction(mTextureHToolbarAction);
    mHToolBar->addAction(mCogHToolbarAction);
}

//****************************************************************************/
void EditorDockWidget::doMaterialHToolbarAction(void)
{
    // Add a material node; only 1 is allowed
    if (!mMaterialNode)
    {
        mMaterialNode = new Magus::QtNodeMaterial(NODE_TITLE_MATERIAL);
        mNodeEditor->addNode(mMaterialNode);
    }
}

//****************************************************************************/
void EditorDockWidget::doTechniqueHToolbarAction(void)
{
    // Add a technique node
    Magus::QtNodeTechnique* techniqueNode = new Magus::QtNodeTechnique(NODE_TITLE_TECHNIQUE);
    mNodeEditor->addNode(techniqueNode);
}

//****************************************************************************/
void EditorDockWidget::doPassHToolbarAction(void)
{
    // Add a pass node
    Magus::QtNodePass* passNode = new Magus::QtNodePass(NODE_TITLE_PASS);
    mNodeEditor->addNode(passNode);
}

//****************************************************************************/
void EditorDockWidget::doTextureHToolbarAction(void)
{
    // Add a texture unit node
    Magus::QtNodeTextureUnit* textureUnitNode = new Magus::QtNodeTextureUnit(NODE_TITLE_TEXTURE_UNIT);
    mNodeEditor->addNode(textureUnitNode);
}

//****************************************************************************/
void EditorDockWidget::doCogHToolbarAction(void)
{
    if (!mMaterialNode)
        return;

    if (mMaterialNode->getMaterialName().isEmpty())
        return;

    // ---------------------------------------- Create a material ----------------------------------------
    Ogre::LogManager* logManager = Ogre::LogManager::getSingletonPtr();
    Ogre::MaterialManager* materialManager = Ogre::MaterialManager::getSingletonPtr();
    Ogre::String materialName = mMaterialNode->getMaterialName().toStdString(); // Convert to std format
    logManager->logMessage("SME: create Ogre material: " + materialName);
    Ogre::MaterialPtr material = materialManager->create(materialName, "General");

    // Remark: Sceneblending is done for each pass individually, although it is defined on material level

    // ---------------------------------------- Add the technique ----------------------------------------
    Magus::QtNode* node = mMaterialNode->getNodeConnectedToPort(PORT_TECHNIQUE_OUT);
    if (!node)
    {
        logManager->logMessage("SME: No technique node available");
        return;
    }

    Magus::QtNodeTechnique* techniqueNode = static_cast<Magus::QtNodeTechnique*>(node);
    material->removeAllTechniques();
    Ogre::Technique* technique = material->createTechnique();
    technique->removeAllPasses();
    logManager->logMessage("SME: Technique created" + Ogre::StringConverter::toString(material->getNumTechniques()));

    // ---------------------------------------- Add the passes ----------------------------------------
    Magus::QtNodePass* passNode;
    Magus::QtNodeTextureUnit* textureUnitNode;
    Ogre::Pass* pass;
    Ogre::TextureUnitState* textureUnit;
    for (unsigned int i = 1; i < 5; ++i)
    {
        node = techniqueNode->getNodeConnectedToPort(PORT_PASS_OUT, i); // node with the same name
        if (node)
        {
            passNode = static_cast<Magus::QtNodePass*>(node);
            pass = technique->createPass();
            pass->removeAllTextureUnitStates();
            logManager->logMessage("SME: Pass on port nr. " + Ogre::StringConverter::toString(i) + " created");
            propagatePassNodeData(passNode, pass);

            // ---------------------------------------- Add the texture units ----------------------------------------
            for (unsigned int j = 1; j < 9; ++j)
            {
                node = passNode->getNodeConnectedToPort(PORT_TEXTURE_OUT, j);
                if (node)
                {
                    logManager->logMessage("SME: Texture unit on port nr. " +
                                           Ogre::StringConverter::toString(j) +
                                           " of Pass port nr. " +
                                           Ogre::StringConverter::toString(i) +
                                           " created");
                    textureUnitNode = static_cast<Magus::QtNodeTextureUnit*>(node);
                    textureUnit = pass->createTextureUnitState();
                    propagateTextureUnitNodeData(textureUnitNode, textureUnit);
                }
            }
        }
    }

    // Assign the material to the ogrehead
    material->compile();
    material->load();
    mParent->getOgreManager()->getOgreWidget(1)->mEntity->setMaterial(material);
}
コード例 #10
0
ファイル: ar_ogre_sample.cpp プロジェクト: jwatte/orsens
int initOgreAR(aruco::CameraParameters camParams, unsigned char* buffer, std::string resourcePath)
{
	/// INIT OGRE FUNCTIONS
#ifdef _WIN32
  	root = new Ogre::Root(resourcePath + "plugins_win.cfg", resourcePath + "ogre_win.cfg");
#elif __x86_64__ || __ppc64__
	root = new Ogre::Root(resourcePath + "plugins_x64.cfg", resourcePath + "ogre.cfg");
#else
	root = new Ogre::Root(resourcePath + "plugins.cfg", resourcePath + "ogre.cfg");
#endif
  	if (!root->showConfigDialog()) return -1;
	Ogre::SceneManager* smgr = root->createSceneManager(Ogre::ST_GENERIC);


	/// CREATE WINDOW, CAMERA AND VIEWPORT
    Ogre::RenderWindow* window = root->initialise(true);
	Ogre::Camera *camera;
	Ogre::SceneNode* cameraNode;
	camera = smgr->createCamera("camera");
	camera->setNearClipDistance(0.01f);
	camera->setFarClipDistance(10.0f);
	camera->setProjectionType(Ogre::PT_ORTHOGRAPHIC);
	camera->setPosition(0, 0, 0);
	camera->lookAt(0, 0, 1);
	double pMatrix[16];
	camParams.OgreGetProjectionMatrix(camParams.CamSize,camParams.CamSize, pMatrix, 0.05,10, false);
	Ogre::Matrix4 PM(pMatrix[0], pMatrix[1], pMatrix[2] , pMatrix[3],
			pMatrix[4], pMatrix[5], pMatrix[6] , pMatrix[7],
			pMatrix[8], pMatrix[9], pMatrix[10], pMatrix[11],
			pMatrix[12], pMatrix[13], pMatrix[14], pMatrix[15]);
	camera->setCustomProjectionMatrix(true, PM);
	camera->setCustomViewMatrix(true, Ogre::Matrix4::IDENTITY);
	window->addViewport(camera);
	cameraNode = smgr->getRootSceneNode()->createChildSceneNode("cameraNode");
	cameraNode->attachObject(camera);


	/// CREATE BACKGROUND FROM CAMERA IMAGE
	int width = camParams.CamSize.width;
	int height = camParams.CamSize.height;
	// create background camera image
	mPixelBox = Ogre::PixelBox(width, height, 1, Ogre::PF_R8G8B8, buffer);
	// Create Texture
	mTexture = Ogre::TextureManager::getSingleton().createManual("CameraTexture",Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
		      Ogre::TEX_TYPE_2D,width,height,0,Ogre::PF_R8G8B8,Ogre::TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

	//Create Camera Material
	Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create("CameraMaterial", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	Ogre::Technique *technique = material->createTechnique();
	technique->createPass();
	material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
	material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
	material->getTechnique(0)->getPass(0)->createTextureUnitState("CameraTexture");

	Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
	rect->setCorners(-1.0, 1.0, 1.0, -1.0);
	rect->setMaterial("CameraMaterial");

	// Render the background before everything else
	rect->setRenderQueueGroup(Ogre::RENDER_QUEUE_BACKGROUND);

	// Hacky, but we need to set the bounding box to something big, use infinite AAB to always stay visible
	Ogre::AxisAlignedBox aabInf;
	aabInf.setInfinite();
	rect->setBoundingBox(aabInf);

	// Attach background to the scene
	Ogre::SceneNode* node = smgr->getRootSceneNode()->createChildSceneNode("Background");
	node->attachObject(rect);


	/// CREATE SIMPLE OGRE SCENE
	// add sinbad.mesh
	Ogre::ResourceGroupManager::getSingleton().addResourceLocation(resourcePath + "Sinbad.zip", "Zip", "Popular");
 	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
	for(int i=0; i<MAX_MARKERS; i++) {
	  Ogre::String entityName = "Marker_" + Ogre::StringConverter::toString(i);
	  Ogre::Entity* ogreEntity = smgr->createEntity(entityName, "Sinbad.mesh");
	  Ogre::Real offset = ogreEntity->getBoundingBox().getHalfSize().y;
	  ogreNode[i] = smgr->getRootSceneNode()->createChildSceneNode();
	  // add entity to a child node to correct position (this way, entity axis is on feet of sinbad)
	  Ogre::SceneNode *ogreNodeChild = ogreNode[i]->createChildSceneNode();
	  ogreNodeChild->attachObject(ogreEntity);
	  // Sinbad is placed along Y axis, we need to rotate to put it along Z axis so it stands up over the marker
	  // first rotate along X axis, then add offset in Z dir so it is over the marker and not in the middle of it
	  ogreNodeChild->rotate(Ogre::Vector3(1,0,0), Ogre::Radian(Ogre::Degree(90)));
	  ogreNodeChild->translate(0,0,offset,Ogre::Node::TS_PARENT);
	  // mesh is too big, rescale!
	  const float scale = 0.006675f;
	  ogreNode[i]->setScale(scale, scale, scale);

	    // Init animation
	  ogreEntity->getSkeleton()->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);
	  if(i==0)
	  {
        baseAnim[i] = ogreEntity->getAnimationState("HandsClosed");
        topAnim[i] = ogreEntity->getAnimationState("HandsRelaxed");
	  }
	  else if(i==1)
	  {
        baseAnim[i] = ogreEntity->getAnimationState("Dance");
        topAnim[i] = ogreEntity->getAnimationState("Dance");
	  }
	  else if(i==2)
	  {
        baseAnim[i] = ogreEntity->getAnimationState("RunBase");
        topAnim[i] = ogreEntity->getAnimationState("RunTop");
	  }
	  else
	  {
        baseAnim[i] = ogreEntity->getAnimationState("IdleBase");
        topAnim[i] = ogreEntity->getAnimationState("IdleTop");
	  }
	  baseAnim[i]->setLoop(true);
	  topAnim[i]->setLoop(true);
	  baseAnim[i]->setEnabled(true);
	  topAnim[i]->setEnabled(true);
	}


 	/// KEYBOARD INPUT READING
 	size_t windowHnd = 0;
 	window->getCustomAttribute("WINDOW", &windowHnd);
 	im = OIS::InputManager::createInputSystem(windowHnd);
 	keyboard = static_cast<OIS::Keyboard*>(im->createInputObject(OIS::OISKeyboard, true));

	return 1;
}
コード例 #11
0
ファイル: vpAROgre.cpp プロジェクト: tswang/visp
/*!
  Create a color background to show the real scene.

  \param I : This parameter is here only used to initialize a color background.
*/
void vpAROgre::createBackground(vpImage<vpRGBa> & /* I */)
{
  // Create a rectangle to show the incoming images from the camera
  mBackground = new Ogre::Rectangle2D(true); // true = textured
  mBackground->setCorners(-1.0, 1.0, 1.0, -1.0); // Spread all over the window
  mBackground->setBoundingBox(Ogre::AxisAlignedBox(-100000.0*Ogre::Vector3::UNIT_SCALE, 100000.0*Ogre::Vector3::UNIT_SCALE)); // To be shown everywhere

  // Texture options
  Ogre::MaterialManager::getSingleton().setDefaultTextureFiltering(Ogre::TFO_NONE);
  Ogre::MaterialManager::getSingleton().setDefaultAnisotropy(1);

  // Dynamic texture
  // If we are using opengl we can boost a little bit performances with a dynamic texture
  if(mRoot->getRenderSystem()->getName() == "OpenGL Rendering Subsystem") {
    Ogre::TextureManager::getSingleton().createManual("BackgroundTexture",
						      Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
						      Ogre::TEX_TYPE_2D,
						      mBackgroundWidth,//width
						      mBackgroundHeight,//height
						      0,  // num of mip maps
                  //Ogre::PF_BYTE_RGBA,
                  Ogre::PF_BYTE_BGRA,
                  Ogre::TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
  }
  else{ // As that texture does not seem to work properly with direct3D we use a default texture
    Ogre::TextureManager::getSingleton().createManual("BackgroundTexture",
						      Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
						      Ogre::TEX_TYPE_2D,
						      mBackgroundWidth,//width
						      mBackgroundHeight,//height
						      0,  // num of mip maps
                  //Ogre::PF_BYTE_RGBA,
                  Ogre::PF_BYTE_BGRA,
						      Ogre::TU_DEFAULT);
  }


  // Pointer to the dynamic texture
  Ogre::TexturePtr dynTexPtr =
    Ogre::TextureManager::getSingleton().getByName("BackgroundTexture");
//#if ( OGRE_VERSION >= (1 << 16 | 9 << 8 | 0) )
//      .dynamicCast<Ogre::Texture>();// Get the pixel buffer
//#else
//      ;
//#endif

  // Get the pixel buffer
  mPixelBuffer = dynTexPtr->getBuffer();

  // Material to apply the texture to the background
  Ogre::MaterialPtr Backgroundmaterial
    = Ogre::MaterialManager::getSingleton().create("BackgroundMaterial",
               Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
//#if ( OGRE_VERSION >= (1 << 16 | 9 << 8 | 0) )
//      .dynamicCast<Ogre::Material>();
//#else
//      ;
//#endif
  Ogre::Technique *Backgroundtechnique = Backgroundmaterial->createTechnique();
  Backgroundtechnique->createPass();
  Backgroundmaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
  Backgroundmaterial->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false); // Background
  Backgroundmaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); // Background
  Backgroundmaterial->getTechnique(0)->getPass(0)->createTextureUnitState("BackgroundTexture");
  mBackground->setMaterial("BackgroundMaterial"); // Attach the material to the rectangle
  mBackground->setRenderQueueGroup(Ogre::RENDER_QUEUE_BACKGROUND); // To be rendered in Background

  // Add the background to the Scene Graph so it will be rendered
  Ogre::SceneNode *BackgroundNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("BackgoundNode");
  BackgroundNode->attachObject(mBackground);
}