void BaseManager::destroy() { destroyScene(); destroyPointerManager(); destroyInput(); destroyGui(); // очищаем сцену if (mSceneManager) { mSceneManager->clearScene(); mSceneManager->destroyAllCameras(); mSceneManager = nullptr; mCamera = nullptr; } if (mWindow) { mWindow->destroy(); mWindow = nullptr; } if (mRoot) { Ogre::RenderWindow* window = mRoot->getAutoCreatedWindow(); if (window) window->removeAllViewports(); delete mRoot; mRoot = nullptr; } }
void LogoState::exit() { mLoadOverlay->hide(); Ogre::RenderWindow *win = mRoot->getAutoCreatedWindow(); if(win) { win->removeAllViewports(); OverlayManager *man = OverlayManager::getSingletonPtr(); for (int i = 0; i < mNumOverlays; i++) { man->getByName(mNameOverlays[i])->clear(); } } OverlayManager *man = OverlayManager::getSingletonPtr(); if(man) { /*for (int i = 0; i < mNumOverlays; i++) { man->getByName(mNameOverlays[i])->clear(); }*/ mOverlayGuys->clear(); mOverlay4Guys->clear(); mOverlay4G->clear(); mOverlayGirl->clear(); mOverlay1Girl->clear(); mOverlay1G->clear(); mOverlayGame->clear(); mOverlay1Game->clear(); mOverlay1Gsq->clear(); mOverlaypresents->clear(); mOverlayplugins->clear(); mOverlayskip->clear(); } }
void BasisManager::destroyBasisManager() // очищаем все параметры каркаса приложения { destroyGui(); // очищаем сцену if (mSceneMgr) { mSceneMgr->clearScene(); mSceneMgr->destroyAllCameras(); mSceneMgr = 0; } destroyInput(); // удаляем ввод if (mWindow) { mWindow->destroy(); mWindow = 0; } if (mRoot) { Ogre::RenderWindow * mWindow = mRoot->getAutoCreatedWindow(); if (mWindow) mWindow->removeAllViewports(); delete mRoot; mRoot = 0; } }
void BasisManager::destroyBasisManager() // очищаем все параметры каркаса приложения { // раскручиваем все стейты while ( ! mStates.empty()) { mStates.back()->exit(); mStates.pop_back(); } if (mGUI) { mGUI->shutdown(); delete mGUI; mGUI = nullptr; } // очищаем сцену if (mSceneMgr) { mSceneMgr->clearScene(); mSceneMgr->destroyAllCameras(); mSceneMgr = 0; } // удаляем ввод if (mInput) { mInput->destroyInput(); delete mInput; mInput = 0; } if (mWindow) { mWindow->destroy(); mWindow = 0; } if (mRoot) { Ogre::RenderWindow * mWindow = mRoot->getAutoCreatedWindow(); if (mWindow) mWindow->removeAllViewports(); delete mRoot; mRoot = 0; } }
void BaseScene::_SetActive() { Ogre::RenderWindow* win = GameApplication::GetSingletonPtr()->GetWindow(); win->removeAllViewports(); mViewport = win->addViewport(mCamera); mViewport->setBackgroundColour(m_BackgroundColor); mCamera->setAspectRatio((float)mViewport->getActualWidth() / (float)mViewport->getActualHeight()); mKeyboard->setEventCallback(this); mMouse->setEventCallback(this); mRoot->addFrameListener(this); if(!m_bSceneCreated) { CreateScene(); m_bSceneCreated = true; } SetActive(); }
void BaseManager::shutdown() { mPreLuaScript.clear(); mPreLuaLocation.clear(); mPreLoad.clear(); destroyScene(); destroyPointerManager(); destroyInput(); destroyGui(); mSceneManager->destroyQuery( mSceneQuery ); mSceneQuery = nullptr; destroySceneManager(); //清除内部帧监听器 //必须在destroyScene等后面被施放 delete mInputFilter; mInputFilter = nullptr; if (mRoot) { Ogre::RenderWindow* window = mRoot->getAutoCreatedWindow(); if (window) window->removeAllViewports(); OGRE_DELETE mRoot; mRoot = nullptr; } if( mCoutSource ){ //删除mCoutSource,不要过早删除它。 delete mCoutSource; mCoutSource = nullptr; } }
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { #else int main (int argc, char *argv[]) { #endif #define OGRE_STATIC_ParticleFX 1 Ogre::Root *ogre; Ogre::RenderWindow *window; Ogre::SceneManager *sceneMgr; Ogre::Camera *camera; // fire up an Ogre rendering window. Clearing the first two (of three) params will let us // specify plugins and resources in code instead of via text file ogre = new Ogre::Root("", ""); // This is a VERY minimal rendersystem loading example; we are hardcoding the OpenGL // renderer, instead of loading GL and D3D9. We will add renderer selection support in a // future article. // I separate the debug and release versions of my plugins using the same "_d" suffix that // the Ogre main libraries use; you may need to remove the "_d" in your code, depending on the // naming convention you use ogre->loadPlugin("RenderSystem_GL_d"); ogre->loadPlugin("Plugin_ParticleFX_d"); const Ogre::RenderSystemList &renderSystems = ogre->getAvailableRenderers(); Ogre::RenderSystemList::const_iterator r_it; // we do this step just to get an iterator that we can use with setRenderSystem. In a future article // we actually will iterate the list to display which renderers are available. // renderSystems = ogre->getAvailableRenderers(); r_it = renderSystems.begin(); ogre->setRenderSystem(*r_it); ogre->initialise(false); // load common plugins ogre->loadPlugin("Plugin_CgProgramManager_d"); ogre->loadPlugin("Plugin_OctreeSceneManager_d"); // setup main window; hardcode some defaults for the sake of presentation Ogre::NameValuePairList opts; opts["resolution"] = "1024x768"; opts["fullscreen"] = "false"; opts["vsync"] = "true"; // create a rendering window with the title "CDK" window = ogre->createRenderWindow("CDK", 1024, 768, false, &opts); // load the basic resource location(s) Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "resource", "FileSystem", "General"); Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "resource/gui.zip", "Zip", "GUI"); Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "resource/textures", "FileSystem", "Textures"); Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "resource/particles", "FileSystem", "Particles"); Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "resource/materials", "FileSystem", "Materials"); #if defined(WIN32) Ogre::ResourceGroupManager::getSingleton().addResourceLocation( "c:\\windows\\fonts", "FileSystem", "GUI"); #endif //Must initialize resource groups after window if using particle effects. Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("General"); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("GUI"); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("Textures"); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("Materials"); Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("Particles"); // since this is basically a CEGUI app, we can use the ST_GENERIC scene manager for now; in a later article // we'll see how to change this sceneMgr = ogre->createSceneManager(Ogre::ST_GENERIC); camera = sceneMgr->createCamera("camera"); camera->setNearClipDistance(1); Ogre::Viewport* vp = window->addViewport(camera); vp->setBackgroundColour(Ogre::ColourValue(0,0,0)); // most examples get the viewport size to calculate this; for now, we'll just // set it to 4:3 the easy way camera->setAspectRatio((Ogre::Real)1.333333); // with a scene manager and window, we can create a the GUI renderer // new way to instantiate a CEGUIOgreRenderer (Ogre 1.7) Ogre::RenderTarget *mRenderTarget = window; CEGUI::OgreRenderer* pGUIRenderer = &CEGUI::OgreRenderer::bootstrapSystem(*mRenderTarget); // create the root CEGUI class CEGUI::System* pSystem = CEGUI::System::getSingletonPtr(); // tell us a lot about what is going on (see CEGUI.log in the working directory) CEGUI::Logger::getSingleton().setLoggingLevel(CEGUI::Informative); // use this CEGUI scheme definition (see CEGUI docs for more) CEGUI::SchemeManager::getSingleton().create((CEGUI::utf8*)"TaharezLookSkin.scheme", (CEGUI::utf8*)"GUI"); // show the CEGUI mouse cursor (defined in the look-n-feel) pSystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook", (CEGUI::utf8*)"MouseArrow"); // use this font for text in the UI CEGUI::FontManager::getSingleton().create("Tahoma-8.font", (CEGUI::utf8*)"GUI"); pSystem->setDefaultFont((CEGUI::utf8*)"Tahoma-8"); // load a layout from the XML layout file (you'll find this in resources/gui.zip), and // put it in the GUI resource group CEGUI::Window* pLayout = CEGUI::WindowManager::getSingleton().loadWindowLayout("katana.layout", "", "GUI"); // you need to tell CEGUI which layout to display. You can call this at any time to change the layout to // another loaded layout (i.e. moving from screen to screen or to load your HUD layout). Note that this takes // a CEGUI::Window instance -- you can use anything (any widget) that serves as a root window. pSystem->setGUISheet(pLayout); // this next bit is for the sake of the input handler unsigned long hWnd; // WINDOW is generic to all platforms now as of Eihort window->getCustomAttribute("WINDOW", &hWnd); // set up the input handlers Simulation *sim = new Simulation(); // since the input handler deals with pushing input to CEGUI, we need to give it a pointer // to the CEGUI System instance to use InputHandler *handler = new InputHandler(pSystem, sim, hWnd); // put us into our "main menu" state sim->requestStateChange(GUI); // make an instance of our GUI sheet handler class MainMenuDlg* pDlg = new MainMenuDlg(pSystem, pLayout, sim); //testing shit Ogre::SceneNode *systemNode = sceneMgr->getRootSceneNode()->createChildSceneNode(Ogre::Vector3(0,0,0)); SphereMesh *sphere = NULL; sphere->createSphere("sphereMesh", 80, 64, 64); /* // Now I can create several entities using that mesh Ogre::Entity *MoonEntity = sceneMgr->createEntity("Moon", planetMesh); // Now I attach it to a scenenode, so that it becomes present in the scene. Ogre::SceneNode *EarthOrbitNode = systemNode->createChildSceneNode("Earth Orbit", Ogre::Vector3(0,0,0)); Ogre::SceneNode *EarthNode = EarthOrbitNode->createChildSceneNode("Earth", Ogre::Vector3(200,0,0)); Ogre::SceneNode *MoonNode = EarthNode->createChildSceneNode("Moon", Ogre::Vector3(150,0,0)); MoonNode->attachObject(MoonEntity); MoonEntity->getParentNode()->scale(0.5,0.5,0.5); */ //Material Tests Ogre::MaterialManager& lMaterialManager = Ogre::MaterialManager::getSingleton(); Ogre::String lNameOfResourceGroup = "Mission 1 : Deliver Tom"; Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton(); lRgMgr.createResourceGroup(lNameOfResourceGroup); { Ogre::MaterialPtr lMaterial = lMaterialManager.create("M_Lighting+OneTexture",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); lFirstPass->setDiffuse(0.8f, 0.8f, 0.8f,1.0f); lFirstPass->setAmbient(0.3f, 0.3f, 0.3f); lFirstPass->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); lFirstPass->setShininess(64.0f); lFirstPass->setSelfIllumination(0.1f, 0.1f, 0.1f); Ogre::TextureUnitState* lTextureUnit = lFirstPass->createTextureUnitState(); lTextureUnit->setTextureName("SimpleTexture.bmp", Ogre::TEX_TYPE_2D); lTextureUnit->setTextureCoordSet(0); } // 3/ Lighting color. // To have the feeling of '3D', the lighting is good feeling. // It often requires the object to have correct normals (see my manual object construction), // and some lights in the scene. { Ogre::MaterialPtr lMaterial = lMaterialManager.create("Sun",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); // Lighting is allowed on this pass. lFirstPass->setLightingEnabled(true); // Emissive / self illumination is the color 'produced' by the object. // Color values vary between 0.0(minimum) to 1.0 (maximum). Ogre::ColourValue lSelfIllumnationColour(0.5f, 0.0f, 0.0f, 1.0f); lFirstPass->setSelfIllumination(lSelfIllumnationColour); // diffuse color is the traditionnal color of the lit object. Ogre::ColourValue lDiffuseColour(1.0f, 0.4f, 0.4f, 1.0f); lFirstPass->setDiffuse(lDiffuseColour); // ambient colour is linked to ambient lighting. // If there is no ambient lighting, then this has no influence. // It the ambient lighting is at 1, then this colour is fully added. // This is often use to change the general feeling of a whole scene. Ogre::ColourValue lAmbientColour(0.4f, 0.1f, 0.1f, 1.0f); lFirstPass->setAmbient(lAmbientColour); // specular colour, is the colour of the 'little light reflection' // that you can see on some object. For example, my bald head skin // reflect the sun. This make a 'round of specular lighting'. // Set this to black if you don't want to see it. Ogre::ColourValue lSpecularColour(1.0f, 1.0f, 1.0f, 1.0f); lFirstPass->setSpecular(lSpecularColour); // Shininess is the 'inverse of specular color splattering' coefficient. // If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface). // If this is 0, you get a simple color layer (the dot has become very wide). Ogre::Real lShininess = 64.0f; lFirstPass->setShininess(lShininess); } { Ogre::MaterialPtr lMaterial = lMaterialManager.create("mars",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); // Lighting is allowed on this pass. lFirstPass->setLightingEnabled(true); // Emissive / self illumination is the color 'produced' by the object. // Color values vary between 0.0(minimum) to 1.0 (maximum). Ogre::ColourValue lSelfIllumnationColour(0.6f, 0.1f, 0.1f, 0.0f); lFirstPass->setSelfIllumination(lSelfIllumnationColour); // diffuse color is the traditionnal color of the lit object. Ogre::ColourValue lDiffuseColour(1.0f, 0.2f, 0.0f, 0.0f); lFirstPass->setDiffuse(lDiffuseColour); // ambient colour is linked to ambient lighting. // If there is no ambient lighting, then this has no influence. // It the ambient lighting is at 1, then this colour is fully added. // This is often use to change the general feeling of a whole scene. Ogre::ColourValue lAmbientColour(1.0f, 0.2f, 0.0f, 0.0f); lFirstPass->setAmbient(lAmbientColour); // specular colour, is the colour of the 'little light reflection' // that you can see on some object. For example, my bald head skin // reflect the sun. This make a 'round of specular lighting'. // Set this to black if you don't want to see it. Ogre::ColourValue lSpecularColour(1.0f, 0.3f, 0.3f, 0.3f); lFirstPass->setSpecular(lSpecularColour); // Shininess is the 'inverse of specular color splattering' coefficient. // If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface). // If this is 0, you get a simple color layer (the dot has become very wide). Ogre::Real lShininess = 34.0f; lFirstPass->setShininess(lShininess); } { Ogre::MaterialPtr lMaterial = lMaterialManager.create("gaia",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); // Lighting is allowed on this pass. lFirstPass->setLightingEnabled(true); // Emissive / self illumination is the color 'produced' by the object. // Color values vary between 0.0(minimum) to 1.0 (maximum). Ogre::ColourValue lSelfIllumnationColour(0.0f, 0.0f, 0.1f, 0.3f); lFirstPass->setSelfIllumination(lSelfIllumnationColour); // diffuse color is the traditionnal color of the lit object. Ogre::ColourValue lDiffuseColour(0.1f, 0.2f, 0.8f, 1.0f); lFirstPass->setDiffuse(lDiffuseColour); // ambient colour is linked to ambient lighting. // If there is no ambient lighting, then this has no influence. // It the ambient lighting is at 1, then this colour is fully added. // This is often use to change the general feeling of a whole scene. Ogre::ColourValue lAmbientColour(0.0f, 0.1f, 0.4f, 1.0f); lFirstPass->setAmbient(lAmbientColour); // specular colour, is the colour of the 'little light reflection' // that you can see on some object. For example, my bald head skin // reflect the sun. This make a 'round of specular lighting'. // Set this to black if you don't want to see it. Ogre::ColourValue lSpecularColour(0.0f, 0.3f, 1.0f, 1.0f); lFirstPass->setSpecular(lSpecularColour); // Shininess is the 'inverse of specular color splattering' coefficient. // If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface). // If this is 0, you get a simple color layer (the dot has become very wide). Ogre::Real lShininess = 34.0f; lFirstPass->setShininess(lShininess); } { Ogre::MaterialPtr lMaterial = lMaterialManager.create("barren",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); // Lighting is allowed on this pass. lFirstPass->setLightingEnabled(true); // Emissive / self illumination is the color 'produced' by the object. // Color values vary between 0.0(minimum) to 1.0 (maximum). Ogre::ColourValue lSelfIllumnationColour(0.1f, 0.1f, 0.1f, 0.1f); lFirstPass->setSelfIllumination(lSelfIllumnationColour); // diffuse color is the traditionnal color of the lit object. Ogre::ColourValue lDiffuseColour(0.3f, 0.3f, 0.3f, 0.3f); lFirstPass->setDiffuse(lDiffuseColour); // ambient colour is linked to ambient lighting. // If there is no ambient lighting, then this has no influence. // It the ambient lighting is at 1, then this colour is fully added. // This is often use to change the general feeling of a whole scene. Ogre::ColourValue lAmbientColour(0.3f, 0.3f, 0.3f, 0.3f); lFirstPass->setAmbient(lAmbientColour); // specular colour, is the colour of the 'little light reflection' // that you can see on some object. For example, my bald head skin // reflect the sun. This make a 'round of specular lighting'. // Set this to black if you don't want to see it. Ogre::ColourValue lSpecularColour(0.7f, 0.7f, 0.7f, 0.7f); lFirstPass->setSpecular(lSpecularColour); // Shininess is the 'inverse of specular color splattering' coefficient. // If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface). // If this is 0, you get a simple color layer (the dot has become very wide). Ogre::Real lShininess = 34.0f; lFirstPass->setShininess(lShininess); } { Ogre::MaterialPtr lMaterial = lMaterialManager.create("gasgiant",lNameOfResourceGroup); Ogre::Technique* lFirstTechnique = lMaterial->getTechnique(0); Ogre::Pass* lFirstPass = lFirstTechnique->getPass(0); // Lighting is allowed on this pass. lFirstPass->setLightingEnabled(true); // Emissive / self illumination is the color 'produced' by the object. // Color values vary between 0.0(minimum) to 1.0 (maximum). Ogre::ColourValue lSelfIllumnationColour(0.0f, 0.3f, 0.0f, 0.1f); lFirstPass->setSelfIllumination(lSelfIllumnationColour); // diffuse color is the traditionnal color of the lit object. Ogre::ColourValue lDiffuseColour(0.1f, 0.7f, 0.1f, 0.3f); lFirstPass->setDiffuse(lDiffuseColour); // ambient colour is linked to ambient lighting. // If there is no ambient lighting, then this has no influence. // It the ambient lighting is at 1, then this colour is fully added. // This is often use to change the general feeling of a whole scene. Ogre::ColourValue lAmbientColour(0.1f, 0.7f, 0.3f, 0.3f); lFirstPass->setAmbient(lAmbientColour); // specular colour, is the colour of the 'little light reflection' // that you can see on some object. For example, my bald head skin // reflect the sun. This make a 'round of specular lighting'. // Set this to black if you don't want to see it. Ogre::ColourValue lSpecularColour(0.2f, 1.0f, 0.6f, 0.6f); lFirstPass->setSpecular(lSpecularColour); // Shininess is the 'inverse of specular color splattering' coefficient. // If this is big (e.g : 64) you get a very tiny dot with a quite strong color (on round surface). // If this is 0, you get a simple color layer (the dot has become very wide). Ogre::Real lShininess = 34.0f; lFirstPass->setShininess(lShininess); } //end material tests //System Creator std::string systemDefinition[10] = {"15000,0,0,false,false,false,700000,0", "300,0,0,false,false,barren,2500,1", "300,x,y,false,co2,barren,6000,2", "300,x,y,h2o,n2/o2,gaia,6300,3", "300,x,y,false,co2,mars,3400,4", "300,x,y,false,h2/he,gasgiant,71000,5", "300,x,y,false,h2/he,gasgiant,60000,6", "300,x,y,false,h2/he,gasgiant,25001,7", "300,x,y,false,h2/he,gasgiant,25000,8", "300,x,y,false,n-ice,ice,1100,9"}; StarSystem sol = StarSystem::StarSystem(sceneMgr, systemDefinition); //Star Creator /* { int x = 0; int y = 0; int kelvin = 15000; CelestialBody newstar = CelestialBody::CelestialBody(kelvin, 100, systemNode, sceneMgr, x, y); } // Spectrum testing and multi star generation. int time = 200; int x = -500; int y = 500; for ( int count = 1; count <= time; count++){ int kelvin = count * (40000/time); Star newstar = Star::Star(kelvin, 100, systemNode, sceneMgr, x, y); x += 20; if (count % 10 == 0) { y -= 20; x = -500; } } */ // I move the SceneNode back 15 so that it is visible to the camera. float PositionOffset = 0.0; float distance = -2000.0; systemNode->translate(0, PositionOffset, distance); camera->lookAt(Ogre::Vector3(0,0,distance)); while (sim->getCurrentState() != SHUTDOWN) { sol.rotateOrbits(); handler->capture(); ogre->renderOneFrame(); // run the message pump (uncomment for Eihort) Ogre::WindowEventUtilities::messagePump(); } { window->removeAllViewports(); } { sceneMgr->destroyAllCameras(); sceneMgr->destroyAllManualObjects(); sceneMgr->destroyAllEntities(); sceneMgr->destroyAllLights(); systemNode->removeAndDestroyAllChildren(); } { Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton(); lRgMgr.destroyResourceGroup(lNameOfResourceGroup); } // clean up after ourselves delete pDlg; delete handler; delete sim; delete ogre; return 0; }