package Ogre::ExampleApplication; use strict; use warnings; use Ogre 0.27 qw(:SceneType); use Ogre::ColourValue; use Ogre::Root; use Ogre::SceneManager; use Ogre::ResourceGroupManager; use Ogre::TextureManager; use Ogre::ExampleFrameListener; sub new { my ($pkg) = @_; my $self = bless { mFrameListener => undef, mRoot => undef, mResourcePath => '', mCamera => undef, mSceneMgr => undef, mWindow => undef, }, $pkg; # if OGRE_PLATFORM == OGRE_PLATFORM_APPLE # $self->mResourcePath = macBundlePath() + "/Contents/Resources/"; return $self; } sub DESTROY { my ($self) = @_; # not sure this is right.. if ($self->{mFrameListener}) { delete $self->{mFrameListener}; } if ($self->{mRoot}) { delete $self->{mRoot}; } } # XXX: # This function will locate the path to our application on OS X, # unlike windows you can not rely on the curent working directory # for locating your configuration files and resources. # (note: this is a FUNCTION, not a method) sub macBundlePath { # xxx: ExampleApplication.h contains a function macBundlePath # which gets the full path for mResourcePath (it says OS X must # be given a full path, not relative). That needs to be implemented # (presumably in Perl, though). # I'm not sure if all platforms can take a full path; # assuming so, it'll be easy enough, but otherwise I'll also # have to get the OGRE_PLATFORM, OGRE_PLATFORM_APPLE #defines return ''; } sub go { my ($self) = @_; return unless $self->setup(); $self->{mRoot}->startRendering(); $self->destroyScene(); } # These internal methods package up the stages in the startup process # Sets up the application - returns false if the user chooses to abandon configuration. sub setup { my ($self) = @_; $self->{mRoot} = Ogre::Root->new($self->{mResourcePath} . 'plugins.cfg', $self->{mResourcePath} . 'ogre.cfg', $self->{mResourcePath} . 'Ogre.log'); $self->setupResources(); return 0 unless $self->configure(); $self->chooseSceneManager(); $self->createCamera(); $self->createViewports(); # Set default mipmap level (NB some APIs ignore this) Ogre::TextureManager->getSingletonPtr->setDefaultNumMipmaps(5); # Create any resource listeners (for loading screens) $self->createResourceListener(); $self->loadResources(); $self->createScene(); $self->createFrameListener(); return 1; } # Configures the application - returns false if the user chooses to abandon configuration. sub configure { my ($self) = @_; # Show the configuration dialog and initialise the system # You can skip this and use root.restoreConfig() to load configuration # settings if you were sure there are valid ones saved in ogre.cfg if ($self->{mRoot}->showConfigDialog()) { # If returned true, user clicked OK so initialise # Here we choose to let the system create a default rendering window by passing 'true' $self->{mWindow} = $self->{mRoot}->initialise(1, "OGRE Render Window"); return 1; } else { return 0; } } sub chooseSceneManager { my ($self) = @_; # Create the SceneManager, in this case a generic one $self->{mSceneMgr} = $self->{mRoot}->createSceneManager(ST_GENERIC, "ExampleSMInstance"); } sub createCamera { my ($self) = @_; # Create the camera $self->{mCamera} = $self->{mSceneMgr}->createCamera("PlayerCam"); # Position it at 500 in Z direction $self->{mCamera}->setPosition(0, 0, 500); # Look back along -Z $self->{mCamera}->lookAt(0, 0, -300); $self->{mCamera}->setNearClipDistance(5); } sub createFrameListener { my ($self) = @_; $self->{mFrameListener} = Ogre::ExampleFrameListener->new($self->{mWindow}, $self->{mCamera}); $self->{mFrameListener}->showDebugOverlay(1); $self->{mRoot}->addFrameListener($self->{mFrameListener}); } sub createScene { die "implement createScene!\n"; } sub destroyScene { } sub createViewports { my ($self) = @_; # Create one viewport, entire window my $vp = $self->{mWindow}->addViewport($self->{mCamera}); $vp->setBackgroundColour(Ogre::ColourValue->new(0,0,0)); # Alter the camera aspect ratio to match the viewport $self->{mCamera}->setAspectRatio($vp->getActualWidth() / $vp->getActualHeight()); } # Method which will define the source of resources (other than current folder) sub setupResources { my ($self) = @_; my $cf = Ogre::ConfigFile->new(); # resources.cfg and its required media files are included in this directory. # You may want to change this, and use different media. # Look in the source distribution for OGRE under Samples/Media/ . $cf->load($self->{mResourcePath} . "resources.cfg"); # note: this is a Perlish replacement for iterators used in C++ my $secs = $cf->getSections(); # moved this outside the for loops my $rgm = Ogre::ResourceGroupManager->getSingletonPtr(); foreach my $sec (@$secs) { my $secName = $sec->{name}; my $settings = $sec->{settings}; foreach my $setting (@$settings) { my ($typeName, $archName) = @$setting; # XXX: # if OGRE_PLATFORM == OGRE_PLATFORM_APPLE # OS X does not set the working directory relative to the app, # In order to make things portable on OS X we need to provide # the loading with it's own bundle path location # $archName = macBundlePath() . "/" . $archName $rgm->addResourceLocation($archName, $typeName, $secName); } } } # Optional override method where you can create resource listeners (e.g. for loading screens) sub createResourceListener { } # Optional override method where you can perform resource group loading # Must at least do ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); sub loadResources { # Initialise, parse scripts etc Ogre::ResourceGroupManager->getSingletonPtr->initialiseAllResourceGroups(); } 1; __END__ =head1 NAME Ogre::ExampleApplication =head1 SYNOPSIS package MyApplication; use Ogre::ExampleApplication; @ISA = qw(Ogre::ExampleApplication); # override methods... =head1 DESCRIPTION This is a port of OGRE's F. As the name implies, it's an example of how to do things. You can subclass it to customize it how you want. See the examples referred to in F. =head1 AUTHOR Scott Lanning Eslanning@cpan.orgE For licensing information, see README.txt . =cut