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Now we have a very exciting application which opens a black window and waits for the ESC key to quit. We assume this is the application you always wanted to have? No? Ok then, let's create some 3D stuff.
We'll add a texture manager, a room (technically called a sector) and
some lights. First, add a pointer to our main sector to the Simple
class header file:
... struct iSector; ... class Simple { private: ... iSector* room; ... |
Now add these chunks of code (texture manager, room, lights) to `simple.cpp':
bool Simple::Initialize () { ... csReport (object_reg, CS_REPORTER_SEVERITY_NOTIFY, "crystalspace.application.simple", "Simple Crystal Space Application version 0.1."); // Setup the texture manager iTextureManager* txtmgr = g3d->GetTextureManager (); txtmgr->SetVerbose (true); ... // First disable the lighting cache. Our app is simple enough // not to need this. engine->SetLightingCacheMode (0); if (!loader->LoadTexture ("stone", "/lib/std/stone4.gif")) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "Error loading 'stone4' texture!"); return false; } iMaterialWrapper* tm = engine->GetMaterialList ()->FindByName ("stone"); room = engine->CreateSector ("room"); csRef<iMeshWrapper> walls ( engine->CreateSectorWallsMesh (room, "walls")); csRef<iThingState> thing_state ( SCF_QUERY_INTERFACE (walls->GetMeshObject (), iThingState)); iThingFactoryState* walls_state = thing_state->GetFactory (); iPolygon3DStatic* p; p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (-5, 0, 5)); p->CreateVertex (csVector3 (5, 0, 5)); p->CreateVertex (csVector3 (5, 0, -5)); p->CreateVertex (csVector3 (-5, 0, -5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (-5, 20, -5)); p->CreateVertex (csVector3 (5, 20, -5)); p->CreateVertex (csVector3 (5, 20, 5)); p->CreateVertex (csVector3 (-5, 20, 5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (-5, 20, 5)); p->CreateVertex (csVector3 (5, 20, 5)); p->CreateVertex (csVector3 (5, 0, 5)); p->CreateVertex (csVector3 (-5, 0, 5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (5, 20, 5)); p->CreateVertex (csVector3 (5, 20, -5)); p->CreateVertex (csVector3 (5, 0, -5)); p->CreateVertex (csVector3 (5, 0, 5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (-5, 20, -5)); p->CreateVertex (csVector3 (-5, 20, 5)); p->CreateVertex (csVector3 (-5, 0, 5)); p->CreateVertex (csVector3 (-5, 0, -5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); p = walls_state->CreatePolygon (); p->SetMaterial (tm); p->CreateVertex (csVector3 (5, 20, -5)); p->CreateVertex (csVector3 (-5, 20, -5)); p->CreateVertex (csVector3 (-5, 0, -5)); p->CreateVertex (csVector3 (5, 0, -5)); p->SetTextureSpace (p->GetVertex (0), p->GetVertex (1), 3); csRef<iStatLight> light; iLightList* ll = room->GetLights (); light = engine->CreateLight (NULL, csVector3 (-3, 5, 0), 10, csColor (1, 0, 0), false); ll->Add (light->QueryLight ()); light = engine->CreateLight (NULL, csVector3 (3, 5, 0), 10, csColor (0, 0, 1), false); ll->Add (light->QueryLight ()); light = engine->CreateLight (NULL, csVector3 (0, 5, -3), 10, csColor (0, 1, 0), false); ll->Add (light->QueryLight ()); engine->Prepare (); return true; } |
This extra code first loads a texture with LoadTexture()
.
The first parameter is the name of the texture as it will be known in the
engine; and the third is the
actual filename on the VFS volume (see section 7.2 Virtual File System (VFS)). Note, if you don't have
the `stone4.gif' texture you can use another one. The only requirement
is that it must have sizes which are a power of 2 (e.g. 64x64) (note that
CS will scale them automatically if this requirement isn't met but this can
reduce quality). This function returns a `iTextureWrapper' which we
don't use. Instead we use the `iMaterialWrapper' which is created
automatically by LoadTexture()
.
Then we create our room with CreateSector()
. This room will initially
be empty. A room in Crystal Space is represented by `iSector' which is
basically a container which can hold geometrical objects. Objects
in Crystal Space are represented by MESH OBJECTS (see section 7.9 Mesh Object Plug-In System).
There are several types of mesh objects in Crystal Space. Every type of
mesh object represents some different way to represent geometry. In this
tutorial we are only going to use the 'thing' mesh object type. This mesh
object type is very useful for walls of indoor type levels or buildings.
Now we want create the six walls of our room. First we make our thing mesh
object. Because this is a very common case there is a convenience function
in the engine (called CreateSectorWallsMesh()
) which will create a
thing mesh and add it to the given sector. The only thing that has to be
done after this is add polygons to that mesh. To do this we first query
the interface called iThingState
from the thing mesh object.
We use the macro SCF_QUERY_INTERFACE
which is part of SCF
(see section 6.4 Shared Class Facility (SCF)). This will see if the mesh object (which is wrapped by
the mesh wrapper) actually implements iThingState
(which should
be the case here) and if so it will return a pointer to the implementation
of iThingState
. All mesh objects implement some kind of state
interface which is used to set up or query the state of that mesh object.
Note that all interfaces which you query using SCF_QUERY_INTERFACE
should be released when you no longer need them (by calling DecRef()
).
However in this example we assign them to a csRef
which takes care of
DecRef()
for us.
From the returned thing state we now get the factory state
(iThingFactoryState
) which we can now use to create polygons by calling
CreatePolygon()
for every wall. This will return a pointer to a
polygon (iPolygon3DStatic
). On this we can set various parameters like
the material. Then we add four vertices (note that in Crystal Space
a polygon is visible if vertices are oriented clock-wise). The location
given to CreateVertex()
is in object space (in contrast with
world space and camera space).
To define how the texture is mapped on the polygon we use
SetTextureSpace()
. There are several versions of this function. The
one we use in this tutorial is one of the simplest but it offers the least
control. In this particular case we take the first two vertices of the
polygon and use that for the u-axis of the texture. The v-axis will be
calculated perpendicular to the u-axis. The parameter 3 indicates that the
texture will be scaled so that one texture tile is exactly 3x3 world units in
size.
Finally we create some lights in our room to make sure that we actually are
able to see the walls. The interface `iStatLight' represents a static
light which can not move and change intensity. We create three such lights
and add them to the room with AddLight()
. Note that the list of lights
in a sector is presented by an object implementing iLightList
. To
get this list you call iSector::GetLights()
. Also note that this light
list works with lights of type iLight
. iLight
is the base
interface for all lights in Crystal Space. To get the iLight
from an
instance of iStatLight
you can do iStatLight::QueryLight()
.
When creating a light we use several parameters.
First we have the name of the light. This is not used
often and mostly you can set this to NULL
. The second parameter is
the location of the light in the world. Then follows a radius. The light will
not affect polygons which are outside the sphere described by the center of
the light and the radius. The next parameter is the color of the light in
RGB format (<1,1,1>
means white and <0,0,0>
means black).
The last parameter indicates whether or not we want to have a pseudo-dynamic
light. A pseudo-dynamic light still cannot move but it can change intensity.
There are some performance costs associated with pseudo-dynamic lights so
it is not enabled by default.
The call to Prepare()
prepares the engine for rendering your scene. It
will prepare all textures and create all lightmaps if needed. Only after this
call can you start rendering your world, because lightmaps may have to be
converted to a format more suitable for the chosen 3D renderer.
The last code we added allocates the palette with the texture manager. Note that is needed even if you are running on a true-color display which has no palette. That's because the code does some other things beside setting up a palette.
Ok, now we have created our room and properly initialized it. If you would compile and run this application you would still see a black screen. Why? Because we have not created a camera through which you can see.
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