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c++ - Ogre3D 和 SkyX - 无法让 SkyX 正常工作

转载 作者:太空宇宙 更新时间:2023-11-04 04:51:25 25 4
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一段时间以来,我一直在努力让 SkyX 工作,但未能成功。这是我的代码:

//THESE ARE GLOBAL
SkyX::BasicController* skyBasicController = NULL;
SkyX::SkyX* mSkyX = NULL;
Ogre::Camera* camera;
...

Ogre::SceneManager *sceneManager = ogreMain.getRoot()->createSceneManager(
Ogre::ST_GENERIC, "MainSceneManager");
Ogre::SceneNode *rootSceneNode = sceneManager->getRootSceneNode();

Ogre::ResourceGroupManager& resGrpMgr =
Ogre::ResourceGroupManager::getSingleton();

Ogre::String terrainResGrpName = "Terrain";
resGrpMgr.createResourceGroup(terrainResGrpName);
resGrpMgr.addResourceLocation(".\\Media\\Terrain\\programs", "FileSystem",
terrainResGrpName, 0);
resGrpMgr.addResourceLocation(".\\Media\\Terrain\\scripts", "FileSystem",
terrainResGrpName, 0);
resGrpMgr.addResourceLocation(".\\Media\\Terrain\\textures", "FileSystem",
terrainResGrpName, 0);

// The function 'initialiseResourceGroup' parses scripts if any in the locations.
resGrpMgr.initialiseResourceGroup(terrainResGrpName);

// Files that can be loaded are loaded.
resGrpMgr.loadResourceGroup(terrainResGrpName);

Ogre::String skyResGrpName = "SkyX";
resGrpMgr.createResourceGroup(skyResGrpName);
resGrpMgr.addResourceLocation(".\\Media\\SkyX", "FileSystem", skyResGrpName,
0);

// The function 'initialiseResourceGroup' parses scripts if any in the locations.
resGrpMgr.initialiseResourceGroup(skyResGrpName);

// Files that can be loaded are loaded.
resGrpMgr.loadResourceGroup(skyResGrpName);

ogreMain.getWindow()->setActive(true);
ogreMain.getWindow()->setAutoUpdated(false);
sceneManager->setAmbientLight(Ogre::ColourValue(.6, .6, .6));
sceneManager->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
sceneManager->setShadowColour(ColourValue(0, 0, 0));

camera = sceneManager->createCamera();

Ogre::SceneNode *camera_node = player_node->createChildSceneNode();
camera_node->attachObject(camera);
float viewport_width = 1.0f;
float viewport_height = 1.0f;
float viewport_left = (1.0f - viewport_width) * 0.5f;
float viewport_top = (1.0f - viewport_height) * 0.5f;
unsigned short lMainViewportZOrder = 100;
Ogre::Viewport *vp = ogreMain.getWindow()->addViewport(camera,
lMainViewportZOrder, viewport_left, viewport_top, viewport_width,
viewport_height);

vp->setAutoUpdated(true);
//vp->setBackgroundColour(Ogre::ColourValue(0.2f, 0.2f, 0.2f));

float ratio = float(vp->getActualWidth()) / float(vp->getActualHeight());
camera->setAspectRatio(ratio);

camera->setNearClipDistance(1.5f);
camera->setFarClipDistance(50000);

camera->setPosition(0, 6, 26);
camera->setDirection(0, -1, -6.5f);
...

skyBasicController = new SkyX::BasicController();
mSkyX = new SkyX::SkyX(sceneManager, skyBasicController);
mSkyX->create();
mSkyX->getVCloudsManager()->getVClouds()->setDistanceFallingParams(
Ogre::Vector2(2, -1));
ogreMain.getRoot()->addFrameListener(mSkyX);
ogreMain.getWindow()->addListener(mSkyX);

setPreset(mPresets[3]);

ogreMain.getRoot()->clearEventTimes();

... //some var declarations, then main loop

//BELOW HERE IS TAKEN FROM 2ND DEMO

struct SkyXSettings
{
/** Constructor
@remarks Skydome + vol. clouds + lightning settings
*/
SkyXSettings(const Ogre::Vector3 t, const Ogre::Real& tm, const Ogre::Real& mp, const SkyX::AtmosphereManager::Options& atmOpt,
const bool& lc, const bool& vc, const Ogre::Real& vcws, const bool& vcauto, const Ogre::Radian& vcwd,
const Ogre::Vector3& vcac, const Ogre::Vector4& vclr, const Ogre::Vector4& vcaf, const Ogre::Vector2& vcw,
const bool& vcl, const Ogre::Real& vclat, const Ogre::Vector3& vclc, const Ogre::Real& vcltm)
: time(t), timeMultiplier(tm), moonPhase(mp), atmosphereOpt(atmOpt), layeredClouds(lc), volumetricClouds(vc), vcWindSpeed(vcws)
, vcAutoupdate(vcauto), vcWindDir(vcwd), vcAmbientColor(vcac), vcLightResponse(vclr), vcAmbientFactors(vcaf), vcWheater(vcw)
, vcLightnings(vcl), vcLightningsAT(vclat), vcLightningsColor(vclc), vcLightningsTM(vcltm)
{}

/** Constructor
@remarks Skydome + vol. clouds
*/
SkyXSettings(const Ogre::Vector3 t, const Ogre::Real& tm, const Ogre::Real& mp, const SkyX::AtmosphereManager::Options& atmOpt,
const bool& lc, const bool& vc, const Ogre::Real& vcws, const bool& vcauto, const Ogre::Radian& vcwd,
const Ogre::Vector3& vcac, const Ogre::Vector4& vclr, const Ogre::Vector4& vcaf, const Ogre::Vector2& vcw)
: time(t), timeMultiplier(tm), moonPhase(mp), atmosphereOpt(atmOpt), layeredClouds(lc), volumetricClouds(vc), vcWindSpeed(vcws)
, vcAutoupdate(vcauto), vcWindDir(vcwd), vcAmbientColor(vcac), vcLightResponse(vclr), vcAmbientFactors(vcaf), vcWheater(vcw), vcLightnings(false)
{}

/** Constructor
@remarks Skydome settings
*/
SkyXSettings(const Ogre::Vector3 t, const Ogre::Real& tm, const Ogre::Real& mp, const SkyX::AtmosphereManager::Options& atmOpt, const bool& lc)
: time(t), timeMultiplier(tm), moonPhase(mp), atmosphereOpt(atmOpt), layeredClouds(lc), volumetricClouds(false), vcLightnings(false)
{}

/// Time
Ogre::Vector3 time;
/// Time multiplier
Ogre::Real timeMultiplier;
/// Moon phase
Ogre::Real moonPhase;
/// Atmosphere options
SkyX::AtmosphereManager::Options atmosphereOpt;
/// Layered clouds?
bool layeredClouds;
/// Volumetric clouds?
bool volumetricClouds;
/// VClouds wind speed
Ogre::Real vcWindSpeed;
/// VClouds autoupdate
bool vcAutoupdate;
/// VClouds wind direction
Ogre::Radian vcWindDir;
/// VClouds ambient color
Ogre::Vector3 vcAmbientColor;
/// VClouds light response
Ogre::Vector4 vcLightResponse;
/// VClouds ambient factors
Ogre::Vector4 vcAmbientFactors;
/// VClouds wheater
Ogre::Vector2 vcWheater;
/// VClouds lightnings?
bool vcLightnings;
/// VClouds lightnings average aparition time
Ogre::Real vcLightningsAT;
/// VClouds lightnings color
Ogre::Vector3 vcLightningsColor;
/// VClouds lightnings time multiplier
Ogre::Real vcLightningsTM;
};

/** Demo presets
@remarks The best way of determinate each parameter value is by using a real-time editor.
These presets have been quickly designed using the Paradise Editor, which is a commercial solution.
At the time I'm writting these lines, SkyX 0.1 is supported by Ogitor. Hope that the Ogitor team will
support soon SkyX 0.3, this way you all are going to be able to quickly create cool SkyX configurations.
*/
SkyXSettings mPresets[] = {
// Sunset
SkyXSettings(Ogre::Vector3(8.85f, 7.5f, 20.5f), -0.08f, 0, SkyX::AtmosphereManager::Options(9.77501f, 10.2963f, 0.01f, 0.0022f, 0.000675f, 30, Ogre::Vector3(0.57f, 0.52f, 0.44f), -0.991f, 3, 4), false, true, 300, false, Ogre::Radian(270), Ogre::Vector3(0.63f,0.63f,0.7f), Ogre::Vector4(0.35, 0.2, 0.92, 0.1), Ogre::Vector4(0.4, 0.7, 0, 0), Ogre::Vector2(0.8,1)),
// Clear
SkyXSettings(Ogre::Vector3(17.16f, 7.5f, 20.5f), 0, 0, SkyX::AtmosphereManager::Options(9.77501f, 10.2963f, 0.01f, 0.0017f, 0.000675f, 30, Ogre::Vector3(0.57f, 0.54f, 0.44f), -0.991f, 2.5f, 4), false),
// Thunderstorm 1
SkyXSettings(Ogre::Vector3(12.23, 7.5f, 20.5f), 0, 0, SkyX::AtmosphereManager::Options(9.77501f, 10.2963f, 0.01f, 0.00545f, 0.000375f, 30, Ogre::Vector3(0.55f, 0.54f, 0.52f), -0.991f, 1, 4), false, true, 300, false, Ogre::Radian(0), Ogre::Vector3(0.63f,0.63f,0.7f), Ogre::Vector4(0.25, 0.4, 0.5, 0.1), Ogre::Vector4(0.45, 0.3, 0.6, 0.1), Ogre::Vector2(1,1), true, 0.5, Ogre::Vector3(1,0.976,0.92), 2),
// Thunderstorm 2
SkyXSettings(Ogre::Vector3(10.23, 7.5f, 20.5f), 0, 0, SkyX::AtmosphereManager::Options(9.77501f, 10.2963f, 0.01f, 0.00545f, 0.000375f, 30, Ogre::Vector3(0.55f, 0.54f, 0.52f), -0.991f, 0.5, 4), false, true, 300, false, Ogre::Radian(0), Ogre::Vector3(0.63f,0.63f,0.7f), Ogre::Vector4(0, 0.02, 0.34, 0.24), Ogre::Vector4(0.29, 0.3, 0.6, 1), Ogre::Vector2(1,1), true, 0.5, Ogre::Vector3(0.95,1,1), 2),
// Desert
SkyXSettings(Ogre::Vector3(7.59f, 7.5f, 20.5f), 0, -0.8f, SkyX::AtmosphereManager::Options(9.77501f, 10.2963f, 0.01f, 0.0072f, 0.000925f, 30, Ogre::Vector3(0.71f, 0.59f, 0.53f), -0.997f, 2.5f, 1), true),
// Night
SkyXSettings(Ogre::Vector3(21.5f, 7.5, 20.5), 0.03, -0.25, SkyX::AtmosphereManager::Options(), true)
};

void setPreset(const SkyXSettings& preset)
{
mSkyX->setTimeMultiplier(preset.timeMultiplier);
mBasicController->setTime(preset.time);
mBasicController->setMoonPhase(preset.moonPhase);
mSkyX->getAtmosphereManager()->setOptions(preset.atmosphereOpt);

// Layered clouds
if (preset.layeredClouds)
{
// Create layer cloud
if (mSkyX->getCloudsManager()->getCloudLayers().empty())
{
mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));
}
}
else
{
// Remove layer cloud
if (!mSkyX->getCloudsManager()->getCloudLayers().empty())
{
mSkyX->getCloudsManager()->removeAll();
}
}

mSkyX->getVCloudsManager()->setWindSpeed(preset.vcWindSpeed);
mSkyX->getVCloudsManager()->setAutoupdate(preset.vcAutoupdate);

SkyX::VClouds::VClouds* vclouds = mSkyX->getVCloudsManager()->getVClouds();

vclouds->setWindDirection(preset.vcWindDir);
vclouds->setAmbientColor(preset.vcAmbientColor);
vclouds->setLightResponse(preset.vcLightResponse);
vclouds->setAmbientFactors(preset.vcAmbientFactors);
vclouds->setWheater(preset.vcWheater.x, preset.vcWheater.y, false);

if (preset.volumetricClouds)
{
// Create VClouds
if (!mSkyX->getVCloudsManager()->isCreated())
{
// SkyX::MeshManager::getSkydomeRadius(...) works for both finite and infinite(=0) camera far clip distances
mSkyX->getVCloudsManager()->create(mSkyX->getMeshManager()->getSkydomeRadius(mRenderingCamera));
}
}
else
{
// Remove VClouds
if (mSkyX->getVCloudsManager()->isCreated())
{
mSkyX->getVCloudsManager()->remove();
}
}

vclouds->getLightningManager()->setEnabled(preset.vcLightnings);
vclouds->getLightningManager()->setAverageLightningApparitionTime(preset.vcLightningsAT);
vclouds->getLightningManager()->setLightningColor(preset.vcLightningsColor);
vclouds->getLightningManager()->setLightningTimeMultiplier(preset.vcLightningsTM);

//mTextArea->setCaption(buildInfoStr());

// Reset camera position/orientation
//mRenderingCamera->setPosition(0,0,0);
//mRenderingCamera->setDirection(0,0,1);

mSkyX->update(0);
}

我没有使用 ExampleApplication 框架或任何其他框架。我根据自己的需要编写了自己的小类。

我只能看到闪电,与演示相比它们似乎太近了。此外,所有闪电的源头始终位于相机的顶部,并随之移动。

在我的场景中,我只有几个盒子和一个连接到其中一个的相机。

我已将 SkyX 0.3.1 编译为单独的 DLL,具有与调试配置集相同的 boost 和 ogre 库(与应用程序一起,所有配置为调试)。

提及 SkyX 的调试输出如下:

Creating resource group Terrain
Added resource location '.\Media\Terrain\programs' of type 'FileSystem' to resource group 'Terrain'
Added resource location '.\Media\Terrain\scripts' of type 'FileSystem' to resource group 'Terrain'
Added resource location '.\Media\Terrain\textures' of type 'FileSystem' to resource group 'Terrain'
Initialising resource group Terrain
Parsing scripts for resource group Terrain
Parsing script Terrain.material
Finished parsing scripts for resource group Terrain
Creating resources for group Terrain
All done
Loading resource group 'Terrain' - Resources: 1 World Geometry: 1
Texture: TerrainAmbientMap.jpg: Loading 1 faces(PF_L8,512x512x1) Internal format is PF_L8,512x512x1.
Texture: TerrainTex0.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
Texture: TerrainTex1.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
Finished loading resource group Terrain
Creating resource group SkyX
Added resource location '.\Media\SkyX' of type 'FileSystem' to resource group 'SkyX'
Initialising resource group SkyX
Parsing scripts for resource group SkyX
Parsing script SkyX.material
Finished parsing scripts for resource group SkyX
Creating resources for group SkyX
All done
Loading resource group 'SkyX' - Resources: 1 World Geometry: 1
Texture: Noise.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) Internal format is PF_X8R8G8B8,1024x1024x1.
Texture: SkyX_Starfield.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) Internal format is PF_A8R8G8B8,512x512x1.
Texture: SkyX_Moon.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) Internal format is PF_A8R8G8B8,512x512x1.
Texture: SkyX_MoonHalo.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8R8G8B8,512x256x1.
Finished loading resource group SkyX
...

Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?
[SkyX] VClouds warning: unregistered camera registered, manual unregistering is needed before camera destruction

谢谢。

最佳答案

只需删除以下行即可解决问题。显然阴影不适用于 SkyX。

sceneManager->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);

虽然你可以在 SkyX 初始化后使用那条线,但我不知道它是否有效。

关于c++ - Ogre3D 和 SkyX - 无法让 SkyX 正常工作,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14609386/

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