OGRE3D入门探索01:将渲染窗口嵌入到Win32主窗口

从《OGRE3D引擎入门重拾》这篇文章开始,本系列关注OGRE3D渲染引擎及其周边应用。

本文以一个简单的示例来说明如何将Ogre的渲染窗口嵌入到另一个父窗口中,

为了增加趣味性(就是这么任性哈)我特意增加了FMOD的音乐播放支持。

首先将代码贴上来吧

/////////////////////////////////////////////////////////////////////////////////////////
//  CREATED by fengyhack [@<163.com><gmail.com><qq.com><live.cn>]
//  OGRE Example: Embeded window, Playing sound with FMOD.
/////////////////////////////////////////////////////////////////////////////////////////
#include <Windows.h>
#include <OgreRoot.h>
#include <OgreRenderSystem.h>
#include <fmod.hpp>
#include <string.h>
#pragma comment(lib,"OgreMain.lib")
#pragma comment(lib,"fmod_vc.lib")

using namespace Ogre;
using namespace std;

#define STR_RENDER_SYSTEM_DirectX9  "Direct3D9 Rendering Subsystem"
#define STR_RENDER_SYSTEM_OpenGL  "OpenGL Rendering Subsystem"

#define WINDOW_WIDTH	800	
#define WINDOW_HEIGHT	600		

LRESULT CALLBACK	WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);

INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR strCmdLine, INT nCmdShow)
{
	string rsName = STR_RENDER_SYSTEM_DirectX9;  // Using DirectX9
	string windowTitle = string("OGRE Example Window - ") + rsName;
	int width = WINDOW_WIDTH, height = WINDOW_HEIGHT;

	// Ogre Objects: Log, Root, RenderSystem, etc.
	LogManager* logMgr = new LogManager;
	Log* m_pLog = LogManager::getSingleton().createLog("LoggerFile.log", true, true, false);
	Root* m_pRoot = new Root("plugins.cfg", "config.cfg");
	RenderSystemList rsList = m_pRoot->getAvailableRenderers();
	RenderSystemList::iterator it = rsList.begin();
	RenderSystem* pRenderSubystem = NULL;
	while (it != rsList.end())
	{
		pRenderSubystem = *it;
		if (pRenderSubystem->getName() == rsName)
		{
			m_pRoot->setRenderSystem(pRenderSubystem);
			break;
		}
		++it;
	}
	pRenderSubystem = m_pRoot->getRenderSystem();
	if (pRenderSubystem == NULL)
	{
		string msg = "FAILED to set Rendering Subsystem: " + rsName;
		MessageBox(NULL, msg.c_str(), "ERROR", MB_OK);
	}
	if (!m_pRoot->restoreConfig())
	{
		m_pRoot->showConfigDialog();
	}

	//////////////////////////////////////////////////////////////////////
	// Do somethig (i.e. initialization) here
	// E.G. 
	// Read properties from config.cfg
	// and then set the parameters such as width/height, etc.
	//////////////////////////////////////////////////////////////////////

	// Win32 Window - Parent/External window
	LPCSTR wcexName = "MainWindow";
	WNDCLASSEX wndClass = { 0 };
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.style = CS_HREDRAW | CS_VREDRAW;
	wndClass.lpfnWndProc = WndProc;
	wndClass.cbClsExtra = 0;
	wndClass.cbWndExtra = 0;
	wndClass.hInstance = hInst;
	wndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); //LoadIcon(hInst, IDI_ICON1);
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
	wndClass.lpszMenuName = NULL;
	wndClass.lpszClassName = wcexName;
	RegisterClassEx(&wndClass);
	DWORD dwStyle = WS_SYSMENU | WS_SIZEBOX;
	HWND hWnd = CreateWindow(wcexName, windowTitle.c_str(), dwStyle, 
		100, 100, width, height, NULL, NULL, hInst, NULL);
	
	// Ogre Window will be embedded on the Parent/External Window(aka. Win32 Window)
	m_pRoot->initialise(false);
	NameValuePairList miscParams;
	// HWND hWnd: Ogre Window's parent window's handle
	miscParams["parentWindowHandle"] = StringConverter::toString((ULONG)hWnd); 
	m_pRoot->createRenderWindow(windowTitle, width, height, false, &miscParams);
	
	//////////////////////////////////////////////////////////////////////////
	// SoundPlay module: IrrKlang is almost the same as FMOD
	/////////////////////////////////////////////////////////////////////////
	// FMOD: play sound
	string strSoundFile = "./Media/1.flac";
	//float volume = 1.0f; 
	FMOD::System* fmodSystem = NULL;
	FMOD::Sound* fmodSound = NULL;
	FMOD::Channel* fmodChannel = NULL;
	//FMOD::DSP* dspEcho = NULL;  
	FMOD::DSP* dspDisto = NULL; 
	System_Create(&fmodSystem);
	fmodSystem->init(10, FMOD_INIT_NORMAL, NULL);
	fmodSystem->createSound(strSoundFile.c_str(), 
		FMOD_LOOP_NORMAL | FMOD_2D, NULL, &fmodSound);
	//fmodSystem->createDSPByType(FMOD_DSP_TYPE_ECHO, &dspEcho);
	fmodSystem->createDSPByType(FMOD_DSP_TYPE_DISTORTION, &dspDisto);
	fmodSystem->playSound(fmodSound, NULL, true, &fmodChannel);
	//fmodChannel->setVolume(volume);
	//dspEcho->setBypass(false);
	dspDisto->setBypass(false);
	//fmodChannel->addDSP(0, dspEcho);
	fmodChannel->addDSP(0, dspDisto);
	fmodChannel->setPaused(false);
	fmodSystem->update(); // !!! IMPORTANT !!!
	
	// Show window and fall into message loop
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);
	MSG msg = { 0 };
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			// Render Loop
		}
	}
	
	// Clean up
	fmodSound->release();
	fmodSystem->close();
	m_pRoot->shutdown();
	delete m_pRoot;
	delete m_pLog;
	return 0;
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	char key = 0;
	char msg[32] = "You pressed key: ";
	int pos = strlen(msg);
	switch (message)
	{
	case WM_PAINT:
	{
		ValidateRect(hwnd, NULL);
		break;
	}
	case WM_KEYDOWN:
	{
		if (wParam == VK_ESCAPE)    // ESC
		{
			DestroyWindow(hwnd);
		}
		break;
	}
	case WM_CHAR:
	{
		key = LOWORD(wParam);		
		if (IsCharAlpha(key))
		{
			msg[pos] = key;
			MessageBox(hwnd, msg, "Info", MB_OK | MB_ICONINFORMATION);
		}
		break;
	}
	case WM_DESTROY:
	{
		PostQuitMessage(0);
		break;
	}
	default:
	{
		return DefWindowProc(hwnd, message, wParam, lParam);
	}
	}

	return 0;
}

// EOF

然后是执行结果:

首次运行时会弹出配置对话框

惯例不能添加动态图只能分别贴几张连续的图




这里设置1280*720可能会与富窗口尺寸不一致,这里暂且不讨论这个问题。


配置完成后


看看配置文件里面都有些什么内容


下面这张图我修改了某某文字(乱修改,这态度真不负责任),亮点自己找



示例代码中Win32窗口的创建比较简单,可参见

Windows应用程序的基本框架浅析(01)

逐梦旅程学习笔记 Windows/GDI 示例01

应用FMOD播放音乐不是重点,应用实例可参见

音频引擎FMOD学习记录01:入门

音频引擎FMOD学习记录02:控制暂停/继续,调节音量,设置声效


重点关注Ogre相关的部分。

LogManager* logMgr = new LogManager;
Log* m_pLog = LogManager::getSingleton().createLog("LoggerFile.log", true, true, false);

上面这两行代码创建日志


第二个参数设置为true表示这是默认的日志

Root* m_pRoot = new Root("plugins.cfg", "config.cfg");


构造函数其中的一种形式,第3各参数保持默认,因为上面创建了默认日志,这里的会被覆盖掉。

接下来是渲染系统(RenderSystem)设置

遍历可用的RenderSystem列表,找到匹配项"Direct3D9 Rendering Subsystem"

然后设置m_pRoot->setRenderSystem(pRenderSubystem);

if (!m_pRoot->restoreConfig())
{
    m_pRoot->showConfigDialog();
}

首先尝试从文件(前述构造函数设置的config.cfg)载入

如果没有(首次运行时就没有)就弹出配置对话框

设置完毕后进行初始化

m_pRoot->initialise(false);

第一个参数false表示不自动创建窗口,其余参数保持默认


接下来进行额外配置

NameValuePairList miscParams;
miscParams["parentWindowHandle"] = StringConverter::toString((ULONG)hWnd); 
其中"parentWindowHandle"(父窗口)参数被设置为之前创建的Win32窗口hWnd

m_pRoot->createRenderWindow(windowTitle, width, height, false, &miscParams);

这一语句通过最后一个参数miscParams指定了父窗口

该函数参见http://www.ogre3d.org/docs/api/1.9/class_ogre_1_1_root.html#a537b7d1d0937f799cfe4936f6b672620



因为Ogre窗口嵌入到了Win32窗口,因此外部事件需要有回电函数来处理。

窗口关闭(父窗口被关闭)后进行清理工作。


日志文件内容(部分省略)

16:18:51: Creating resource group General
16:18:51: Creating resource group Internal
16:18:51: Creating resource group Autodetect
16:18:51: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:18:51: Registering ResourceManager for type Material
16:18:51: Registering ResourceManager for type Mesh
16:18:51: Registering ResourceManager for type Skeleton
16:18:51: MovableObjectFactory for type 'ParticleSystem' registered.
16:18:51: OverlayElementFactory for type Panel registered.
16:18:51: OverlayElementFactory for type BorderPanel registered.
16:18:51: OverlayElementFactory for type TextArea registered.
16:18:51: Registering ResourceManager for type Font
16:18:51: ArchiveFactory for archive type FileSystem registered.
16:18:51: ArchiveFactory for archive type Zip registered.
16:18:51: ArchiveFactory for archive type EmbeddedZip registered.
16:18:51: DDS codec registering
16:18:51: FreeImage version: 3.15.3
16:18:51: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
16:18:51: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic
16:18:51: Registering ResourceManager for type HighLevelGpuProgram
16:18:51: Registering ResourceManager for type Compositor
16:18:51: MovableObjectFactory for type 'Entity' registered.
16:18:51: MovableObjectFactory for type 'Light' registered.
16:18:51: MovableObjectFactory for type 'BillboardSet' registered.
16:18:51: MovableObjectFactory for type 'ManualObject' registered.
16:18:51: MovableObjectFactory for type 'BillboardChain' registered.
16:18:51: MovableObjectFactory for type 'RibbonTrail' registered.
16:18:51: Loading library .\RenderSystem_Direct3D9
16:18:51: Installing plugin: D3D9 RenderSystem
16:18:51: D3D9 : Direct3D9 Rendering Subsystem created.
16:18:51: D3D9: Driver Detection Starts
16:18:51: D3D9: Driver Detection Ends
16:18:51: Plugin successfully installed
16:18:51: *-*-* OGRE Initialising
16:18:51: *-*-* Version 1.8.1 (Byatis)
16:18:51: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
16:18:51: D3D9 : RenderSystem Option: FSAA = 0
16:18:51: D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
16:18:51: D3D9 : RenderSystem Option: Floating-point mode = Fastest
16:18:51: D3D9 : RenderSystem Option: Full Screen = No
....................省略........................
16:18:51:  * Texture Compression: yes
16:18:51:    - DXT: yes
16:18:51:    - VTC: no
16:18:51:    - PVRTC: no
16:18:51:  * Scissor Rectangle: yes
16:18:51:  * Hardware Occlusion Query: yes
16:18:51:  * User clip planes: yes
16:18:51:  * VET_UBYTE4 vertex element type: yes
16:18:51:  * Infinite far plane projection: yes
16:18:51:  * Hardware render-to-texture: yes
16:18:51:  * Floating point textures: yes
16:18:51:  * Non-power-of-two textures: yes
16:18:51:  * Volume textures: yes
16:18:51:  * Multiple Render Targets: 4
16:18:51:    - With different bit depths: yes
16:18:51:  * Point Sprites: yes
16:18:51:  * Extended point parameters: yes
16:18:51:  * Max Point Size: 8192
16:18:51:  * Vertex texture fetch: yes
16:18:51:  * Number of world matrices: 0
16:18:51:  * Number of texture units: 8
16:18:51:  * Stencil buffer depth: 8
16:18:51:  * Number of vertex blend matrices: 0
16:18:51:    - Max vertex textures: 4
16:18:51:    - Vertex textures shared: no
16:18:51:  * Render to Vertex Buffer : no
16:18:51:  * DirectX per stage constants: yes
16:18:51: DefaultWorkQueue('Root') initialising on thread main.
16:18:51: Particle Renderer Type 'billboard' registered
16:19:22: DefaultWorkQueue('Root') shutting down on thread main.
16:19:22: *-*-* OGRE Shutdown
16:19:22: *-*-* OGRE Shutdown
16:19:22: Unregistering ResourceManager for type Compositor
16:19:22: Unregistering ResourceManager for type Font
16:19:22: Unregistering ResourceManager for type Skeleton
16:19:22: Unregistering ResourceManager for type Mesh
16:19:22: Unregistering ResourceManager for type HighLevelGpuProgram
16:19:22: Uninstalling plugin: D3D9 RenderSystem
16:19:22: D3D9 : Shutting down cleanly.
16:19:22: Unregistering ResourceManager for type Texture
16:19:22: Unregistering ResourceManager for type GpuProgram
16:19:22: D3D9 : Direct3D9 Rendering Subsystem destroyed.
16:19:22: Plugin successfully uninstalled
16:19:22: Unloading library .\RenderSystem_Direct3D9
16:19:22: Unregistering ResourceManager for type Material



注:代码中可能存在问题,仅供参考。如有建议、话题等欢迎评论指正。


本文原创,博文地址

http://blog.csdn.net/fengyhack/article/details/44565493


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