OGRE-Next
3.0.0
Object-Oriented Graphics Rendering Engine
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We'll setup an application that uses Ogre. For that, we'll use the Demo Framework that comes with the samples as a starting point.
For Ogre 2.1 to work correctly, you'll need to register Hlms implementations. We provide PBS (Physically Based Shading) and Unlit implementations for you to use out of the box. These implementations will require you to include their data folders, it's not just header and libraries.
You will need to:
Notes:
Optional
Setting up a project to use Ogre can be time consuming. We want you to kick directly into showing something on screen. Fortunately, CMake can automate the job for us while also staying cross platform!
This script can be found in Samples/2.0/Tutorials/EmptyProject
What this script does: It will setup a project with the following folder structure:
Folder | Description |
---|---|
build | Internally used by CMake. Ignore it. Also likely object and PDB files from your compiler will end up there. |
bin | That's where your binaries will be generated. Your binaries will actually be in bin/Release bin/Debug, etc. |
bin/Data | That's where your assets should go. The script will automatically copy the Hlms data files to this location every time you run CMake's Generate. |
CMake | Files used by the CMake script we're talking about. |
CMake/Templates/Plugins.cfg.in | Will be used to generate the real Plugins.cfg to know which plugins to load. The script will automatically generate the correct suffixes for the Debug builds, and skip RenderSystems that weren't built (e.g. D3D11 can never be used as a plugin in Linux). You can edit it to add more plugins here. |
CMake/Templates/Resources.cfg.in | Will be used to generate the real Resource.cfg tells your app what locations to load for the assets. It needs to be automatically generated to correctly deal with iOS. You can edit it to add your own folders here. |
Dependencies/Ogre | The script expects Ogre to be there (can be tweaked). You can use symbolic links (mklink /D on Windows, ln -s in Linux). This is tweakable though. |
include | Where your header files should be. |
src | Where your cpp files will be located. |
CMakeLists.txt | The script we're talking about. |
The script accepts the following parameters:
Parameter | Description |
---|---|
OGRE_SOURCE | Where Ogre repository is located. By default it assumes it's at Dependencies/Ogre |
OGRE_BINARIES | Where Ogre was built (the folder generated by CMake). By default it assumes it's at Dependencies/Ogre/build |
OGRE_DEPENDENCIES | Path to Ogre's dependencies. By default it assumes it's Dependencies/Ogre/Dependencies or Dependencies/Ogre/iOSDependencies. Only used when Ogre was configured as static build. |
You will find the first line of CMakeLists.txt to be commented:
Uncomment it, and run the CMakeLists.txt script.
To use EmptyProject in both iOS and macOS, OgreNext must have been compiled with CMake options:
* `-DOGRE_BUILD_LIBS_AS_FRAMEWORKS=0` * `-DOGRE_STATIC=1`
The script will copy all the files from Samples/2.0/Common so you already have a system in place that takes care of window management and input and other misc stuff.
We believe the developer should be in charge of their entry points. Problem is, not all platforms are the same:
Some frameworks address this problem by forcing you to derive from some arbitrary class, or using macros.
We don't force you to do anything, but we provide utility functions if you don't want to deal with issue.
While you could link against OgreSamplesCommon.lib (in fact that library does exist), the reality is that your project will likely evolve and you may want to modify these files yourself, as they control key aspects of the lifetime of your application. Therefore we give you the freedom to do that.
You could link directly against OgreSamplesCommon.lib if you want, instead of copying the src files from Samples/2.0/Common/src. Nothing is really stopping you from doing that.
Adding Multithreading after you've started your application can be much harder than doing it from the start. We recommend you take a look at all the tutorial samples in this order:
Once you understand how the multithreading approach works, replace Demo::MainEntryPoints::mainAppSingleThreaded
with Demo::MainEntryPoints::mainAppMultiThreaded
in EmptyProjectGameState.cpp and create valid pointers in MainEntryPoints::createSystems.