Mogre Basic Tutorial VB 6

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Basic Tutorial 6: Overlay's and Publishing

Original version by Aeauseth

Any problems you encounter while working with this tutorial should be posted to the Mogre Forums.

Contents

Prerequisites

This tutorial assumes you have knowledge of VB.NET programming and are able to setup and compile an Mogre application (if you have trouble setting up your application, see Mogre Basic Tutorial VB 0 for a detailed setup walkthrough).

Introduction

In this tutorial you will learn how to use the DebugOverlay to display FPS information. You will also learn how to use an overlay to show a mouse cursor. Finally I will show that you can publish this project using the Click Once technique.

As you go through the tutorial you should be slowly adding code to your own project and watching the results as we build it.

Getting Started

As with the previous tutorials, we will be using a pre-constructed code:

Imports Mogre

Module Module1

    Public myKeyboard As MOIS.Keyboard
    Public myMouse As MOIS.Mouse
    Public myCamera As Camera
    Public MyWindow As RenderWindow
    Public myTranslation As Vector3 = Vector3.ZERO
    Public Quitting As Boolean = False
    Public myRotating As Boolean = False

    Sub Main()

        Try

            'Creating the Root Object 
            Dim myRoot As Root = New Root("Plugins.cfg", "ogre.cfg", "ogre.log")

            'Defining the Resources 
            Dim cf As New ConfigFile
            cf.Load("resources.cfg", vbTab + ":=", True)
            Dim seci As ConfigFile.SectionIterator = cf.GetSectionIterator
            Dim secName As String, typeName As String, archName As String
            While (seci.MoveNext())
                secName = seci.CurrentKey
                Dim settings As ConfigFile.SettingsMultiMap = seci.Current
                For Each pair As KeyValuePair(Of String, String) In settings
                    typeName = pair.Key
                    archName = pair.Value
                    ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName)
                Next
            End While

            'Setting up the RenderSystem
            If Not myRoot.RestoreConfig Then
                If Not myRoot.ShowConfigDialog Then
                    Exit Sub
                End If
            End If

            'Creating the Render Window
            MyWindow = myRoot.Initialise(True, "Ogre RenderWindow")
            AddHandler myRoot.FrameStarted, AddressOf FrameStarted

            'Initializing Resource Groups
            TextureManager.Singleton.DefaultNumMipmaps = 5
            ResourceGroupManager.Singleton.InitialiseAllResourceGroups()

            'Creating the Scene
            Dim myScene As SceneManager = myRoot.CreateSceneManager(SceneType.ST_GENERIC)
            myCamera = myScene.CreateCamera("Camera")
            myRoot.AutoCreatedWindow.AddViewport(myCamera)


            Dim myNinja As Entity = myScene.CreateEntity("ninja", "ninja.mesh")
            myScene.RootSceneNode.CreateChildSceneNode.AttachObject(myNinja)

            myCamera.Position = New Vector3(0, 200, -400)
            myCamera.LookAt(myNinja.BoundingBox.Center)

            'Overlay

            'Input handler
            InputClass.Init()

            'The Render Loop
            myRoot.StartRendering()


        Catch ex As System.Runtime.InteropServices.SEHException
            If OgreException.IsThrown Then
                MsgBox(OgreException.LastException.FullDescription, MsgBoxStyle.Critical, _
                     "An Ogre  exception has occured!")
            Else
                MsgBox(ex.ToString, "An error has occured")
            End If
        End Try

    End Sub

    Public Function FrameStarted(ByVal e As FrameEvent) As Boolean

        'Capture buffered input
        myKeyboard.Capture()
        myMouse.Capture()

        'Handle player/camera movement
        InputClass.ProcessKeyboard()

        myCamera.Position += myCamera.Orientation * myTranslation * e.timeSinceLastFrame

        'Debug Overlay

        Return Not Quitting
    End Function

    Public Class InputClass

        Const TRANSLATE As Single = 200
        Const ROTATE As Single = 0.003

        Shared Sub Init()
            'Keyboard
            Dim windowHnd As Integer
            MyWindow.GetCustomAttribute("WINDOW", windowHnd)
            Dim myInputManager As MOIS.InputManager = MOIS.InputManager.CreateInputSystem(windowHnd)
            myKeyboard = myInputManager.CreateInputObject(MOIS.Type.OISKeyboard, True)
            AddHandler myKeyboard.KeyPressed, AddressOf InputClass.KeyPressed
            AddHandler myKeyboard.KeyReleased, AddressOf InputClass.KeyReleased

            'Mouse
            myMouse = myInputManager.CreateInputObject(MOIS.Type.OISMouse, True)
            AddHandler myMouse.MouseMoved, AddressOf InputClass.MouseMovedListener
            AddHandler myMouse.MousePressed, AddressOf InputClass.MousePressedListener
            AddHandler myMouse.MouseReleased, AddressOf InputClass.MouseReleasedListener

        End Sub

        Shared Function KeyPressed(ByVal e As MOIS.KeyEvent) As Boolean
            Select Case e.key

                Case MOIS.KeyCode.KC_ESCAPE
                    Quitting = True
            End Select

            Return Nothing
        End Function

        Shared Function KeyReleased(ByVal e As MOIS.KeyEvent) As Boolean

            'This function is just a placeholder
            'It is unlikely you will ever use this
            'Typically you either process unbuffered keyboard input (as in ProcessKeyboard)
            'or you process buffered Keypress

            Return Nothing
        End Function

        Shared Sub ProcessKeyboard()

            'This Sub is typically called via the FrameStarted event.

            'Clear previous translation
            myTranslation.z = 0
            myTranslation.x = 0
            myTranslation.y = 0

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_UP) Or _
                myKeyboard.IsKeyDown(MOIS.KeyCode.KC_W) Then
                myTranslation.z += -TRANSLATE
            End If

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_S) Or _
                myKeyboard.IsKeyDown(MOIS.KeyCode.KC_DOWN) Then
                myTranslation.z += TRANSLATE
            End If

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_A) Or _
                myKeyboard.IsKeyDown(MOIS.KeyCode.KC_LEFT) Then
                myTranslation.x += -TRANSLATE
            End If

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_D) Or _
                myKeyboard.IsKeyDown(MOIS.KeyCode.KC_RIGHT) Then
                myTranslation.x += TRANSLATE
            End If

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_Q) Or _
            myKeyboard.IsKeyDown(MOIS.KeyCode.KC_PGUP) Or _
            myKeyboard.IsKeyDown(MOIS.KeyCode.KC_SPACE) Then
                myTranslation.y += TRANSLATE
            End If

            If myKeyboard.IsKeyDown(MOIS.KeyCode.KC_Z) Or _
                myKeyboard.IsKeyDown(MOIS.KeyCode.KC_PGDOWN) Then
                myTranslation.y += -TRANSLATE
            End If
        End Sub

        Shared Function MouseMovedListener(ByVal e As MOIS.MouseEvent) As Boolean
            Static myLastX As Integer = e.state.X.abs
            Static myLastY As Integer = e.state.Y.abs

            If myRotating Then
                myCamera.Yaw(e.state.X.rel * -ROTATE)
                myCamera.Pitch(e.state.Y.rel * -ROTATE)
            End If

        End Function

        Shared Function MousePressedListener(ByVal e As MOIS.MouseEvent, ByVal id As MOIS.MouseButtonID) As Boolean
            If e.state.ButtonDown(MOIS.MouseButtonID.MB_Right) Then
                myRotating = True
            End If
        End Function

        Shared Function MouseReleasedListener(ByVal e As MOIS.MouseEvent, ByVal id As MOIS.MouseButtonID) As Boolean
            If Not e.state.ButtonDown(MOIS.MouseButtonID.MB_Right) Then
                myRotating = False
            End If
        End Function

    End Class


End Module
 

Make sure you can compile and run the application before continuing. If you are having difficulty, refer to the project setup guide or post to the forums. You should see a Ninja.

Overlays

For simplicity we will use an overlay include with the OgreSDK. Add the following code:

            'Overlay
            Dim myPanelOverlay As Overlay = OverlayManager.Singleton.GetByName("Core/DebugOverlay")
            myPanelOverlay.Show()

The Overlay manager will search thru all the resources until it finds "Core/DebugOverlay", which in this case is in C:\OgreSDK\media\packs\OgreCore.zip. Feel free to open the ZIP file to see it's contents. I won't discuss how to create your own overlay yet, you will have to wait until the intermediate tutorials are finished. For now go ahead and compile & run the code.

You should see the Ogre logo and a green box with FPS information. Wouldn't it be nice to actually see the FPS and triangle counts? Well add the following code to the FrameStarted handler:

        'Debug Overlay
        Dim myAvg As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/AverageFps")
        Dim myCurr As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/CurrFps")
        Dim myBest As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/BestFps")
        Dim myWorst As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/WorstFps")
        Dim myNumTris As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/NumTris")
        Dim myNumBatches As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/NumBatches")
        Dim myDebug As OverlayElement = OverlayManager.Singleton.GetOverlayElement("Core/DebugText")

        myAvg.Caption = "Average FPS: " & Mogre.StringConverter.ToString(MyWindow.AverageFPS)
        myCurr.Caption = "Current FPS: " & Mogre.StringConverter.ToString(MyWindow.LastFPS)
        myBest.Caption = "Best FPS: " & Mogre.StringConverter.ToString(MyWindow.BestFPS)
        myWorst.Caption = "Worst FPS: " & Mogre.StringConverter.ToString(MyWindow.WorstFPS)
        myNumTris.Caption = "Triangle Count: " & Mogre.StringConverter.ToString(MyWindow.TriangleCount)
        myNumBatches.Caption = "Batch Count: " & Mogre.StringConverter.ToString(MyWindow.BatchCount)

Now compile and run again. Move the camera around and watch the FPS change. You will probably have a FPS of 100+, on my system it is 800+. At most you only need 60 FPS. The FPS will drop as you add more entities to the scene.

Overlay Scripts

The overlay size and properties are stored in the OgreDebugPanel.overlay file. Here is the psudo code:

// Ogre overlay scripts
Core/DebugOverlay
{
       zorder 500
       // Stats block
       container BorderPanel(Core/StatPanel)
       {
               metrics_mode pixels
               vert_align bottom
               left 5 
               top -107
               width 220
               height 102
               material Core/StatsBlockCenter
               border_size 1 1 1 1
               border_material Core/StatsBlockBorder
               border_topleft_uv     0.0000 1.0000 0.0039 0.9961
               border_top_uv         0.0039 1.0000 0.9961 0.9961
               border_topright_uv    0.9961 1.0000 1.0000 0.9961
               border_left_uv        0.0000 0.9961 0.0039 0.0039
               border_right_uv       0.9961 0.9961 1.0000 0.0039
               border_bottomleft_uv  0.0000 0.0039 0.0039 0.0000
               border_bottom_uv      0.0039 0.0039 0.9961 0.0000
               border_bottomright_uv 0.9961 0.0039 1.0000 0.0000

               container Panel(Core/BreakPanel)
               {
                       metrics_mode pixels
                       left 5 
                       top 22
                       width 210
                       height 1
                       material Core/StatsBreak
               }
    
               element TextArea(Core/CurrFps)
               {
                       metrics_mode pixels
                       left 5
                       top 5
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 19
                       caption Current FPS:
                       colour_top 1 1 0.7
                       colour_bottom 1 1 0.7
               }
               element TextArea(Core/AverageFps)
               {
                       metrics_mode pixels
                       left 5
                       top 25
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 16
                       caption AVERAGE FPS:
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
               element TextArea(Core/WorstFps)
               {
                       metrics_mode pixels
                       left 5
                       top 40
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 16
                       caption WORST FPS:
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
               element TextArea(Core/BestFps)
               {
                       metrics_mode pixels
                       left 5
                       top 55
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 16
                       caption BEST FPS:
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
               element TextArea(Core/NumTris)
               {
                       metrics_mode pixels
                       left 5
                       top 70
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 16
                       caption Triangle Count:
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
               element TextArea(Core/NumBatches)
               {
                       metrics_mode pixels
                       left 5
                       top 85
                       width 90
                       height 30
                       font_name BlueHighway
                       char_height 16
                       caption Batch Count:
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
               element TextArea(Core/DebugText)
               {
                       metrics_mode pixels
                       left 230
                       top 70
                       width 200
                       height 30
                       font_name BlueHighway
                       char_height 16
                       colour_top 0.5 0.7 0.5
                       colour_bottom 0.3 0.5 0.3
               }
	
       }
       container Panel(Core/LogoPanel)
       {	
               metrics_mode pixels
               horz_align right
               vert_align bottom
               top -75
               left -165
               width 150
               height 75
               material Core/OgreText
       }
}

// A silly example of how you would do a 3D cockpit
//Examples/KnotCockpit
//{
//	zorder 100
//	entity knot.mesh(hudKnot)
//	{
//		position 0 0 -50
//		rotation 0 0 0 0
//	}
//
//}

You can get a general idea how the panel is setup and how each overlay element is defined. Again you will have to wait for the intermediate tutorials if you want to create your own.

Publishing

Before we can publish our project we need to make sure all the files we need are listed in our Solution Explorer.

As you recall we took a few shortcuts and used several items from C:\OgreSDK. So we will need to prepare our project so it can stand on it's own.

Preperation

So lets add these items to our project now. Open the resources.cfg file and modify the paths as follows:

# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=.\Media\packs/OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=.\Media\
FileSystem=.\Media/fonts
FileSystem=.\Media/materials/programs
FileSystem=.\Media/materials/scripts
FileSystem=.\Media/materials/textures
FileSystem=.\Media/models
FileSystem=.\Media/overlays
FileSystem=.\Media/particle
FileSystem=.\Media/gui
FileSystem=.\Media/DeferredShadingMedia
Zip=.\Media/packs/cubemap.zip
Zip=.\Media/packs/cubemapsJS.zip
Zip=.\Media/packs/dragon.zip
Zip=.\Media/packs/fresneldemo.zip
Zip=.\Media/packs/ogretestmap.zip
Zip=.\Media/packs/skybox.zip

Now drag and drop the C:\OgreSDK\Media folder to your Solution Explorer. Ideally you would now set the properties of each of these files to "Copy if newer", but there is alot of them (ugly). I decided to modify my Tutuorial6.vbproj file and replace None Include="media with Content Include="media, which was much faster.

You may have noticed that we modified our "Defining the Resources" section of code to look in two places.

We also need to modify the paths of our Plugins.cfg file as follows:

# Defines plugins to load

# Define plugin folder
PluginFolder=./plugins

# Define plugins
Plugin=RenderSystem_Direct3D9
Plugin=RenderSystem_GL
Plugin=Plugin_ParticleFX
Plugin=Plugin_BSPSceneManager
Plugin=Plugin_OctreeSceneManager
Plugin=Plugin_CgProgramManager

Now right click on "Solution Explorer" and create a new folder called "plugins". Now right click on this "plugins" folder and add the existing items listed in the Plugins.cfg file. You should find these files in C:\OgreSDK\bin\release.

Verify that all the files in the plugins have theri Build Action set to 'Content', and the "Copy to Output" set to "Copy if newer"

Verify that all the remaining 'dll' and 'cfg' files in the main Solution Explorer have their Build Action set to 'Content'.

Compile and run to make sure everything still works!

Publish

On the menu bar select Project then click on the Publish tab. Pick a new folder on your hard drive, USB drive, or wherever. I recommend clicking the updates button and checking the auto updates before application starts.

Click the Publish Wizard, follow the prompts and your done. You can burn the publish directory to a CD if you like.

There are a couple of prequesites to running Ogre applications. You must have vcredist_x86.exe and DirectX Redistributables from November 2007 installed. It would be nice to include these as prerequisites to the publishing package, but I don't know how to do this. For now just download and include them with the rest of the package.

You can now take these files to a generic computer and run setup.exe. This is a very simple way to distribute your application.

Conclusion

You have seen how overlays can be used to provide 2D information in a static location. You have also seen that VB.NET can package up all the necessary files, refereneces and dll dependancies, so that you can publish your application. You may find that a custom or commercial setup applcation may be more suitable for your project.

You may have noticed that there are only 6 VB.NET basic tutorials, yet there are 8 ogre basic tutorials. In my opinion the use of CEGUI and other addins are not 'basic'. Look for addin tutorials in the VB.NET intermediate tutorials.

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