Remove hopelessly outdated nifogre tests

actorid
scrawl 11 years ago
parent d0500e8124
commit 264736c139

@ -1,5 +0,0 @@
*.png
meshlist.txt
ogre.cfg
*_test
chris*

@ -1,19 +0,0 @@
GCC=g++
all: ogre_manualresource_test ogre_nif_test ogre_skeleton_test
I_OGRE=$(shell pkg-config --cflags OGRE)
L_OGRE=$(shell pkg-config --libs OGRE)
ogre_manualresource_test: ogre_manualresource_test.cpp
$(GCC) $^ -o $@ $(I_OGRE) $(L_OGRE)
ogre_skeleton_test: ogre_skeleton_test.cpp
$(GCC) $^ -o $@ $(I_OGRE) $(L_OGRE)
ogre_nif_test: ogre_nif_test.cpp ../../nif/nif_file.cpp ../../bsa/bsa_file.cpp ../../bsa/bsa_archive.cpp ../../tools/stringops.cpp ../../mangle/vfs/servers/ogre_vfs.cpp ../ogre_nif_loader.cpp
$(GCC) $^ -o $@ $(I_OGRE) $(L_OGRE)
clean:
rm *_test

@ -1,97 +0,0 @@
#include <Ogre.h>
#include <iostream>
using namespace std;
using namespace Ogre;
Root *root;
RenderWindow *window;
SceneManager *mgr;
int shot = 0;
// Lets you quit by closing the window
struct QuitListener : FrameListener
{
bool frameStarted(const FrameEvent& evt)
{
#ifdef SCREENSHOT
if(shot == 1) window->writeContentsToFile("nif.png");
if(shot < 2) shot++;
#endif
if(window->isClosed())
return false;
return true;
}
} qlistener;
// This has to be packaged in a struct because C++ sucks
struct C
{
static void doTest();
};
int main(int argc, char**args)
{
// Disable Ogre logging
new LogManager;
Log *log = LogManager::getSingleton().createLog("");
log->setDebugOutputEnabled(false);
// Set up Root.
root = new Root("plugins.cfg","ogre.cfg","");
if(!root->restoreConfig())
{
cout << "WARNING: we do NOT recommend fullscreen mode!\n";
if(!root->showConfigDialog())
return 1;
}
mgr = root->createSceneManager(ST_GENERIC);
// Only render if there are arguments on the command line (we don't
// care what they are.)
bool render = (argc>=2);
// Create a window
window = root->initialise(true, "Test");
if(render)
{
// More initialization
Camera *cam = mgr->createCamera("cam");
Viewport *vp = window->addViewport(cam);
cam->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
cam->setFOVy(Degree(55));
cam->setPosition(0,0,0);
cam->lookAt(0,0,10);
cam->setNearClipDistance(1);
root->addFrameListener(&qlistener);
// Background color
vp->setBackgroundColour(ColourValue(0.5,0.5,0.5));
mgr->setAmbientLight(ColourValue(1,1,1));
}
// Run the actual test
C::doTest();
// Render loop
if(render)
{
cout << "Rendering. Close the window to exit.\n";
root->startRendering();
}
// Cleanup
delete root;
return 0;
}
void doTest()
{
cout << "hello\n";
}

@ -1,40 +0,0 @@
/*
This is a test of the manual resource loader interface to Ogre,
applied to manually created meshes. It defines a simple mesh
consisting of two triangles, and creates three instances of it as
different meshes using the same loader. It is a precursor to the NIF
loading code. If the Ogre interface changes and you have to change
this test, then you will also have to change parts of the NIF
loader.
*/
#include "ogre_mesh_common.cpp"
void C::doTest()
{
// Create a couple of manual meshes
makeMesh("mesh1.mm");
makeMesh("mesh2.mm");
makeMesh("mesh3.mm");
// Display the meshes
{
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node");
Entity *ent = mgr->createEntity("Mesh1", "mesh1.mm");
node->attachObject(ent);
node->setPosition(3,1,8);
}
{
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node2");
Entity *ent = mgr->createEntity("Mesh2", "mesh2.mm");
node->attachObject(ent);
node->setPosition(-3,1,8);
}
{
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node3");
Entity *ent = mgr->createEntity("Mesh3", "mesh3.mm");
node->attachObject(ent);
node->setPosition(0,-2,8);
}
}

@ -1,69 +0,0 @@
#include "ogre_common.cpp"
struct MyMeshLoader : ManualResourceLoader
{
void loadResource(Resource *resource)
{
Mesh *mesh = dynamic_cast<Mesh*>(resource);
assert(mesh);
const String& name = mesh->getName();
cout << "Manually loading mesh " << name << endl;
// Create the mesh here
int numVerts = 4;
int numFaces = 2*3;
const float vertices[] =
{ -1,-1,0, 1,-1,0,
1,1,0, -1,1,0 };
const short faces[] =
{ 0,2,1, 0,3,2 };
mesh->sharedVertexData = new VertexData();
mesh->sharedVertexData->vertexCount = numVerts;
VertexDeclaration* decl = mesh->sharedVertexData->vertexDeclaration;
decl->addElement(0, 0, VET_FLOAT3, VES_POSITION);
HardwareVertexBufferSharedPtr vbuf =
HardwareBufferManager::getSingleton().createVertexBuffer(
VertexElement::getTypeSize(VET_FLOAT3),
numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
// Upload the vertex data to the card
vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true);
// Set vertex buffer binding so buffer 0 is bound to our vertex buffer
VertexBufferBinding* bind = mesh->sharedVertexData->vertexBufferBinding;
bind->setBinding(0, vbuf);
/// Allocate index buffer of the requested number of faces
HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().
createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
numFaces,
HardwareBuffer::HBU_STATIC_WRITE_ONLY);
/// Upload the index data to the card
ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true);
SubMesh* sub = mesh->createSubMesh(name+"tris");
sub->useSharedVertices = true;
/// Set parameters of the submesh
sub->indexData->indexBuffer = ibuf;
sub->indexData->indexCount = numFaces;
sub->indexData->indexStart = 0;
mesh->_setBounds(AxisAlignedBox(-1.1,-1.1,-1.1,1.1,1.1,1.1));
mesh->_setBoundingSphereRadius(2);
}
};
MyMeshLoader mml;
MeshPtr makeMesh(const string &name)
{
return MeshManager::getSingleton().createManual(name, "General", &mml);
}

@ -1,50 +0,0 @@
#include "../ogre_nif_loader.hpp"
#include "../../bsa/bsa_archive.hpp"
//#define SCREENSHOT
#include "ogre_common.cpp"
//const char* mesh = "meshes\\a\\towershield_steel.nif";
//const char* mesh = "meshes\\r\\bonelord.nif";
//const char* mesh = "meshes\\m\\text_scroll_open_01.nif";
const char* mesh = "meshes\\f\\ex_ashl_a_banner_r.nif";
void C::doTest()
{
// Add Morrowind.bsa resource location
Bsa::addBSA("../../data/Morrowind.bsa");
// Insert the mesh
NifOgre::NIFLoader::load(mesh);
NifOgre::NIFLoader::load(mesh);
/*
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node");
Entity *ent = mgr->createEntity("Mesh1", mesh);
node->attachObject(ent);
// Works great for the scroll
node->setPosition(0,4,50);
node->pitch(Degree(20));
node->roll(Degree(10));
node->yaw(Degree(-10));
/* Bone lord
node->setPosition(0,-70,170);
node->pitch(Degree(-90));
*/
// Display it from two different angles - shield and banner
const int sep = 45;
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node");
Entity *ent = mgr->createEntity("Mesh1", mesh);
node->attachObject(ent);
node->setPosition(sep,0,130);
node = node->createChildSceneNode("node2");
ent = mgr->createEntity("Mesh2", mesh);
node->attachObject(ent);
node->setPosition(-2*sep,0,0);
node->yaw(Degree(180));
//*/
}

@ -1,21 +0,0 @@
#include "ogre_common.cpp"
void C::doTest()
{
SkeletonManager &skm = SkeletonManager::getSingleton();
SkeletonPtr skp = skm.create("MySkel", "General");
cout << "hello\n";
/*
MeshPtr msh = makeMesh("mesh1");
// Display the mesh
{
SceneNode *node = mgr->getRootSceneNode()->createChildSceneNode("node");
Entity *ent = mgr->createEntity("Mesh1", "mesh1");
node->attachObject(ent);
node->setPosition(0,0,4);
}
*/
}

@ -1,3 +0,0 @@
Manually loading mesh mesh1.mm
Manually loading mesh mesh2.mm
Manually loading mesh mesh3.mm

@ -1,12 +0,0 @@
# Defines plugins to load
# Define plugin folder
PluginFolder=/usr/local/lib/OGRE
# Define plugins
Plugin=RenderSystem_GL
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager

@ -1,18 +0,0 @@
#!/bin/bash
make || exit
mkdir -p output
PROGS=*_test
for a in $PROGS; do
if [ -f "output/$a.out" ]; then
echo "Running $a:"
./$a | diff output/$a.out -
else
echo "Creating $a.out"
./$a > "output/$a.out"
git add "output/$a.out"
fi
done
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