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			65 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
/*!
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	\page getting-started Getting started
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	\section download Download the source
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	\code
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	git clone git@github.com:scrawl/shiny.git
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	\endcode
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	\section building Build the source
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	The source files you want to build are:
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	 - Main/*.cpp
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	 - Preprocessor/*.cpp (unless you are using the system install of boost::wave, more below)
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	 - Platforms/Ogre/*.cpp
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	You can either build the sources as a static library, or simply add the sources to the source tree of your project.
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	If you use CMake, you might find the included CMakeLists.txt useful. It builds static libraries with the names "shiny" and "shiny.OgrePlatform".
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	\note The CMakeLists.txt is not intended as a stand-alone build system! Instead, you should include this from the main CMakeLists of your project.
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	Make sure to link against OGRE and the boost filesystem library.
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	If your boost version is older than 1.49, you must set the SHINY_USE_WAVE_SYSTEM_INSTALL variable and additionally link against the boost wave library.
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	\code
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	set(SHINY_USE_WAVE_SYSTEM_INSTALL "TRUE")
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	\endcode
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	\section code Basic initialisation code
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	Add the following code to your application:
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	\code{cpp}
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	#include <shiny/Main/Factory.hpp>
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	#include <shiny/Platforms/OgrePlatform/OgrePlatform.hpp>
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	....
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	sh::OgrePlatform* platform = new sh::OgrePlatform(
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		"General",                                      // OGRE Resource group to use for creating materials.
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		myApplication.getDataPath() + "/" + "materials"  // Path to look for materials and shaders. NOTE: This does NOT use the Ogre resource system, so you have to specify an absolute path.
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	);
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	sh::Factory* factory = new sh::Factory(platform);
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	// Set a language. Valid options: CG, HLSL, GLSL
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	factory->setCurrentLanguage(sh::Language_GLSL);
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	factory->loadAllFiles();
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	....
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	your application runs here
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	....
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	// don't forget to delete on exit
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	delete factory;
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	\endcode
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	That's it! Now you can start defining materials. Refer to the page \ref defining-materials-shaders .
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*/
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