Version 3 vs 4
Version 3 vs 4
Edits
Edits
- Edit by Timotheos, Version 4
- Oct 17 2014 7:16 PM
- ·Updated bottom example to compile with recent Echo3.
- Edit by 0xseantasker, Version 3
- Sep 15 2014 9:26 PM
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Echo provides the components you need to write an application that can be built without modification on multiple platforms. An application is based around creating at least one Kernel object and executing it. How a Kernel is executed depends on the platform your application will run on, because of this your application does not have an entry point, such as `main()`, that you would be familiar with.
Instead, the equivalent of your main entry point file would contain a method EchoInitialise() which should return a smart pointer to a Kernel object. You will need to create a Kernel object or an instance of a class that inherits from Kernel and return it. If your application is going to have multimedia functionality, such as a game, then you may like to use the Application class. The following is a simple example:
```
class MyApplication : public Application
{
public:
MyApplication() : mTask("MyTask")
{
//Application inherits from Kernel. If the Kernel doesn't have any tasks to process then it will not
//continue the program loop which is why we give it a Task to process even though the Task
//does not do anything.
AddTask(mTask);
}
private:
Task mTask;
};
shared_ptr<Kernel> EchoInitialise()
{
//Create an instance of MyApplication, initialise it and return.
shared_ptr<Application> application(new MyApplication());
if(application->Initialise("ApplicationTest", 800,600,false))
{
return application;
}
//Failure to initialise an Application object will occur if the target platform has an incomplete configuration.
return shared_ptr<Kernel>();
}
```
This is a simple example to show how you could use Echo for rendering.
```
int main(int argc, char** argv)
{
Kernel kernel;
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
MultiRenderer renderer(target);
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(-1,10,10);
camera->LookAt(0,0,0);
shared_ptr<Camera> camera2 = scene.CreateCamera();
camera2->SetPosition(1,10,10);
camera2->LookAt(0,0,0);
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera2);
kernel.AddTask(renderer);
kernel.Execute(Platform::CreateExecutionModel());
return 0;
}
```
In this example we use a custom scene renderable object that renders a cube mesh. The cube is created manually rather than loading a file to keep this example simple (i.e. not use resources). This example renders the cube through two different viewports using a Multi-Renderer.
```
//Platform and Kernel includes
#include <echo/Platform.h>
#include <echo/Kernel/Kernel.h>
//Rendering includes
#include <echo/Graphics/Renderer.h>
#include <echo/Graphics/MultiRenderer.h>
#include <echo/Graphics/Scene.h>
#include <echo/Graphics/Camera.h>
#include <echo/Graphics/Viewport.h>
//Graphics object includes
#include <echo/Graphics/Mesh.h>
#include <echo/Graphics/SubMesh.h>
//To make this example a little easier on the eyes.
using namespace Echo;
//A basic custom scene renderable.
class SpinningCube : public SceneRenderable
{
public:
SpinningCube() : mAngle(0)
{
//Create a cube
SubMesh* subMesh=mMesh.CreateSubMesh();
subMesh->AddVertex(Vector3(-2,2,-2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddVertex(Vector3(2,2,-2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(-2,-2,-2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(2,-2,-2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(-2,2,2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(2,2,2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(-2,-2,2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(2,-2,2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddFace(IndexedTriangle(0,1,2));
subMesh->AddFace(IndexedTriangle(2,1,3));
subMesh->AddFace(IndexedTriangle(5,4,6));
subMesh->AddFace(IndexedTriangle(5,6,7));
subMesh->AddFace(IndexedTriangle(4,0,6));
subMesh->AddFace(IndexedTriangle(6,0,2));
subMesh->AddFace(IndexedTriangle(0,4,5));
subMesh->AddFace(IndexedTriangle(0,5,1));
subMesh->AddFace(IndexedTriangle(1,5,3));
subMesh->AddFace(IndexedTriangle(3,5,7));
subMesh->AddFace(IndexedTriangle(2,3,7));
subMesh->AddFace(IndexedTriangle(2,7,6));
mMesh.CalculateAABB();
//Create a basic material for the cube
shared_ptr<Material> material(new Material());
RenderPass pass;
pass.SetCullMode(RenderPass::CullModes::BACK);
material->AddPass(pass);
//Set the mesh material
mMesh.SetMaterial(material);
}
AxisAlignedBox GetLocalAxisAlignedBox()
{
AxisAlignedBox box;
box.setMinimum(mMesh.GetMin());
box.setMaximum(mMesh.GetMax());
return box;
}
void Render(const Matrix4& transform, RenderTarget& renderTarget)
{
SetOrientation(Quaternion(Radian(mAngle),Vector3(0.4,0.5,1)));
mAngle+=0.1f;
mMesh.Render(transform * GetTransform(),renderTarget);
}
private:
Mesh mMesh;
f32 mAngle;
};
int main(int argc, const char* args[])
{
//You don't have to use a kernel object if you want to manage frame updates yourself.
Kernel kernel;
//Create a render window
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
// Renderers are used to render a camera (which renders a scene) in a viewport on a render target. They act as simple mapping
// objects and perform screen clearing and buffer swapping.
//
// A multirenderer will render multiple Renderer objects and control the screen clearing and buffer swapping (otherwise you would
// need to configure each Renderer yourself (which is entirely possible).
MultiRenderer renderer(target);
// Create a scene with a camera.
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(0,0,10);
// Create two renderers taking half of the screen each.
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera);
// Add our multi-renderer as a task to the Kernel. The Renderer's Update() method will render the
// screen so you may need to set the priority of the task so it updates last.
kernel.AddTask(renderer);
// Create a spinning cube object, defined above.
shared_ptr< SpinningCube > spinningCube(new SpinningCube());
scene.AddRenderable(spinningCube);
// Start out program loop
kernel.Execute(Platform::CreateExecutionModel());
return 0;
}
```
Echo provides the components you need to write an application that can be built without modification on multiple platforms. An application is based around creating at least one Kernel object and executing it. How a Kernel is executed depends on the platform your application will run on, because of this your application does not have an entry point, such as `main()`, that you would be familiar with.
Instead, the equivalent of your main entry point file would contain a method EchoInitialise() which should return a smart pointer to a Kernel object. You will need to create a Kernel object or an instance of a class that inherits from Kernel and return it. If your application is going to have multimedia functionality, such as a game, then you may like to use the Application class. The following is a simple example:
```
class MyApplication : public Application
{
public:
MyApplication() : mTask("MyTask")
{
//Application inherits from Kernel. If the Kernel doesn't have any tasks to process then it will not
//continue the program loop which is why we give it a Task to process even though the Task
//does not do anything.
AddTask(mTask);
}
private:
Task mTask;
};
shared_ptr<Kernel> EchoInitialise()
{
//Create an instance of MyApplication, initialise it and return.
shared_ptr<Application> application(new MyApplication());
if(application->Initialise("ApplicationTest", 800,600,false))
{
return application;
}
//Failure to initialise an Application object will occur if the target platform has an incomplete configuration.
return shared_ptr<Kernel>();
}
```
This is a simple example to show how you could use Echo for rendering.
```
int main(int argc, char** argv)
{
Kernel kernel;
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
MultiRenderer renderer(target);
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(-1,10,10);
camera->LookAt(0,0,0);
shared_ptr<Camera> camera2 = scene.CreateCamera();
camera2->SetPosition(1,10,10);
camera2->LookAt(0,0,0);
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera2);
kernel.AddTask(renderer);
kernel.Execute(Platform::CreateExecutionModel());
return 0;
}
```
In this example we use a custom scene renderable object that renders a cube mesh. The cube is created manually rather than loading a file to keep this example simple (i.e. not use resources). This example renders the cube through two different viewports using a Multi-Renderer.
```
//Platform and Kernel includes
#include <echo/Platform.h>
#include <echo/Kernel/Kernel.h>
//Rendering includes
#include <echo/Graphics/Renderer.h>
#include <echo/Graphics/MultiRenderer.h>
#include <echo/Graphics/Scene.h>
#include <echo/Graphics/Camera.h>
#include <echo/Graphics/Viewport.h>
#include <echo/Graphics/SceneRenderable.h>
//Graphics object includes
#include <echo/Graphics/Mesh.h>
#include <echo/Graphics/SubMesh.h>
//To make this example a little easier on the eyes.
using namespace Echo;
//A basic custom scene renderable.
class SpinningCube : public SceneRenderable
{
public:
SpinningCube() : mAngle(0)
{
//Create a cube
shared_ptr<SubMesh> subMesh = mMesh.CreateSubMesh();
subMesh->AddVertex(Vector3(-2,2,-2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddVertex(Vector3(2,2,-2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(-2,-2,-2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(2,-2,-2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(-2,2,2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(2,2,2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(-2,-2,2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(2,-2,2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddFace(IndexedTriangle(0,1,2));
subMesh->AddFace(IndexedTriangle(2,1,3));
subMesh->AddFace(IndexedTriangle(5,4,6));
subMesh->AddFace(IndexedTriangle(5,6,7));
subMesh->AddFace(IndexedTriangle(4,0,6));
subMesh->AddFace(IndexedTriangle(6,0,2));
subMesh->AddFace(IndexedTriangle(0,4,5));
subMesh->AddFace(IndexedTriangle(0,5,1));
subMesh->AddFace(IndexedTriangle(1,5,3));
subMesh->AddFace(IndexedTriangle(3,5,7));
subMesh->AddFace(IndexedTriangle(2,3,7));
subMesh->AddFace(IndexedTriangle(2,7,6));
mMesh.CalculateAABB();
//Create a basic material for the cube
shared_ptr<Material> material(new Material());
RenderPass pass;
pass.SetCullMode(RenderPass::CullModes::BACK);
material->AddPass(pass);
//Set the mesh material
mMesh.SetMaterial(material);
}
AxisAlignedBox GetLocalAxisAlignedBox()
{
AxisAlignedBox box;
box.setMinimum(mMesh.GetMin());
box.setMaximum(mMesh.GetMax());
return box;
}
void Render(const Matrix4& transform, RenderTarget& renderTarget)
{
SetOrientation(Quaternion(Radian(mAngle),Vector3(0.4,0.5,1)));
mAngle+=0.1f;
mMesh.Render(transform * GetTransform(),renderTarget);
}
private:
Mesh mMesh;
f32 mAngle;
};
int main(int argc, const char* args[])
{
//You don't have to use a kernel object if you want to manage frame updates yourself.
Kernel kernel;
kernel.SetExecutionModel(Platform::CreateExecutionModel());
//Create a render window
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
// Renderers are used to render a camera (which renders a scene) in a viewport on a render target. They act as simple mapping
// objects and perform screen clearing and buffer swapping.
//
// A multirenderer will render multiple Renderer objects and control the screen clearing and buffer swapping (otherwise you would
// need to configure each Renderer yourself (which is entirely possible).
MultiRenderer renderer(target);
// Create a scene with a camera.
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(0,0,10);
// Create two renderers taking half of the screen each.
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera);
// Add our multi-renderer as a task to the Kernel. The Renderer's Update() method will render the
// screen so you may need to set the priority of the task so it updates last.
kernel.AddTask(renderer);
// Create a spinning cube object, defined above.
shared_ptr< SpinningCube > spinningCube(new SpinningCube());
scene.AddRenderable(spinningCube);
// Start program loop
kernel.Execute();
return 0;
}
```
Echo provides the components you need to write an application that can be built without modification on multiple platforms. An application is based around creating at least one Kernel object and executing it. How a Kernel is executed depends on the platform your application will run on, because of this your application does not have an entry point, such as `main()`, that you would be familiar with.
Instead, the equivalent of your main entry point file would contain a method EchoInitialise() which should return a smart pointer to a Kernel object. You will need to create a Kernel object or an instance of a class that inherits from Kernel and return it. If your application is going to have multimedia functionality, such as a game, then you may like to use the Application class. The following is a simple example:
```
class MyApplication : public Application
{
public:
MyApplication() : mTask("MyTask")
{
//Application inherits from Kernel. If the Kernel doesn't have any tasks to process then it will not
//continue the program loop which is why we give it a Task to process even though the Task
//does not do anything.
AddTask(mTask);
}
private:
Task mTask;
};
shared_ptr<Kernel> EchoInitialise()
{
//Create an instance of MyApplication, initialise it and return.
shared_ptr<Application> application(new MyApplication());
if(application->Initialise("ApplicationTest", 800,600,false))
{
return application;
}
//Failure to initialise an Application object will occur if the target platform has an incomplete configuration.
return shared_ptr<Kernel>();
}
```
This is a simple example to show how you could use Echo for rendering.
```
int main(int argc, char** argv)
{
Kernel kernel;
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
MultiRenderer renderer(target);
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(-1,10,10);
camera->LookAt(0,0,0);
shared_ptr<Camera> camera2 = scene.CreateCamera();
camera2->SetPosition(1,10,10);
camera2->LookAt(0,0,0);
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera2);
kernel.AddTask(renderer);
kernel.Execute(Platform::CreateExecutionModel());
return 0;
}
```
In this example we use a custom scene renderable object that renders a cube mesh. The cube is created manually rather than loading a file to keep this example simple (i.e. not use resources). This example renders the cube through two different viewports using a Multi-Renderer.
```
//Platform and Kernel includes
#include <echo/Platform.h>
#include <echo/Kernel/Kernel.h>
//Rendering includes
#include <echo/Graphics/Renderer.h>
#include <echo/Graphics/MultiRenderer.h>
#include <echo/Graphics/Scene.h>
#include <echo/Graphics/Camera.h>
#include <echo/Graphics/Viewport.h>
#include <echo/Graphics/SceneRenderable.h>
//Graphics object includes
#include <echo/Graphics/Mesh.h>
#include <echo/Graphics/SubMesh.h>
//To make this example a little easier on the eyes.
using namespace Echo;
//A basic custom scene renderable.
class SpinningCube : public SceneRenderable
{
public:
SpinningCube() : mAngle(0)
{
//Create a cube
shared_ptr<SubMesh*> subMesh= = mMesh.CreateSubMesh();
subMesh->AddVertex(Vector3(-2,2,-2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddVertex(Vector3(2,2,-2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(-2,-2,-2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(2,-2,-2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(-2,2,2));
subMesh->AddColour(Colour(1,1,0));
subMesh->AddVertex(Vector3(2,2,2));
subMesh->AddColour(Colour(0,0,1));
subMesh->AddVertex(Vector3(-2,-2,2));
subMesh->AddColour(Colour(0,1,0));
subMesh->AddVertex(Vector3(2,-2,2));
subMesh->AddColour(Colour(1,0,0));
subMesh->AddFace(IndexedTriangle(0,1,2));
subMesh->AddFace(IndexedTriangle(2,1,3));
subMesh->AddFace(IndexedTriangle(5,4,6));
subMesh->AddFace(IndexedTriangle(5,6,7));
subMesh->AddFace(IndexedTriangle(4,0,6));
subMesh->AddFace(IndexedTriangle(6,0,2));
subMesh->AddFace(IndexedTriangle(0,4,5));
subMesh->AddFace(IndexedTriangle(0,5,1));
subMesh->AddFace(IndexedTriangle(1,5,3));
subMesh->AddFace(IndexedTriangle(3,5,7));
subMesh->AddFace(IndexedTriangle(2,3,7));
subMesh->AddFace(IndexedTriangle(2,7,6));
mMesh.CalculateAABB();
//Create a basic material for the cube
shared_ptr<Material> material(new Material());
RenderPass pass;
pass.SetCullMode(RenderPass::CullModes::BACK);
material->AddPass(pass);
//Set the mesh material
mMesh.SetMaterial(material);
}
AxisAlignedBox GetLocalAxisAlignedBox()
{
AxisAlignedBox box;
box.setMinimum(mMesh.GetMin());
box.setMaximum(mMesh.GetMax());
return box;
}
void Render(const Matrix4& transform, RenderTarget& renderTarget)
{
SetOrientation(Quaternion(Radian(mAngle),Vector3(0.4,0.5,1)));
mAngle+=0.1f;
mMesh.Render(transform * GetTransform(),renderTarget);
}
private:
Mesh mMesh;
f32 mAngle;
};
int main(int argc, const char* args[])
{
//You don't have to use a kernel object if you want to manage frame updates yourself.
Kernel kernel;
kernel.SetExecutionModel(Platform::CreateExecutionModel());
//Create a render window
shared_ptr<RenderTarget> target = Platform::CreateRenderTarget("Window",kernel,800,300,32,false);
// Renderers are used to render a camera (which renders a scene) in a viewport on a render target. They act as simple mapping
// objects and perform screen clearing and buffer swapping.
//
// A multirenderer will render multiple Renderer objects and control the screen clearing and buffer swapping (otherwise you would
// need to configure each Renderer yourself (which is entirely possible).
MultiRenderer renderer(target);
// Create a scene with a camera.
Scene scene;
shared_ptr<Camera> camera = scene.CreateCamera();
camera->SetPosition(0,0,10);
// Create two renderers taking half of the screen each.
renderer.CreateRenderer(make_shared<Viewport>(0,0,0.5,1),camera);
renderer.CreateRenderer(make_shared<Viewport>(0.5,0,1,1),camera);
// Add our multi-renderer as a task to the Kernel. The Renderer's Update() method will render the
// screen so you may need to set the priority of the task so it updates last.
kernel.AddTask(renderer);
// Create a spinning cube object, defined above.
shared_ptr< SpinningCube > spinningCube(new SpinningCube());
scene.AddRenderable(spinningCube);
// Start out program loop
kernel.Execute(Platform::CreateExecutionModel()); );
return 0;
}
```