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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8.1/examples/01.HelloWorld | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
download | SledjHamr-f9158592e1478b2013afc7041d9ed041cf2d2f4a.zip SledjHamr-f9158592e1478b2013afc7041d9ed041cf2d2f4a.tar.gz SledjHamr-f9158592e1478b2013afc7041d9ed041cf2d2f4a.tar.bz2 SledjHamr-f9158592e1478b2013afc7041d9ed041cf2d2f4a.tar.xz |
Update Irrlicht to 1.8.1. Include actual change markers this time. lol
Diffstat (limited to 'libraries/irrlicht-1.8.1/examples/01.HelloWorld')
10 files changed, 1900 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp new file mode 100644 index 0000000..bba207a --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp | |||
@@ -0,0 +1,55 @@ | |||
1 | <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> | ||
2 | <CodeBlocks_project_file> | ||
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8 | <Build> | ||
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diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev new file mode 100644 index 0000000..9de3da7 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev | |||
@@ -0,0 +1,59 @@ | |||
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diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj new file mode 100644 index 0000000..3a2fdb0 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj | |||
@@ -0,0 +1,163 @@ | |||
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14 | </Platforms> | ||
15 | <ToolFiles> | ||
16 | </ToolFiles> | ||
17 | <Configurations> | ||
18 | <Configuration | ||
19 | Name="Debug|Win32" | ||
20 | OutputDirectory=".\Debug" | ||
21 | IntermediateDirectory=".\Debug" | ||
22 | ConfigurationType="1" | ||
23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
24 | UseOfMFC="0" | ||
25 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
26 | CharacterSet="2" | ||
27 | > | ||
28 | <Tool | ||
29 | Name="VCPreBuildEventTool" | ||
30 | /> | ||
31 | <Tool | ||
32 | Name="VCCustomBuildTool" | ||
33 | /> | ||
34 | <Tool | ||
35 | Name="VCXMLDataGeneratorTool" | ||
36 | /> | ||
37 | <Tool | ||
38 | Name="VCWebServiceProxyGeneratorTool" | ||
39 | /> | ||
40 | <Tool | ||
41 | Name="VCMIDLTool" | ||
42 | TypeLibraryName=".\Debug/HelloWorld.tlb" | ||
43 | HeaderFileName="" | ||
44 | /> | ||
45 | <Tool | ||
46 | Name="VCCLCompilerTool" | ||
47 | Optimization="0" | ||
48 | AdditionalIncludeDirectories="..\..\include" | ||
49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | ||
50 | BasicRuntimeChecks="3" | ||
51 | RuntimeLibrary="1" | ||
52 | UsePrecompiledHeader="0" | ||
53 | PrecompiledHeaderFile=".\Debug/HelloWorld.pch" | ||
54 | AssemblerListingLocation=".\Debug/" | ||
55 | ObjectFile=".\Debug/" | ||
56 | ProgramDataBaseFileName=".\Debug/" | ||
57 | WarningLevel="3" | ||
58 | SuppressStartupBanner="true" | ||
59 | DebugInformationFormat="4" | ||
60 | CompileAs="0" | ||
61 | /> | ||
62 | <Tool | ||
63 | Name="VCManagedResourceCompilerTool" | ||
64 | /> | ||
65 | <Tool | ||
66 | Name="VCResourceCompilerTool" | ||
67 | PreprocessorDefinitions="_DEBUG" | ||
68 | Culture="3079" | ||
69 | /> | ||
70 | <Tool | ||
71 | Name="VCPreLinkEventTool" | ||
72 | /> | ||
73 | <Tool | ||
74 | Name="VCLinkerTool" | ||
75 | OutputFile="..\..\bin\Win32-VisualStudio\01.HelloWorld.exe" | ||
76 | LinkIncremental="0" | ||
77 | SuppressStartupBanner="true" | ||
78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
79 | GenerateDebugInformation="true" | ||
80 | ProgramDatabaseFile=".\Debug/HelloWorld.pdb" | ||
81 | SubSystem="1" | ||
82 | RandomizedBaseAddress="1" | ||
83 | DataExecutionPrevention="0" | ||
84 | TargetMachine="1" | ||
85 | /> | ||
86 | <Tool | ||
87 | Name="VCALinkTool" | ||
88 | /> | ||
89 | <Tool | ||
90 | Name="VCManifestTool" | ||
91 | /> | ||
92 | <Tool | ||
93 | Name="VCXDCMakeTool" | ||
94 | /> | ||
95 | <Tool | ||
96 | Name="VCBscMakeTool" | ||
97 | /> | ||
98 | <Tool | ||
99 | Name="VCFxCopTool" | ||
100 | /> | ||
101 | <Tool | ||
102 | Name="VCAppVerifierTool" | ||
103 | /> | ||
104 | <Tool | ||
105 | Name="VCPostBuildEventTool" | ||
106 | /> | ||
107 | </Configuration> | ||
108 | <Configuration | ||
109 | Name="Release|Win32" | ||
110 | OutputDirectory=".\Release" | ||
111 | IntermediateDirectory=".\Release" | ||
112 | ConfigurationType="1" | ||
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
114 | UseOfMFC="0" | ||
115 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
116 | CharacterSet="2" | ||
117 | > | ||
118 | <Tool | ||
119 | Name="VCPreBuildEventTool" | ||
120 | /> | ||
121 | <Tool | ||
122 | Name="VCCustomBuildTool" | ||
123 | /> | ||
124 | <Tool | ||
125 | Name="VCXMLDataGeneratorTool" | ||
126 | /> | ||
127 | <Tool | ||
128 | Name="VCWebServiceProxyGeneratorTool" | ||
129 | /> | ||
130 | <Tool | ||
131 | Name="VCMIDLTool" | ||
132 | TypeLibraryName=".\Release/HelloWorld.tlb" | ||
133 | HeaderFileName="" | ||
134 | /> | ||
135 | <Tool | ||
136 | Name="VCCLCompilerTool" | ||
137 | Optimization="2" | ||
138 | InlineFunctionExpansion="1" | ||
139 | AdditionalIncludeDirectories="..\..\include" | ||
140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | ||
141 | StringPooling="true" | ||
142 | RuntimeLibrary="0" | ||
143 | EnableFunctionLevelLinking="true" | ||
144 | UsePrecompiledHeader="0" | ||
145 | PrecompiledHeaderFile=".\Release/HelloWorld.pch" | ||
146 | AssemblerListingLocation=".\Release/" | ||
147 | ObjectFile=".\Release/" | ||
148 | ProgramDataBaseFileName=".\Release/" | ||
149 | WarningLevel="3" | ||
150 | SuppressStartupBanner="true" | ||
151 | CompileAs="0" | ||
152 | /> | ||
153 | <Tool | ||
154 | Name="VCManagedResourceCompilerTool" | ||
155 | /> | ||
156 | <Tool | ||
157 | Name="VCResourceCompilerTool" | ||
158 | PreprocessorDefinitions="NDEBUG" | ||
159 | Culture="3079" | ||
160 | /> | ||
161 | <Tool | ||
162 | Name="VCPreLinkEventTool" | ||
163 | /> | ||
164 | <Tool | ||
165 | Name="VCLinkerTool" | ||
166 | OutputFile="..\..\bin\Win32-VisualStudio\01.HelloWorld.exe" | ||
167 | LinkIncremental="0" | ||
168 | SuppressStartupBanner="true" | ||
169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
170 | ProgramDatabaseFile=".\Release/HelloWorld.pdb" | ||
171 | SubSystem="1" | ||
172 | RandomizedBaseAddress="1" | ||
173 | DataExecutionPrevention="0" | ||
174 | TargetMachine="1" | ||
175 | /> | ||
176 | <Tool | ||
177 | Name="VCALinkTool" | ||
178 | /> | ||
179 | <Tool | ||
180 | Name="VCManifestTool" | ||
181 | /> | ||
182 | <Tool | ||
183 | Name="VCXDCMakeTool" | ||
184 | /> | ||
185 | <Tool | ||
186 | Name="VCBscMakeTool" | ||
187 | /> | ||
188 | <Tool | ||
189 | Name="VCFxCopTool" | ||
190 | /> | ||
191 | <Tool | ||
192 | Name="VCAppVerifierTool" | ||
193 | /> | ||
194 | <Tool | ||
195 | Name="VCPostBuildEventTool" | ||
196 | /> | ||
197 | </Configuration> | ||
198 | </Configurations> | ||
199 | <References> | ||
200 | </References> | ||
201 | <Files> | ||
202 | <File | ||
203 | RelativePath="main.cpp" | ||
204 | > | ||
205 | <FileConfiguration | ||
206 | Name="Debug|Win32" | ||
207 | > | ||
208 | <Tool | ||
209 | Name="VCCLCompilerTool" | ||
210 | Optimization="0" | ||
211 | AdditionalIncludeDirectories="" | ||
212 | PreprocessorDefinitions="" | ||
213 | BasicRuntimeChecks="3" | ||
214 | /> | ||
215 | </FileConfiguration> | ||
216 | <FileConfiguration | ||
217 | Name="Release|Win32" | ||
218 | > | ||
219 | <Tool | ||
220 | Name="VCCLCompilerTool" | ||
221 | Optimization="2" | ||
222 | AdditionalIncludeDirectories="" | ||
223 | PreprocessorDefinitions="" | ||
224 | /> | ||
225 | </FileConfiguration> | ||
226 | </File> | ||
227 | </Files> | ||
228 | <Globals> | ||
229 | </Globals> | ||
230 | </VisualStudioProject> | ||
diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/Makefile b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/Makefile new file mode 100644 index 0000000..c834ab7 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/Makefile | |||
@@ -0,0 +1,66 @@ | |||
1 | # Makefile for Irrlicht Examples | ||
2 | # It's usually sufficient to change just the target name and source file list | ||
3 | # and be sure that CXX is set to a valid compiler | ||
4 | |||
5 | # Name of the executable created (.exe will be added automatically if necessary) | ||
6 | Target := 01.HelloWorld | ||
7 | # List of source files, separated by spaces | ||
8 | Sources := main.cpp | ||
9 | # Path to Irrlicht directory, should contain include/ and lib/ | ||
10 | IrrlichtHome := ../.. | ||
11 | # Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems | ||
12 | BinPath = ../../bin/$(SYSTEM) | ||
13 | |||
14 | # general compiler settings (might need to be set when compiling the lib, too) | ||
15 | # preprocessor flags, e.g. defines and include paths | ||
16 | USERCPPFLAGS = | ||
17 | # compiler flags such as optimization flags | ||
18 | USERCXXFLAGS = -O3 -ffast-math | ||
19 | #USERCXXFLAGS = -g -Wall | ||
20 | # linker flags such as additional libraries and link paths | ||
21 | USERLDFLAGS = | ||
22 | |||
23 | #### | ||
24 | #no changes necessary below this line | ||
25 | #### | ||
26 | |||
27 | CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS) | ||
28 | CXXFLAGS = $(USERCXXFLAGS) | ||
29 | LDFLAGS = $(USERLDFLAGS) | ||
30 | |||
31 | #default target is Linux | ||
32 | all: all_linux | ||
33 | |||
34 | # target specific settings | ||
35 | all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht | ||
36 | all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
37 | all_linux clean_linux: SYSTEM=Linux | ||
38 | all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc | ||
39 | all_win32 clean_win32 static_win32: SUF=.exe | ||
40 | static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ | ||
41 | all_win32: LDFLAGS += -lopengl32 -lm | ||
42 | static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 | ||
43 | # name of the binary - only valid for targets which set SYSTEM | ||
44 | DESTPATH = $(BinPath)/$(Target)$(SUF) | ||
45 | |||
46 | all_linux all_win32 static_win32: | ||
47 | $(warning Building...) | ||
48 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
49 | |||
50 | clean: clean_linux clean_win32 | ||
51 | $(warning Cleaning...) | ||
52 | |||
53 | clean_linux clean_win32: | ||
54 | @$(RM) $(DESTPATH) | ||
55 | |||
56 | .PHONY: all all_win32 static_win32 clean clean_linux clean_win32 | ||
57 | |||
58 | #multilib handling | ||
59 | ifeq ($(HOSTTYPE), x86_64) | ||
60 | LIBSELECT=64 | ||
61 | endif | ||
62 | #solaris real-time features | ||
63 | ifeq ($(HOSTTYPE), sun4) | ||
64 | LDFLAGS += -lrt | ||
65 | endif | ||
66 | |||
diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp new file mode 100644 index 0000000..a53483c --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp | |||
@@ -0,0 +1,236 @@ | |||
1 | /** Example 001 HelloWorld | ||
2 | |||
3 | This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how | ||
4 | to write a simple HelloWorld program with it. The program will show how to use | ||
5 | the basics of the VideoDriver, the GUIEnvironment, and the SceneManager. | ||
6 | Microsoft Visual Studio is used as an IDE, but you will also be able to | ||
7 | understand everything if you are using a different one or even another | ||
8 | operating system than windows. | ||
9 | |||
10 | You have to include the header file <irrlicht.h> in order to use the engine. The | ||
11 | header file can be found in the Irrlicht Engine SDK directory \c include. To let | ||
12 | the compiler find this header file, the directory where it is located has to be | ||
13 | specified. This is different for every IDE and compiler you use. Let's explain | ||
14 | shortly how to do this in Microsoft Visual Studio: | ||
15 | |||
16 | - If you use Version 6.0, select the Menu Extras -> Options. | ||
17 | Select the directories tab, and select the 'Include' Item in the combo box. | ||
18 | Add the \c include directory of the irrlicht engine folder to the list of | ||
19 | directories. Now the compiler will find the Irrlicht.h header file. We also | ||
20 | need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries' | ||
21 | in the combo box and add the \c lib/VisualStudio directory. | ||
22 | \image html "vc6optionsdir.jpg" | ||
23 | \image latex "vc6optionsdir.jpg" | ||
24 | \image html "vc6include.jpg" | ||
25 | \image latex "vc6include.jpg" | ||
26 | |||
27 | - If your IDE is Visual Studio .NET, select Tools -> Options. | ||
28 | Select the projects entry and then select VC++ directories. Select 'show | ||
29 | directories for include files' in the combo box, and add the \c include | ||
30 | directory of the irrlicht engine folder to the list of directories. Now the | ||
31 | compiler will find the Irrlicht.h header file. We also need the irrlicht.lib | ||
32 | to be found, so stay in that dialog, select 'show directories for Library | ||
33 | files' and add the \c lib/VisualStudio directory. | ||
34 | \image html "vcnetinclude.jpg" | ||
35 | \image latex "vcnetinclude.jpg" | ||
36 | |||
37 | That's it. With your IDE set up like this, you will now be able to develop | ||
38 | applications with the Irrlicht Engine. | ||
39 | |||
40 | Lets start! | ||
41 | |||
42 | After we have set up the IDE, the compiler will know where to find the Irrlicht | ||
43 | Engine header files so we can include it now in our code. | ||
44 | */ | ||
45 | #include <irrlicht.h> | ||
46 | |||
47 | /* | ||
48 | In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if | ||
49 | you want to use a class of the engine, you have to write irr:: before the name | ||
50 | of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. | ||
51 | To get rid of the irr:: in front of the name of every class, we tell the | ||
52 | compiler that we use that namespace from now on, and we will not have to write | ||
53 | irr:: anymore. | ||
54 | */ | ||
55 | using namespace irr; | ||
56 | |||
57 | /* | ||
58 | There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can | ||
59 | read a detailed description of them in the documentation by clicking on the top | ||
60 | menu item 'Namespace List' or by using this link: | ||
61 | http://irrlicht.sourceforge.net/docu/namespaces.html | ||
62 | Like the irr namespace, we do not want these 5 sub namespaces now, to keep this | ||
63 | example simple. Hence, we tell the compiler again that we do not want always to | ||
64 | write their names. | ||
65 | */ | ||
66 | using namespace core; | ||
67 | using namespace scene; | ||
68 | using namespace video; | ||
69 | using namespace io; | ||
70 | using namespace gui; | ||
71 | |||
72 | /* | ||
73 | To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib. | ||
74 | We could set this option in the project settings, but to make it easy, we use a | ||
75 | pragma comment lib for VisualStudio. On Windows platforms, we have to get rid | ||
76 | of the console window, which pops up when starting a program with main(). This | ||
77 | is done by the second pragma. We could also use the WinMain method, though | ||
78 | losing platform independence then. | ||
79 | */ | ||
80 | #ifdef _IRR_WINDOWS_ | ||
81 | #pragma comment(lib, "Irrlicht.lib") | ||
82 | #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") | ||
83 | #endif | ||
84 | |||
85 | |||
86 | /* | ||
87 | This is the main method. We can now use main() on every platform. | ||
88 | */ | ||
89 | int main() | ||
90 | { | ||
91 | /* | ||
92 | The most important function of the engine is the createDevice() | ||
93 | function. The IrrlichtDevice is created by it, which is the root | ||
94 | object for doing anything with the engine. createDevice() has 7 | ||
95 | parameters: | ||
96 | |||
97 | - deviceType: Type of the device. This can currently be the Null-device, | ||
98 | one of the two software renderers, D3D8, D3D9, or OpenGL. In this | ||
99 | example we use EDT_SOFTWARE, but to try out, you might want to | ||
100 | change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8, | ||
101 | EDT_DIRECT3D9, or EDT_OPENGL. | ||
102 | |||
103 | - windowSize: Size of the Window or screen in FullScreenMode to be | ||
104 | created. In this example we use 640x480. | ||
105 | |||
106 | - bits: Amount of color bits per pixel. This should be 16 or 32. The | ||
107 | parameter is often ignored when running in windowed mode. | ||
108 | |||
109 | - fullscreen: Specifies if we want the device to run in fullscreen mode | ||
110 | or not. | ||
111 | |||
112 | - stencilbuffer: Specifies if we want to use the stencil buffer (for | ||
113 | drawing shadows). | ||
114 | |||
115 | - vsync: Specifies if we want to have vsync enabled, this is only useful | ||
116 | in fullscreen mode. | ||
117 | |||
118 | - eventReceiver: An object to receive events. We do not want to use this | ||
119 | parameter here, and set it to 0. | ||
120 | |||
121 | Always check the return value to cope with unsupported drivers, | ||
122 | dimensions, etc. | ||
123 | */ | ||
124 | IrrlichtDevice *device = | ||
125 | createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16, | ||
126 | false, false, false, 0); | ||
127 | |||
128 | if (!device) | ||
129 | return 1; | ||
130 | |||
131 | /* | ||
132 | Set the caption of the window to some nice text. Note that there is an | ||
133 | 'L' in front of the string. The Irrlicht Engine uses wide character | ||
134 | strings when displaying text. | ||
135 | */ | ||
136 | device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); | ||
137 | |||
138 | /* | ||
139 | Get a pointer to the VideoDriver, the SceneManager and the graphical | ||
140 | user interface environment, so that we do not always have to write | ||
141 | device->getVideoDriver(), device->getSceneManager(), or | ||
142 | device->getGUIEnvironment(). | ||
143 | */ | ||
144 | IVideoDriver* driver = device->getVideoDriver(); | ||
145 | ISceneManager* smgr = device->getSceneManager(); | ||
146 | IGUIEnvironment* guienv = device->getGUIEnvironment(); | ||
147 | |||
148 | /* | ||
149 | We add a hello world label to the window, using the GUI environment. | ||
150 | The text is placed at the position (10,10) as top left corner and | ||
151 | (260,22) as lower right corner. | ||
152 | */ | ||
153 | guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", | ||
154 | rect<s32>(10,10,260,22), true); | ||
155 | |||
156 | /* | ||
157 | To show something interesting, we load a Quake 2 model and display it. | ||
158 | We only have to get the Mesh from the Scene Manager with getMesh() and add | ||
159 | a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We | ||
160 | check the return value of getMesh() to become aware of loading problems | ||
161 | and other errors. | ||
162 | |||
163 | Instead of writing the filename sydney.md2, it would also be possible | ||
164 | to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any | ||
165 | other supported file format. By the way, that cool Quake 2 model | ||
166 | called sydney was modelled by Brian Collins. | ||
167 | */ | ||
168 | IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); | ||
169 | if (!mesh) | ||
170 | { | ||
171 | device->drop(); | ||
172 | return 1; | ||
173 | } | ||
174 | IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); | ||
175 | |||
176 | /* | ||
177 | To let the mesh look a little bit nicer, we change its material. We | ||
178 | disable lighting because we do not have a dynamic light in here, and | ||
179 | the mesh would be totally black otherwise. Then we set the frame loop, | ||
180 | such that the predefined STAND animation is used. And last, we apply a | ||
181 | texture to the mesh. Without it the mesh would be drawn using only a | ||
182 | color. | ||
183 | */ | ||
184 | if (node) | ||
185 | { | ||
186 | node->setMaterialFlag(EMF_LIGHTING, false); | ||
187 | node->setMD2Animation(scene::EMAT_STAND); | ||
188 | node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); | ||
189 | } | ||
190 | |||
191 | /* | ||
192 | To look at the mesh, we place a camera into 3d space at the position | ||
193 | (0, 30, -40). The camera looks from there to (0,5,0), which is | ||
194 | approximately the place where our md2 model is. | ||
195 | */ | ||
196 | smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); | ||
197 | |||
198 | /* | ||
199 | Ok, now we have set up the scene, lets draw everything: We run the | ||
200 | device in a while() loop, until the device does not want to run any | ||
201 | more. This would be when the user closes the window or presses ALT+F4 | ||
202 | (or whatever keycode closes a window). | ||
203 | */ | ||
204 | while(device->run()) | ||
205 | { | ||
206 | /* | ||
207 | Anything can be drawn between a beginScene() and an endScene() | ||
208 | call. The beginScene() call clears the screen with a color and | ||
209 | the depth buffer, if desired. Then we let the Scene Manager and | ||
210 | the GUI Environment draw their content. With the endScene() | ||
211 | call everything is presented on the screen. | ||
212 | */ | ||
213 | driver->beginScene(true, true, SColor(255,100,101,140)); | ||
214 | |||
215 | smgr->drawAll(); | ||
216 | guienv->drawAll(); | ||
217 | |||
218 | driver->endScene(); | ||
219 | } | ||
220 | |||
221 | /* | ||
222 | After we are done with the render loop, we have to delete the Irrlicht | ||
223 | Device created before with createDevice(). In the Irrlicht Engine, you | ||
224 | have to delete all objects you created with a method or function which | ||
225 | starts with 'create'. The object is simply deleted by calling ->drop(). | ||
226 | See the documentation at irr::IReferenceCounted::drop() for more | ||
227 | information. | ||
228 | */ | ||
229 | device->drop(); | ||
230 | |||
231 | return 0; | ||
232 | } | ||
233 | |||
234 | /* | ||
235 | That's it. Compile and run. | ||
236 | **/ | ||
diff --git a/libraries/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html new file mode 100644 index 0000000..e46c954 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html | |||
@@ -0,0 +1,394 @@ | |||
1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
10 | <tr> | ||
11 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td> | ||
12 | |||
13 | </tr> | ||
14 | <tr> | ||
15 | <td height="90" bgcolor="#F7F3F7"> <div align="left"> | ||
16 | <p>This Tutorial shows how to set up the IDE for using the | ||
17 | Irrlicht Engine and how to write a simple HelloWorld program | ||
18 | with it. The program will show how to use the basics of | ||
19 | the VideoDriver, the GUIEnvironment and the SceneManager.<br> | ||
20 | The result of this example will look like this:</p> | ||
21 | <p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br> | ||
22 | </p> | ||
23 | </div></td> | ||
24 | |||
25 | </tr> | ||
26 | </table> | ||
27 | <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
28 | <tr> <a name="settingup"></a> | ||
29 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the | ||
30 | IDE</font></b></td> | ||
31 | </tr> | ||
32 | <tr> | ||
33 | <td height="90" bgcolor="#F7F3F7"> <div align="left"> | ||
34 | <div align="left"> | ||
35 | <p align="left">To use the engine, we will have to include | ||
36 | the header file <irrlicht.h>, which can be found | ||
37 | in the Irrlicht Engine SDK directory \include. To let | ||
38 | the compiler find this header file, the directory where | ||
39 | it is located should be specified somewhere. This is different | ||
40 | for every IDE and compiler. I will explain how to do this | ||
41 | in Microsoft Visual Studio C++ 6.0 and .NET:</p> | ||
42 | |||
43 | </div> | ||
44 | <ul> | ||
45 | <li> | ||
46 | <div align="left">If you use Version 6.0, select the Menu | ||
47 | Extras -> Options. Select the directories tab, and | ||
48 | select the 'Include' Item in the combo box. Add the | ||
49 | \include directory of the Irrlicht Engine folder to | ||
50 | the list of directories. Now the compiler will find | ||
51 | the Irrlicht.h header file. We also need the location | ||
52 | of irrlicht.lib to be listed, so select the 'Libraries' | ||
53 | tab and add the \lib\VisualStudio directory.<br> | ||
54 | <br> | ||
55 | <img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle"> <img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br> | ||
56 | <br> | ||
57 | |||
58 | </div> | ||
59 | </li> | ||
60 | <li>If your IDE is Visual Studio .NET, select Tools -> | ||
61 | Options. Select the Projects entry and then select VC++ | ||
62 | directories. Select 'show directories for include files' | ||
63 | in the combo box, and add the \include directory of the | ||
64 | Irrlicht Engine folder to the list of directories so the | ||
65 | compiler will find the Irrlicht.h header file. We also | ||
66 | need the irrlicht.lib to be found, so select 'show directories | ||
67 | for Library files' and add the \lib\VisualStudio directory.<br> | ||
68 | <br> | ||
69 | <img src="../../media/vcnetinclude.jpg" width="256" height="160"> | ||
70 | <br> | ||
71 | </li> | ||
72 | </ul> | ||
73 | |||
74 | <p> </p> | ||
75 | </div></td> | ||
76 | </tr> | ||
77 | </table> | ||
78 | <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
79 | <tr> | ||
80 | <td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td> | ||
81 | </tr> | ||
82 | |||
83 | <tr> | ||
84 | <td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left"> | ||
85 | <div align="left"> | ||
86 | <div align="left"> | ||
87 | <div align="left"> | ||
88 | <p>After we have set up the IDE, the compiler will know | ||
89 | where to find the Irrlicht Engine header files so | ||
90 | we can include it now into our code.</p> | ||
91 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
92 | <tr> | ||
93 | <td> <pre>#include <irrlicht.h></pre> </td> | ||
94 | |||
95 | </tr> | ||
96 | </table> | ||
97 | <p>In the Irrlicht Engine, everything can be found in | ||
98 | the namespace 'irr'. So if you want to use a class | ||
99 | of the engine, you'll have to type an irr:: before | ||
100 | the name of the class. For example, to use the IrrlichtDevice, | ||
101 | write: irr::IrrlichtDevice. To avoid having to put | ||
102 | irr:: before of the name of every class, we tell the | ||
103 | compiler that we use that namespace.</p> | ||
104 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
105 | <tr> | ||
106 | <td> <pre>using namespace irr;</pre> </td> | ||
107 | </tr> | ||
108 | |||
109 | </table> | ||
110 | <p>There are 5 sub-namespaces in the Irrlicht Engine. | ||
111 | Take a look at them: you can read a detailed description | ||
112 | of them in the documentation by clicking on the top | ||
113 | menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace | ||
114 | List</a>'. To keep this example simple, we don't want | ||
115 | to have to specify the name spaces, Hence:</p> | ||
116 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
117 | <tr> | ||
118 | <td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td> | ||
119 | |||
120 | </tr> | ||
121 | </table> | ||
122 | <p>To be able to use the Irrlicht.DLL file, we need | ||
123 | to link with the Irrlicht.lib. We could set this option | ||
124 | in the project settings, but to make it easy we use | ||
125 | a pragma comment:</p> | ||
126 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
127 | <tr> | ||
128 | <td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td> | ||
129 | |||
130 | </tr> | ||
131 | </table> | ||
132 | <p>Now the main method: to keep this example simple | ||
133 | we use int main(), which can be used on any platform. | ||
134 | However, on Windows platforms, we could also use the | ||
135 | WinMain method if we would want to get rid of the | ||
136 | console window which pops up when starting a program | ||
137 | with main().</p> | ||
138 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
139 | <tr> | ||
140 | <td> <pre>int main()<br>{</pre> </td> | ||
141 | </tr> | ||
142 | |||
143 | </table> | ||
144 | <p>The most important function of the engine is the | ||
145 | 'createDevice' function. The Irrlicht Device, which | ||
146 | is the root object for doing everything with the engine, | ||
147 | can be created with it. createDevice() has 7 parameters:</p> | ||
148 | </div> | ||
149 | <ul> | ||
150 | <li> | ||
151 | |||
152 | <div align="left"> deviceType: Type of the device. This can currently | ||
153 | be the Null device, the Software device, Direct3D8, Direct3D9, | ||
154 | or OpenGL. In this example we use EDT_SOFTWARE, but, to try | ||
155 | them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8, | ||
156 | EDT_DIRECT3D9 or EDT_OPENGL. </div> | ||
157 | </li> | ||
158 | <li> | ||
159 | <div align="left">windowSize: Size of the window or | ||
160 | full screen mode to be created. In this example | ||
161 | we use 512x384.</div> | ||
162 | |||
163 | </li> | ||
164 | <li> | ||
165 | <div align="left">bits: Number of bits per pixel when | ||
166 | in full screen mode. This should be 16 or 32. This | ||
167 | parameter is ignored when running in windowed mode.</div> | ||
168 | </li> | ||
169 | <li> | ||
170 | <div align="left">fullscreen: Specifies if we want | ||
171 | the device to run in full screen mode or not.</div> | ||
172 | </li> | ||
173 | <li>stencilbuffer: Specifies if we want to use the stencil | ||
174 | buffer for drawing shadows.</li> | ||
175 | |||
176 | <li>vsync: Specifies if we want to have vsync enabled. | ||
177 | This is only useful in full screen mode.</li> | ||
178 | <li> | ||
179 | <div align="left">eventReceiver: An object to receive | ||
180 | events. We do not want to use this parameter here, | ||
181 | and set it to 0.</div> | ||
182 | </li> | ||
183 | </ul> | ||
184 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
185 | <tr> | ||
186 | <td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d<s32>(512, 384), 16,<br> false, false, false, 0);</pre> </td> | ||
187 | |||
188 | </tr> | ||
189 | </table> | ||
190 | <p>Now we set the caption of the window to some nice text. | ||
191 | Note that there is a 'L' in front of the string: the | ||
192 | Irrlicht Engine uses wide character strings when displaying | ||
193 | text.</p> | ||
194 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
195 | <tr> | ||
196 | <td> <pre>device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");</pre> </td> | ||
197 | |||
198 | </tr> | ||
199 | </table> | ||
200 | <p>Now we store a pointer to the video driver, the SceneManager, | ||
201 | and the graphical user interface environment so that | ||
202 | we do not always have to write device->getVideoDriver(), | ||
203 | device->getSceneManager(), and device->getGUIEnvironment().</p> | ||
204 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
205 | <tr> | ||
206 | <td> <pre>IVideoDriver* driver = device->getVideoDriver();<br>ISceneManager* smgr = device->getSceneManager();<br>IGUIEnvironment* guienv = device->getGUIEnvironment();</pre> </td> | ||
207 | |||
208 | </tr> | ||
209 | </table> | ||
210 | <p> We add a hello world label to the window using the | ||
211 | GUI environment. The text is placed at the position | ||
212 | (10,10) as top left corner and (200,22) as lower right | ||
213 | corner.</p> | ||
214 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
215 | <tr> | ||
216 | <td> <pre>guienv->addStaticText(L"Hello World! This is the Irrlicht Software engine!",<br> rect<s32>(10,10,200,22), true);</pre> </td> | ||
217 | |||
218 | </tr> | ||
219 | </table> | ||
220 | <p>To display something interesting, we load a Quake 2 | ||
221 | model and display it. We only have to get the Mesh from | ||
222 | the Scene Manager with getMesh() and add a SceneNode | ||
223 | to display the mesh with addAnimatedMeshSceneNode(). | ||
224 | Instead of loading a Quake2 file (.md2), it is also | ||
225 | possible to load a Maya object file (.obj), a complete | ||
226 | Quake3 map (.bsp), or a Milshape file (.ms3d).<br> | ||
227 | By the way, that cool Quake 2 model called sydney.md2 | ||
228 | was modelled by Brian Collins.</p> | ||
229 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
230 | <tr> | ||
231 | <td> <pre>IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");<br>IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );</pre> </td> | ||
232 | |||
233 | </tr> | ||
234 | </table> | ||
235 | <p>To make the mesh look a little bit nicer, we change | ||
236 | its material a little bit: we disable lighting because | ||
237 | we do not have a dynamic light in here and the mesh | ||
238 | would be totally black. Then we set the frame loop so | ||
239 | that the animation is looped between the frames 0 and | ||
240 | 310. Then, at last, we apply a texture to the mesh. | ||
241 | Without it the mesh would be drawn using only a solid | ||
242 | color.</p> | ||
243 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
244 | <tr> | ||
245 | <td> <pre>if (node)<br>{<br> node->setMaterialFlag(EMF_LIGHTING, false);<br> node->setFrameLoop(0, 310); <br> node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );<br>}</pre> | ||
246 | </td> | ||
247 | |||
248 | </tr> | ||
249 | </table> | ||
250 | <p>To look at the mesh, we place a camera into 3d space | ||
251 | at the position (0, 10, -40). The camera looks from | ||
252 | there to (0,5,0).</p> | ||
253 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
254 | <tr> | ||
255 | <td> <pre>smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td> | ||
256 | </tr> | ||
257 | |||
258 | </table> | ||
259 | <p>Ok. Now that we have set up the scene, let's draw everything: | ||
260 | we run the device in a while() loop until the device | ||
261 | does not want to run any more. This would be when the | ||
262 | user closes the window or presses ALT+F4 in Windows.</p> | ||
263 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
264 | <tr> | ||
265 | <td> <pre>while(device->run())<br>{</pre> </td> | ||
266 | </tr> | ||
267 | |||
268 | </table> | ||
269 | <p> Everything must be drawn between a beginScene() and | ||
270 | an endScene() call. The beginScene clears the screen | ||
271 | with a color and also the depth buffer, if desired. | ||
272 | Then we let the Scene Manager and the GUI environment | ||
273 | draw their content. With the endScene() call, everything | ||
274 | is presented on the screen.</p> | ||
275 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
276 | <tr> | ||
277 | |||
278 | <td> <pre> driver->beginScene(true, true, SColor(255,100,101,140));<br> | ||
279 | smgr->drawAll(); | ||
280 | guienv->drawAll();</pre> | ||
281 | <pre> driver->endScene(); | ||
282 | }</pre> </td> | ||
283 | |||
284 | </tr> | ||
285 | </table> | ||
286 | <p>After we are finished, we have to delete the Irrlicht | ||
287 | Device created earlier with createDevice(). With the | ||
288 | Irrlicht Engine, you should delete all objects you created | ||
289 | with a method or function that starts with 'create'. | ||
290 | The object is deleted simply by calling ->drop(). | ||
291 | See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a> | ||
292 | for more information.</p> | ||
293 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
294 | <tr> | ||
295 | <td> <pre> device->drop();<br> return 0; | ||
296 | }</pre> </td> | ||
297 | |||
298 | </tr> | ||
299 | </table> | ||
300 | <p>That's it. Compile and run. </p> | ||
301 | <p> </p> | ||
302 | </div> | ||
303 | </div> | ||
304 | </div></td> | ||
305 | </tr> | ||
306 | |||
307 | </table> | ||
308 | <br> | ||
309 | <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
310 | <tr> | ||
311 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors | ||
312 | or Problems</font></b></td> | ||
313 | </tr> | ||
314 | <tr> | ||
315 | <td height="90" bgcolor="#F7F3F7"> <div align="left"> | ||
316 | <div align="left"> | ||
317 | <div align="left"> | ||
318 | <p><strong>Visual Studio</strong><br> | ||
319 | |||
320 | While trying to compile the tutorial, if you get the | ||
321 | error: </p> | ||
322 | <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> | ||
323 | <tr> | ||
324 | <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal | ||
325 | error C1083: Cannot open include file: 'irrlicht.h': | ||
326 | No such file or directory</font></td> | ||
327 | </tr> | ||
328 | </table> | ||
329 | <p>Solution: You may have set the include directory improperly | ||
330 | in the Visual Studio options. See <a href="#settingup">above</a> | ||
331 | for information on setting it. </p> | ||
332 | |||
333 | <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> | ||
334 | <tr> | ||
335 | <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK | ||
336 | : LNK6004: HelloWorld.exe not found or not built | ||
337 | by the last incremental link; performing full link<br> | ||
338 | LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br> | ||
339 | Error executing link.exe</font></td> | ||
340 | </tr> | ||
341 | </table> | ||
342 | <p> Solution: You may have set the library directory improperly. | ||
343 | See <a href="#settingup">above</a> for information on | ||
344 | setting it. <br> | ||
345 | |||
346 | <br> | ||
347 | </p> | ||
348 | <p><strong>Compiler independent problems<br> | ||
349 | </strong>If the tutorial compiles successfully but gives | ||
350 | the error: </p> | ||
351 | <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> | ||
352 | <tr> | ||
353 | <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This | ||
354 | application has failed to start because Irrlicht.dll | ||
355 | was not found. Re-installing the application may | ||
356 | fix this problem</font></td> | ||
357 | </tr> | ||
358 | |||
359 | </table> | ||
360 | <p>Solution: You may have forgotten to copy the Irrlicht.dll | ||
361 | file from Irrlicht\bin\VisualStudio to the directory | ||
362 | the tutorial's project file is in. </p> | ||
363 | If the tutorial compiles and runs successfully but produces | ||
364 | errors in the console like:<br> | ||
365 | <br> | ||
366 | <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> | ||
367 | <tr> | ||
368 | <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could | ||
369 | not load mesh, because file could not be opened.: | ||
370 | ../media/sydney.md2</font></td> | ||
371 | </tr> | ||
372 | |||
373 | </table> | ||
374 | <p> Or:</p> | ||
375 | <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> | ||
376 | <tr> | ||
377 | <td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could | ||
378 | not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br> | ||
379 | </b><em>Could not load texture: stones.jpg </em></font></td> | ||
380 | </tr> | ||
381 | |||
382 | </table> | ||
383 | <p>Solution: The file listed in the error message cannot | ||
384 | be found. Ensure that the directory specified in the | ||
385 | main.cpp exists and is where the file is located. <br> | ||
386 | </p> | ||
387 | </div> | ||
388 | </div> | ||
389 | </div></td> | ||
390 | </tr> | ||
391 | </table> | ||
392 | <p> </p> | ||
393 | </body> | ||
394 | </html> | ||