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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/02.Quake3Map | |
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/02.Quake3Map')
10 files changed, 1630 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile new file mode 100644 index 0000000..09953cf --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile | |||
@@ -0,0 +1,40 @@ | |||
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 | Target = 02.Quake3Map | ||
5 | Sources = main.cpp | ||
6 | |||
7 | # general compiler settings | ||
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | ||
9 | CXXFLAGS = -O3 -ffast-math | ||
10 | #CXXFLAGS = -g -Wall | ||
11 | |||
12 | #default target is Linux | ||
13 | all: all_linux | ||
14 | |||
15 | ifeq ($(HOSTTYPE), x86_64) | ||
16 | LIBSELECT=64 | ||
17 | endif | ||
18 | |||
19 | # target specific settings | ||
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
21 | all_linux clean_linux: SYSTEM=Linux | ||
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht | ||
23 | static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm | ||
24 | static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ | ||
25 | static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc | ||
26 | static_win32 all_win32 clean_win32: SUF=.exe | ||
27 | # name of the binary - only valid for targets which set SYSTEM | ||
28 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | ||
29 | |||
30 | all_linux all_win32 static_win32: | ||
31 | $(warning Building...) | ||
32 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
33 | |||
34 | clean: clean_linux clean_win32 | ||
35 | $(warning Cleaning...) | ||
36 | |||
37 | clean_linux clean_win32: | ||
38 | @$(RM) $(DESTPATH) | ||
39 | |||
40 | .PHONY: all all_win32 clean clean_linux clean_win32 static_win32 | ||
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp new file mode 100644 index 0000000..59f82ba --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp | |||
@@ -0,0 +1,55 @@ | |||
1 | <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> | ||
2 | <CodeBlocks_project_file> | ||
3 | <FileVersion major="1" minor="6" /> | ||
4 | <Project> | ||
5 | <Option title="Irrlicht Example 02 Quake Map" /> | ||
6 | <Option pch_mode="0" /> | ||
7 | <Option compiler="gcc" /> | ||
8 | <Build> | ||
9 | <Target title="Linux"> | ||
10 | <Option platforms="Unix;" /> | ||
11 | <Option output="..\..\bin\Linux\QuakeMap" prefix_auto="0" extension_auto="0" /> | ||
12 | <Option type="1" /> | ||
13 | <Option compiler="gcc" /> | ||
14 | <Compiler> | ||
15 | <Add option="-g" /> | ||
16 | <Add option="-D_IRR_STATIC_LIB_" /> | ||
17 | </Compiler> | ||
18 | <Linker> | ||
19 | <Add library="Xxf86vm" /> | ||
20 | <Add library="Xcursor" /> | ||
21 | <Add library="GL" /> | ||
22 | <Add directory="..\..\lib\Linux" /> | ||
23 | </Linker> | ||
24 | </Target> | ||
25 | <Target title="Windows"> | ||
26 | <Option platforms="Windows;" /> | ||
27 | <Option output="..\..\bin\Win32-gcc\Quake3Map" prefix_auto="0" extension_auto="1" /> | ||
28 | <Option type="1" /> | ||
29 | <Option compiler="gcc" /> | ||
30 | <Compiler> | ||
31 | <Add option="-g" /> | ||
32 | </Compiler> | ||
33 | <Linker> | ||
34 | <Add directory="..\..\lib\Win32-gcc" /> | ||
35 | </Linker> | ||
36 | </Target> | ||
37 | </Build> | ||
38 | <VirtualTargets> | ||
39 | <Add alias="All" targets="Windows;Linux;" /> | ||
40 | </VirtualTargets> | ||
41 | <Compiler> | ||
42 | <Add option="-g" /> | ||
43 | <Add directory="..\..\include" /> | ||
44 | </Compiler> | ||
45 | <Linker> | ||
46 | <Add library="Irrlicht" /> | ||
47 | </Linker> | ||
48 | <Unit filename="main.cpp" /> | ||
49 | <Extensions> | ||
50 | <code_completion /> | ||
51 | <debugger /> | ||
52 | <envvars /> | ||
53 | </Extensions> | ||
54 | </Project> | ||
55 | </CodeBlocks_project_file> | ||
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev new file mode 100644 index 0000000..3e0a69e --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev | |||
@@ -0,0 +1,59 @@ | |||
1 | [Project] | ||
2 | FileName=example.dev | ||
3 | Name=Irrlicht Example 02 Quake3Map | ||
4 | UnitCount=1 | ||
5 | Type=1 | ||
6 | Ver=1 | ||
7 | ObjFiles= | ||
8 | Includes=..\..\include | ||
9 | Libs= | ||
10 | PrivateResource= | ||
11 | ResourceIncludes= | ||
12 | MakeIncludes= | ||
13 | Compiler= | ||
14 | CppCompiler= | ||
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | ||
16 | IsCpp=1 | ||
17 | Icon= | ||
18 | ExeOutput=../../bin/Win32-gcc | ||
19 | ObjectOutput=obj | ||
20 | OverrideOutput=1 | ||
21 | OverrideOutputName=02.Quake3Map.exe | ||
22 | HostApplication= | ||
23 | Folders= | ||
24 | CommandLine= | ||
25 | IncludeVersionInfo=0 | ||
26 | SupportXPThemes=0 | ||
27 | CompilerSet=0 | ||
28 | CompilerSettings=0000000000000000000000 | ||
29 | UseCustomMakefile=0 | ||
30 | CustomMakefile= | ||
31 | |||
32 | [Unit1] | ||
33 | FileName=main.cpp | ||
34 | CompileCpp=1 | ||
35 | Folder=Projekt1 | ||
36 | Compile=1 | ||
37 | Link=1 | ||
38 | Priority=1000 | ||
39 | OverrideBuildCmd=0 | ||
40 | BuildCmd= | ||
41 | |||
42 | [VersionInfo] | ||
43 | Major=0 | ||
44 | Minor=1 | ||
45 | Release=1 | ||
46 | Build=1 | ||
47 | LanguageID=1033 | ||
48 | CharsetID=1252 | ||
49 | CompanyName= | ||
50 | FileVersion= | ||
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | ||
52 | InternalName= | ||
53 | LegalCopyright= | ||
54 | LegalTrademarks= | ||
55 | OriginalFilename= | ||
56 | ProductName= | ||
57 | ProductVersion= | ||
58 | AutoIncBuildNr=0 | ||
59 | |||
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj new file mode 100644 index 0000000..4416fbb --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj | |||
@@ -0,0 +1,162 @@ | |||
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12 | <Configurations> | ||
13 | <Configuration | ||
14 | Name="Debug|Win32" | ||
15 | OutputDirectory=".\Debug" | ||
16 | IntermediateDirectory=".\Debug" | ||
17 | ConfigurationType="1" | ||
18 | UseOfMFC="0" | ||
19 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | ||
20 | CharacterSet="2"> | ||
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22 | Name="VCCLCompilerTool" | ||
23 | Optimization="0" | ||
24 | AdditionalIncludeDirectories="..\..\include" | ||
25 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | ||
26 | BasicRuntimeChecks="3" | ||
27 | RuntimeLibrary="5" | ||
28 | UsePrecompiledHeader="2" | ||
29 | PrecompiledHeaderFile=".\Debug/Quake3Map.pch" | ||
30 | AssemblerListingLocation=".\Debug/" | ||
31 | ObjectFile=".\Debug/" | ||
32 | ProgramDataBaseFileName=".\Debug/" | ||
33 | WarningLevel="3" | ||
34 | SuppressStartupBanner="TRUE" | ||
35 | DebugInformationFormat="4" | ||
36 | CompileAs="0"/> | ||
37 | <Tool | ||
38 | Name="VCCustomBuildTool"/> | ||
39 | <Tool | ||
40 | Name="VCLinkerTool" | ||
41 | OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" | ||
42 | LinkIncremental="0" | ||
43 | SuppressStartupBanner="TRUE" | ||
44 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
45 | GenerateDebugInformation="TRUE" | ||
46 | ProgramDatabaseFile=".\Debug/Quake3Map.pdb" | ||
47 | SubSystem="1" | ||
48 | TargetMachine="1"/> | ||
49 | <Tool | ||
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51 | TypeLibraryName=".\Debug/Quake3Map.tlb" | ||
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54 | Name="VCPostBuildEventTool"/> | ||
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56 | Name="VCPreBuildEventTool"/> | ||
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58 | Name="VCPreLinkEventTool"/> | ||
59 | <Tool | ||
60 | Name="VCResourceCompilerTool" | ||
61 | PreprocessorDefinitions="_DEBUG" | ||
62 | Culture="3079"/> | ||
63 | <Tool | ||
64 | Name="VCWebServiceProxyGeneratorTool"/> | ||
65 | <Tool | ||
66 | Name="VCXMLDataGeneratorTool"/> | ||
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71 | <Tool | ||
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73 | </Configuration> | ||
74 | <Configuration | ||
75 | Name="Release|Win32" | ||
76 | OutputDirectory=".\Release" | ||
77 | IntermediateDirectory=".\Release" | ||
78 | ConfigurationType="1" | ||
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80 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | ||
81 | CharacterSet="2"> | ||
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83 | Name="VCCLCompilerTool" | ||
84 | Optimization="2" | ||
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88 | StringPooling="TRUE" | ||
89 | RuntimeLibrary="4" | ||
90 | EnableFunctionLevelLinking="TRUE" | ||
91 | UsePrecompiledHeader="2" | ||
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93 | AssemblerListingLocation=".\Release/" | ||
94 | ObjectFile=".\Release/" | ||
95 | ProgramDataBaseFileName=".\Release/" | ||
96 | WarningLevel="3" | ||
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98 | CompileAs="0"/> | ||
99 | <Tool | ||
100 | Name="VCCustomBuildTool"/> | ||
101 | <Tool | ||
102 | Name="VCLinkerTool" | ||
103 | OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" | ||
104 | LinkIncremental="0" | ||
105 | SuppressStartupBanner="TRUE" | ||
106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
107 | ProgramDatabaseFile=".\Release/Quake3Map.pdb" | ||
108 | SubSystem="1" | ||
109 | TargetMachine="1"/> | ||
110 | <Tool | ||
111 | Name="VCMIDLTool" | ||
112 | TypeLibraryName=".\Release/Quake3Map.tlb" | ||
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115 | Name="VCPostBuildEventTool"/> | ||
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121 | Name="VCResourceCompilerTool" | ||
122 | PreprocessorDefinitions="NDEBUG" | ||
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124 | <Tool | ||
125 | Name="VCWebServiceProxyGeneratorTool"/> | ||
126 | <Tool | ||
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128 | <Tool | ||
129 | Name="VCWebDeploymentTool"/> | ||
130 | <Tool | ||
131 | Name="VCManagedWrapperGeneratorTool"/> | ||
132 | <Tool | ||
133 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | ||
134 | </Configuration> | ||
135 | </Configurations> | ||
136 | <References> | ||
137 | </References> | ||
138 | <Files> | ||
139 | <File | ||
140 | RelativePath="main.cpp"> | ||
141 | <FileConfiguration | ||
142 | Name="Debug|Win32"> | ||
143 | <Tool | ||
144 | Name="VCCLCompilerTool" | ||
145 | Optimization="0" | ||
146 | AdditionalIncludeDirectories="" | ||
147 | PreprocessorDefinitions="" | ||
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149 | </FileConfiguration> | ||
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151 | Name="Release|Win32"> | ||
152 | <Tool | ||
153 | Name="VCCLCompilerTool" | ||
154 | Optimization="2" | ||
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156 | PreprocessorDefinitions=""/> | ||
157 | </FileConfiguration> | ||
158 | </File> | ||
159 | </Files> | ||
160 | <Globals> | ||
161 | </Globals> | ||
162 | </VisualStudioProject> | ||
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj new file mode 100644 index 0000000..da32873 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj | |||
@@ -0,0 +1,231 @@ | |||
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@@ -0,0 +1,230 @@ | |||
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diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp new file mode 100644 index 0000000..fc7461f --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp | |||
@@ -0,0 +1,206 @@ | |||
1 | /** Example 002 Quake3Map | ||
2 | |||
3 | This Tutorial shows how to load a Quake 3 map into the engine, create a | ||
4 | SceneNode for optimizing the speed of rendering, and how to create a user | ||
5 | controlled camera. | ||
6 | |||
7 | Please note that you should know the basics of the engine before starting this | ||
8 | tutorial. Just take a short look at the first tutorial, if you haven't done | ||
9 | this yet: http://irrlicht.sourceforge.net/tut001.html | ||
10 | |||
11 | Lets start like the HelloWorld example: We include the irrlicht header files | ||
12 | and an additional file to be able to ask the user for a driver type using the | ||
13 | console. | ||
14 | */ | ||
15 | #include <irrlicht.h> | ||
16 | #include <iostream> | ||
17 | |||
18 | /* | ||
19 | As already written in the HelloWorld example, in the Irrlicht Engine everything | ||
20 | can be found in the namespace 'irr'. To get rid of the irr:: in front of the | ||
21 | name of every class, we tell the compiler that we use that namespace from now | ||
22 | on, and we will not have to write that 'irr::'. There are 5 other sub | ||
23 | namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld | ||
24 | example, we do not call 'using namespace' for these 5 other namespaces, because | ||
25 | in this way you will see what can be found in which namespace. But if you like, | ||
26 | you can also include the namespaces like in the previous example. | ||
27 | */ | ||
28 | using namespace irr; | ||
29 | |||
30 | /* | ||
31 | Again, to be able to use the Irrlicht.DLL file, we need to link with the | ||
32 | Irrlicht.lib. We could set this option in the project settings, but to make it | ||
33 | easy, we use a pragma comment lib: | ||
34 | */ | ||
35 | #ifdef _MSC_VER | ||
36 | #pragma comment(lib, "Irrlicht.lib") | ||
37 | #endif | ||
38 | |||
39 | /* | ||
40 | Ok, lets start. Again, we use the main() method as start, not the WinMain(). | ||
41 | */ | ||
42 | int main() | ||
43 | { | ||
44 | /* | ||
45 | Like in the HelloWorld example, we create an IrrlichtDevice with | ||
46 | createDevice(). The difference now is that we ask the user to select | ||
47 | which video driver to use. The Software device might be | ||
48 | too slow to draw a huge Quake 3 map, but just for the fun of it, we make | ||
49 | this decision possible, too. | ||
50 | Instead of copying this whole code into your app, you can simply include | ||
51 | driverChoice.h from Irrlicht's include directory. The function | ||
52 | driverChoiceConsole does exactly the same. | ||
53 | */ | ||
54 | |||
55 | // ask user for driver | ||
56 | |||
57 | video::E_DRIVER_TYPE driverType; | ||
58 | |||
59 | printf("Please select the driver you want for this example:\n"\ | ||
60 | " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\ | ||
61 | " (d) Burning's Software Renderer\n (e) Software Renderer\n"\ | ||
62 | " (f) NullDevice\n (otherKey) exit\n\n"); | ||
63 | |||
64 | char i; | ||
65 | std::cin >> i; | ||
66 | |||
67 | switch(i) | ||
68 | { | ||
69 | case 'a': driverType = video::EDT_OPENGL; break; | ||
70 | case 'b': driverType = video::EDT_DIRECT3D9;break; | ||
71 | case 'c': driverType = video::EDT_DIRECT3D8;break; | ||
72 | case 'd': driverType = video::EDT_BURNINGSVIDEO;break; | ||
73 | case 'e': driverType = video::EDT_SOFTWARE; break; | ||
74 | case 'f': driverType = video::EDT_NULL; break; | ||
75 | default: return 1; | ||
76 | } | ||
77 | |||
78 | // create device and exit if creation failed | ||
79 | |||
80 | IrrlichtDevice *device = | ||
81 | createDevice(driverType, core::dimension2d<u32>(640, 480)); | ||
82 | |||
83 | if (device == 0) | ||
84 | return 1; // could not create selected driver. | ||
85 | |||
86 | /* | ||
87 | Get a pointer to the video driver and the SceneManager so that | ||
88 | we do not always have to call irr::IrrlichtDevice::getVideoDriver() and | ||
89 | irr::IrrlichtDevice::getSceneManager(). | ||
90 | */ | ||
91 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
92 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
93 | |||
94 | /* | ||
95 | To display the Quake 3 map, we first need to load it. Quake 3 maps | ||
96 | are packed into .pk3 files which are nothing else than .zip files. | ||
97 | So we add the .pk3 file to our irr::io::IFileSystem. After it was added, | ||
98 | we are able to read from the files in that archive as if they are | ||
99 | directly stored on the disk. | ||
100 | */ | ||
101 | device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); | ||
102 | |||
103 | /* | ||
104 | Now we can load the mesh by calling | ||
105 | irr::scene::ISceneManager::getMesh(). We get a pointer returned to an | ||
106 | irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not | ||
107 | really animated, they are only a huge chunk of static geometry with | ||
108 | some materials attached. Hence the IAnimatedMesh consists of only one | ||
109 | frame, so we get the "first frame" of the "animation", which is our | ||
110 | quake level and create an Octree scene node with it, using | ||
111 | irr::scene::ISceneManager::addOctreeSceneNode(). | ||
112 | The Octree optimizes the scene a little bit, trying to draw only geometry | ||
113 | which is currently visible. An alternative to the Octree would be a | ||
114 | irr::scene::IMeshSceneNode, which would always draw the complete | ||
115 | geometry of the mesh, without optimization. Try it: Use | ||
116 | irr::scene::ISceneManager::addMeshSceneNode() instead of | ||
117 | addOctreeSceneNode() and compare the primitives drawn by the video | ||
118 | driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() | ||
119 | method in the irr::video::IVideoDriver class). Note that this | ||
120 | optimization with the Octree is only useful when drawing huge meshes | ||
121 | consisting of lots of geometry. | ||
122 | */ | ||
123 | scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); | ||
124 | scene::ISceneNode* node = 0; | ||
125 | |||
126 | if (mesh) | ||
127 | node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); | ||
128 | // node = smgr->addMeshSceneNode(mesh->getMesh(0)); | ||
129 | |||
130 | /* | ||
131 | Because the level was not modelled around the origin (0,0,0), we | ||
132 | translate the whole level a little bit. This is done on | ||
133 | irr::scene::ISceneNode level using the methods | ||
134 | irr::scene::ISceneNode::setPosition() (in this case), | ||
135 | irr::scene::ISceneNode::setRotation(), and | ||
136 | irr::scene::ISceneNode::setScale(). | ||
137 | */ | ||
138 | if (node) | ||
139 | node->setPosition(core::vector3df(-1300,-144,-1249)); | ||
140 | |||
141 | /* | ||
142 | Now we only need a camera to look at the Quake 3 map. | ||
143 | We want to create a user controlled camera. There are some | ||
144 | cameras available in the Irrlicht engine. For example the | ||
145 | MayaCamera which can be controlled like the camera in Maya: | ||
146 | Rotate with left mouse button pressed, Zoom with both buttons pressed, | ||
147 | translate with right mouse button pressed. This could be created with | ||
148 | irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this | ||
149 | example, we want to create a camera which behaves like the ones in | ||
150 | first person shooter games (FPS) and hence use | ||
151 | irr::scene::ISceneManager::addCameraSceneNodeFPS(). | ||
152 | */ | ||
153 | smgr->addCameraSceneNodeFPS(); | ||
154 | |||
155 | /* | ||
156 | The mouse cursor needs not be visible, so we hide it via the | ||
157 | irr::IrrlichtDevice::ICursorControl. | ||
158 | */ | ||
159 | device->getCursorControl()->setVisible(false); | ||
160 | |||
161 | /* | ||
162 | We have done everything, so lets draw it. We also write the current | ||
163 | frames per second and the primitives drawn into the caption of the | ||
164 | window. The test for irr::IrrlichtDevice::isWindowActive() is optional, | ||
165 | but prevents the engine to grab the mouse cursor after task switching | ||
166 | when other programs are active. The call to | ||
167 | irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU | ||
168 | cycles when the window is not active. | ||
169 | */ | ||
170 | int lastFPS = -1; | ||
171 | |||
172 | while(device->run()) | ||
173 | { | ||
174 | if (device->isWindowActive()) | ||
175 | { | ||
176 | driver->beginScene(true, true, video::SColor(255,200,200,200)); | ||
177 | smgr->drawAll(); | ||
178 | driver->endScene(); | ||
179 | |||
180 | int fps = driver->getFPS(); | ||
181 | |||
182 | if (lastFPS != fps) | ||
183 | { | ||
184 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example ["; | ||
185 | str += driver->getName(); | ||
186 | str += "] FPS:"; | ||
187 | str += fps; | ||
188 | |||
189 | device->setWindowCaption(str.c_str()); | ||
190 | lastFPS = fps; | ||
191 | } | ||
192 | } | ||
193 | else | ||
194 | device->yield(); | ||
195 | } | ||
196 | |||
197 | /* | ||
198 | In the end, delete the Irrlicht device. | ||
199 | */ | ||
200 | device->drop(); | ||
201 | return 0; | ||
202 | } | ||
203 | |||
204 | /* | ||
205 | That's it. Compile and play around with the program. | ||
206 | **/ | ||
diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html new file mode 100644 index 0000000..1858b86 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html | |||
@@ -0,0 +1,181 @@ | |||
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="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
10 | <tr> | ||
11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> | ||
12 | <td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | ||
13 | <b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td> | ||
14 | </tr> | ||
15 | <tr bgcolor="#eeeeff"> | ||
16 | <td height="90" colspan="2"> <div align="left"> | ||
17 | <p>This Tutorial shows how to load a Quake 3 map into the engine, create | ||
18 | a SceneNode for optimizing the speed of rendering and how to create | ||
19 | a user controlled camera. Please note that you should know the basics | ||
20 | of the engine before starting this tutorial, just take a short look | ||
21 | at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br> | ||
22 | The result of this example will look like this:</p> | ||
23 | <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br> | ||
24 | </p> | ||
25 | </div></td> | ||
26 | </tr> | ||
27 | </table> | ||
28 | <br> | ||
29 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
30 | <tr> | ||
31 | <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> | ||
32 | <font color="#FFFFFF"><b>Lets start!</b></font></td> | ||
33 | </tr> | ||
34 | <tr> | ||
35 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
36 | <p>Lets start like the HelloWorld example: We include the irrlicht header | ||
37 | files and an additional file to be able<br> | ||
38 | to ask the user for a driver type using the console.</p> | ||
39 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
40 | <tr> | ||
41 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td> | ||
42 | </tr> | ||
43 | </table> | ||
44 | <p>As already written in the HelloWorld example, in the Irrlicht Engine, | ||
45 | everything can be found in the namespace 'irr'. To get rid of the irr:: | ||
46 | in front of the name of every class, we tell the compiler that we use | ||
47 | that namespace from now on, and we will not have to write that 'irr::'.<br> | ||
48 | There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and | ||
49 | 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' | ||
50 | for these 5 other namespaces because in this way you will see what can | ||
51 | be found in which namespace. But if you like, you can also include the | ||
52 | namespaces like in the previous example. Code just like you want to.</p> | ||
53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
54 | <tr> | ||
55 | <td> <pre>using namespace irr;</pre> </td> | ||
56 | </tr> | ||
57 | </table> | ||
58 | <p>Again, to be able to use the Irrlicht.DLL file, we need to link with | ||
59 | the Irrlicht.lib. We could set this option in the project settings, | ||
60 | but to make it easy, we use a pragma comment lib:</p> | ||
61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
62 | <tr> | ||
63 | <td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td> | ||
64 | </tr> | ||
65 | </table> | ||
66 | |||
67 | </div> | ||
68 | <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(), | ||
69 | because its shorter to write.</p> | ||
70 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
71 | <tr> | ||
72 | <td> <pre>int main()<br>{</pre> </td> | ||
73 | </tr> | ||
74 | </table> | ||
75 | <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). | ||
76 | The difference now is that we ask the user to select which hardware accelerated | ||
77 | driver to use. The Software device would be too slow to draw a huge Quake | ||
78 | 3 map, but just for the fun of it, we make this decision possible too.</p> | ||
79 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
80 | <tr> | ||
81 | <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br> | ||
82 | char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td> | ||
83 | </tr> | ||
84 | </table> | ||
85 | <p>Get a pointer to the video driver and the SceneManager so that we do | ||
86 | not always have to write device->getVideoDriver() and device->getSceneManager().</p> | ||
87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
88 | <tr> | ||
89 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver(); | ||
90 | scene::ISceneManager* smgr = device->getSceneManager();</pre> </td> | ||
91 | </tr> | ||
92 | </table> | ||
93 | <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are | ||
94 | packed into .pk3 files wich are nothing other than .zip files. So we add | ||
95 | the .pk3 file to our FileSystem. After it was added, we are able to read | ||
96 | from the files in that archive as they would directly be stored on disk.</p> | ||
97 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
98 | <tr> | ||
99 | <td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td> | ||
100 | </tr> | ||
101 | </table> | ||
102 | <p>Now we can load the mesh by calling getMesh(). We get a pointer returned | ||
103 | to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, | ||
104 | they are only a huge chunk of static geometry with some materials attached. | ||
105 | Hence the IAnimated mesh consists of only one frame,<br> | ||
106 | so we get the "first frame" of the "animation", which | ||
107 | is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). | ||
108 | The OctTree optimizes the scene a little bit, trying to draw only geometry | ||
109 | which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, | ||
110 | which would draw always the complete geometry of the mesh, without optimization. | ||
111 | Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode | ||
112 | and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() | ||
113 | method in the IVideoDriver class). Note that this optimization with the | ||
114 | Octree is only useful when drawing huge meshes consiting of lots of geometry.</p> | ||
115 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
116 | <tr> | ||
117 | <td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0; | ||
118 | |||
119 | if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td> | ||
120 | </tr> | ||
121 | </table> | ||
122 | <p>Because the level was modelled not around the origin (0,0,0), we translate | ||
123 | the whole level a little bit.</p> | ||
124 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
125 | <tr> | ||
126 | <td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td> | ||
127 | </tr> | ||
128 | </table> | ||
129 | <p>Now we only need a Camera to look at the Quake 3 map. And we want to | ||
130 | create a user controlled camera. There are some different cameras available | ||
131 | in the Irrlicht engine. For example the Maya Camera which can be controlled | ||
132 | compareable to the camera in Maya: Rotate with left mouse button pressed, | ||
133 | Zoom with both buttons pressed,<br> | ||
134 | translate with right mouse button pressed. This could be created with | ||
135 | addCameraSceneNodeMaya(). But for this example, we want to create a camera | ||
136 | which behaves like the ones in first person shooter games (FPS):</p> | ||
137 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
138 | <tr> | ||
139 | <td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td> | ||
140 | </tr> | ||
141 | </table> | ||
142 | <p>The mouse cursor needs not to be visible, so we make it invisible. </p> | ||
143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
144 | <tr> | ||
145 | <td> <pre>device->getCursorControl()->setVisible(false);</pre> </td> | ||
146 | </tr> | ||
147 | </table> | ||
148 | <p>We have done everything, so lets draw it. We also write the current frames | ||
149 | per second and the drawn primitives to the caption of the window. The | ||
150 | 'if (device->isWindowActive())' line is optional, but prevents the | ||
151 | engine render to set the position of the mouse cursor after task switching | ||
152 | when other program are active.</p> | ||
153 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
154 | <tr> | ||
155 | <td> <pre>int lastFPS = -1;</pre> | ||
156 | <pre>while(device->run()) | ||
157 | { | ||
158 | driver->beginScene(true, true, video::SColor(0,200,200,200)); | ||
159 | smgr->drawAll(); | ||
160 | driver->endScene();</pre> | ||
161 | <pre> int fps = driver->getFPS();</pre> | ||
162 | <pre> if (lastFPS != fps) | ||
163 | { | ||
164 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps; | ||
165 | } | ||
166 | }</pre> </td> | ||
167 | </tr> | ||
168 | </table> | ||
169 | <p>In the end, delete the Irrlicht device.</p> | ||
170 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
171 | <tr> | ||
172 | <td> <pre> device->drop();<br> return 0;<br>}</pre> </td> | ||
173 | </tr> | ||
174 | </table> | ||
175 | <p>That's it. Compile and play around with the program. </p></td> | ||
176 | </tr> | ||
177 | </table> | ||
178 | <p> </p> | ||
179 | <p> </p> | ||
180 | </body> | ||
181 | </html> | ||