diff options
author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
---|---|---|
committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/08.SpecialFX | |
parent | Add info about changes to Irrlicht. (diff) | |
download | SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2 SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz |
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
9 files changed, 1771 insertions, 1771 deletions
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile b/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile index 05b68ec..1f38a6f 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile | |||
@@ -1,38 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | 1 | # Makefile for Irrlicht Examples |
2 | # It's usually sufficient to change just the target name and source file list | 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 | 3 | # and be sure that CXX is set to a valid compiler |
4 | Target = 08.SpecialFX | 4 | Target = 08.SpecialFX |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | 23 | all_win32 clean_win32: SYSTEM=Win32-gcc |
24 | all_win32 clean_win32: SUF=.exe | 24 | all_win32 clean_win32: SUF=.exe |
25 | # name of the binary - only valid for targets which set SYSTEM | 25 | # name of the binary - only valid for targets which set SYSTEM |
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
27 | 27 | ||
28 | all_linux all_win32: | 28 | all_linux all_win32: |
29 | $(warning Building...) | 29 | $(warning Building...) |
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
31 | 31 | ||
32 | clean: clean_linux clean_win32 | 32 | clean: clean_linux clean_win32 |
33 | $(warning Cleaning...) | 33 | $(warning Cleaning...) |
34 | 34 | ||
35 | clean_linux clean_win32: | 35 | clean_linux clean_win32: |
36 | @$(RM) $(DESTPATH) | 36 | @$(RM) $(DESTPATH) |
37 | 37 | ||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | 38 | .PHONY: all all_win32 clean clean_linux clean_win32 |
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev index b2c2f26..e8d4eab 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev | |||
@@ -1,59 +1,59 @@ | |||
1 | [Project] | 1 | [Project] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 08 Special Effects | 3 | Name=Irrlicht Example 08 Special Effects |
4 | UnitCount=1 | 4 | UnitCount=1 |
5 | Type=1 | 5 | Type=1 |
6 | Ver=1 | 6 | Ver=1 |
7 | ObjFiles= | 7 | ObjFiles= |
8 | Includes=..\..\include | 8 | Includes=..\..\include |
9 | Libs= | 9 | Libs= |
10 | PrivateResource= | 10 | PrivateResource= |
11 | ResourceIncludes= | 11 | ResourceIncludes= |
12 | MakeIncludes= | 12 | MakeIncludes= |
13 | Compiler= | 13 | Compiler= |
14 | CppCompiler= | 14 | CppCompiler= |
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | 15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ |
16 | IsCpp=1 | 16 | IsCpp=1 |
17 | Icon= | 17 | Icon= |
18 | ExeOutput=../../bin/Win32-gcc | 18 | ExeOutput=../../bin/Win32-gcc |
19 | ObjectOutput=obj | 19 | ObjectOutput=obj |
20 | OverrideOutput=1 | 20 | OverrideOutput=1 |
21 | OverrideOutputName=08.SpecialFX.exe | 21 | OverrideOutputName=08.SpecialFX.exe |
22 | HostApplication= | 22 | HostApplication= |
23 | Folders= | 23 | Folders= |
24 | CommandLine= | 24 | CommandLine= |
25 | IncludeVersionInfo=0 | 25 | IncludeVersionInfo=0 |
26 | SupportXPThemes=0 | 26 | SupportXPThemes=0 |
27 | CompilerSet=0 | 27 | CompilerSet=0 |
28 | CompilerSettings=0000000000000000000000 | 28 | CompilerSettings=0000000000000000000000 |
29 | UseCustomMakefile=0 | 29 | UseCustomMakefile=0 |
30 | CustomMakefile= | 30 | CustomMakefile= |
31 | 31 | ||
32 | [Unit1] | 32 | [Unit1] |
33 | FileName=main.cpp | 33 | FileName=main.cpp |
34 | CompileCpp=1 | 34 | CompileCpp=1 |
35 | Folder=Projekt1 | 35 | Folder=Projekt1 |
36 | Compile=1 | 36 | Compile=1 |
37 | Link=1 | 37 | Link=1 |
38 | Priority=1000 | 38 | Priority=1000 |
39 | OverrideBuildCmd=0 | 39 | OverrideBuildCmd=0 |
40 | BuildCmd= | 40 | BuildCmd= |
41 | 41 | ||
42 | [VersionInfo] | 42 | [VersionInfo] |
43 | Major=0 | 43 | Major=0 |
44 | Minor=1 | 44 | Minor=1 |
45 | Release=1 | 45 | Release=1 |
46 | Build=1 | 46 | Build=1 |
47 | LanguageID=1033 | 47 | LanguageID=1033 |
48 | CharsetID=1252 | 48 | CharsetID=1252 |
49 | CompanyName= | 49 | CompanyName= |
50 | FileVersion= | 50 | FileVersion= |
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | 51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc |
52 | InternalName= | 52 | InternalName= |
53 | LegalCopyright= | 53 | LegalCopyright= |
54 | LegalTrademarks= | 54 | LegalTrademarks= |
55 | OriginalFilename= | 55 | OriginalFilename= |
56 | ProductName= | 56 | ProductName= |
57 | ProductVersion= | 57 | ProductVersion= |
58 | AutoIncBuildNr=0 | 58 | AutoIncBuildNr=0 |
59 | 59 | ||
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj index e22266e..e73ef8e 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj | |||
@@ -1,163 +1,163 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="7.10" | 4 | Version="7.10" |
5 | Name="08.SpecialFx" | 5 | Name="08.SpecialFx" |
6 | ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}" | 6 | ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}" |
7 | SccProjectName="" | 7 | SccProjectName="" |
8 | SccLocalPath=""> | 8 | SccLocalPath=""> |
9 | <Platforms> | 9 | <Platforms> |
10 | <Platform | 10 | <Platform |
11 | Name="Win32"/> | 11 | Name="Win32"/> |
12 | </Platforms> | 12 | </Platforms> |
13 | <Configurations> | 13 | <Configurations> |
14 | <Configuration | 14 | <Configuration |
15 | Name="Release|Win32" | 15 | Name="Release|Win32" |
16 | OutputDirectory=".\Release" | 16 | OutputDirectory=".\Release" |
17 | IntermediateDirectory=".\Release" | 17 | IntermediateDirectory=".\Release" |
18 | ConfigurationType="1" | 18 | ConfigurationType="1" |
19 | UseOfMFC="0" | 19 | UseOfMFC="0" |
20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
21 | CharacterSet="2"> | 21 | CharacterSet="2"> |
22 | <Tool | 22 | <Tool |
23 | Name="VCCLCompilerTool" | 23 | Name="VCCLCompilerTool" |
24 | Optimization="2" | 24 | Optimization="2" |
25 | InlineFunctionExpansion="1" | 25 | InlineFunctionExpansion="1" |
26 | AdditionalIncludeDirectories="..\..\include" | 26 | AdditionalIncludeDirectories="..\..\include" |
27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
28 | StringPooling="TRUE" | 28 | StringPooling="TRUE" |
29 | RuntimeLibrary="4" | 29 | RuntimeLibrary="4" |
30 | EnableFunctionLevelLinking="TRUE" | 30 | EnableFunctionLevelLinking="TRUE" |
31 | UsePrecompiledHeader="2" | 31 | UsePrecompiledHeader="2" |
32 | PrecompiledHeaderFile=".\Release/SpecialFX.pch" | 32 | PrecompiledHeaderFile=".\Release/SpecialFX.pch" |
33 | AssemblerListingLocation=".\Release/" | 33 | AssemblerListingLocation=".\Release/" |
34 | ObjectFile=".\Release/" | 34 | ObjectFile=".\Release/" |
35 | ProgramDataBaseFileName=".\Release/" | 35 | ProgramDataBaseFileName=".\Release/" |
36 | WarningLevel="3" | 36 | WarningLevel="3" |
37 | SuppressStartupBanner="TRUE" | 37 | SuppressStartupBanner="TRUE" |
38 | CompileAs="0"/> | 38 | CompileAs="0"/> |
39 | <Tool | 39 | <Tool |
40 | Name="VCCustomBuildTool"/> | 40 | Name="VCCustomBuildTool"/> |
41 | <Tool | 41 | <Tool |
42 | Name="VCLinkerTool" | 42 | Name="VCLinkerTool" |
43 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | 43 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" |
44 | LinkIncremental="0" | 44 | LinkIncremental="0" |
45 | SuppressStartupBanner="TRUE" | 45 | SuppressStartupBanner="TRUE" |
46 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 46 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
47 | ProgramDatabaseFile=".\Release/SpecialFx.pdb" | 47 | ProgramDatabaseFile=".\Release/SpecialFx.pdb" |
48 | SubSystem="1" | 48 | SubSystem="1" |
49 | TargetMachine="1"/> | 49 | TargetMachine="1"/> |
50 | <Tool | 50 | <Tool |
51 | Name="VCMIDLTool" | 51 | Name="VCMIDLTool" |
52 | TypeLibraryName=".\Release/SpecialFX.tlb" | 52 | TypeLibraryName=".\Release/SpecialFX.tlb" |
53 | HeaderFileName=""/> | 53 | HeaderFileName=""/> |
54 | <Tool | 54 | <Tool |
55 | Name="VCPostBuildEventTool"/> | 55 | Name="VCPostBuildEventTool"/> |
56 | <Tool | 56 | <Tool |
57 | Name="VCPreBuildEventTool"/> | 57 | Name="VCPreBuildEventTool"/> |
58 | <Tool | 58 | <Tool |
59 | Name="VCPreLinkEventTool"/> | 59 | Name="VCPreLinkEventTool"/> |
60 | <Tool | 60 | <Tool |
61 | Name="VCResourceCompilerTool" | 61 | Name="VCResourceCompilerTool" |
62 | PreprocessorDefinitions="NDEBUG" | 62 | PreprocessorDefinitions="NDEBUG" |
63 | Culture="3079"/> | 63 | Culture="3079"/> |
64 | <Tool | 64 | <Tool |
65 | Name="VCWebServiceProxyGeneratorTool"/> | 65 | Name="VCWebServiceProxyGeneratorTool"/> |
66 | <Tool | 66 | <Tool |
67 | Name="VCXMLDataGeneratorTool"/> | 67 | Name="VCXMLDataGeneratorTool"/> |
68 | <Tool | 68 | <Tool |
69 | Name="VCWebDeploymentTool"/> | 69 | Name="VCWebDeploymentTool"/> |
70 | <Tool | 70 | <Tool |
71 | Name="VCManagedWrapperGeneratorTool"/> | 71 | Name="VCManagedWrapperGeneratorTool"/> |
72 | <Tool | 72 | <Tool |
73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
74 | </Configuration> | 74 | </Configuration> |
75 | <Configuration | 75 | <Configuration |
76 | Name="Debug|Win32" | 76 | Name="Debug|Win32" |
77 | OutputDirectory=".\Debug" | 77 | OutputDirectory=".\Debug" |
78 | IntermediateDirectory=".\Debug" | 78 | IntermediateDirectory=".\Debug" |
79 | ConfigurationType="1" | 79 | ConfigurationType="1" |
80 | UseOfMFC="0" | 80 | UseOfMFC="0" |
81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
82 | CharacterSet="2"> | 82 | CharacterSet="2"> |
83 | <Tool | 83 | <Tool |
84 | Name="VCCLCompilerTool" | 84 | Name="VCCLCompilerTool" |
85 | Optimization="0" | 85 | Optimization="0" |
86 | AdditionalIncludeDirectories="..\..\include" | 86 | AdditionalIncludeDirectories="..\..\include" |
87 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 87 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
88 | BasicRuntimeChecks="3" | 88 | BasicRuntimeChecks="3" |
89 | RuntimeLibrary="5" | 89 | RuntimeLibrary="5" |
90 | UsePrecompiledHeader="2" | 90 | UsePrecompiledHeader="2" |
91 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" | 91 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" |
92 | AssemblerListingLocation=".\Debug/" | 92 | AssemblerListingLocation=".\Debug/" |
93 | ObjectFile=".\Debug/" | 93 | ObjectFile=".\Debug/" |
94 | ProgramDataBaseFileName=".\Debug/" | 94 | ProgramDataBaseFileName=".\Debug/" |
95 | WarningLevel="3" | 95 | WarningLevel="3" |
96 | SuppressStartupBanner="TRUE" | 96 | SuppressStartupBanner="TRUE" |
97 | DebugInformationFormat="4" | 97 | DebugInformationFormat="4" |
98 | CompileAs="0"/> | 98 | CompileAs="0"/> |
99 | <Tool | 99 | <Tool |
100 | Name="VCCustomBuildTool"/> | 100 | Name="VCCustomBuildTool"/> |
101 | <Tool | 101 | <Tool |
102 | Name="VCLinkerTool" | 102 | Name="VCLinkerTool" |
103 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | 103 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" |
104 | LinkIncremental="0" | 104 | LinkIncremental="0" |
105 | SuppressStartupBanner="TRUE" | 105 | SuppressStartupBanner="TRUE" |
106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
107 | GenerateDebugInformation="TRUE" | 107 | GenerateDebugInformation="TRUE" |
108 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" | 108 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" |
109 | SubSystem="1" | 109 | SubSystem="1" |
110 | TargetMachine="1"/> | 110 | TargetMachine="1"/> |
111 | <Tool | 111 | <Tool |
112 | Name="VCMIDLTool" | 112 | Name="VCMIDLTool" |
113 | TypeLibraryName=".\Debug/SpecialFX.tlb" | 113 | TypeLibraryName=".\Debug/SpecialFX.tlb" |
114 | HeaderFileName=""/> | 114 | HeaderFileName=""/> |
115 | <Tool | 115 | <Tool |
116 | Name="VCPostBuildEventTool"/> | 116 | Name="VCPostBuildEventTool"/> |
117 | <Tool | 117 | <Tool |
118 | Name="VCPreBuildEventTool"/> | 118 | Name="VCPreBuildEventTool"/> |
119 | <Tool | 119 | <Tool |
120 | Name="VCPreLinkEventTool"/> | 120 | Name="VCPreLinkEventTool"/> |
121 | <Tool | 121 | <Tool |
122 | Name="VCResourceCompilerTool" | 122 | Name="VCResourceCompilerTool" |
123 | PreprocessorDefinitions="_DEBUG" | 123 | PreprocessorDefinitions="_DEBUG" |
124 | Culture="3079"/> | 124 | Culture="3079"/> |
125 | <Tool | 125 | <Tool |
126 | Name="VCWebServiceProxyGeneratorTool"/> | 126 | Name="VCWebServiceProxyGeneratorTool"/> |
127 | <Tool | 127 | <Tool |
128 | Name="VCXMLDataGeneratorTool"/> | 128 | Name="VCXMLDataGeneratorTool"/> |
129 | <Tool | 129 | <Tool |
130 | Name="VCWebDeploymentTool"/> | 130 | Name="VCWebDeploymentTool"/> |
131 | <Tool | 131 | <Tool |
132 | Name="VCManagedWrapperGeneratorTool"/> | 132 | Name="VCManagedWrapperGeneratorTool"/> |
133 | <Tool | 133 | <Tool |
134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
135 | </Configuration> | 135 | </Configuration> |
136 | </Configurations> | 136 | </Configurations> |
137 | <References> | 137 | <References> |
138 | </References> | 138 | </References> |
139 | <Files> | 139 | <Files> |
140 | <File | 140 | <File |
141 | RelativePath="main.cpp"> | 141 | RelativePath="main.cpp"> |
142 | <FileConfiguration | 142 | <FileConfiguration |
143 | Name="Release|Win32"> | 143 | Name="Release|Win32"> |
144 | <Tool | 144 | <Tool |
145 | Name="VCCLCompilerTool" | 145 | Name="VCCLCompilerTool" |
146 | Optimization="2" | 146 | Optimization="2" |
147 | AdditionalIncludeDirectories="" | 147 | AdditionalIncludeDirectories="" |
148 | PreprocessorDefinitions=""/> | 148 | PreprocessorDefinitions=""/> |
149 | </FileConfiguration> | 149 | </FileConfiguration> |
150 | <FileConfiguration | 150 | <FileConfiguration |
151 | Name="Debug|Win32"> | 151 | Name="Debug|Win32"> |
152 | <Tool | 152 | <Tool |
153 | Name="VCCLCompilerTool" | 153 | Name="VCCLCompilerTool" |
154 | Optimization="0" | 154 | Optimization="0" |
155 | AdditionalIncludeDirectories="" | 155 | AdditionalIncludeDirectories="" |
156 | PreprocessorDefinitions="" | 156 | PreprocessorDefinitions="" |
157 | BasicRuntimeChecks="3"/> | 157 | BasicRuntimeChecks="3"/> |
158 | </FileConfiguration> | 158 | </FileConfiguration> |
159 | </File> | 159 | </File> |
160 | </Files> | 160 | </Files> |
161 | <Globals> | 161 | <Globals> |
162 | </Globals> | 162 | </Globals> |
163 | </VisualStudioProject> | 163 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj index c46d1c0..aede93f 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj | |||
@@ -1,231 +1,231 @@ | |||
1 | <?xml version="1.0" encoding="utf-8"?> | 1 | <?xml version="1.0" encoding="utf-8"?> |
2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | 2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
3 | <ItemGroup Label="ProjectConfigurations"> | 3 | <ItemGroup Label="ProjectConfigurations"> |
4 | <ProjectConfiguration Include="Debug|Win32"> | 4 | <ProjectConfiguration Include="Debug|Win32"> |
5 | <Configuration>Debug</Configuration> | 5 | <Configuration>Debug</Configuration> |
6 | <Platform>Win32</Platform> | 6 | <Platform>Win32</Platform> |
7 | </ProjectConfiguration> | 7 | </ProjectConfiguration> |
8 | <ProjectConfiguration Include="Debug|x64"> | 8 | <ProjectConfiguration Include="Debug|x64"> |
9 | <Configuration>Debug</Configuration> | 9 | <Configuration>Debug</Configuration> |
10 | <Platform>x64</Platform> | 10 | <Platform>x64</Platform> |
11 | </ProjectConfiguration> | 11 | </ProjectConfiguration> |
12 | <ProjectConfiguration Include="Release|Win32"> | 12 | <ProjectConfiguration Include="Release|Win32"> |
13 | <Configuration>Release</Configuration> | 13 | <Configuration>Release</Configuration> |
14 | <Platform>Win32</Platform> | 14 | <Platform>Win32</Platform> |
15 | </ProjectConfiguration> | 15 | </ProjectConfiguration> |
16 | <ProjectConfiguration Include="Release|x64"> | 16 | <ProjectConfiguration Include="Release|x64"> |
17 | <Configuration>Release</Configuration> | 17 | <Configuration>Release</Configuration> |
18 | <Platform>x64</Platform> | 18 | <Platform>x64</Platform> |
19 | </ProjectConfiguration> | 19 | </ProjectConfiguration> |
20 | </ItemGroup> | 20 | </ItemGroup> |
21 | <PropertyGroup Label="Globals"> | 21 | <PropertyGroup Label="Globals"> |
22 | <ProjectName>08.SpecialFX</ProjectName> | 22 | <ProjectName>08.SpecialFX</ProjectName> |
23 | <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid> | 23 | <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid> |
24 | <RootNamespace>SpecialFX</RootNamespace> | 24 | <RootNamespace>SpecialFX</RootNamespace> |
25 | </PropertyGroup> | 25 | </PropertyGroup> |
26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> | 26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> | 27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
28 | <ConfigurationType>Application</ConfigurationType> | 28 | <ConfigurationType>Application</ConfigurationType> |
29 | <UseOfMfc>false</UseOfMfc> | 29 | <UseOfMfc>false</UseOfMfc> |
30 | <CharacterSet>MultiByte</CharacterSet> | 30 | <CharacterSet>MultiByte</CharacterSet> |
31 | </PropertyGroup> | 31 | </PropertyGroup> |
32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> | 32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
33 | <ConfigurationType>Application</ConfigurationType> | 33 | <ConfigurationType>Application</ConfigurationType> |
34 | <UseOfMfc>false</UseOfMfc> | 34 | <UseOfMfc>false</UseOfMfc> |
35 | <CharacterSet>MultiByte</CharacterSet> | 35 | <CharacterSet>MultiByte</CharacterSet> |
36 | </PropertyGroup> | 36 | </PropertyGroup> |
37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> | 37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
38 | <ConfigurationType>Application</ConfigurationType> | 38 | <ConfigurationType>Application</ConfigurationType> |
39 | <UseOfMfc>false</UseOfMfc> | 39 | <UseOfMfc>false</UseOfMfc> |
40 | <CharacterSet>MultiByte</CharacterSet> | 40 | <CharacterSet>MultiByte</CharacterSet> |
41 | </PropertyGroup> | 41 | </PropertyGroup> |
42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> | 42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
43 | <ConfigurationType>Application</ConfigurationType> | 43 | <ConfigurationType>Application</ConfigurationType> |
44 | <UseOfMfc>false</UseOfMfc> | 44 | <UseOfMfc>false</UseOfMfc> |
45 | <CharacterSet>MultiByte</CharacterSet> | 45 | <CharacterSet>MultiByte</CharacterSet> |
46 | </PropertyGroup> | 46 | </PropertyGroup> |
47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> | 47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
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50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> | 50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> |
51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | 51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> | 52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> |
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54 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> | 54 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> |
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92 | <Tool | 92 | <Tool |
93 | Name="VCBscMakeTool" | 93 | Name="VCBscMakeTool" |
94 | /> | 94 | /> |
95 | <Tool | 95 | <Tool |
96 | Name="VCFxCopTool" | 96 | Name="VCFxCopTool" |
97 | /> | 97 | /> |
98 | <Tool | 98 | <Tool |
99 | Name="VCAppVerifierTool" | 99 | Name="VCAppVerifierTool" |
100 | /> | 100 | /> |
101 | <Tool | 101 | <Tool |
102 | Name="VCWebDeploymentTool" | 102 | Name="VCWebDeploymentTool" |
103 | /> | 103 | /> |
104 | <Tool | 104 | <Tool |
105 | Name="VCPostBuildEventTool" | 105 | Name="VCPostBuildEventTool" |
106 | /> | 106 | /> |
107 | </Configuration> | 107 | </Configuration> |
108 | <Configuration | 108 | <Configuration |
109 | Name="Debug|Win32" | 109 | Name="Debug|Win32" |
110 | OutputDirectory=".\Debug" | 110 | OutputDirectory=".\Debug" |
111 | IntermediateDirectory=".\Debug" | 111 | IntermediateDirectory=".\Debug" |
112 | ConfigurationType="1" | 112 | ConfigurationType="1" |
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
114 | UseOfMFC="0" | 114 | UseOfMFC="0" |
115 | ATLMinimizesCRunTimeLibraryUsage="false" | 115 | ATLMinimizesCRunTimeLibraryUsage="false" |
116 | CharacterSet="2" | 116 | CharacterSet="2" |
117 | > | 117 | > |
118 | <Tool | 118 | <Tool |
119 | Name="VCPreBuildEventTool" | 119 | Name="VCPreBuildEventTool" |
120 | /> | 120 | /> |
121 | <Tool | 121 | <Tool |
122 | Name="VCCustomBuildTool" | 122 | Name="VCCustomBuildTool" |
123 | /> | 123 | /> |
124 | <Tool | 124 | <Tool |
125 | Name="VCXMLDataGeneratorTool" | 125 | Name="VCXMLDataGeneratorTool" |
126 | /> | 126 | /> |
127 | <Tool | 127 | <Tool |
128 | Name="VCWebServiceProxyGeneratorTool" | 128 | Name="VCWebServiceProxyGeneratorTool" |
129 | /> | 129 | /> |
130 | <Tool | 130 | <Tool |
131 | Name="VCMIDLTool" | 131 | Name="VCMIDLTool" |
132 | TypeLibraryName=".\Debug/SpecialFX.tlb" | 132 | TypeLibraryName=".\Debug/SpecialFX.tlb" |
133 | HeaderFileName="" | 133 | HeaderFileName="" |
134 | /> | 134 | /> |
135 | <Tool | 135 | <Tool |
136 | Name="VCCLCompilerTool" | 136 | Name="VCCLCompilerTool" |
137 | Optimization="0" | 137 | Optimization="0" |
138 | AdditionalIncludeDirectories="..\..\include" | 138 | AdditionalIncludeDirectories="..\..\include" |
139 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 139 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
140 | BasicRuntimeChecks="3" | 140 | BasicRuntimeChecks="3" |
141 | RuntimeLibrary="1" | 141 | RuntimeLibrary="1" |
142 | UsePrecompiledHeader="0" | 142 | UsePrecompiledHeader="0" |
143 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" | 143 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" |
144 | AssemblerListingLocation=".\Debug/" | 144 | AssemblerListingLocation=".\Debug/" |
145 | ObjectFile=".\Debug/" | 145 | ObjectFile=".\Debug/" |
146 | ProgramDataBaseFileName=".\Debug/" | 146 | ProgramDataBaseFileName=".\Debug/" |
147 | WarningLevel="3" | 147 | WarningLevel="3" |
148 | SuppressStartupBanner="true" | 148 | SuppressStartupBanner="true" |
149 | DebugInformationFormat="4" | 149 | DebugInformationFormat="4" |
150 | CompileAs="0" | 150 | CompileAs="0" |
151 | /> | 151 | /> |
152 | <Tool | 152 | <Tool |
153 | Name="VCManagedResourceCompilerTool" | 153 | Name="VCManagedResourceCompilerTool" |
154 | /> | 154 | /> |
155 | <Tool | 155 | <Tool |
156 | Name="VCResourceCompilerTool" | 156 | Name="VCResourceCompilerTool" |
157 | PreprocessorDefinitions="_DEBUG" | 157 | PreprocessorDefinitions="_DEBUG" |
158 | Culture="3079" | 158 | Culture="3079" |
159 | /> | 159 | /> |
160 | <Tool | 160 | <Tool |
161 | Name="VCPreLinkEventTool" | 161 | Name="VCPreLinkEventTool" |
162 | /> | 162 | /> |
163 | <Tool | 163 | <Tool |
164 | Name="VCLinkerTool" | 164 | Name="VCLinkerTool" |
165 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | 165 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" |
166 | LinkIncremental="0" | 166 | LinkIncremental="0" |
167 | SuppressStartupBanner="true" | 167 | SuppressStartupBanner="true" |
168 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 168 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
169 | GenerateDebugInformation="true" | 169 | GenerateDebugInformation="true" |
170 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" | 170 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | TargetMachine="1" | 172 | TargetMachine="1" |
173 | /> | 173 | /> |
174 | <Tool | 174 | <Tool |
175 | Name="VCALinkTool" | 175 | Name="VCALinkTool" |
176 | /> | 176 | /> |
177 | <Tool | 177 | <Tool |
178 | Name="VCManifestTool" | 178 | Name="VCManifestTool" |
179 | /> | 179 | /> |
180 | <Tool | 180 | <Tool |
181 | Name="VCXDCMakeTool" | 181 | Name="VCXDCMakeTool" |
182 | /> | 182 | /> |
183 | <Tool | 183 | <Tool |
184 | Name="VCBscMakeTool" | 184 | Name="VCBscMakeTool" |
185 | /> | 185 | /> |
186 | <Tool | 186 | <Tool |
187 | Name="VCFxCopTool" | 187 | Name="VCFxCopTool" |
188 | /> | 188 | /> |
189 | <Tool | 189 | <Tool |
190 | Name="VCAppVerifierTool" | 190 | Name="VCAppVerifierTool" |
191 | /> | 191 | /> |
192 | <Tool | 192 | <Tool |
193 | Name="VCWebDeploymentTool" | 193 | Name="VCWebDeploymentTool" |
194 | /> | 194 | /> |
195 | <Tool | 195 | <Tool |
196 | Name="VCPostBuildEventTool" | 196 | Name="VCPostBuildEventTool" |
197 | /> | 197 | /> |
198 | </Configuration> | 198 | </Configuration> |
199 | </Configurations> | 199 | </Configurations> |
200 | <References> | 200 | <References> |
201 | </References> | 201 | </References> |
202 | <Files> | 202 | <Files> |
203 | <File | 203 | <File |
204 | RelativePath="main.cpp" | 204 | RelativePath="main.cpp" |
205 | > | 205 | > |
206 | <FileConfiguration | 206 | <FileConfiguration |
207 | Name="Release|Win32" | 207 | Name="Release|Win32" |
208 | > | 208 | > |
209 | <Tool | 209 | <Tool |
210 | Name="VCCLCompilerTool" | 210 | Name="VCCLCompilerTool" |
211 | Optimization="2" | 211 | Optimization="2" |
212 | AdditionalIncludeDirectories="" | 212 | AdditionalIncludeDirectories="" |
213 | PreprocessorDefinitions="" | 213 | PreprocessorDefinitions="" |
214 | /> | 214 | /> |
215 | </FileConfiguration> | 215 | </FileConfiguration> |
216 | <FileConfiguration | 216 | <FileConfiguration |
217 | Name="Debug|Win32" | 217 | Name="Debug|Win32" |
218 | > | 218 | > |
219 | <Tool | 219 | <Tool |
220 | Name="VCCLCompilerTool" | 220 | Name="VCCLCompilerTool" |
221 | Optimization="0" | 221 | Optimization="0" |
222 | AdditionalIncludeDirectories="" | 222 | AdditionalIncludeDirectories="" |
223 | PreprocessorDefinitions="" | 223 | PreprocessorDefinitions="" |
224 | BasicRuntimeChecks="3" | 224 | BasicRuntimeChecks="3" |
225 | /> | 225 | /> |
226 | </FileConfiguration> | 226 | </FileConfiguration> |
227 | </File> | 227 | </File> |
228 | </Files> | 228 | </Files> |
229 | <Globals> | 229 | <Globals> |
230 | </Globals> | 230 | </Globals> |
231 | </VisualStudioProject> | 231 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc9.vcproj b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc9.vcproj index 29763e5..90510bf 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="9.00" | 4 | Version="9.00" |
5 | Name="08.SpecialFX_vc9" | 5 | Name="08.SpecialFX_vc9" |
6 | ProjectGUID="{C869BF55-B9D6-4980-BC92-60FA0CF8411A}" | 6 | ProjectGUID="{C869BF55-B9D6-4980-BC92-60FA0CF8411A}" |
7 | RootNamespace="SpecialFX_vc9" | 7 | RootNamespace="SpecialFX_vc9" |
8 | TargetFrameworkVersion="131072" | 8 | TargetFrameworkVersion="131072" |
9 | > | 9 | > |
10 | <Platforms> | 10 | <Platforms> |
11 | <Platform | 11 | <Platform |
12 | Name="Win32" | 12 | Name="Win32" |
13 | /> | 13 | /> |
14 | </Platforms> | 14 | </Platforms> |
15 | <ToolFiles> | 15 | <ToolFiles> |
16 | </ToolFiles> | 16 | </ToolFiles> |
17 | <Configurations> | 17 | <Configurations> |
18 | <Configuration | 18 | <Configuration |
19 | Name="Release|Win32" | 19 | Name="Release|Win32" |
20 | OutputDirectory=".\Release" | 20 | OutputDirectory=".\Release" |
21 | IntermediateDirectory=".\Release" | 21 | IntermediateDirectory=".\Release" |
22 | ConfigurationType="1" | 22 | ConfigurationType="1" |
23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
24 | UseOfMFC="0" | 24 | UseOfMFC="0" |
25 | ATLMinimizesCRunTimeLibraryUsage="false" | 25 | ATLMinimizesCRunTimeLibraryUsage="false" |
26 | CharacterSet="2" | 26 | CharacterSet="2" |
27 | > | 27 | > |
28 | <Tool | 28 | <Tool |
29 | Name="VCPreBuildEventTool" | 29 | Name="VCPreBuildEventTool" |
30 | /> | 30 | /> |
31 | <Tool | 31 | <Tool |
32 | Name="VCCustomBuildTool" | 32 | Name="VCCustomBuildTool" |
33 | /> | 33 | /> |
34 | <Tool | 34 | <Tool |
35 | Name="VCXMLDataGeneratorTool" | 35 | Name="VCXMLDataGeneratorTool" |
36 | /> | 36 | /> |
37 | <Tool | 37 | <Tool |
38 | Name="VCWebServiceProxyGeneratorTool" | 38 | Name="VCWebServiceProxyGeneratorTool" |
39 | /> | 39 | /> |
40 | <Tool | 40 | <Tool |
41 | Name="VCMIDLTool" | 41 | Name="VCMIDLTool" |
42 | TypeLibraryName=".\Release/SpecialFX.tlb" | 42 | TypeLibraryName=".\Release/SpecialFX.tlb" |
43 | HeaderFileName="" | 43 | HeaderFileName="" |
44 | /> | 44 | /> |
45 | <Tool | 45 | <Tool |
46 | Name="VCCLCompilerTool" | 46 | Name="VCCLCompilerTool" |
47 | Optimization="2" | 47 | Optimization="2" |
48 | InlineFunctionExpansion="1" | 48 | InlineFunctionExpansion="1" |
49 | AdditionalIncludeDirectories="..\..\include" | 49 | AdditionalIncludeDirectories="..\..\include" |
50 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 50 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
51 | StringPooling="true" | 51 | StringPooling="true" |
52 | RuntimeLibrary="0" | 52 | RuntimeLibrary="0" |
53 | EnableFunctionLevelLinking="true" | 53 | EnableFunctionLevelLinking="true" |
54 | UsePrecompiledHeader="0" | 54 | UsePrecompiledHeader="0" |
55 | PrecompiledHeaderFile=".\Release/SpecialFX.pch" | 55 | PrecompiledHeaderFile=".\Release/SpecialFX.pch" |
56 | AssemblerListingLocation=".\Release/" | 56 | AssemblerListingLocation=".\Release/" |
57 | ObjectFile=".\Release/" | 57 | ObjectFile=".\Release/" |
58 | ProgramDataBaseFileName=".\Release/" | 58 | ProgramDataBaseFileName=".\Release/" |
59 | WarningLevel="3" | 59 | WarningLevel="3" |
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61 | CompileAs="0" | 61 | CompileAs="0" |
62 | /> | 62 | /> |
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66 | <Tool | 66 | <Tool |
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68 | PreprocessorDefinitions="NDEBUG" | 68 | PreprocessorDefinitions="NDEBUG" |
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73 | /> | 73 | /> |
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76 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | 76 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" |
77 | LinkIncremental="0" | 77 | LinkIncremental="0" |
78 | SuppressStartupBanner="true" | 78 | SuppressStartupBanner="true" |
79 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 79 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
80 | ProgramDatabaseFile=".\Release/SpecialFx.pdb" | 80 | ProgramDatabaseFile=".\Release/SpecialFx.pdb" |
81 | SubSystem="1" | 81 | SubSystem="1" |
82 | RandomizedBaseAddress="1" | 82 | RandomizedBaseAddress="1" |
83 | DataExecutionPrevention="0" | 83 | DataExecutionPrevention="0" |
84 | TargetMachine="1" | 84 | TargetMachine="1" |
85 | /> | 85 | /> |
86 | <Tool | 86 | <Tool |
87 | Name="VCALinkTool" | 87 | Name="VCALinkTool" |
88 | /> | 88 | /> |
89 | <Tool | 89 | <Tool |
90 | Name="VCManifestTool" | 90 | Name="VCManifestTool" |
91 | /> | 91 | /> |
92 | <Tool | 92 | <Tool |
93 | Name="VCXDCMakeTool" | 93 | Name="VCXDCMakeTool" |
94 | /> | 94 | /> |
95 | <Tool | 95 | <Tool |
96 | Name="VCBscMakeTool" | 96 | Name="VCBscMakeTool" |
97 | /> | 97 | /> |
98 | <Tool | 98 | <Tool |
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100 | /> | 100 | /> |
101 | <Tool | 101 | <Tool |
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103 | /> | 103 | /> |
104 | <Tool | 104 | <Tool |
105 | Name="VCPostBuildEventTool" | 105 | Name="VCPostBuildEventTool" |
106 | /> | 106 | /> |
107 | </Configuration> | 107 | </Configuration> |
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110 | OutputDirectory=".\Debug" | 110 | OutputDirectory=".\Debug" |
111 | IntermediateDirectory=".\Debug" | 111 | IntermediateDirectory=".\Debug" |
112 | ConfigurationType="1" | 112 | ConfigurationType="1" |
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
114 | UseOfMFC="0" | 114 | UseOfMFC="0" |
115 | ATLMinimizesCRunTimeLibraryUsage="false" | 115 | ATLMinimizesCRunTimeLibraryUsage="false" |
116 | CharacterSet="2" | 116 | CharacterSet="2" |
117 | > | 117 | > |
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119 | Name="VCPreBuildEventTool" | 119 | Name="VCPreBuildEventTool" |
120 | /> | 120 | /> |
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131 | Name="VCMIDLTool" | 131 | Name="VCMIDLTool" |
132 | TypeLibraryName=".\Debug/SpecialFX.tlb" | 132 | TypeLibraryName=".\Debug/SpecialFX.tlb" |
133 | HeaderFileName="" | 133 | HeaderFileName="" |
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137 | Optimization="0" | 137 | Optimization="0" |
138 | AdditionalIncludeDirectories="..\..\include" | 138 | AdditionalIncludeDirectories="..\..\include" |
139 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 139 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
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141 | RuntimeLibrary="1" | 141 | RuntimeLibrary="1" |
142 | UsePrecompiledHeader="0" | 142 | UsePrecompiledHeader="0" |
143 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" | 143 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" |
144 | AssemblerListingLocation=".\Debug/" | 144 | AssemblerListingLocation=".\Debug/" |
145 | ObjectFile=".\Debug/" | 145 | ObjectFile=".\Debug/" |
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147 | WarningLevel="3" | 147 | WarningLevel="3" |
148 | SuppressStartupBanner="true" | 148 | SuppressStartupBanner="true" |
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157 | PreprocessorDefinitions="_DEBUG" | 157 | PreprocessorDefinitions="_DEBUG" |
158 | Culture="3079" | 158 | Culture="3079" |
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166 | LinkIncremental="0" | 166 | LinkIncremental="0" |
167 | SuppressStartupBanner="true" | 167 | SuppressStartupBanner="true" |
168 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 168 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
169 | GenerateDebugInformation="true" | 169 | GenerateDebugInformation="true" |
170 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" | 170 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | RandomizedBaseAddress="1" | 172 | RandomizedBaseAddress="1" |
173 | DataExecutionPrevention="0" | 173 | DataExecutionPrevention="0" |
174 | TargetMachine="1" | 174 | TargetMachine="1" |
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191 | <Tool | 191 | <Tool |
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198 | </Configurations> | 198 | </Configurations> |
199 | <References> | 199 | <References> |
200 | </References> | 200 | </References> |
201 | <Files> | 201 | <Files> |
202 | <File | 202 | <File |
203 | RelativePath="main.cpp" | 203 | RelativePath="main.cpp" |
204 | > | 204 | > |
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206 | Name="Release|Win32" | 206 | Name="Release|Win32" |
207 | > | 207 | > |
208 | <Tool | 208 | <Tool |
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214 | </FileConfiguration> | 214 | </FileConfiguration> |
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216 | Name="Debug|Win32" | 216 | Name="Debug|Win32" |
217 | > | 217 | > |
218 | <Tool | 218 | <Tool |
219 | Name="VCCLCompilerTool" | 219 | Name="VCCLCompilerTool" |
220 | Optimization="0" | 220 | Optimization="0" |
221 | AdditionalIncludeDirectories="" | 221 | AdditionalIncludeDirectories="" |
222 | PreprocessorDefinitions="" | 222 | PreprocessorDefinitions="" |
223 | BasicRuntimeChecks="3" | 223 | BasicRuntimeChecks="3" |
224 | /> | 224 | /> |
225 | </FileConfiguration> | 225 | </FileConfiguration> |
226 | </File> | 226 | </File> |
227 | </Files> | 227 | </Files> |
228 | <Globals> | 228 | <Globals> |
229 | </Globals> | 229 | </Globals> |
230 | </VisualStudioProject> | 230 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp b/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp index d8f32f7..cf06da4 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp | |||
@@ -1,308 +1,308 @@ | |||
1 | /** Example 008 SpecialFX | 1 | /** Example 008 SpecialFX |
2 | 2 | ||
3 | This tutorials describes how to do special effects. It shows how to use stencil | 3 | This tutorials describes how to do special effects. It shows how to use stencil |
4 | buffer shadows, the particle system, billboards, dynamic light, and the water | 4 | buffer shadows, the particle system, billboards, dynamic light, and the water |
5 | surface scene node. | 5 | surface scene node. |
6 | 6 | ||
7 | We start like in some tutorials before. Please note that this time, the | 7 | We start like in some tutorials before. Please note that this time, the |
8 | 'shadows' flag in createDevice() is set to true, for we want to have a dynamic | 8 | 'shadows' flag in createDevice() is set to true, for we want to have a dynamic |
9 | shadow casted from an animated character. If this example runs too slow, | 9 | shadow casted from an animated character. If this example runs too slow, |
10 | set it to false. The Irrlicht Engine checks if your hardware doesn't support | 10 | set it to false. The Irrlicht Engine checks if your hardware doesn't support |
11 | the stencil buffer, and disables shadows by itself, but just in case the demo | 11 | the stencil buffer, and disables shadows by itself, but just in case the demo |
12 | runs slow on your hardware. | 12 | runs slow on your hardware. |
13 | */ | 13 | */ |
14 | 14 | ||
15 | #include <irrlicht.h> | 15 | #include <irrlicht.h> |
16 | #include <iostream> | 16 | #include <iostream> |
17 | #include "driverChoice.h" | 17 | #include "driverChoice.h" |
18 | 18 | ||
19 | using namespace irr; | 19 | using namespace irr; |
20 | 20 | ||
21 | #ifdef _MSC_VER | 21 | #ifdef _MSC_VER |
22 | #pragma comment(lib, "Irrlicht.lib") | 22 | #pragma comment(lib, "Irrlicht.lib") |
23 | #endif | 23 | #endif |
24 | 24 | ||
25 | int main() | 25 | int main() |
26 | { | 26 | { |
27 | // ask if user would like shadows | 27 | // ask if user would like shadows |
28 | char i; | 28 | char i; |
29 | printf("Please press 'y' if you want to use realtime shadows.\n"); | 29 | printf("Please press 'y' if you want to use realtime shadows.\n"); |
30 | 30 | ||
31 | std::cin >> i; | 31 | std::cin >> i; |
32 | 32 | ||
33 | const bool shadows = (i == 'y'); | 33 | const bool shadows = (i == 'y'); |
34 | 34 | ||
35 | // ask user for driver | 35 | // ask user for driver |
36 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | 36 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); |
37 | if (driverType==video::EDT_COUNT) | 37 | if (driverType==video::EDT_COUNT) |
38 | return 1; | 38 | return 1; |
39 | 39 | ||
40 | 40 | ||
41 | /* | 41 | /* |
42 | Create device and exit if creation failed. We make the stencil flag | 42 | Create device and exit if creation failed. We make the stencil flag |
43 | optional to avoid slow screen modes for runs without shadows. | 43 | optional to avoid slow screen modes for runs without shadows. |
44 | */ | 44 | */ |
45 | 45 | ||
46 | IrrlichtDevice *device = | 46 | IrrlichtDevice *device = |
47 | createDevice(driverType, core::dimension2d<u32>(640, 480), | 47 | createDevice(driverType, core::dimension2d<u32>(640, 480), |
48 | 16, false, shadows); | 48 | 16, false, shadows); |
49 | 49 | ||
50 | if (device == 0) | 50 | if (device == 0) |
51 | return 1; // could not create selected driver. | 51 | return 1; // could not create selected driver. |
52 | 52 | ||
53 | video::IVideoDriver* driver = device->getVideoDriver(); | 53 | video::IVideoDriver* driver = device->getVideoDriver(); |
54 | scene::ISceneManager* smgr = device->getSceneManager(); | 54 | scene::ISceneManager* smgr = device->getSceneManager(); |
55 | 55 | ||
56 | /* | 56 | /* |
57 | For our environment, we load a .3ds file. It is a small room I modelled | 57 | For our environment, we load a .3ds file. It is a small room I modelled |
58 | with Anim8or and exported into the 3ds format because the Irrlicht | 58 | with Anim8or and exported into the 3ds format because the Irrlicht |
59 | Engine does not support the .an8 format. I am a very bad 3d graphic | 59 | Engine does not support the .an8 format. I am a very bad 3d graphic |
60 | artist, and so the texture mapping is not very nice in this model. | 60 | artist, and so the texture mapping is not very nice in this model. |
61 | Luckily I am a better programmer than artist, and so the Irrlicht | 61 | Luckily I am a better programmer than artist, and so the Irrlicht |
62 | Engine is able to create a cool texture mapping for me: Just use the | 62 | Engine is able to create a cool texture mapping for me: Just use the |
63 | mesh manipulator and create a planar texture mapping for the mesh. If | 63 | mesh manipulator and create a planar texture mapping for the mesh. If |
64 | you want to see the mapping I made with Anim8or, uncomment this line. I | 64 | you want to see the mapping I made with Anim8or, uncomment this line. I |
65 | also did not figure out how to set the material right in Anim8or, it | 65 | also did not figure out how to set the material right in Anim8or, it |
66 | has a specular light color which I don't really like. I'll switch it | 66 | has a specular light color which I don't really like. I'll switch it |
67 | off too with this code. | 67 | off too with this code. |
68 | */ | 68 | */ |
69 | 69 | ||
70 | scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds"); | 70 | scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds"); |
71 | 71 | ||
72 | smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f); | 72 | smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f); |
73 | 73 | ||
74 | scene::ISceneNode* node = 0; | 74 | scene::ISceneNode* node = 0; |
75 | 75 | ||
76 | node = smgr->addAnimatedMeshSceneNode(mesh); | 76 | node = smgr->addAnimatedMeshSceneNode(mesh); |
77 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg")); | 77 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg")); |
78 | node->getMaterial(0).SpecularColor.set(0,0,0,0); | 78 | node->getMaterial(0).SpecularColor.set(0,0,0,0); |
79 | 79 | ||
80 | /* | 80 | /* |
81 | Now, for the first special effect: Animated water. It works like this: | 81 | Now, for the first special effect: Animated water. It works like this: |
82 | The WaterSurfaceSceneNode takes a mesh as input and makes it wave like | 82 | The WaterSurfaceSceneNode takes a mesh as input and makes it wave like |
83 | a water surface. And if we let this scene node use a nice material like | 83 | a water surface. And if we let this scene node use a nice material like |
84 | the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this | 84 | the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this |
85 | with the next few lines of code. As input mesh, we create a hill plane | 85 | with the next few lines of code. As input mesh, we create a hill plane |
86 | mesh, without hills. But any other mesh could be used for this, you | 86 | mesh, without hills. But any other mesh could be used for this, you |
87 | could even use the room.3ds (which would look really strange) if you | 87 | could even use the room.3ds (which would look really strange) if you |
88 | want to. | 88 | want to. |
89 | */ | 89 | */ |
90 | 90 | ||
91 | mesh = smgr->addHillPlaneMesh( "myHill", | 91 | mesh = smgr->addHillPlaneMesh( "myHill", |
92 | core::dimension2d<f32>(20,20), | 92 | core::dimension2d<f32>(20,20), |
93 | core::dimension2d<u32>(40,40), 0, 0, | 93 | core::dimension2d<u32>(40,40), 0, 0, |
94 | core::dimension2d<f32>(0,0), | 94 | core::dimension2d<f32>(0,0), |
95 | core::dimension2d<f32>(10,10)); | 95 | core::dimension2d<f32>(10,10)); |
96 | 96 | ||
97 | node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f); | 97 | node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f); |
98 | node->setPosition(core::vector3df(0,7,0)); | 98 | node->setPosition(core::vector3df(0,7,0)); |
99 | 99 | ||
100 | node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg")); | 100 | node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg")); |
101 | node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg")); | 101 | node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg")); |
102 | 102 | ||
103 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER); | 103 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER); |
104 | 104 | ||
105 | /* | 105 | /* |
106 | The second special effect is very basic, I bet you saw it already in | 106 | The second special effect is very basic, I bet you saw it already in |
107 | some Irrlicht Engine demos: A transparent billboard combined with a | 107 | some Irrlicht Engine demos: A transparent billboard combined with a |
108 | dynamic light. We simply create a light scene node, let it fly around, | 108 | dynamic light. We simply create a light scene node, let it fly around, |
109 | and to make it look more cool, we attach a billboard scene node to it. | 109 | and to make it look more cool, we attach a billboard scene node to it. |
110 | */ | 110 | */ |
111 | 111 | ||
112 | // create light | 112 | // create light |
113 | 113 | ||
114 | node = smgr->addLightSceneNode(0, core::vector3df(0,0,0), | 114 | node = smgr->addLightSceneNode(0, core::vector3df(0,0,0), |
115 | video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f); | 115 | video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f); |
116 | scene::ISceneNodeAnimator* anim = 0; | 116 | scene::ISceneNodeAnimator* anim = 0; |
117 | anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f); | 117 | anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f); |
118 | node->addAnimator(anim); | 118 | node->addAnimator(anim); |
119 | anim->drop(); | 119 | anim->drop(); |
120 | 120 | ||
121 | // attach billboard to light | 121 | // attach billboard to light |
122 | 122 | ||
123 | node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50)); | 123 | node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50)); |
124 | node->setMaterialFlag(video::EMF_LIGHTING, false); | 124 | node->setMaterialFlag(video::EMF_LIGHTING, false); |
125 | node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | 125 | node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); |
126 | node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); | 126 | node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); |
127 | 127 | ||
128 | /* | 128 | /* |
129 | The next special effect is a lot more interesting: A particle system. | 129 | The next special effect is a lot more interesting: A particle system. |
130 | The particle system in the Irrlicht Engine is quite modular and | 130 | The particle system in the Irrlicht Engine is quite modular and |
131 | extensible, but yet easy to use. There is a particle system scene node | 131 | extensible, but yet easy to use. There is a particle system scene node |
132 | into which you can put a particle emitter, which makes particles come out | 132 | into which you can put a particle emitter, which makes particles come out |
133 | of nothing. These emitters are quite flexible and usually have lots of | 133 | of nothing. These emitters are quite flexible and usually have lots of |
134 | parameters like direction, amount, and color of the particles they | 134 | parameters like direction, amount, and color of the particles they |
135 | create. | 135 | create. |
136 | 136 | ||
137 | There are different emitters, for example a point emitter which lets | 137 | There are different emitters, for example a point emitter which lets |
138 | particles pop out at a fixed point. If the particle emitters available | 138 | particles pop out at a fixed point. If the particle emitters available |
139 | in the engine are not enough for you, you can easily create your own | 139 | in the engine are not enough for you, you can easily create your own |
140 | ones, you'll simply have to create a class derived from the | 140 | ones, you'll simply have to create a class derived from the |
141 | IParticleEmitter interface and attach it to the particle system using | 141 | IParticleEmitter interface and attach it to the particle system using |
142 | setEmitter(). In this example we create a box particle emitter, which | 142 | setEmitter(). In this example we create a box particle emitter, which |
143 | creates particles randomly inside a box. The parameters define the box, | 143 | creates particles randomly inside a box. The parameters define the box, |
144 | direction of the particles, minimal and maximal new particles per | 144 | direction of the particles, minimal and maximal new particles per |
145 | second, color, and minimal and maximal lifetime of the particles. | 145 | second, color, and minimal and maximal lifetime of the particles. |
146 | 146 | ||
147 | Because only with emitters particle system would be a little bit | 147 | Because only with emitters particle system would be a little bit |
148 | boring, there are particle affectors which modify particles while | 148 | boring, there are particle affectors which modify particles while |
149 | they fly around. Affectors can be added to a particle system for | 149 | they fly around. Affectors can be added to a particle system for |
150 | simulating additional effects like gravity or wind. | 150 | simulating additional effects like gravity or wind. |
151 | The particle affector we use in this example is an affector which | 151 | The particle affector we use in this example is an affector which |
152 | modifies the color of the particles: It lets them fade out. Like the | 152 | modifies the color of the particles: It lets them fade out. Like the |
153 | particle emitters, additional particle affectors can also be | 153 | particle emitters, additional particle affectors can also be |
154 | implemented by you, simply derive a class from IParticleAffector and | 154 | implemented by you, simply derive a class from IParticleAffector and |
155 | add it with addAffector(). | 155 | add it with addAffector(). |
156 | 156 | ||
157 | After we set a nice material to the particle system, we have a cool | 157 | After we set a nice material to the particle system, we have a cool |
158 | looking camp fire. By adjusting material, texture, particle emitter, | 158 | looking camp fire. By adjusting material, texture, particle emitter, |
159 | and affector parameters, it is also easily possible to create smoke, | 159 | and affector parameters, it is also easily possible to create smoke, |
160 | rain, explosions, snow, and so on. | 160 | rain, explosions, snow, and so on. |
161 | */ | 161 | */ |
162 | 162 | ||
163 | // create a particle system | 163 | // create a particle system |
164 | 164 | ||
165 | scene::IParticleSystemSceneNode* ps = | 165 | scene::IParticleSystemSceneNode* ps = |
166 | smgr->addParticleSystemSceneNode(false); | 166 | smgr->addParticleSystemSceneNode(false); |
167 | 167 | ||
168 | scene::IParticleEmitter* em = ps->createBoxEmitter( | 168 | scene::IParticleEmitter* em = ps->createBoxEmitter( |
169 | core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size | 169 | core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size |
170 | core::vector3df(0.0f,0.06f,0.0f), // initial direction | 170 | core::vector3df(0.0f,0.06f,0.0f), // initial direction |
171 | 80,100, // emit rate | 171 | 80,100, // emit rate |
172 | video::SColor(0,255,255,255), // darkest color | 172 | video::SColor(0,255,255,255), // darkest color |
173 | video::SColor(0,255,255,255), // brightest color | 173 | video::SColor(0,255,255,255), // brightest color |
174 | 800,2000,0, // min and max age, angle | 174 | 800,2000,0, // min and max age, angle |
175 | core::dimension2df(10.f,10.f), // min size | 175 | core::dimension2df(10.f,10.f), // min size |
176 | core::dimension2df(20.f,20.f)); // max size | 176 | core::dimension2df(20.f,20.f)); // max size |
177 | 177 | ||
178 | ps->setEmitter(em); // this grabs the emitter | 178 | ps->setEmitter(em); // this grabs the emitter |
179 | em->drop(); // so we can drop it here without deleting it | 179 | em->drop(); // so we can drop it here without deleting it |
180 | 180 | ||
181 | scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); | 181 | scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); |
182 | 182 | ||
183 | ps->addAffector(paf); // same goes for the affector | 183 | ps->addAffector(paf); // same goes for the affector |
184 | paf->drop(); | 184 | paf->drop(); |
185 | 185 | ||
186 | ps->setPosition(core::vector3df(-70,60,40)); | 186 | ps->setPosition(core::vector3df(-70,60,40)); |
187 | ps->setScale(core::vector3df(2,2,2)); | 187 | ps->setScale(core::vector3df(2,2,2)); |
188 | ps->setMaterialFlag(video::EMF_LIGHTING, false); | 188 | ps->setMaterialFlag(video::EMF_LIGHTING, false); |
189 | ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); | 189 | ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); |
190 | ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp")); | 190 | ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp")); |
191 | ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | 191 | ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); |
192 | 192 | ||
193 | /* | 193 | /* |
194 | Next we add a volumetric light node, which adds a glowing fake area light to | 194 | Next we add a volumetric light node, which adds a glowing fake area light to |
195 | the scene. Like with the billboards and particle systems we also assign a | 195 | the scene. Like with the billboards and particle systems we also assign a |
196 | texture for the desired effect, though this time we'll use a texture animator | 196 | texture for the desired effect, though this time we'll use a texture animator |
197 | to create the illusion of a magical glowing area effect. | 197 | to create the illusion of a magical glowing area effect. |
198 | */ | 198 | */ |
199 | scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1, | 199 | scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1, |
200 | 32, // Subdivisions on U axis | 200 | 32, // Subdivisions on U axis |
201 | 32, // Subdivisions on V axis | 201 | 32, // Subdivisions on V axis |
202 | video::SColor(0, 255, 255, 255), // foot color | 202 | video::SColor(0, 255, 255, 255), // foot color |
203 | video::SColor(0, 0, 0, 0)); // tail color | 203 | video::SColor(0, 0, 0, 0)); // tail color |
204 | 204 | ||
205 | if (n) | 205 | if (n) |
206 | { | 206 | { |
207 | n->setScale(core::vector3df(56.0f, 56.0f, 56.0f)); | 207 | n->setScale(core::vector3df(56.0f, 56.0f, 56.0f)); |
208 | n->setPosition(core::vector3df(-120,50,40)); | 208 | n->setPosition(core::vector3df(-120,50,40)); |
209 | 209 | ||
210 | // load textures for animation | 210 | // load textures for animation |
211 | core::array<video::ITexture*> textures; | 211 | core::array<video::ITexture*> textures; |
212 | for (s32 g=7; g > 0; --g) | 212 | for (s32 g=7; g > 0; --g) |
213 | { | 213 | { |
214 | core::stringc tmp; | 214 | core::stringc tmp; |
215 | tmp = "../../media/portal"; | 215 | tmp = "../../media/portal"; |
216 | tmp += g; | 216 | tmp += g; |
217 | tmp += ".bmp"; | 217 | tmp += ".bmp"; |
218 | video::ITexture* t = driver->getTexture( tmp.c_str() ); | 218 | video::ITexture* t = driver->getTexture( tmp.c_str() ); |
219 | textures.push_back(t); | 219 | textures.push_back(t); |
220 | } | 220 | } |
221 | 221 | ||
222 | // create texture animator | 222 | // create texture animator |
223 | scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150); | 223 | scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150); |
224 | 224 | ||
225 | // add the animator | 225 | // add the animator |
226 | n->addAnimator(glow); | 226 | n->addAnimator(glow); |
227 | 227 | ||
228 | // drop the animator because it was created with a create() function | 228 | // drop the animator because it was created with a create() function |
229 | glow->drop(); | 229 | glow->drop(); |
230 | } | 230 | } |
231 | 231 | ||
232 | /* | 232 | /* |
233 | As our last special effect, we want a dynamic shadow be casted from an | 233 | As our last special effect, we want a dynamic shadow be casted from an |
234 | animated character. For this we load a DirectX .x model and place it | 234 | animated character. For this we load a DirectX .x model and place it |
235 | into our world. For creating the shadow, we simply need to call | 235 | into our world. For creating the shadow, we simply need to call |
236 | addShadowVolumeSceneNode(). The color of shadows is only adjustable | 236 | addShadowVolumeSceneNode(). The color of shadows is only adjustable |
237 | globally for all shadows, by calling ISceneManager::setShadowColor(). | 237 | globally for all shadows, by calling ISceneManager::setShadowColor(). |
238 | Voila, here is our dynamic shadow. | 238 | Voila, here is our dynamic shadow. |
239 | 239 | ||
240 | Because the character is a little bit too small for this scene, we make | 240 | Because the character is a little bit too small for this scene, we make |
241 | it bigger using setScale(). And because the character is lighted by a | 241 | it bigger using setScale(). And because the character is lighted by a |
242 | dynamic light, we need to normalize the normals to make the lighting on | 242 | dynamic light, we need to normalize the normals to make the lighting on |
243 | it correct. This is always necessary if the scale of a dynamic lighted | 243 | it correct. This is always necessary if the scale of a dynamic lighted |
244 | model is not (1,1,1). Otherwise it would get too dark or too bright | 244 | model is not (1,1,1). Otherwise it would get too dark or too bright |
245 | because the normals will be scaled too. | 245 | because the normals will be scaled too. |
246 | */ | 246 | */ |
247 | 247 | ||
248 | // add animated character | 248 | // add animated character |
249 | 249 | ||
250 | mesh = smgr->getMesh("../../media/dwarf.x"); | 250 | mesh = smgr->getMesh("../../media/dwarf.x"); |
251 | scene::IAnimatedMeshSceneNode* anode = 0; | 251 | scene::IAnimatedMeshSceneNode* anode = 0; |
252 | 252 | ||
253 | anode = smgr->addAnimatedMeshSceneNode(mesh); | 253 | anode = smgr->addAnimatedMeshSceneNode(mesh); |
254 | anode->setPosition(core::vector3df(-50,20,-60)); | 254 | anode->setPosition(core::vector3df(-50,20,-60)); |
255 | anode->setAnimationSpeed(15); | 255 | anode->setAnimationSpeed(15); |
256 | 256 | ||
257 | // add shadow | 257 | // add shadow |
258 | anode->addShadowVolumeSceneNode(); | 258 | anode->addShadowVolumeSceneNode(); |
259 | smgr->setShadowColor(video::SColor(150,0,0,0)); | 259 | smgr->setShadowColor(video::SColor(150,0,0,0)); |
260 | 260 | ||
261 | // make the model a little bit bigger and normalize its normals | 261 | // make the model a little bit bigger and normalize its normals |
262 | // because of the scaling, for correct lighting | 262 | // because of the scaling, for correct lighting |
263 | anode->setScale(core::vector3df(2,2,2)); | 263 | anode->setScale(core::vector3df(2,2,2)); |
264 | anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); | 264 | anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); |
265 | 265 | ||
266 | /* | 266 | /* |
267 | Finally we simply have to draw everything, that's all. | 267 | Finally we simply have to draw everything, that's all. |
268 | */ | 268 | */ |
269 | 269 | ||
270 | scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); | 270 | scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); |
271 | camera->setPosition(core::vector3df(-50,50,-150)); | 271 | camera->setPosition(core::vector3df(-50,50,-150)); |
272 | camera->setFarValue(10000.0f); // this increase a shadow visible range. | 272 | camera->setFarValue(10000.0f); // this increase a shadow visible range. |
273 | 273 | ||
274 | // disable mouse cursor | 274 | // disable mouse cursor |
275 | device->getCursorControl()->setVisible(false); | 275 | device->getCursorControl()->setVisible(false); |
276 | 276 | ||
277 | s32 lastFPS = -1; | 277 | s32 lastFPS = -1; |
278 | 278 | ||
279 | while(device->run()) | 279 | while(device->run()) |
280 | if (device->isWindowActive()) | 280 | if (device->isWindowActive()) |
281 | { | 281 | { |
282 | driver->beginScene(true, true, 0); | 282 | driver->beginScene(true, true, 0); |
283 | 283 | ||
284 | smgr->drawAll(); | 284 | smgr->drawAll(); |
285 | 285 | ||
286 | driver->endScene(); | 286 | driver->endScene(); |
287 | 287 | ||
288 | const s32 fps = driver->getFPS(); | 288 | const s32 fps = driver->getFPS(); |
289 | 289 | ||
290 | if (lastFPS != fps) | 290 | if (lastFPS != fps) |
291 | { | 291 | { |
292 | core::stringw str = L"Irrlicht Engine - SpecialFX example ["; | 292 | core::stringw str = L"Irrlicht Engine - SpecialFX example ["; |
293 | str += driver->getName(); | 293 | str += driver->getName(); |
294 | str += "] FPS:"; | 294 | str += "] FPS:"; |
295 | str += fps; | 295 | str += fps; |
296 | 296 | ||
297 | device->setWindowCaption(str.c_str()); | 297 | device->setWindowCaption(str.c_str()); |
298 | lastFPS = fps; | 298 | lastFPS = fps; |
299 | } | 299 | } |
300 | } | 300 | } |
301 | 301 | ||
302 | device->drop(); | 302 | device->drop(); |
303 | 303 | ||
304 | return 0; | 304 | return 0; |
305 | } | 305 | } |
306 | 306 | ||
307 | /* | 307 | /* |
308 | **/ | 308 | **/ |
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html b/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html index 8c1fc51..126ef16 100644 --- a/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html +++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html | |||
@@ -1,278 +1,278 @@ | |||
1 | <html> | 1 | <html> |
2 | <head> | 2 | <head> |
3 | <title>Irrlicht Engine Tutorial</title> | 3 | <title>Irrlicht Engine Tutorial</title> |
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | 4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> |
5 | </head> | 5 | </head> |
6 | 6 | ||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | 7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> |
8 | <br> | 8 | <br> |
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
10 | <tr> | 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> | 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%"> | 12 | <td bgcolor="#666699" width="100%"> |
13 | <div align="center"> | 13 | <div align="center"> |
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div> | 14 | <div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div> |
15 | </div> | 15 | </div> |
16 | </td> | 16 | </td> |
17 | </tr> | 17 | </tr> |
18 | <tr bgcolor="#eeeeff"> | 18 | <tr bgcolor="#eeeeff"> |
19 | <td height="90" colspan="2"> | 19 | <td height="90" colspan="2"> |
20 | <div align="left"> | 20 | <div align="left"> |
21 | <p>This tutorials describes how to do special effects. It shows how to | 21 | <p>This tutorials describes how to do special effects. It shows how to |
22 | use stencil buffer shadows, the particle system, billboards, dynamic | 22 | use stencil buffer shadows, the particle system, billboards, dynamic |
23 | light and the water surface scene node. </p> | 23 | light and the water surface scene node. </p> |
24 | <p>The program which is described here will look like this:</p> | 24 | <p>The program which is described here will look like this:</p> |
25 | <p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><br> | 25 | <p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><br> |
26 | </p> | 26 | </p> |
27 | </div> | 27 | </div> |
28 | </td> | 28 | </td> |
29 | </tr> | 29 | </tr> |
30 | </table> | 30 | </table> |
31 | <br> | 31 | <br> |
32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
33 | <tr> | 33 | <tr> |
34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | 34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> |
35 | </tr> | 35 | </tr> |
36 | <tr> | 36 | <tr> |
37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
38 | <div align="left"> | 38 | <div align="left"> |
39 | <p>We start like in some tutorials before. Please note that this time, | 39 | <p>We start like in some tutorials before. Please note that this time, |
40 | the 'shadows' flag in createDevice() is set to true, for we want to | 40 | the 'shadows' flag in createDevice() is set to true, for we want to |
41 | have a dynamic shadow casted from an animated character. If your this | 41 | have a dynamic shadow casted from an animated character. If your this |
42 | example runs to slow, set it to false. The Irrlicht Engine checks | 42 | example runs to slow, set it to false. The Irrlicht Engine checks |
43 | if your hardware doesn't support the stencil buffer, and disables | 43 | if your hardware doesn't support the stencil buffer, and disables |
44 | shadows by itself, but just in case the demo runs slow on your hardware.</p> | 44 | shadows by itself, but just in case the demo runs slow on your hardware.</p> |
45 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 45 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
46 | <tr> | 46 | <tr> |
47 | <td> <pre><font color="#008000" size="2">#include <irrlicht.h> | 47 | <td> <pre><font color="#008000" size="2">#include <irrlicht.h> |
48 | #include <iostream><br> | 48 | #include <iostream><br> |
49 | </font><font size="2"><b>using namespace </b>irr; | 49 | </font><font size="2"><b>using namespace </b>irr; |
50 | 50 | ||
51 | <font color="#008000">#pragma comment(lib, "Irrlicht.lib") | 51 | <font color="#008000">#pragma comment(lib, "Irrlicht.lib") |
52 | 52 | ||
53 | </font><b>int </b>main() | 53 | </font><b>int </b>main() |
54 | { | 54 | { |
55 | // ask user for driver<br> video::E_DRIVER_TYPE driverType;<br> | 55 | // ask user for driver<br> video::E_DRIVER_TYPE driverType;<br> |
56 | 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><br> 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> } | 56 | 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><br> 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> } |
57 | 57 | ||
58 | // create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType, | 58 | // create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType, |
59 | core::dimension2d<s32>(640, 480), 16, false, true); | 59 | core::dimension2d<s32>(640, 480), 16, false, true); |
60 | 60 | ||
61 | if (device == 0) | 61 | if (device == 0) |
62 | return 1; | 62 | return 1; |
63 | 63 | ||
64 | video::IVideoDriver* driver = device->getVideoDriver(); | 64 | video::IVideoDriver* driver = device->getVideoDriver(); |
65 | scene::ISceneManager* smgr = device->getSceneManager();<font face="Courier New"> | 65 | scene::ISceneManager* smgr = device->getSceneManager();<font face="Courier New"> |
66 | </font></font></pre> | 66 | </font></font></pre> |
67 | </td> | 67 | </td> |
68 | </tr> | 68 | </tr> |
69 | </table> | 69 | </table> |
70 | <p> For our environment, we load a .3ds file. It is a small room I modelled | 70 | <p> For our environment, we load a .3ds file. It is a small room I modelled |
71 | with Anim8or and exported it into the 3ds format because the Irrlicht | 71 | with Anim8or and exported it into the 3ds format because the Irrlicht |
72 | Engine did not support the .an8 format when I wrote this tutorial. | 72 | Engine did not support the .an8 format when I wrote this tutorial. |
73 | I am a very bad 3d graphic artist, and so the texture mapping is not | 73 | I am a very bad 3d graphic artist, and so the texture mapping is not |
74 | very nice in this model. Luckily I am a better programmer than artist, | 74 | very nice in this model. Luckily I am a better programmer than artist, |
75 | and so the Irrlicht Engine is able to create a cool texture mapping | 75 | and so the Irrlicht Engine is able to create a cool texture mapping |
76 | for me: Just use the mesh manipulator and create a planar texture | 76 | for me: Just use the mesh manipulator and create a planar texture |
77 | mapping for the mesh. If you want to see the mapping I made with Anim8or, | 77 | mapping for the mesh. If you want to see the mapping I made with Anim8or, |
78 | uncomment this line. I also did not figure out how to<br> | 78 | uncomment this line. I also did not figure out how to<br> |
79 | set the material right in Anim8or, it has a specular light color | 79 | set the material right in Anim8or, it has a specular light color |
80 | which I don't really<br> | 80 | which I don't really<br> |
81 | like. I'll switch it off too with this code.</p> | 81 | like. I'll switch it off too with this code.</p> |
82 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 82 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
83 | <tr> | 83 | <tr> |
84 | <td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr->getMesh( | 84 | <td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr->getMesh( |
85 | <font color="#FF0000">"../../media/room.3ds"</font>); | 85 | <font color="#FF0000">"../../media/room.3ds"</font>); |
86 | 86 | ||
87 | smgr->getMeshManipulator()->makePlanarTextureMapping( | 87 | smgr->getMeshManipulator()->makePlanarTextureMapping( |
88 | mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>); | 88 | mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>); |
89 | 89 | ||
90 | scene::ISceneNode* node = <font color="#800080">0</font>; | 90 | scene::ISceneNode* node = <font color="#800080">0</font>; |
91 | 91 | ||
92 | node = smgr->addAnimatedMeshSceneNode(mesh); | 92 | node = smgr->addAnimatedMeshSceneNode(mesh); |
93 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/wall.jpg"</font>)); | 93 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/wall.jpg"</font>)); |
94 | node->getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td> | 94 | node->getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td> |
95 | </tr> | 95 | </tr> |
96 | </table> | 96 | </table> |
97 | <p> Now, for the first special effect: Animated water. It works like | 97 | <p> Now, for the first special effect: Animated water. It works like |
98 | this: The WaterSurfaceSceneNode takes a mesh as input and makes it | 98 | this: The WaterSurfaceSceneNode takes a mesh as input and makes it |
99 | wave like a water surface. And if we let this scene node use a nice | 99 | wave like a water surface. And if we let this scene node use a nice |
100 | material like the MT_REFLECTION_2_LAYER, it looks really cool. We | 100 | material like the MT_REFLECTION_2_LAYER, it looks really cool. We |
101 | are doing this with the next few lines of code. As input mesh, we | 101 | are doing this with the next few lines of code. As input mesh, we |
102 | create a hill plane mesh, without hills. But any other mesh could | 102 | create a hill plane mesh, without hills. But any other mesh could |
103 | be used for this, you could even use the room.3ds (which would look | 103 | be used for this, you could even use the room.3ds (which would look |
104 | really strange) if you wanted to. </p> | 104 | really strange) if you wanted to. </p> |
105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
106 | <tr> | 106 | <tr> |
107 | <td> <pre> mesh = smgr->addHillPlaneMesh(<font color="#FF0000">"myHill"</font>, | 107 | <td> <pre> mesh = smgr->addHillPlaneMesh(<font color="#FF0000">"myHill"</font>, |
108 | core::dimension2d<f32>(<font color="#800080">20</font>,<font color="#800080">20</font>), | 108 | core::dimension2d<f32>(<font color="#800080">20</font>,<font color="#800080">20</font>), |
109 | core::dimension2d<s32>(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>, | 109 | core::dimension2d<s32>(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>, |
110 | core::dimension2d<f32>(<font color="#800080">0</font>,<font color="#800080">0</font>), | 110 | core::dimension2d<f32>(<font color="#800080">0</font>,<font color="#800080">0</font>), |
111 | core::dimension2d<f32>(<font color="#800080">10</font>,<font color="#800080">10</font>)); | 111 | core::dimension2d<f32>(<font color="#800080">10</font>,<font color="#800080">10</font>)); |
112 | 112 | ||
113 | node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>); | 113 | node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>); |
114 | node->setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>)); | 114 | node->setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>)); |
115 | 115 | ||
116 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/stones.jpg"</font>)); | 116 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/stones.jpg"</font>)); |
117 | node->setMaterialTexture(<font color="#800080">1</font>, driver->getTexture(<font color="#FF0000">"../../media/water.jpg"</font>)); | 117 | node->setMaterialTexture(<font color="#800080">1</font>, driver->getTexture(<font color="#FF0000">"../../media/water.jpg"</font>)); |
118 | 118 | ||
119 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">); | 119 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">); |
120 | </font></pre></td> | 120 | </font></pre></td> |
121 | </tr> | 121 | </tr> |
122 | </table> | 122 | </table> |
123 | <p> The second special effect is very basic, I bet you saw it already | 123 | <p> The second special effect is very basic, I bet you saw it already |
124 | in some Irrlicht Engine demos: A transparent billboard combined with | 124 | in some Irrlicht Engine demos: A transparent billboard combined with |
125 | a dynamic light. We simply create a light scene node, let it fly around, | 125 | a dynamic light. We simply create a light scene node, let it fly around, |
126 | an to make it look more cool, we attach a billboard scene node to | 126 | an to make it look more cool, we attach a billboard scene node to |
127 | it.</p> | 127 | it.</p> |
128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
129 | <tr> | 129 | <tr> |
130 | <td> <pre><font size=2> <font color="#0A246A"><i>// create light | 130 | <td> <pre><font size=2> <font color="#0A246A"><i>// create light |
131 | 131 | ||
132 | </i></font> node = smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>), | 132 | </i></font> node = smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>), |
133 | video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>); | 133 | video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>); |
134 | scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>; | 134 | scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>; |
135 | anim = smgr->createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>); | 135 | anim = smgr->createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>); |
136 | node->addAnimator(anim); | 136 | node->addAnimator(anim); |
137 | anim->drop(); | 137 | anim->drop(); |
138 | 138 | ||
139 | <font color="#0A246A"><i>// attach billboard to light | 139 | <font color="#0A246A"><i>// attach billboard to light |
140 | 140 | ||
141 | </i></font> node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(<font color="#800080">50</font>, <font color="#800080">50</font>)); | 141 | </i></font> node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(<font color="#800080">50</font>, <font color="#800080">50</font>)); |
142 | node->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); | 142 | node->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); |
143 | node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | 143 | node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); |
144 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particlewhite.bmp"</font>)); | 144 | node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particlewhite.bmp"</font>)); |
145 | 145 | ||
146 | </font></pre></td> | 146 | </font></pre></td> |
147 | </tr> | 147 | </tr> |
148 | </table> | 148 | </table> |
149 | <p> The next special effect is a lot more interesting: A particle system. | 149 | <p> The next special effect is a lot more interesting: A particle system. |
150 | The particle system in the Irrlicht Engine is quit modular and extensible | 150 | The particle system in the Irrlicht Engine is quit modular and extensible |
151 | and yet easy to use. There is a particle system scene node into which | 151 | and yet easy to use. There is a particle system scene node into which |
152 | you can put particle emitters, which make particles come out of nothing. | 152 | you can put particle emitters, which make particles come out of nothing. |
153 | These emitters are quite flexible and usually have lots of parameters | 153 | These emitters are quite flexible and usually have lots of parameters |
154 | like direction, amount and color of the particles they should create.<br> | 154 | like direction, amount and color of the particles they should create.<br> |
155 | There are different emitters, for example a point emitter which lets | 155 | There are different emitters, for example a point emitter which lets |
156 | particles pop out at a fixed point. If the particle emitters available | 156 | particles pop out at a fixed point. If the particle emitters available |
157 | in the engine are not enough for you, you can easily create your own | 157 | in the engine are not enough for you, you can easily create your own |
158 | ones, you'll simply have to create a class derived from the IParticleEmitter | 158 | ones, you'll simply have to create a class derived from the IParticleEmitter |
159 | interface and attach it to the particle system using setEmitter().<br> | 159 | interface and attach it to the particle system using setEmitter().<br> |
160 | In this example we create a box particle emitter, which creates particles | 160 | In this example we create a box particle emitter, which creates particles |
161 | randomly inside a box. The parameters define the box, direction of | 161 | randomly inside a box. The parameters define the box, direction of |
162 | the particles, minimal and maximal new particles per second, color | 162 | the particles, minimal and maximal new particles per second, color |
163 | and minimal and maximal livetime of the particles.</p> | 163 | and minimal and maximal livetime of the particles.</p> |
164 | <p> Because only with emitters particle system would be a little bit | 164 | <p> Because only with emitters particle system would be a little bit |
165 | boring, there are particle affectors, which modify particles during | 165 | boring, there are particle affectors, which modify particles during |
166 | they fly around. They can be added to the particle system, simulating | 166 | they fly around. They can be added to the particle system, simulating |
167 | additional effects like gravity or wind. The particle affector we | 167 | additional effects like gravity or wind. The particle affector we |
168 | use in this example is an affector, which modifies the color of the | 168 | use in this example is an affector, which modifies the color of the |
169 | particles: It lets them fade out. Like the particle emitters, additional | 169 | particles: It lets them fade out. Like the particle emitters, additional |
170 | particle affectors can also be implemented by you, simply derive a | 170 | particle affectors can also be implemented by you, simply derive a |
171 | class from IParticleAffector and add it with addAffector(). After | 171 | class from IParticleAffector and add it with addAffector(). After |
172 | we set a nice material to the particle system, we have a cool looking | 172 | we set a nice material to the particle system, we have a cool looking |
173 | camp fire. By adjusting material, texture, particle emitter and affector | 173 | camp fire. By adjusting material, texture, particle emitter and affector |
174 | parameters, it is also easily possible to create smoke, rain, explosions, | 174 | parameters, it is also easily possible to create smoke, rain, explosions, |
175 | snow, and so on.<br> | 175 | snow, and so on.<br> |
176 | </p> | 176 | </p> |
177 | </div> | 177 | </div> |
178 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 178 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
179 | <tr> | 179 | <tr> |
180 | <td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>; | 180 | <td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>; |
181 | ps = smgr->addParticleSystemSceneNode(<b>false</b>); | 181 | ps = smgr->addParticleSystemSceneNode(<b>false</b>); |
182 | ps->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>)); | 182 | ps->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>)); |
183 | ps->setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>)); | 183 | ps->setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>)); |
184 | 184 | ||
185 | ps->setParticleSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>)); | 185 | ps->setParticleSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>)); |
186 | 186 | ||
187 | scene::IParticleEmitter* em = ps->createBoxEmitter( | 187 | scene::IParticleEmitter* em = ps->createBoxEmitter( |
188 | core::aabbox3d<f32>(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>), | 188 | core::aabbox3d<f32>(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>), |
189 | core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>), | 189 | core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>), |
190 | <font color="#800080">80</font>,<font color="#800080">100</font>, | 190 | <font color="#800080">80</font>,<font color="#800080">100</font>, |
191 | video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), | 191 | video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), |
192 | <font color="#800080">800</font>,<font color="#800080">2000</font>); | 192 | <font color="#800080">800</font>,<font color="#800080">2000</font>); |
193 | 193 | ||
194 | ps->setEmitter(em); | 194 | ps->setEmitter(em); |
195 | em->drop(); | 195 | em->drop(); |
196 | 196 | ||
197 | scene::IParticleAffector* paf = | 197 | scene::IParticleAffector* paf = |
198 | ps->createFadeOutParticleAffector(); | 198 | ps->createFadeOutParticleAffector(); |
199 | 199 | ||
200 | ps->addAffector(paf); | 200 | ps->addAffector(paf); |
201 | paf->drop(); | 201 | paf->drop(); |
202 | 202 | ||
203 | ps->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); | 203 | ps->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); |
204 | ps->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particle.bmp"</font>)); | 204 | ps->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particle.bmp"</font>)); |
205 | ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td> | 205 | ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td> |
206 | </tr> | 206 | </tr> |
207 | </table> | 207 | </table> |
208 | <p> As our last special effect, we want a dynamic shadow be casted from | 208 | <p> As our last special effect, we want a dynamic shadow be casted from |
209 | an animated character. For this we load a DirectX .x model and place | 209 | an animated character. For this we load a DirectX .x model and place |
210 | it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode(). | 210 | it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode(). |
211 | The color of shadows is only adjustable globally for all shadows, by | 211 | The color of shadows is only adjustable globally for all shadows, by |
212 | calling ISceneManager::setShadowColor(). Voila, here is our dynamic | 212 | calling ISceneManager::setShadowColor(). Voila, here is our dynamic |
213 | shadow.<br> | 213 | shadow.<br> |
214 | Because the character is a little bit too small for this scene, we make | 214 | Because the character is a little bit too small for this scene, we make |
215 | it bigger using setScale(). And because the character is lighted by | 215 | it bigger using setScale(). And because the character is lighted by |
216 | a dynamic light, we need to normalize the normals to make the lighting | 216 | a dynamic light, we need to normalize the normals to make the lighting |
217 | on it correct. This is always necessary if the scale of a dynamic lighted | 217 | on it correct. This is always necessary if the scale of a dynamic lighted |
218 | model is not (1,1,1). Otherwise it would get too dark or too bright | 218 | model is not (1,1,1). Otherwise it would get too dark or too bright |
219 | because the normals will be scaled too.</p> | 219 | because the normals will be scaled too.</p> |
220 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 220 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
221 | <tr> | 221 | <tr> |
222 | <td><pre><font size=2> mesh = smgr->getMesh(<font color="#FF0000">"../../media/dwarf.x"</font>); | 222 | <td><pre><font size=2> mesh = smgr->getMesh(<font color="#FF0000">"../../media/dwarf.x"</font>); |
223 | scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>; | 223 | scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>; |
224 | 224 | ||
225 | anode = smgr->addAnimatedMeshSceneNode(mesh); | 225 | anode = smgr->addAnimatedMeshSceneNode(mesh); |
226 | anode->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>)); | 226 | anode->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>)); |
227 | anode->setAnimationSpeed(15); | 227 | anode->setAnimationSpeed(15); |
228 | <font color="#0A246A"> | 228 | <font color="#0A246A"> |
229 | // add shadow</font> | 229 | // add shadow</font> |
230 | anode->addShadowVolumeSceneNode(); | 230 | anode->addShadowVolumeSceneNode(); |
231 | smgr->setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>)); | 231 | smgr->setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>)); |
232 | </font><font size=2><font color="#0A246A"> | 232 | </font><font size=2><font color="#0A246A"> |
233 | // make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode->setScale(core::vector3df(2,2,2));<br> anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td> | 233 | // make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode->setScale(core::vector3df(2,2,2));<br> anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td> |
234 | </tr> | 234 | </tr> |
235 | </table> | 235 | </table> |
236 | <p> Finally we simply have to draw everything, that's all.</p> | 236 | <p> Finally we simply have to draw everything, that's all.</p> |
237 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 237 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
238 | <tr> | 238 | <tr> |
239 | <td><pre><font size=2> scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); | 239 | <td><pre><font size=2> scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); |
240 | camera->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>)); | 240 | camera->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>)); |
241 | 241 | ||
242 | 242 | ||
243 | <b>int </b>lastFPS = -<font color="#800080">1</font>; | 243 | <b>int </b>lastFPS = -<font color="#800080">1</font>; |
244 | 244 | ||
245 | <b>while</b>(device->run()) | 245 | <b>while</b>(device->run()) |
246 | { | 246 | { |
247 | driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); | 247 | driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); |
248 | 248 | ||
249 | smgr->drawAll(); | 249 | smgr->drawAll(); |
250 | 250 | ||
251 | driver->endScene(); | 251 | driver->endScene(); |
252 | 252 | ||
253 | <b>int </b>fps = driver->getFPS(); | 253 | <b>int </b>fps = driver->getFPS(); |
254 | 254 | ||
255 | <b>if </b>(lastFPS != fps) | 255 | <b>if </b>(lastFPS != fps) |
256 | { | 256 | { |
257 | core::stringw str = L"Irrlicht Engine - SpecialFX example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> } | 257 | core::stringw str = L"Irrlicht Engine - SpecialFX example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> } |
258 | } | 258 | } |
259 | 259 | ||
260 | device->drop(); | 260 | device->drop(); |
261 | 261 | ||
262 | <b>return </b><font color="#800080">0</font>; | 262 | <b>return </b><font color="#800080">0</font>; |
263 | } | 263 | } |
264 | 264 | ||
265 | </font> | 265 | </font> |
266 | </pre></td> | 266 | </pre></td> |
267 | </tr> | 267 | </tr> |
268 | </table> | 268 | </table> |
269 | <p> </p> | 269 | <p> </p> |
270 | <p> </p> | 270 | <p> </p> |
271 | <p> </p> | 271 | <p> </p> |
272 | </div> | 272 | </div> |
273 | </td> | 273 | </td> |
274 | </tr> | 274 | </tr> |
275 | </table> | 275 | </table> |
276 | <p> </p> | 276 | <p> </p> |
277 | </body> | 277 | </body> |
278 | </html> | 278 | </html> |