diff options
Diffstat (limited to '')
9 files changed, 1573 insertions, 1573 deletions
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile b/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile index 09953cf..8929223 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile | |||
@@ -1,40 +1,40 @@ | |||
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 = 02.Quake3Map | 4 | Target = 02.Quake3Map |
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 | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht |
23 | static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm | 23 | static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm |
24 | static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ | 24 | static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ |
25 | static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc | 25 | static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc |
26 | static_win32 all_win32 clean_win32: SUF=.exe | 26 | static_win32 all_win32 clean_win32: SUF=.exe |
27 | # name of the binary - only valid for targets which set SYSTEM | 27 | # name of the binary - only valid for targets which set SYSTEM |
28 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 28 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
29 | 29 | ||
30 | all_linux all_win32 static_win32: | 30 | all_linux all_win32 static_win32: |
31 | $(warning Building...) | 31 | $(warning Building...) |
32 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 32 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
33 | 33 | ||
34 | clean: clean_linux clean_win32 | 34 | clean: clean_linux clean_win32 |
35 | $(warning Cleaning...) | 35 | $(warning Cleaning...) |
36 | 36 | ||
37 | clean_linux clean_win32: | 37 | clean_linux clean_win32: |
38 | @$(RM) $(DESTPATH) | 38 | @$(RM) $(DESTPATH) |
39 | 39 | ||
40 | .PHONY: all all_win32 clean clean_linux clean_win32 static_win32 | 40 | .PHONY: all all_win32 clean clean_linux clean_win32 static_win32 |
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev index 3e0a69e..8bb989e 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev | |||
@@ -1,59 +1,59 @@ | |||
1 | [Project] | 1 | [Project] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 02 Quake3Map | 3 | Name=Irrlicht Example 02 Quake3Map |
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=02.Quake3Map.exe | 21 | OverrideOutputName=02.Quake3Map.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/02.Quake3Map/Quake3Map.vcproj b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj index 4416fbb..53eb778 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj | |||
@@ -1,162 +1,162 @@ | |||
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="02.Quake3Map" | 5 | Name="02.Quake3Map" |
6 | SccProjectName="" | 6 | SccProjectName="" |
7 | SccLocalPath=""> | 7 | SccLocalPath=""> |
8 | <Platforms> | 8 | <Platforms> |
9 | <Platform | 9 | <Platform |
10 | Name="Win32"/> | 10 | Name="Win32"/> |
11 | </Platforms> | 11 | </Platforms> |
12 | <Configurations> | 12 | <Configurations> |
13 | <Configuration | 13 | <Configuration |
14 | Name="Debug|Win32" | 14 | Name="Debug|Win32" |
15 | OutputDirectory=".\Debug" | 15 | OutputDirectory=".\Debug" |
16 | IntermediateDirectory=".\Debug" | 16 | IntermediateDirectory=".\Debug" |
17 | ConfigurationType="1" | 17 | ConfigurationType="1" |
18 | UseOfMFC="0" | 18 | UseOfMFC="0" |
19 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 19 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
20 | CharacterSet="2"> | 20 | CharacterSet="2"> |
21 | <Tool | 21 | <Tool |
22 | Name="VCCLCompilerTool" | 22 | Name="VCCLCompilerTool" |
23 | Optimization="0" | 23 | Optimization="0" |
24 | AdditionalIncludeDirectories="..\..\include" | 24 | AdditionalIncludeDirectories="..\..\include" |
25 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 25 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
26 | BasicRuntimeChecks="3" | 26 | BasicRuntimeChecks="3" |
27 | RuntimeLibrary="5" | 27 | RuntimeLibrary="5" |
28 | UsePrecompiledHeader="2" | 28 | UsePrecompiledHeader="2" |
29 | PrecompiledHeaderFile=".\Debug/Quake3Map.pch" | 29 | PrecompiledHeaderFile=".\Debug/Quake3Map.pch" |
30 | AssemblerListingLocation=".\Debug/" | 30 | AssemblerListingLocation=".\Debug/" |
31 | ObjectFile=".\Debug/" | 31 | ObjectFile=".\Debug/" |
32 | ProgramDataBaseFileName=".\Debug/" | 32 | ProgramDataBaseFileName=".\Debug/" |
33 | WarningLevel="3" | 33 | WarningLevel="3" |
34 | SuppressStartupBanner="TRUE" | 34 | SuppressStartupBanner="TRUE" |
35 | DebugInformationFormat="4" | 35 | DebugInformationFormat="4" |
36 | CompileAs="0"/> | 36 | CompileAs="0"/> |
37 | <Tool | 37 | <Tool |
38 | Name="VCCustomBuildTool"/> | 38 | Name="VCCustomBuildTool"/> |
39 | <Tool | 39 | <Tool |
40 | Name="VCLinkerTool" | 40 | Name="VCLinkerTool" |
41 | OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" | 41 | OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" |
42 | LinkIncremental="0" | 42 | LinkIncremental="0" |
43 | SuppressStartupBanner="TRUE" | 43 | SuppressStartupBanner="TRUE" |
44 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 44 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
45 | GenerateDebugInformation="TRUE" | 45 | GenerateDebugInformation="TRUE" |
46 | ProgramDatabaseFile=".\Debug/Quake3Map.pdb" | 46 | ProgramDatabaseFile=".\Debug/Quake3Map.pdb" |
47 | SubSystem="1" | 47 | SubSystem="1" |
48 | TargetMachine="1"/> | 48 | TargetMachine="1"/> |
49 | <Tool | 49 | <Tool |
50 | Name="VCMIDLTool" | 50 | Name="VCMIDLTool" |
51 | TypeLibraryName=".\Debug/Quake3Map.tlb" | 51 | TypeLibraryName=".\Debug/Quake3Map.tlb" |
52 | HeaderFileName=""/> | 52 | HeaderFileName=""/> |
53 | <Tool | 53 | <Tool |
54 | Name="VCPostBuildEventTool"/> | 54 | Name="VCPostBuildEventTool"/> |
55 | <Tool | 55 | <Tool |
56 | Name="VCPreBuildEventTool"/> | 56 | Name="VCPreBuildEventTool"/> |
57 | <Tool | 57 | <Tool |
58 | Name="VCPreLinkEventTool"/> | 58 | Name="VCPreLinkEventTool"/> |
59 | <Tool | 59 | <Tool |
60 | Name="VCResourceCompilerTool" | 60 | Name="VCResourceCompilerTool" |
61 | PreprocessorDefinitions="_DEBUG" | 61 | PreprocessorDefinitions="_DEBUG" |
62 | Culture="3079"/> | 62 | Culture="3079"/> |
63 | <Tool | 63 | <Tool |
64 | Name="VCWebServiceProxyGeneratorTool"/> | 64 | Name="VCWebServiceProxyGeneratorTool"/> |
65 | <Tool | 65 | <Tool |
66 | Name="VCXMLDataGeneratorTool"/> | 66 | Name="VCXMLDataGeneratorTool"/> |
67 | <Tool | 67 | <Tool |
68 | Name="VCWebDeploymentTool"/> | 68 | Name="VCWebDeploymentTool"/> |
69 | <Tool | 69 | <Tool |
70 | Name="VCManagedWrapperGeneratorTool"/> | 70 | Name="VCManagedWrapperGeneratorTool"/> |
71 | <Tool | 71 | <Tool |
72 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 72 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
73 | </Configuration> | 73 | </Configuration> |
74 | <Configuration | 74 | <Configuration |
75 | Name="Release|Win32" | 75 | Name="Release|Win32" |
76 | OutputDirectory=".\Release" | 76 | OutputDirectory=".\Release" |
77 | IntermediateDirectory=".\Release" | 77 | IntermediateDirectory=".\Release" |
78 | ConfigurationType="1" | 78 | ConfigurationType="1" |
79 | UseOfMFC="0" | 79 | UseOfMFC="0" |
80 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 80 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
81 | CharacterSet="2"> | 81 | CharacterSet="2"> |
82 | <Tool | 82 | <Tool |
83 | Name="VCCLCompilerTool" | 83 | Name="VCCLCompilerTool" |
84 | Optimization="2" | 84 | Optimization="2" |
85 | InlineFunctionExpansion="1" | 85 | InlineFunctionExpansion="1" |
86 | AdditionalIncludeDirectories="..\..\include" | 86 | AdditionalIncludeDirectories="..\..\include" |
87 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 87 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
88 | StringPooling="TRUE" | 88 | StringPooling="TRUE" |
89 | RuntimeLibrary="4" | 89 | RuntimeLibrary="4" |
90 | EnableFunctionLevelLinking="TRUE" | 90 | EnableFunctionLevelLinking="TRUE" |
91 | UsePrecompiledHeader="2" | 91 | UsePrecompiledHeader="2" |
92 | PrecompiledHeaderFile=".\Release/Quake3Map.pch" | 92 | PrecompiledHeaderFile=".\Release/Quake3Map.pch" |
93 | AssemblerListingLocation=".\Release/" | 93 | AssemblerListingLocation=".\Release/" |
94 | ObjectFile=".\Release/" | 94 | ObjectFile=".\Release/" |
95 | ProgramDataBaseFileName=".\Release/" | 95 | ProgramDataBaseFileName=".\Release/" |
96 | WarningLevel="3" | 96 | WarningLevel="3" |
97 | SuppressStartupBanner="TRUE" | 97 | SuppressStartupBanner="TRUE" |
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\02.Quake3Map.exe" | 103 | OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" |
104 | LinkIncremental="0" | 104 | LinkIncremental="0" |
105 | SuppressStartupBanner="TRUE" | 105 | SuppressStartupBanner="TRUE" |
106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
107 | ProgramDatabaseFile=".\Release/Quake3Map.pdb" | 107 | ProgramDatabaseFile=".\Release/Quake3Map.pdb" |
108 | SubSystem="1" | 108 | SubSystem="1" |
109 | TargetMachine="1"/> | 109 | TargetMachine="1"/> |
110 | <Tool | 110 | <Tool |
111 | Name="VCMIDLTool" | 111 | Name="VCMIDLTool" |
112 | TypeLibraryName=".\Release/Quake3Map.tlb" | 112 | TypeLibraryName=".\Release/Quake3Map.tlb" |
113 | HeaderFileName=""/> | 113 | HeaderFileName=""/> |
114 | <Tool | 114 | <Tool |
115 | Name="VCPostBuildEventTool"/> | 115 | Name="VCPostBuildEventTool"/> |
116 | <Tool | 116 | <Tool |
117 | Name="VCPreBuildEventTool"/> | 117 | Name="VCPreBuildEventTool"/> |
118 | <Tool | 118 | <Tool |
119 | Name="VCPreLinkEventTool"/> | 119 | Name="VCPreLinkEventTool"/> |
120 | <Tool | 120 | <Tool |
121 | Name="VCResourceCompilerTool" | 121 | Name="VCResourceCompilerTool" |
122 | PreprocessorDefinitions="NDEBUG" | 122 | PreprocessorDefinitions="NDEBUG" |
123 | Culture="3079"/> | 123 | Culture="3079"/> |
124 | <Tool | 124 | <Tool |
125 | Name="VCWebServiceProxyGeneratorTool"/> | 125 | Name="VCWebServiceProxyGeneratorTool"/> |
126 | <Tool | 126 | <Tool |
127 | Name="VCXMLDataGeneratorTool"/> | 127 | Name="VCXMLDataGeneratorTool"/> |
128 | <Tool | 128 | <Tool |
129 | Name="VCWebDeploymentTool"/> | 129 | Name="VCWebDeploymentTool"/> |
130 | <Tool | 130 | <Tool |
131 | Name="VCManagedWrapperGeneratorTool"/> | 131 | Name="VCManagedWrapperGeneratorTool"/> |
132 | <Tool | 132 | <Tool |
133 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 133 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
134 | </Configuration> | 134 | </Configuration> |
135 | </Configurations> | 135 | </Configurations> |
136 | <References> | 136 | <References> |
137 | </References> | 137 | </References> |
138 | <Files> | 138 | <Files> |
139 | <File | 139 | <File |
140 | RelativePath="main.cpp"> | 140 | RelativePath="main.cpp"> |
141 | <FileConfiguration | 141 | <FileConfiguration |
142 | Name="Debug|Win32"> | 142 | Name="Debug|Win32"> |
143 | <Tool | 143 | <Tool |
144 | Name="VCCLCompilerTool" | 144 | Name="VCCLCompilerTool" |
145 | Optimization="0" | 145 | Optimization="0" |
146 | AdditionalIncludeDirectories="" | 146 | AdditionalIncludeDirectories="" |
147 | PreprocessorDefinitions="" | 147 | PreprocessorDefinitions="" |
148 | BasicRuntimeChecks="3"/> | 148 | BasicRuntimeChecks="3"/> |
149 | </FileConfiguration> | 149 | </FileConfiguration> |
150 | <FileConfiguration | 150 | <FileConfiguration |
151 | Name="Release|Win32"> | 151 | Name="Release|Win32"> |
152 | <Tool | 152 | <Tool |
153 | Name="VCCLCompilerTool" | 153 | Name="VCCLCompilerTool" |
154 | Optimization="2" | 154 | Optimization="2" |
155 | AdditionalIncludeDirectories="" | 155 | AdditionalIncludeDirectories="" |
156 | PreprocessorDefinitions=""/> | 156 | PreprocessorDefinitions=""/> |
157 | </FileConfiguration> | 157 | </FileConfiguration> |
158 | </File> | 158 | </File> |
159 | </Files> | 159 | </Files> |
160 | <Globals> | 160 | <Globals> |
161 | </Globals> | 161 | </Globals> |
162 | </VisualStudioProject> | 162 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj index da32873..cdbc7d1 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_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>02.Quake3Map</ProjectName> | 22 | <ProjectName>02.Quake3Map</ProjectName> |
23 | <ProjectGuid>{D1A464A2-D479-458C-98A2-60965D823CD1}</ProjectGuid> | 23 | <ProjectGuid>{D1A464A2-D479-458C-98A2-60965D823CD1}</ProjectGuid> |
24 | <RootNamespace>Quake3Map</RootNamespace> | 24 | <RootNamespace>Quake3Map</RootNamespace> |
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205 | > | 205 | > |
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217 | <FileConfiguration | 217 | <FileConfiguration |
218 | Name="Release|Win32" | 218 | Name="Release|Win32" |
219 | > | 219 | > |
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222 | Optimization="2" | 222 | Optimization="2" |
223 | AdditionalIncludeDirectories="" | 223 | AdditionalIncludeDirectories="" |
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diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc9.vcproj b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc9.vcproj index 8acc07a..cc6c11c 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp b/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp index fc7461f..45b49aa 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp | |||
@@ -1,206 +1,206 @@ | |||
1 | /** Example 002 Quake3Map | 1 | /** Example 002 Quake3Map |
2 | 2 | ||
3 | This Tutorial shows how to load a Quake 3 map into the engine, create a | 3 | This Tutorial shows how to load a Quake 3 map into the engine, create a |
4 | SceneNode for optimizing the speed of rendering, and how to create a user | 4 | SceneNode for optimizing the speed of rendering, and how to create a user |
5 | controlled camera. | 5 | controlled camera. |
6 | 6 | ||
7 | Please note that you should know the basics of the engine before starting this | 7 | Please note that you should know the basics of the engine before starting this |
8 | tutorial. Just take a short look at the first tutorial, if you haven't done | 8 | tutorial. Just take a short look at the first tutorial, if you haven't done |
9 | this yet: http://irrlicht.sourceforge.net/tut001.html | 9 | this yet: http://irrlicht.sourceforge.net/tut001.html |
10 | 10 | ||
11 | Lets start like the HelloWorld example: We include the irrlicht header files | 11 | Lets start like the HelloWorld example: We include the irrlicht header files |
12 | and an additional file to be able to ask the user for a driver type using the | 12 | and an additional file to be able to ask the user for a driver type using the |
13 | console. | 13 | console. |
14 | */ | 14 | */ |
15 | #include <irrlicht.h> | 15 | #include <irrlicht.h> |
16 | #include <iostream> | 16 | #include <iostream> |
17 | 17 | ||
18 | /* | 18 | /* |
19 | As already written in the HelloWorld example, in the Irrlicht Engine everything | 19 | As already written in the HelloWorld example, in the Irrlicht Engine everything |
20 | can be found in the namespace 'irr'. To get rid of the irr:: in front of the | 20 | can be found in the namespace 'irr'. To get rid of the irr:: in front of the |
21 | name of every class, we tell the compiler that we use that namespace from now | 21 | name of every class, we tell the compiler that we use that namespace from now |
22 | on, and we will not have to write that 'irr::'. There are 5 other sub | 22 | on, and we will not have to write that 'irr::'. There are 5 other sub |
23 | namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld | 23 | namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld |
24 | example, we do not call 'using namespace' for these 5 other namespaces, because | 24 | example, we do not call 'using namespace' for these 5 other namespaces, because |
25 | in this way you will see what can be found in which namespace. But if you like, | 25 | in this way you will see what can be found in which namespace. But if you like, |
26 | you can also include the namespaces like in the previous example. | 26 | you can also include the namespaces like in the previous example. |
27 | */ | 27 | */ |
28 | using namespace irr; | 28 | using namespace irr; |
29 | 29 | ||
30 | /* | 30 | /* |
31 | Again, to be able to use the Irrlicht.DLL file, we need to link with the | 31 | Again, to be able to use the Irrlicht.DLL file, we need to link with the |
32 | Irrlicht.lib. We could set this option in the project settings, but to make it | 32 | Irrlicht.lib. We could set this option in the project settings, but to make it |
33 | easy, we use a pragma comment lib: | 33 | easy, we use a pragma comment lib: |
34 | */ | 34 | */ |
35 | #ifdef _MSC_VER | 35 | #ifdef _MSC_VER |
36 | #pragma comment(lib, "Irrlicht.lib") | 36 | #pragma comment(lib, "Irrlicht.lib") |
37 | #endif | 37 | #endif |
38 | 38 | ||
39 | /* | 39 | /* |
40 | Ok, lets start. Again, we use the main() method as start, not the WinMain(). | 40 | Ok, lets start. Again, we use the main() method as start, not the WinMain(). |
41 | */ | 41 | */ |
42 | int main() | 42 | int main() |
43 | { | 43 | { |
44 | /* | 44 | /* |
45 | Like in the HelloWorld example, we create an IrrlichtDevice with | 45 | Like in the HelloWorld example, we create an IrrlichtDevice with |
46 | createDevice(). The difference now is that we ask the user to select | 46 | createDevice(). The difference now is that we ask the user to select |
47 | which video driver to use. The Software device might be | 47 | which video driver to use. The Software device might be |
48 | too slow to draw a huge Quake 3 map, but just for the fun of it, we make | 48 | too slow to draw a huge Quake 3 map, but just for the fun of it, we make |
49 | this decision possible, too. | 49 | this decision possible, too. |
50 | Instead of copying this whole code into your app, you can simply include | 50 | Instead of copying this whole code into your app, you can simply include |
51 | driverChoice.h from Irrlicht's include directory. The function | 51 | driverChoice.h from Irrlicht's include directory. The function |
52 | driverChoiceConsole does exactly the same. | 52 | driverChoiceConsole does exactly the same. |
53 | */ | 53 | */ |
54 | 54 | ||
55 | // ask user for driver | 55 | // ask user for driver |
56 | 56 | ||
57 | video::E_DRIVER_TYPE driverType; | 57 | video::E_DRIVER_TYPE driverType; |
58 | 58 | ||
59 | printf("Please select the driver you want for this example:\n"\ | 59 | printf("Please select the driver you want for this example:\n"\ |
60 | " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\ | 60 | " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\ |
61 | " (d) Burning's Software Renderer\n (e) Software Renderer\n"\ | 61 | " (d) Burning's Software Renderer\n (e) Software Renderer\n"\ |
62 | " (f) NullDevice\n (otherKey) exit\n\n"); | 62 | " (f) NullDevice\n (otherKey) exit\n\n"); |
63 | 63 | ||
64 | char i; | 64 | char i; |
65 | std::cin >> i; | 65 | std::cin >> i; |
66 | 66 | ||
67 | switch(i) | 67 | switch(i) |
68 | { | 68 | { |
69 | case 'a': driverType = video::EDT_OPENGL; break; | 69 | case 'a': driverType = video::EDT_OPENGL; break; |
70 | case 'b': driverType = video::EDT_DIRECT3D9;break; | 70 | case 'b': driverType = video::EDT_DIRECT3D9;break; |
71 | case 'c': driverType = video::EDT_DIRECT3D8;break; | 71 | case 'c': driverType = video::EDT_DIRECT3D8;break; |
72 | case 'd': driverType = video::EDT_BURNINGSVIDEO;break; | 72 | case 'd': driverType = video::EDT_BURNINGSVIDEO;break; |
73 | case 'e': driverType = video::EDT_SOFTWARE; break; | 73 | case 'e': driverType = video::EDT_SOFTWARE; break; |
74 | case 'f': driverType = video::EDT_NULL; break; | 74 | case 'f': driverType = video::EDT_NULL; break; |
75 | default: return 1; | 75 | default: return 1; |
76 | } | 76 | } |
77 | 77 | ||
78 | // create device and exit if creation failed | 78 | // create device and exit if creation failed |
79 | 79 | ||
80 | IrrlichtDevice *device = | 80 | IrrlichtDevice *device = |
81 | createDevice(driverType, core::dimension2d<u32>(640, 480)); | 81 | createDevice(driverType, core::dimension2d<u32>(640, 480)); |
82 | 82 | ||
83 | if (device == 0) | 83 | if (device == 0) |
84 | return 1; // could not create selected driver. | 84 | return 1; // could not create selected driver. |
85 | 85 | ||
86 | /* | 86 | /* |
87 | Get a pointer to the video driver and the SceneManager so that | 87 | Get a pointer to the video driver and the SceneManager so that |
88 | we do not always have to call irr::IrrlichtDevice::getVideoDriver() and | 88 | we do not always have to call irr::IrrlichtDevice::getVideoDriver() and |
89 | irr::IrrlichtDevice::getSceneManager(). | 89 | irr::IrrlichtDevice::getSceneManager(). |
90 | */ | 90 | */ |
91 | video::IVideoDriver* driver = device->getVideoDriver(); | 91 | video::IVideoDriver* driver = device->getVideoDriver(); |
92 | scene::ISceneManager* smgr = device->getSceneManager(); | 92 | scene::ISceneManager* smgr = device->getSceneManager(); |
93 | 93 | ||
94 | /* | 94 | /* |
95 | To display the Quake 3 map, we first need to load it. Quake 3 maps | 95 | To display the Quake 3 map, we first need to load it. Quake 3 maps |
96 | are packed into .pk3 files which are nothing else than .zip files. | 96 | are packed into .pk3 files which are nothing else than .zip files. |
97 | So we add the .pk3 file to our irr::io::IFileSystem. After it was added, | 97 | So we add the .pk3 file to our irr::io::IFileSystem. After it was added, |
98 | we are able to read from the files in that archive as if they are | 98 | we are able to read from the files in that archive as if they are |
99 | directly stored on the disk. | 99 | directly stored on the disk. |
100 | */ | 100 | */ |
101 | device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); | 101 | device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); |
102 | 102 | ||
103 | /* | 103 | /* |
104 | Now we can load the mesh by calling | 104 | Now we can load the mesh by calling |
105 | irr::scene::ISceneManager::getMesh(). We get a pointer returned to an | 105 | irr::scene::ISceneManager::getMesh(). We get a pointer returned to an |
106 | irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not | 106 | irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not |
107 | really animated, they are only a huge chunk of static geometry with | 107 | really animated, they are only a huge chunk of static geometry with |
108 | some materials attached. Hence the IAnimatedMesh consists of only one | 108 | some materials attached. Hence the IAnimatedMesh consists of only one |
109 | frame, so we get the "first frame" of the "animation", which is our | 109 | frame, so we get the "first frame" of the "animation", which is our |
110 | quake level and create an Octree scene node with it, using | 110 | quake level and create an Octree scene node with it, using |
111 | irr::scene::ISceneManager::addOctreeSceneNode(). | 111 | irr::scene::ISceneManager::addOctreeSceneNode(). |
112 | The Octree optimizes the scene a little bit, trying to draw only geometry | 112 | The Octree optimizes the scene a little bit, trying to draw only geometry |
113 | which is currently visible. An alternative to the Octree would be a | 113 | which is currently visible. An alternative to the Octree would be a |
114 | irr::scene::IMeshSceneNode, which would always draw the complete | 114 | irr::scene::IMeshSceneNode, which would always draw the complete |
115 | geometry of the mesh, without optimization. Try it: Use | 115 | geometry of the mesh, without optimization. Try it: Use |
116 | irr::scene::ISceneManager::addMeshSceneNode() instead of | 116 | irr::scene::ISceneManager::addMeshSceneNode() instead of |
117 | addOctreeSceneNode() and compare the primitives drawn by the video | 117 | addOctreeSceneNode() and compare the primitives drawn by the video |
118 | driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() | 118 | driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() |
119 | method in the irr::video::IVideoDriver class). Note that this | 119 | method in the irr::video::IVideoDriver class). Note that this |
120 | optimization with the Octree is only useful when drawing huge meshes | 120 | optimization with the Octree is only useful when drawing huge meshes |
121 | consisting of lots of geometry. | 121 | consisting of lots of geometry. |
122 | */ | 122 | */ |
123 | scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); | 123 | scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); |
124 | scene::ISceneNode* node = 0; | 124 | scene::ISceneNode* node = 0; |
125 | 125 | ||
126 | if (mesh) | 126 | if (mesh) |
127 | node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); | 127 | node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); |
128 | // node = smgr->addMeshSceneNode(mesh->getMesh(0)); | 128 | // node = smgr->addMeshSceneNode(mesh->getMesh(0)); |
129 | 129 | ||
130 | /* | 130 | /* |
131 | Because the level was not modelled around the origin (0,0,0), we | 131 | Because the level was not modelled around the origin (0,0,0), we |
132 | translate the whole level a little bit. This is done on | 132 | translate the whole level a little bit. This is done on |
133 | irr::scene::ISceneNode level using the methods | 133 | irr::scene::ISceneNode level using the methods |
134 | irr::scene::ISceneNode::setPosition() (in this case), | 134 | irr::scene::ISceneNode::setPosition() (in this case), |
135 | irr::scene::ISceneNode::setRotation(), and | 135 | irr::scene::ISceneNode::setRotation(), and |
136 | irr::scene::ISceneNode::setScale(). | 136 | irr::scene::ISceneNode::setScale(). |
137 | */ | 137 | */ |
138 | if (node) | 138 | if (node) |
139 | node->setPosition(core::vector3df(-1300,-144,-1249)); | 139 | node->setPosition(core::vector3df(-1300,-144,-1249)); |
140 | 140 | ||
141 | /* | 141 | /* |
142 | Now we only need a camera to look at the Quake 3 map. | 142 | Now we only need a camera to look at the Quake 3 map. |
143 | We want to create a user controlled camera. There are some | 143 | We want to create a user controlled camera. There are some |
144 | cameras available in the Irrlicht engine. For example the | 144 | cameras available in the Irrlicht engine. For example the |
145 | MayaCamera which can be controlled like the camera in Maya: | 145 | MayaCamera which can be controlled like the camera in Maya: |
146 | Rotate with left mouse button pressed, Zoom with both buttons pressed, | 146 | Rotate with left mouse button pressed, Zoom with both buttons pressed, |
147 | translate with right mouse button pressed. This could be created with | 147 | translate with right mouse button pressed. This could be created with |
148 | irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this | 148 | irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this |
149 | example, we want to create a camera which behaves like the ones in | 149 | example, we want to create a camera which behaves like the ones in |
150 | first person shooter games (FPS) and hence use | 150 | first person shooter games (FPS) and hence use |
151 | irr::scene::ISceneManager::addCameraSceneNodeFPS(). | 151 | irr::scene::ISceneManager::addCameraSceneNodeFPS(). |
152 | */ | 152 | */ |
153 | smgr->addCameraSceneNodeFPS(); | 153 | smgr->addCameraSceneNodeFPS(); |
154 | 154 | ||
155 | /* | 155 | /* |
156 | The mouse cursor needs not be visible, so we hide it via the | 156 | The mouse cursor needs not be visible, so we hide it via the |
157 | irr::IrrlichtDevice::ICursorControl. | 157 | irr::IrrlichtDevice::ICursorControl. |
158 | */ | 158 | */ |
159 | device->getCursorControl()->setVisible(false); | 159 | device->getCursorControl()->setVisible(false); |
160 | 160 | ||
161 | /* | 161 | /* |
162 | We have done everything, so lets draw it. We also write the current | 162 | We have done everything, so lets draw it. We also write the current |
163 | frames per second and the primitives drawn into the caption of the | 163 | frames per second and the primitives drawn into the caption of the |
164 | window. The test for irr::IrrlichtDevice::isWindowActive() is optional, | 164 | window. The test for irr::IrrlichtDevice::isWindowActive() is optional, |
165 | but prevents the engine to grab the mouse cursor after task switching | 165 | but prevents the engine to grab the mouse cursor after task switching |
166 | when other programs are active. The call to | 166 | when other programs are active. The call to |
167 | irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU | 167 | irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU |
168 | cycles when the window is not active. | 168 | cycles when the window is not active. |
169 | */ | 169 | */ |
170 | int lastFPS = -1; | 170 | int lastFPS = -1; |
171 | 171 | ||
172 | while(device->run()) | 172 | while(device->run()) |
173 | { | 173 | { |
174 | if (device->isWindowActive()) | 174 | if (device->isWindowActive()) |
175 | { | 175 | { |
176 | driver->beginScene(true, true, video::SColor(255,200,200,200)); | 176 | driver->beginScene(true, true, video::SColor(255,200,200,200)); |
177 | smgr->drawAll(); | 177 | smgr->drawAll(); |
178 | driver->endScene(); | 178 | driver->endScene(); |
179 | 179 | ||
180 | int fps = driver->getFPS(); | 180 | int fps = driver->getFPS(); |
181 | 181 | ||
182 | if (lastFPS != fps) | 182 | if (lastFPS != fps) |
183 | { | 183 | { |
184 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example ["; | 184 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example ["; |
185 | str += driver->getName(); | 185 | str += driver->getName(); |
186 | str += "] FPS:"; | 186 | str += "] FPS:"; |
187 | str += fps; | 187 | str += fps; |
188 | 188 | ||
189 | device->setWindowCaption(str.c_str()); | 189 | device->setWindowCaption(str.c_str()); |
190 | lastFPS = fps; | 190 | lastFPS = fps; |
191 | } | 191 | } |
192 | } | 192 | } |
193 | else | 193 | else |
194 | device->yield(); | 194 | device->yield(); |
195 | } | 195 | } |
196 | 196 | ||
197 | /* | 197 | /* |
198 | In the end, delete the Irrlicht device. | 198 | In the end, delete the Irrlicht device. |
199 | */ | 199 | */ |
200 | device->drop(); | 200 | device->drop(); |
201 | return 0; | 201 | return 0; |
202 | } | 202 | } |
203 | 203 | ||
204 | /* | 204 | /* |
205 | That's it. Compile and play around with the program. | 205 | That's it. Compile and play around with the program. |
206 | **/ | 206 | **/ |
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html b/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html index 1858b86..1b482f2 100644 --- a/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html +++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html | |||
@@ -1,181 +1,181 @@ | |||
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%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | 12 | <td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> |
13 | <b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td> | 13 | <b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td> |
14 | </tr> | 14 | </tr> |
15 | <tr bgcolor="#eeeeff"> | 15 | <tr bgcolor="#eeeeff"> |
16 | <td height="90" colspan="2"> <div align="left"> | 16 | <td height="90" colspan="2"> <div align="left"> |
17 | <p>This Tutorial shows how to load a Quake 3 map into the engine, create | 17 | <p>This Tutorial shows how to load a Quake 3 map into the engine, create |
18 | a SceneNode for optimizing the speed of rendering and how to create | 18 | a SceneNode for optimizing the speed of rendering and how to create |
19 | a user controlled camera. Please note that you should know the basics | 19 | a user controlled camera. Please note that you should know the basics |
20 | of the engine before starting this tutorial, just take a short look | 20 | of the engine before starting this tutorial, just take a short look |
21 | at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br> | 21 | at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br> |
22 | The result of this example will look like this:</p> | 22 | The result of this example will look like this:</p> |
23 | <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br> | 23 | <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br> |
24 | </p> | 24 | </p> |
25 | </div></td> | 25 | </div></td> |
26 | </tr> | 26 | </tr> |
27 | </table> | 27 | </table> |
28 | <br> | 28 | <br> |
29 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 29 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
30 | <tr> | 30 | <tr> |
31 | <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> | 31 | <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> |
32 | <font color="#FFFFFF"><b>Lets start!</b></font></td> | 32 | <font color="#FFFFFF"><b>Lets start!</b></font></td> |
33 | </tr> | 33 | </tr> |
34 | <tr> | 34 | <tr> |
35 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 35 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
36 | <p>Lets start like the HelloWorld example: We include the irrlicht header | 36 | <p>Lets start like the HelloWorld example: We include the irrlicht header |
37 | files and an additional file to be able<br> | 37 | files and an additional file to be able<br> |
38 | to ask the user for a driver type using the console.</p> | 38 | to ask the user for a driver type using the console.</p> |
39 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 39 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
40 | <tr> | 40 | <tr> |
41 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td> | 41 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td> |
42 | </tr> | 42 | </tr> |
43 | </table> | 43 | </table> |
44 | <p>As already written in the HelloWorld example, in the Irrlicht Engine, | 44 | <p>As already written in the HelloWorld example, in the Irrlicht Engine, |
45 | everything can be found in the namespace 'irr'. To get rid of the irr:: | 45 | everything can be found in the namespace 'irr'. To get rid of the irr:: |
46 | in front of the name of every class, we tell the compiler that we use | 46 | in front of the name of every class, we tell the compiler that we use |
47 | that namespace from now on, and we will not have to write that 'irr::'.<br> | 47 | that namespace from now on, and we will not have to write that 'irr::'.<br> |
48 | There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and | 48 | There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and |
49 | 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' | 49 | 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' |
50 | for these 5 other namespaces because in this way you will see what can | 50 | for these 5 other namespaces because in this way you will see what can |
51 | be found in which namespace. But if you like, you can also include the | 51 | be found in which namespace. But if you like, you can also include the |
52 | namespaces like in the previous example. Code just like you want to.</p> | 52 | namespaces like in the previous example. Code just like you want to.</p> |
53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
54 | <tr> | 54 | <tr> |
55 | <td> <pre>using namespace irr;</pre> </td> | 55 | <td> <pre>using namespace irr;</pre> </td> |
56 | </tr> | 56 | </tr> |
57 | </table> | 57 | </table> |
58 | <p>Again, to be able to use the Irrlicht.DLL file, we need to link with | 58 | <p>Again, to be able to use the Irrlicht.DLL file, we need to link with |
59 | the Irrlicht.lib. We could set this option in the project settings, | 59 | the Irrlicht.lib. We could set this option in the project settings, |
60 | but to make it easy, we use a pragma comment lib:</p> | 60 | but to make it easy, we use a pragma comment lib:</p> |
61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
62 | <tr> | 62 | <tr> |
63 | <td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td> | 63 | <td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td> |
64 | </tr> | 64 | </tr> |
65 | </table> | 65 | </table> |
66 | 66 | ||
67 | </div> | 67 | </div> |
68 | <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(), | 68 | <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(), |
69 | because its shorter to write.</p> | 69 | because its shorter to write.</p> |
70 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 70 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
71 | <tr> | 71 | <tr> |
72 | <td> <pre>int main()<br>{</pre> </td> | 72 | <td> <pre>int main()<br>{</pre> </td> |
73 | </tr> | 73 | </tr> |
74 | </table> | 74 | </table> |
75 | <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). | 75 | <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). |
76 | The difference now is that we ask the user to select which hardware accelerated | 76 | The difference now is that we ask the user to select which hardware accelerated |
77 | driver to use. The Software device would be too slow to draw a huge Quake | 77 | driver to use. The Software device would be too slow to draw a huge Quake |
78 | 3 map, but just for the fun of it, we make this decision possible too.</p> | 78 | 3 map, but just for the fun of it, we make this decision possible too.</p> |
79 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 79 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
80 | <tr> | 80 | <tr> |
81 | <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br> | 81 | <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br> |
82 | char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td> | 82 | char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td> |
83 | </tr> | 83 | </tr> |
84 | </table> | 84 | </table> |
85 | <p>Get a pointer to the video driver and the SceneManager so that we do | 85 | <p>Get a pointer to the video driver and the SceneManager so that we do |
86 | not always have to write device->getVideoDriver() and device->getSceneManager().</p> | 86 | not always have to write device->getVideoDriver() and device->getSceneManager().</p> |
87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
88 | <tr> | 88 | <tr> |
89 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver(); | 89 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver(); |
90 | scene::ISceneManager* smgr = device->getSceneManager();</pre> </td> | 90 | scene::ISceneManager* smgr = device->getSceneManager();</pre> </td> |
91 | </tr> | 91 | </tr> |
92 | </table> | 92 | </table> |
93 | <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are | 93 | <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are |
94 | packed into .pk3 files wich are nothing other than .zip files. So we add | 94 | packed into .pk3 files wich are nothing other than .zip files. So we add |
95 | the .pk3 file to our FileSystem. After it was added, we are able to read | 95 | the .pk3 file to our FileSystem. After it was added, we are able to read |
96 | from the files in that archive as they would directly be stored on disk.</p> | 96 | from the files in that archive as they would directly be stored on disk.</p> |
97 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 97 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
98 | <tr> | 98 | <tr> |
99 | <td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td> | 99 | <td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td> |
100 | </tr> | 100 | </tr> |
101 | </table> | 101 | </table> |
102 | <p>Now we can load the mesh by calling getMesh(). We get a pointer returned | 102 | <p>Now we can load the mesh by calling getMesh(). We get a pointer returned |
103 | to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, | 103 | to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, |
104 | they are only a huge chunk of static geometry with some materials attached. | 104 | they are only a huge chunk of static geometry with some materials attached. |
105 | Hence the IAnimated mesh consists of only one frame,<br> | 105 | Hence the IAnimated mesh consists of only one frame,<br> |
106 | so we get the "first frame" of the "animation", which | 106 | so we get the "first frame" of the "animation", which |
107 | is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). | 107 | is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). |
108 | The OctTree optimizes the scene a little bit, trying to draw only geometry | 108 | The OctTree optimizes the scene a little bit, trying to draw only geometry |
109 | which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, | 109 | which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, |
110 | which would draw always the complete geometry of the mesh, without optimization. | 110 | which would draw always the complete geometry of the mesh, without optimization. |
111 | Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode | 111 | Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode |
112 | and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() | 112 | and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() |
113 | method in the IVideoDriver class). Note that this optimization with the | 113 | method in the IVideoDriver class). Note that this optimization with the |
114 | Octree is only useful when drawing huge meshes consiting of lots of geometry.</p> | 114 | Octree is only useful when drawing huge meshes consiting of lots of geometry.</p> |
115 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 115 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
116 | <tr> | 116 | <tr> |
117 | <td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0; | 117 | <td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0; |
118 | 118 | ||
119 | if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td> | 119 | if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td> |
120 | </tr> | 120 | </tr> |
121 | </table> | 121 | </table> |
122 | <p>Because the level was modelled not around the origin (0,0,0), we translate | 122 | <p>Because the level was modelled not around the origin (0,0,0), we translate |
123 | the whole level a little bit.</p> | 123 | the whole level a little bit.</p> |
124 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 124 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
125 | <tr> | 125 | <tr> |
126 | <td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td> | 126 | <td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td> |
127 | </tr> | 127 | </tr> |
128 | </table> | 128 | </table> |
129 | <p>Now we only need a Camera to look at the Quake 3 map. And we want to | 129 | <p>Now we only need a Camera to look at the Quake 3 map. And we want to |
130 | create a user controlled camera. There are some different cameras available | 130 | create a user controlled camera. There are some different cameras available |
131 | in the Irrlicht engine. For example the Maya Camera which can be controlled | 131 | in the Irrlicht engine. For example the Maya Camera which can be controlled |
132 | compareable to the camera in Maya: Rotate with left mouse button pressed, | 132 | compareable to the camera in Maya: Rotate with left mouse button pressed, |
133 | Zoom with both buttons pressed,<br> | 133 | Zoom with both buttons pressed,<br> |
134 | translate with right mouse button pressed. This could be created with | 134 | translate with right mouse button pressed. This could be created with |
135 | addCameraSceneNodeMaya(). But for this example, we want to create a camera | 135 | addCameraSceneNodeMaya(). But for this example, we want to create a camera |
136 | which behaves like the ones in first person shooter games (FPS):</p> | 136 | which behaves like the ones in first person shooter games (FPS):</p> |
137 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 137 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
138 | <tr> | 138 | <tr> |
139 | <td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td> | 139 | <td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td> |
140 | </tr> | 140 | </tr> |
141 | </table> | 141 | </table> |
142 | <p>The mouse cursor needs not to be visible, so we make it invisible. </p> | 142 | <p>The mouse cursor needs not to be visible, so we make it invisible. </p> |
143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
144 | <tr> | 144 | <tr> |
145 | <td> <pre>device->getCursorControl()->setVisible(false);</pre> </td> | 145 | <td> <pre>device->getCursorControl()->setVisible(false);</pre> </td> |
146 | </tr> | 146 | </tr> |
147 | </table> | 147 | </table> |
148 | <p>We have done everything, so lets draw it. We also write the current frames | 148 | <p>We have done everything, so lets draw it. We also write the current frames |
149 | per second and the drawn primitives to the caption of the window. The | 149 | per second and the drawn primitives to the caption of the window. The |
150 | 'if (device->isWindowActive())' line is optional, but prevents the | 150 | 'if (device->isWindowActive())' line is optional, but prevents the |
151 | engine render to set the position of the mouse cursor after task switching | 151 | engine render to set the position of the mouse cursor after task switching |
152 | when other program are active.</p> | 152 | when other program are active.</p> |
153 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 153 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
154 | <tr> | 154 | <tr> |
155 | <td> <pre>int lastFPS = -1;</pre> | 155 | <td> <pre>int lastFPS = -1;</pre> |
156 | <pre>while(device->run()) | 156 | <pre>while(device->run()) |
157 | { | 157 | { |
158 | driver->beginScene(true, true, video::SColor(0,200,200,200)); | 158 | driver->beginScene(true, true, video::SColor(0,200,200,200)); |
159 | smgr->drawAll(); | 159 | smgr->drawAll(); |
160 | driver->endScene();</pre> | 160 | driver->endScene();</pre> |
161 | <pre> int fps = driver->getFPS();</pre> | 161 | <pre> int fps = driver->getFPS();</pre> |
162 | <pre> if (lastFPS != fps) | 162 | <pre> if (lastFPS != fps) |
163 | { | 163 | { |
164 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps; | 164 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps; |
165 | } | 165 | } |
166 | }</pre> </td> | 166 | }</pre> </td> |
167 | </tr> | 167 | </tr> |
168 | </table> | 168 | </table> |
169 | <p>In the end, delete the Irrlicht device.</p> | 169 | <p>In the end, delete the Irrlicht device.</p> |
170 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 170 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
171 | <tr> | 171 | <tr> |
172 | <td> <pre> device->drop();<br> return 0;<br>}</pre> </td> | 172 | <td> <pre> device->drop();<br> return 0;<br>}</pre> </td> |
173 | </tr> | 173 | </tr> |
174 | </table> | 174 | </table> |
175 | <p>That's it. Compile and play around with the program. </p></td> | 175 | <p>That's it. Compile and play around with the program. </p></td> |
176 | </tr> | 176 | </tr> |
177 | </table> | 177 | </table> |
178 | <p> </p> | 178 | <p> </p> |
179 | <p> </p> | 179 | <p> </p> |
180 | </body> | 180 | </body> |
181 | </html> | 181 | </html> |