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Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/01.HelloWorld')
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp55
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev59
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj163
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc10.vcxproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc11.vcxproj235
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc8.vcproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc9.vcproj230
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/Makefile66
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp236
-rw-r--r--src/others/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html394
10 files changed, 1900 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp
new file mode 100644
index 0000000..bba207a
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.cbp
@@ -0,0 +1,55 @@
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7 <Option compiler="gcc" />
8 <Build>
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16 <Add option="-D_IRR_STATIC_LIB_" />
17 </Compiler>
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20 <Add library="Xcursor" />
21 <Add library="GL" />
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev
new file mode 100644
index 0000000..9de3da7
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.dev
@@ -0,0 +1,59 @@
1[Project]
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3Name=Irrlicht Example 01 HelloWorld
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5Type=1
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8Includes=..\..\include
9Libs=
10PrivateResource=
11ResourceIncludes=
12MakeIncludes=
13Compiler=
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj
new file mode 100644
index 0000000..3a2fdb0
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld.vcproj
@@ -0,0 +1,163 @@
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new file mode 100644
index 0000000..696621f
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc10.vcxproj
@@ -0,0 +1,231 @@
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc11.vcxproj b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc11.vcxproj
new file mode 100644
index 0000000..f5f1fae
--- /dev/null
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232 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
233 <ImportGroup Label="ExtensionTargets">
234 </ImportGroup>
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc8.vcproj b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc8.vcproj
new file mode 100644
index 0000000..ac11031
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc8.vcproj
@@ -0,0 +1,231 @@
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc9.vcproj b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc9.vcproj
new file mode 100644
index 0000000..982d202
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/HelloWorld_vc9.vcproj
@@ -0,0 +1,230 @@
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diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/Makefile b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/Makefile
new file mode 100644
index 0000000..c834ab7
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/Makefile
@@ -0,0 +1,66 @@
1# Makefile for Irrlicht Examples
2# It's usually sufficient to change just the target name and source file list
3# and be sure that CXX is set to a valid compiler
4
5# Name of the executable created (.exe will be added automatically if necessary)
6Target := 01.HelloWorld
7# List of source files, separated by spaces
8Sources := main.cpp
9# Path to Irrlicht directory, should contain include/ and lib/
10IrrlichtHome := ../..
11# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
12BinPath = ../../bin/$(SYSTEM)
13
14# general compiler settings (might need to be set when compiling the lib, too)
15# preprocessor flags, e.g. defines and include paths
16USERCPPFLAGS =
17# compiler flags such as optimization flags
18USERCXXFLAGS = -O3 -ffast-math
19#USERCXXFLAGS = -g -Wall
20# linker flags such as additional libraries and link paths
21USERLDFLAGS =
22
23####
24#no changes necessary below this line
25####
26
27CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS)
28CXXFLAGS = $(USERCXXFLAGS)
29LDFLAGS = $(USERLDFLAGS)
30
31#default target is Linux
32all: all_linux
33
34# target specific settings
35all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
36all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
37all_linux clean_linux: SYSTEM=Linux
38all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
39all_win32 clean_win32 static_win32: SUF=.exe
40static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
41all_win32: LDFLAGS += -lopengl32 -lm
42static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
43# name of the binary - only valid for targets which set SYSTEM
44DESTPATH = $(BinPath)/$(Target)$(SUF)
45
46all_linux all_win32 static_win32:
47 $(warning Building...)
48 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
49
50clean: clean_linux clean_win32
51 $(warning Cleaning...)
52
53clean_linux clean_win32:
54 @$(RM) $(DESTPATH)
55
56.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
57
58#multilib handling
59ifeq ($(HOSTTYPE), x86_64)
60LIBSELECT=64
61endif
62#solaris real-time features
63ifeq ($(HOSTTYPE), sun4)
64LDFLAGS += -lrt
65endif
66
diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp
new file mode 100644
index 0000000..a53483c
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/main.cpp
@@ -0,0 +1,236 @@
1/** Example 001 HelloWorld
2
3This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how
4to write a simple HelloWorld program with it. The program will show how to use
5the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
6Microsoft Visual Studio is used as an IDE, but you will also be able to
7understand everything if you are using a different one or even another
8operating system than windows.
9
10You have to include the header file <irrlicht.h> in order to use the engine. The
11header file can be found in the Irrlicht Engine SDK directory \c include. To let
12the compiler find this header file, the directory where it is located has to be
13specified. This is different for every IDE and compiler you use. Let's explain
14shortly how to do this in Microsoft Visual Studio:
15
16- If you use Version 6.0, select the Menu Extras -> Options.
17 Select the directories tab, and select the 'Include' Item in the combo box.
18 Add the \c include directory of the irrlicht engine folder to the list of
19 directories. Now the compiler will find the Irrlicht.h header file. We also
20 need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries'
21 in the combo box and add the \c lib/VisualStudio directory.
22 \image html "vc6optionsdir.jpg"
23 \image latex "vc6optionsdir.jpg"
24 \image html "vc6include.jpg"
25 \image latex "vc6include.jpg"
26
27- If your IDE is Visual Studio .NET, select Tools -> Options.
28 Select the projects entry and then select VC++ directories. Select 'show
29 directories for include files' in the combo box, and add the \c include
30 directory of the irrlicht engine folder to the list of directories. Now the
31 compiler will find the Irrlicht.h header file. We also need the irrlicht.lib
32 to be found, so stay in that dialog, select 'show directories for Library
33 files' and add the \c lib/VisualStudio directory.
34 \image html "vcnetinclude.jpg"
35 \image latex "vcnetinclude.jpg"
36
37That's it. With your IDE set up like this, you will now be able to develop
38applications with the Irrlicht Engine.
39
40Lets start!
41
42After we have set up the IDE, the compiler will know where to find the Irrlicht
43Engine header files so we can include it now in our code.
44*/
45#include <irrlicht.h>
46
47/*
48In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
49you want to use a class of the engine, you have to write irr:: before the name
50of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
51To get rid of the irr:: in front of the name of every class, we tell the
52compiler that we use that namespace from now on, and we will not have to write
53irr:: anymore.
54*/
55using namespace irr;
56
57/*
58There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
59read a detailed description of them in the documentation by clicking on the top
60menu item 'Namespace List' or by using this link:
61http://irrlicht.sourceforge.net/docu/namespaces.html
62Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
63example simple. Hence, we tell the compiler again that we do not want always to
64write their names.
65*/
66using namespace core;
67using namespace scene;
68using namespace video;
69using namespace io;
70using namespace gui;
71
72/*
73To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
74We could set this option in the project settings, but to make it easy, we use a
75pragma comment lib for VisualStudio. On Windows platforms, we have to get rid
76of the console window, which pops up when starting a program with main(). This
77is done by the second pragma. We could also use the WinMain method, though
78losing platform independence then.
79*/
80#ifdef _IRR_WINDOWS_
81#pragma comment(lib, "Irrlicht.lib")
82#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
83#endif
84
85
86/*
87This is the main method. We can now use main() on every platform.
88*/
89int main()
90{
91 /*
92 The most important function of the engine is the createDevice()
93 function. The IrrlichtDevice is created by it, which is the root
94 object for doing anything with the engine. createDevice() has 7
95 parameters:
96
97 - deviceType: Type of the device. This can currently be the Null-device,
98 one of the two software renderers, D3D8, D3D9, or OpenGL. In this
99 example we use EDT_SOFTWARE, but to try out, you might want to
100 change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
101 EDT_DIRECT3D9, or EDT_OPENGL.
102
103 - windowSize: Size of the Window or screen in FullScreenMode to be
104 created. In this example we use 640x480.
105
106 - bits: Amount of color bits per pixel. This should be 16 or 32. The
107 parameter is often ignored when running in windowed mode.
108
109 - fullscreen: Specifies if we want the device to run in fullscreen mode
110 or not.
111
112 - stencilbuffer: Specifies if we want to use the stencil buffer (for
113 drawing shadows).
114
115 - vsync: Specifies if we want to have vsync enabled, this is only useful
116 in fullscreen mode.
117
118 - eventReceiver: An object to receive events. We do not want to use this
119 parameter here, and set it to 0.
120
121 Always check the return value to cope with unsupported drivers,
122 dimensions, etc.
123 */
124 IrrlichtDevice *device =
125 createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
126 false, false, false, 0);
127
128 if (!device)
129 return 1;
130
131 /*
132 Set the caption of the window to some nice text. Note that there is an
133 'L' in front of the string. The Irrlicht Engine uses wide character
134 strings when displaying text.
135 */
136 device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
137
138 /*
139 Get a pointer to the VideoDriver, the SceneManager and the graphical
140 user interface environment, so that we do not always have to write
141 device->getVideoDriver(), device->getSceneManager(), or
142 device->getGUIEnvironment().
143 */
144 IVideoDriver* driver = device->getVideoDriver();
145 ISceneManager* smgr = device->getSceneManager();
146 IGUIEnvironment* guienv = device->getGUIEnvironment();
147
148 /*
149 We add a hello world label to the window, using the GUI environment.
150 The text is placed at the position (10,10) as top left corner and
151 (260,22) as lower right corner.
152 */
153 guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
154 rect<s32>(10,10,260,22), true);
155
156 /*
157 To show something interesting, we load a Quake 2 model and display it.
158 We only have to get the Mesh from the Scene Manager with getMesh() and add
159 a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
160 check the return value of getMesh() to become aware of loading problems
161 and other errors.
162
163 Instead of writing the filename sydney.md2, it would also be possible
164 to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
165 other supported file format. By the way, that cool Quake 2 model
166 called sydney was modelled by Brian Collins.
167 */
168 IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
169 if (!mesh)
170 {
171 device->drop();
172 return 1;
173 }
174 IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
175
176 /*
177 To let the mesh look a little bit nicer, we change its material. We
178 disable lighting because we do not have a dynamic light in here, and
179 the mesh would be totally black otherwise. Then we set the frame loop,
180 such that the predefined STAND animation is used. And last, we apply a
181 texture to the mesh. Without it the mesh would be drawn using only a
182 color.
183 */
184 if (node)
185 {
186 node->setMaterialFlag(EMF_LIGHTING, false);
187 node->setMD2Animation(scene::EMAT_STAND);
188 node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
189 }
190
191 /*
192 To look at the mesh, we place a camera into 3d space at the position
193 (0, 30, -40). The camera looks from there to (0,5,0), which is
194 approximately the place where our md2 model is.
195 */
196 smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
197
198 /*
199 Ok, now we have set up the scene, lets draw everything: We run the
200 device in a while() loop, until the device does not want to run any
201 more. This would be when the user closes the window or presses ALT+F4
202 (or whatever keycode closes a window).
203 */
204 while(device->run())
205 {
206 /*
207 Anything can be drawn between a beginScene() and an endScene()
208 call. The beginScene() call clears the screen with a color and
209 the depth buffer, if desired. Then we let the Scene Manager and
210 the GUI Environment draw their content. With the endScene()
211 call everything is presented on the screen.
212 */
213 driver->beginScene(true, true, SColor(255,100,101,140));
214
215 smgr->drawAll();
216 guienv->drawAll();
217
218 driver->endScene();
219 }
220
221 /*
222 After we are done with the render loop, we have to delete the Irrlicht
223 Device created before with createDevice(). In the Irrlicht Engine, you
224 have to delete all objects you created with a method or function which
225 starts with 'create'. The object is simply deleted by calling ->drop().
226 See the documentation at irr::IReferenceCounted::drop() for more
227 information.
228 */
229 device->drop();
230
231 return 0;
232}
233
234/*
235That's it. Compile and run.
236**/
diff --git a/src/others/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html b/src/others/irrlicht-1.8.1/examples/01.HelloWorld/tutorial.html
new file mode 100644
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1<html>
2<head>
3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head>
6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br>
9<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr>
11 <td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
12
13 </tr>
14 <tr>
15 <td height="90" bgcolor="#F7F3F7"> <div align="left">
16 <p>This Tutorial shows how to set up the IDE for using the
17 Irrlicht Engine and how to write a simple HelloWorld program
18 with it. The program will show how to use the basics of
19 the VideoDriver, the GUIEnvironment and the SceneManager.<br>
20 The result of this example will look like this:</p>
21 <p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
22 </p>
23 </div></td>
24
25 </tr>
26 </table>
27 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
28 <tr> <a name="settingup"></a>
29 <td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
30 IDE</font></b></td>
31 </tr>
32 <tr>
33 <td height="90" bgcolor="#F7F3F7"> <div align="left">
34 <div align="left">
35 <p align="left">To use the engine, we will have to include
36 the header file &lt;irrlicht.h&gt;, which can be found
37 in the Irrlicht Engine SDK directory \include. To let
38 the compiler find this header file, the directory where
39 it is located should be specified somewhere. This is different
40 for every IDE and compiler. I will explain how to do this
41 in Microsoft Visual Studio C++ 6.0 and .NET:</p>
42
43 </div>
44 <ul>
45 <li>
46 <div align="left">If you use Version 6.0, select the Menu
47 Extras -&gt; Options. Select the directories tab, and
48 select the 'Include' Item in the combo box. Add the
49 \include directory of the Irrlicht Engine folder to
50 the list of directories. Now the compiler will find
51 the Irrlicht.h header file. We also need the location
52 of irrlicht.lib to be listed, so select the 'Libraries'
53 tab and add the \lib\VisualStudio directory.<br>
54 <br>
55 <img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
56 &nbsp; <br>
57
58 </div>
59 </li>
60 <li>If your IDE is Visual Studio .NET, select Tools -&gt;
61 Options. Select the Projects entry and then select VC++
62 directories. Select 'show directories for include files'
63 in the combo box, and add the \include directory of the
64 Irrlicht Engine folder to the list of directories so the
65 compiler will find the Irrlicht.h header file. We also
66 need the irrlicht.lib to be found, so select 'show directories
67 for Library files' and add the \lib\VisualStudio directory.<br>
68 <br>
69 <img src="../../media/vcnetinclude.jpg" width="256" height="160">
70 <br>
71 </li>
72 </ul>
73
74 <p>&nbsp;</p>
75 </div></td>
76 </tr>
77 </table>
78 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
79 <tr>
80 <td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
81 </tr>
82
83 <tr>
84 <td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
85 <div align="left">
86 <div align="left">
87 <div align="left">
88 <p>After we have set up the IDE, the compiler will know
89 where to find the Irrlicht Engine header files so
90 we can include it now into our code.</p>
91 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
92 <tr>
93 <td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>
94
95 </tr>
96 </table>
97 <p>In the Irrlicht Engine, everything can be found in
98 the namespace 'irr'. So if you want to use a class
99 of the engine, you'll have to type an irr:: before
100 the name of the class. For example, to use the IrrlichtDevice,
101 write: irr::IrrlichtDevice. To avoid having to put
102 irr:: before of the name of every class, we tell the
103 compiler that we use that namespace.</p>
104 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
105 <tr>
106 <td> <pre>using namespace irr;</pre> </td>
107 </tr>
108
109 </table>
110 <p>There are 5 sub-namespaces in the Irrlicht Engine.
111 Take a look at them: you can read a detailed description
112 of them in the documentation by clicking on the top
113 menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
114 List</a>'. To keep this example simple, we don't want
115 to have to specify the name spaces, Hence:</p>
116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
117 <tr>
118 <td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
119
120 </tr>
121 </table>
122 <p>To be able to use the Irrlicht.DLL file, we need
123 to link with the Irrlicht.lib. We could set this option
124 in the project settings, but to make it easy we use
125 a pragma comment:</p>
126 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
127 <tr>
128 <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
129
130 </tr>
131 </table>
132 <p>Now the main method: to keep this example simple
133 we use int main(), which can be used on any platform.
134 However, on Windows platforms, we could also use the
135 WinMain method if we would want to get rid of the
136 console window which pops up when starting a program
137 with main().</p>
138 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
139 <tr>
140 <td> <pre>int main()<br>{</pre> </td>
141 </tr>
142
143 </table>
144 <p>The most important function of the engine is the
145 'createDevice' function. The Irrlicht Device, which
146 is the root object for doing everything with the engine,
147 can be created with it. createDevice() has 7 parameters:</p>
148 </div>
149 <ul>
150 <li>
151
152 <div align="left"> deviceType: Type of the device. This can currently
153 be the Null device, the Software device, Direct3D8, Direct3D9,
154 or OpenGL. In this example we use EDT_SOFTWARE, but, to try
155 them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
156 EDT_DIRECT3D9 or EDT_OPENGL. </div>
157 </li>
158 <li>
159 <div align="left">windowSize: Size of the window or
160 full screen mode to be created. In this example
161 we use 512x384.</div>
162
163 </li>
164 <li>
165 <div align="left">bits: Number of bits per pixel when
166 in full screen mode. This should be 16 or 32. This
167 parameter is ignored when running in windowed mode.</div>
168 </li>
169 <li>
170 <div align="left">fullscreen: Specifies if we want
171 the device to run in full screen mode or not.</div>
172 </li>
173 <li>stencilbuffer: Specifies if we want to use the stencil
174 buffer for drawing shadows.</li>
175
176 <li>vsync: Specifies if we want to have vsync enabled.
177 This is only useful in full screen mode.</li>
178 <li>
179 <div align="left">eventReceiver: An object to receive
180 events. We do not want to use this parameter here,
181 and set it to 0.</div>
182 </li>
183 </ul>
184 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
185 <tr>
186 <td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td>
187
188 </tr>
189 </table>
190 <p>Now we set the caption of the window to some nice text.
191 Note that there is a 'L' in front of the string: the
192 Irrlicht Engine uses wide character strings when displaying
193 text.</p>
194 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
195 <tr>
196 <td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>
197
198 </tr>
199 </table>
200 <p>Now we store a pointer to the video driver, the SceneManager,
201 and the graphical user interface environment so that
202 we do not always have to write device-&gt;getVideoDriver(),
203 device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
204 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
205 <tr>
206 <td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>
207
208 </tr>
209 </table>
210 <p> We add a hello world label to the window using the
211 GUI environment. The text is placed at the position
212 (10,10) as top left corner and (200,22) as lower right
213 corner.</p>
214 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
215 <tr>
216 <td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>
217
218 </tr>
219 </table>
220 <p>To display something interesting, we load a Quake 2
221 model and display it. We only have to get the Mesh from
222 the Scene Manager with getMesh() and add a SceneNode
223 to display the mesh with addAnimatedMeshSceneNode().
224 Instead of loading a Quake2 file (.md2), it is also
225 possible to load a Maya object file (.obj), a complete
226 Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
227 By the way, that cool Quake 2 model called sydney.md2
228 was modelled by Brian Collins.</p>
229 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
230 <tr>
231 <td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>
232
233 </tr>
234 </table>
235 <p>To make the mesh look a little bit nicer, we change
236 its material a little bit: we disable lighting because
237 we do not have a dynamic light in here and the mesh
238 would be totally black. Then we set the frame loop so
239 that the animation is looped between the frames 0 and
240 310. Then, at last, we apply a texture to the mesh.
241 Without it the mesh would be drawn using only a solid
242 color.</p>
243 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
244 <tr>
245 <td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre>
246 </td>
247
248 </tr>
249 </table>
250 <p>To look at the mesh, we place a camera into 3d space
251 at the position (0, 10, -40). The camera looks from
252 there to (0,5,0).</p>
253 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
254 <tr>
255 <td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
256 </tr>
257
258 </table>
259 <p>Ok. Now that we have set up the scene, let's draw everything:
260 we run the device in a while() loop until the device
261 does not want to run any more. This would be when the
262 user closes the window or presses ALT+F4 in Windows.</p>
263 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
264 <tr>
265 <td> <pre>while(device-&gt;run())<br>{</pre> </td>
266 </tr>
267
268 </table>
269 <p> Everything must be drawn between a beginScene() and
270 an endScene() call. The beginScene clears the screen
271 with a color and also the depth buffer, if desired.
272 Then we let the Scene Manager and the GUI environment
273 draw their content. With the endScene() call, everything
274 is presented on the screen.</p>
275 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
276 <tr>
277
278 <td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
279 smgr-&gt;drawAll();
280 guienv-&gt;drawAll();</pre>
281 <pre> driver-&gt;endScene();
282}</pre> </td>
283
284 </tr>
285 </table>
286 <p>After we are finished, we have to delete the Irrlicht
287 Device created earlier with createDevice(). With the
288 Irrlicht Engine, you should delete all objects you created
289 with a method or function that starts with 'create'.
290 The object is deleted simply by calling -&gt;drop().
291 See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
292 for more information.</p>
293 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
294 <tr>
295 <td> <pre> device-&gt;drop();<br> return 0;
296}</pre> </td>
297
298 </tr>
299 </table>
300 <p>That's it. Compile and run. </p>
301 <p>&nbsp;</p>
302 </div>
303 </div>
304 </div></td>
305 </tr>
306
307 </table>
308 <br>
309 <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
310 <tr>
311 <td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
312 or Problems</font></b></td>
313 </tr>
314 <tr>
315 <td height="90" bgcolor="#F7F3F7"> <div align="left">
316 <div align="left">
317 <div align="left">
318 <p><strong>Visual Studio</strong><br>
319
320 While trying to compile the tutorial, if you get the
321 error: </p>
322 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
323 <tr>
324 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
325 error C1083: Cannot open include file: 'irrlicht.h':
326 No such file or directory</font></td>
327 </tr>
328 </table>
329 <p>Solution: You may have set the include directory improperly
330 in the Visual Studio options. See <a href="#settingup">above</a>
331 for information on setting it. </p>
332
333 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
334 <tr>
335 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
336 : LNK6004: HelloWorld.exe not found or not built
337 by the last incremental link; performing full link<br>
338 LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
339 Error executing link.exe</font></td>
340 </tr>
341 </table>
342 <p> Solution: You may have set the library directory improperly.
343 See <a href="#settingup">above</a> for information on
344 setting it. <br>
345
346 <br>
347 </p>
348 <p><strong>Compiler independent problems<br>
349 </strong>If the tutorial compiles successfully but gives
350 the error: </p>
351 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
352 <tr>
353 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
354 application has failed to start because Irrlicht.dll
355 was not found. Re-installing the application may
356 fix this problem</font></td>
357 </tr>
358
359 </table>
360 <p>Solution: You may have forgotten to copy the Irrlicht.dll
361 file from Irrlicht\bin\VisualStudio to the directory
362 the tutorial's project file is in. </p>
363 If the tutorial compiles and runs successfully but produces
364 errors in the console like:<br>
365 <br>
366 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
367 <tr>
368 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
369 not load mesh, because file could not be opened.:
370 ../media/sydney.md2</font></td>
371 </tr>
372
373 </table>
374 <p> Or:</p>
375 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
376 <tr>
377 <td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
378 not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
379 </b><em>Could not load texture: stones.jpg </em></font></td>
380 </tr>
381
382 </table>
383 <p>Solution: The file listed in the error message cannot
384 be found. Ensure that the directory specified in the
385 main.cpp exists and is where the file is located. <br>
386 </p>
387 </div>
388 </div>
389 </div></td>
390 </tr>
391 </table>
392<p>&nbsp;</p>
393</body>
394</html>