diff options
Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/08.SpecialFX')
10 files changed, 1827 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/Makefile b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/Makefile new file mode 100644 index 0000000..05b68ec --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/Makefile | |||
@@ -0,0 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | ||
2 | # It's usually sufficient to change just the target name and source file list | ||
3 | # and be sure that CXX is set to a valid compiler | ||
4 | Target = 08.SpecialFX | ||
5 | Sources = main.cpp | ||
6 | |||
7 | # general compiler settings | ||
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | ||
9 | CXXFLAGS = -O3 -ffast-math | ||
10 | #CXXFLAGS = -g -Wall | ||
11 | |||
12 | #default target is Linux | ||
13 | all: all_linux | ||
14 | |||
15 | ifeq ($(HOSTTYPE), x86_64) | ||
16 | LIBSELECT=64 | ||
17 | endif | ||
18 | |||
19 | # target specific settings | ||
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
21 | all_linux clean_linux: SYSTEM=Linux | ||
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | ||
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | ||
24 | all_win32 clean_win32: SUF=.exe | ||
25 | # name of the binary - only valid for targets which set SYSTEM | ||
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | ||
27 | |||
28 | all_linux all_win32: | ||
29 | $(warning Building...) | ||
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
31 | |||
32 | clean: clean_linux clean_win32 | ||
33 | $(warning Cleaning...) | ||
34 | |||
35 | clean_linux clean_win32: | ||
36 | @$(RM) $(DESTPATH) | ||
37 | |||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.cbp b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.cbp new file mode 100644 index 0000000..05243f4 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.cbp | |||
@@ -0,0 +1,54 @@ | |||
1 | <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> | ||
2 | <CodeBlocks_project_file> | ||
3 | <FileVersion major="1" minor="6" /> | ||
4 | <Project> | ||
5 | <Option title="Irrlicht Example 08 Special Effects" /> | ||
6 | <Option pch_mode="0" /> | ||
7 | <Option compiler="gcc" /> | ||
8 | <Build> | ||
9 | <Target title="Windows"> | ||
10 | <Option platforms="Windows;" /> | ||
11 | <Option output="..\..\bin\Win32-gcc\SpecialFX" prefix_auto="0" extension_auto="1" /> | ||
12 | <Option type="1" /> | ||
13 | <Option compiler="gcc" /> | ||
14 | <Compiler> | ||
15 | <Add option="-g" /> | ||
16 | </Compiler> | ||
17 | <Linker> | ||
18 | <Add directory="..\..\lib\Win32-gcc" /> | ||
19 | </Linker> | ||
20 | </Target> | ||
21 | <Target title="Linux"> | ||
22 | <Option platforms="Unix;" /> | ||
23 | <Option output="..\..\bin\Linux\SpeciaFX" prefix_auto="0" extension_auto="0" /> | ||
24 | <Option type="1" /> | ||
25 | <Option compiler="gcc" /> | ||
26 | <Compiler> | ||
27 | <Add option="-g" /> | ||
28 | </Compiler> | ||
29 | <Linker> | ||
30 | <Add library="Xxf86vm" /> | ||
31 | <Add library="Xcursor" /> | ||
32 | <Add library="GL" /> | ||
33 | <Add directory="..\..\lib\Linux" /> | ||
34 | </Linker> | ||
35 | </Target> | ||
36 | </Build> | ||
37 | <VirtualTargets> | ||
38 | <Add alias="All" targets="Windows;Linux;" /> | ||
39 | </VirtualTargets> | ||
40 | <Compiler> | ||
41 | <Add option="-g" /> | ||
42 | <Add directory="..\..\include" /> | ||
43 | </Compiler> | ||
44 | <Linker> | ||
45 | <Add library="Irrlicht" /> | ||
46 | </Linker> | ||
47 | <Unit filename="main.cpp" /> | ||
48 | <Extensions> | ||
49 | <code_completion /> | ||
50 | <debugger /> | ||
51 | <envvars /> | ||
52 | </Extensions> | ||
53 | </Project> | ||
54 | </CodeBlocks_project_file> | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.dev b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.dev new file mode 100644 index 0000000..b2c2f26 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.dev | |||
@@ -0,0 +1,59 @@ | |||
1 | [Project] | ||
2 | FileName=example.dev | ||
3 | Name=Irrlicht Example 08 Special Effects | ||
4 | UnitCount=1 | ||
5 | Type=1 | ||
6 | Ver=1 | ||
7 | ObjFiles= | ||
8 | Includes=..\..\include | ||
9 | Libs= | ||
10 | PrivateResource= | ||
11 | ResourceIncludes= | ||
12 | MakeIncludes= | ||
13 | Compiler= | ||
14 | CppCompiler= | ||
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | ||
16 | IsCpp=1 | ||
17 | Icon= | ||
18 | ExeOutput=../../bin/Win32-gcc | ||
19 | ObjectOutput=obj | ||
20 | OverrideOutput=1 | ||
21 | OverrideOutputName=08.SpecialFX.exe | ||
22 | HostApplication= | ||
23 | Folders= | ||
24 | CommandLine= | ||
25 | IncludeVersionInfo=0 | ||
26 | SupportXPThemes=0 | ||
27 | CompilerSet=0 | ||
28 | CompilerSettings=0000000000000000000000 | ||
29 | UseCustomMakefile=0 | ||
30 | CustomMakefile= | ||
31 | |||
32 | [Unit1] | ||
33 | FileName=main.cpp | ||
34 | CompileCpp=1 | ||
35 | Folder=Projekt1 | ||
36 | Compile=1 | ||
37 | Link=1 | ||
38 | Priority=1000 | ||
39 | OverrideBuildCmd=0 | ||
40 | BuildCmd= | ||
41 | |||
42 | [VersionInfo] | ||
43 | Major=0 | ||
44 | Minor=1 | ||
45 | Release=1 | ||
46 | Build=1 | ||
47 | LanguageID=1033 | ||
48 | CharsetID=1252 | ||
49 | CompanyName= | ||
50 | FileVersion= | ||
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | ||
52 | InternalName= | ||
53 | LegalCopyright= | ||
54 | LegalTrademarks= | ||
55 | OriginalFilename= | ||
56 | ProductName= | ||
57 | ProductVersion= | ||
58 | AutoIncBuildNr=0 | ||
59 | |||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.vcproj b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.vcproj new file mode 100644 index 0000000..e22266e --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX.vcproj | |||
@@ -0,0 +1,163 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | ||
2 | <VisualStudioProject | ||
3 | ProjectType="Visual C++" | ||
4 | Version="7.10" | ||
5 | Name="08.SpecialFx" | ||
6 | ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}" | ||
7 | SccProjectName="" | ||
8 | SccLocalPath=""> | ||
9 | <Platforms> | ||
10 | <Platform | ||
11 | Name="Win32"/> | ||
12 | </Platforms> | ||
13 | <Configurations> | ||
14 | <Configuration | ||
15 | Name="Release|Win32" | ||
16 | OutputDirectory=".\Release" | ||
17 | IntermediateDirectory=".\Release" | ||
18 | ConfigurationType="1" | ||
19 | UseOfMFC="0" | ||
20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | ||
21 | CharacterSet="2"> | ||
22 | <Tool | ||
23 | Name="VCCLCompilerTool" | ||
24 | Optimization="2" | ||
25 | InlineFunctionExpansion="1" | ||
26 | AdditionalIncludeDirectories="..\..\include" | ||
27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | ||
28 | StringPooling="TRUE" | ||
29 | RuntimeLibrary="4" | ||
30 | EnableFunctionLevelLinking="TRUE" | ||
31 | UsePrecompiledHeader="2" | ||
32 | PrecompiledHeaderFile=".\Release/SpecialFX.pch" | ||
33 | AssemblerListingLocation=".\Release/" | ||
34 | ObjectFile=".\Release/" | ||
35 | ProgramDataBaseFileName=".\Release/" | ||
36 | WarningLevel="3" | ||
37 | SuppressStartupBanner="TRUE" | ||
38 | CompileAs="0"/> | ||
39 | <Tool | ||
40 | Name="VCCustomBuildTool"/> | ||
41 | <Tool | ||
42 | Name="VCLinkerTool" | ||
43 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | ||
44 | LinkIncremental="0" | ||
45 | SuppressStartupBanner="TRUE" | ||
46 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
47 | ProgramDatabaseFile=".\Release/SpecialFx.pdb" | ||
48 | SubSystem="1" | ||
49 | TargetMachine="1"/> | ||
50 | <Tool | ||
51 | Name="VCMIDLTool" | ||
52 | TypeLibraryName=".\Release/SpecialFX.tlb" | ||
53 | HeaderFileName=""/> | ||
54 | <Tool | ||
55 | Name="VCPostBuildEventTool"/> | ||
56 | <Tool | ||
57 | Name="VCPreBuildEventTool"/> | ||
58 | <Tool | ||
59 | Name="VCPreLinkEventTool"/> | ||
60 | <Tool | ||
61 | Name="VCResourceCompilerTool" | ||
62 | PreprocessorDefinitions="NDEBUG" | ||
63 | Culture="3079"/> | ||
64 | <Tool | ||
65 | Name="VCWebServiceProxyGeneratorTool"/> | ||
66 | <Tool | ||
67 | Name="VCXMLDataGeneratorTool"/> | ||
68 | <Tool | ||
69 | Name="VCWebDeploymentTool"/> | ||
70 | <Tool | ||
71 | Name="VCManagedWrapperGeneratorTool"/> | ||
72 | <Tool | ||
73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | ||
74 | </Configuration> | ||
75 | <Configuration | ||
76 | Name="Debug|Win32" | ||
77 | OutputDirectory=".\Debug" | ||
78 | IntermediateDirectory=".\Debug" | ||
79 | ConfigurationType="1" | ||
80 | UseOfMFC="0" | ||
81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | ||
82 | CharacterSet="2"> | ||
83 | <Tool | ||
84 | Name="VCCLCompilerTool" | ||
85 | Optimization="0" | ||
86 | AdditionalIncludeDirectories="..\..\include" | ||
87 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | ||
88 | BasicRuntimeChecks="3" | ||
89 | RuntimeLibrary="5" | ||
90 | UsePrecompiledHeader="2" | ||
91 | PrecompiledHeaderFile=".\Debug/SpecialFX.pch" | ||
92 | AssemblerListingLocation=".\Debug/" | ||
93 | ObjectFile=".\Debug/" | ||
94 | ProgramDataBaseFileName=".\Debug/" | ||
95 | WarningLevel="3" | ||
96 | SuppressStartupBanner="TRUE" | ||
97 | DebugInformationFormat="4" | ||
98 | CompileAs="0"/> | ||
99 | <Tool | ||
100 | Name="VCCustomBuildTool"/> | ||
101 | <Tool | ||
102 | Name="VCLinkerTool" | ||
103 | OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" | ||
104 | LinkIncremental="0" | ||
105 | SuppressStartupBanner="TRUE" | ||
106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
107 | GenerateDebugInformation="TRUE" | ||
108 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" | ||
109 | SubSystem="1" | ||
110 | TargetMachine="1"/> | ||
111 | <Tool | ||
112 | Name="VCMIDLTool" | ||
113 | TypeLibraryName=".\Debug/SpecialFX.tlb" | ||
114 | HeaderFileName=""/> | ||
115 | <Tool | ||
116 | Name="VCPostBuildEventTool"/> | ||
117 | <Tool | ||
118 | Name="VCPreBuildEventTool"/> | ||
119 | <Tool | ||
120 | Name="VCPreLinkEventTool"/> | ||
121 | <Tool | ||
122 | Name="VCResourceCompilerTool" | ||
123 | PreprocessorDefinitions="_DEBUG" | ||
124 | Culture="3079"/> | ||
125 | <Tool | ||
126 | Name="VCWebServiceProxyGeneratorTool"/> | ||
127 | <Tool | ||
128 | Name="VCXMLDataGeneratorTool"/> | ||
129 | <Tool | ||
130 | Name="VCWebDeploymentTool"/> | ||
131 | <Tool | ||
132 | Name="VCManagedWrapperGeneratorTool"/> | ||
133 | <Tool | ||
134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | ||
135 | </Configuration> | ||
136 | </Configurations> | ||
137 | <References> | ||
138 | </References> | ||
139 | <Files> | ||
140 | <File | ||
141 | RelativePath="main.cpp"> | ||
142 | <FileConfiguration | ||
143 | Name="Release|Win32"> | ||
144 | <Tool | ||
145 | Name="VCCLCompilerTool" | ||
146 | Optimization="2" | ||
147 | AdditionalIncludeDirectories="" | ||
148 | PreprocessorDefinitions=""/> | ||
149 | </FileConfiguration> | ||
150 | <FileConfiguration | ||
151 | Name="Debug|Win32"> | ||
152 | <Tool | ||
153 | Name="VCCLCompilerTool" | ||
154 | Optimization="0" | ||
155 | AdditionalIncludeDirectories="" | ||
156 | PreprocessorDefinitions="" | ||
157 | BasicRuntimeChecks="3"/> | ||
158 | </FileConfiguration> | ||
159 | </File> | ||
160 | </Files> | ||
161 | <Globals> | ||
162 | </Globals> | ||
163 | </VisualStudioProject> | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc10.vcxproj b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc10.vcxproj new file mode 100644 index 0000000..c46d1c0 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc10.vcxproj | |||
@@ -0,0 +1,231 @@ | |||
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228 | </Files> | ||
229 | <Globals> | ||
230 | </Globals> | ||
231 | </VisualStudioProject> | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc9.vcproj b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc9.vcproj new file mode 100644 index 0000000..29763e5 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/SpecialFX_vc9.vcproj | |||
@@ -0,0 +1,230 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | ||
2 | <VisualStudioProject | ||
3 | ProjectType="Visual C++" | ||
4 | Version="9.00" | ||
5 | Name="08.SpecialFX_vc9" | ||
6 | ProjectGUID="{C869BF55-B9D6-4980-BC92-60FA0CF8411A}" | ||
7 | RootNamespace="SpecialFX_vc9" | ||
8 | TargetFrameworkVersion="131072" | ||
9 | > | ||
10 | <Platforms> | ||
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12 | Name="Win32" | ||
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26 | CharacterSet="2" | ||
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29 | Name="VCPreBuildEventTool" | ||
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61 | CompileAs="0" | ||
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63 | <Tool | ||
64 | Name="VCManagedResourceCompilerTool" | ||
65 | /> | ||
66 | <Tool | ||
67 | Name="VCResourceCompilerTool" | ||
68 | PreprocessorDefinitions="NDEBUG" | ||
69 | Culture="3079" | ||
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84 | TargetMachine="1" | ||
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86 | <Tool | ||
87 | Name="VCALinkTool" | ||
88 | /> | ||
89 | <Tool | ||
90 | Name="VCManifestTool" | ||
91 | /> | ||
92 | <Tool | ||
93 | Name="VCXDCMakeTool" | ||
94 | /> | ||
95 | <Tool | ||
96 | Name="VCBscMakeTool" | ||
97 | /> | ||
98 | <Tool | ||
99 | Name="VCFxCopTool" | ||
100 | /> | ||
101 | <Tool | ||
102 | Name="VCAppVerifierTool" | ||
103 | /> | ||
104 | <Tool | ||
105 | Name="VCPostBuildEventTool" | ||
106 | /> | ||
107 | </Configuration> | ||
108 | <Configuration | ||
109 | Name="Debug|Win32" | ||
110 | OutputDirectory=".\Debug" | ||
111 | IntermediateDirectory=".\Debug" | ||
112 | ConfigurationType="1" | ||
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
114 | UseOfMFC="0" | ||
115 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
116 | CharacterSet="2" | ||
117 | > | ||
118 | <Tool | ||
119 | Name="VCPreBuildEventTool" | ||
120 | /> | ||
121 | <Tool | ||
122 | Name="VCCustomBuildTool" | ||
123 | /> | ||
124 | <Tool | ||
125 | Name="VCXMLDataGeneratorTool" | ||
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133 | HeaderFileName="" | ||
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145 | ObjectFile=".\Debug/" | ||
146 | ProgramDataBaseFileName=".\Debug/" | ||
147 | WarningLevel="3" | ||
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149 | DebugInformationFormat="4" | ||
150 | CompileAs="0" | ||
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152 | <Tool | ||
153 | Name="VCManagedResourceCompilerTool" | ||
154 | /> | ||
155 | <Tool | ||
156 | Name="VCResourceCompilerTool" | ||
157 | PreprocessorDefinitions="_DEBUG" | ||
158 | Culture="3079" | ||
159 | /> | ||
160 | <Tool | ||
161 | Name="VCPreLinkEventTool" | ||
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166 | LinkIncremental="0" | ||
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170 | ProgramDatabaseFile=".\Debug/SpecialFx.pdb" | ||
171 | SubSystem="1" | ||
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173 | DataExecutionPrevention="0" | ||
174 | TargetMachine="1" | ||
175 | /> | ||
176 | <Tool | ||
177 | Name="VCALinkTool" | ||
178 | /> | ||
179 | <Tool | ||
180 | Name="VCManifestTool" | ||
181 | /> | ||
182 | <Tool | ||
183 | Name="VCXDCMakeTool" | ||
184 | /> | ||
185 | <Tool | ||
186 | Name="VCBscMakeTool" | ||
187 | /> | ||
188 | <Tool | ||
189 | Name="VCFxCopTool" | ||
190 | /> | ||
191 | <Tool | ||
192 | Name="VCAppVerifierTool" | ||
193 | /> | ||
194 | <Tool | ||
195 | Name="VCPostBuildEventTool" | ||
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198 | </Configurations> | ||
199 | <References> | ||
200 | </References> | ||
201 | <Files> | ||
202 | <File | ||
203 | RelativePath="main.cpp" | ||
204 | > | ||
205 | <FileConfiguration | ||
206 | Name="Release|Win32" | ||
207 | > | ||
208 | <Tool | ||
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210 | Optimization="2" | ||
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212 | PreprocessorDefinitions="" | ||
213 | /> | ||
214 | </FileConfiguration> | ||
215 | <FileConfiguration | ||
216 | Name="Debug|Win32" | ||
217 | > | ||
218 | <Tool | ||
219 | Name="VCCLCompilerTool" | ||
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221 | AdditionalIncludeDirectories="" | ||
222 | PreprocessorDefinitions="" | ||
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225 | </FileConfiguration> | ||
226 | </File> | ||
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228 | <Globals> | ||
229 | </Globals> | ||
230 | </VisualStudioProject> | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/main.cpp b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/main.cpp new file mode 100644 index 0000000..d8f32f7 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/main.cpp | |||
@@ -0,0 +1,308 @@ | |||
1 | /** Example 008 SpecialFX | ||
2 | |||
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 | ||
5 | surface scene node. | ||
6 | |||
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 | ||
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 | ||
11 | the stencil buffer, and disables shadows by itself, but just in case the demo | ||
12 | runs slow on your hardware. | ||
13 | */ | ||
14 | |||
15 | #include <irrlicht.h> | ||
16 | #include <iostream> | ||
17 | #include "driverChoice.h" | ||
18 | |||
19 | using namespace irr; | ||
20 | |||
21 | #ifdef _MSC_VER | ||
22 | #pragma comment(lib, "Irrlicht.lib") | ||
23 | #endif | ||
24 | |||
25 | int main() | ||
26 | { | ||
27 | // ask if user would like shadows | ||
28 | char i; | ||
29 | printf("Please press 'y' if you want to use realtime shadows.\n"); | ||
30 | |||
31 | std::cin >> i; | ||
32 | |||
33 | const bool shadows = (i == 'y'); | ||
34 | |||
35 | // ask user for driver | ||
36 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | ||
37 | if (driverType==video::EDT_COUNT) | ||
38 | return 1; | ||
39 | |||
40 | |||
41 | /* | ||
42 | Create device and exit if creation failed. We make the stencil flag | ||
43 | optional to avoid slow screen modes for runs without shadows. | ||
44 | */ | ||
45 | |||
46 | IrrlichtDevice *device = | ||
47 | createDevice(driverType, core::dimension2d<u32>(640, 480), | ||
48 | 16, false, shadows); | ||
49 | |||
50 | if (device == 0) | ||
51 | return 1; // could not create selected driver. | ||
52 | |||
53 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
54 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
55 | |||
56 | /* | ||
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 | ||
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. | ||
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 | ||
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 | ||
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 | ||
67 | off too with this code. | ||
68 | */ | ||
69 | |||
70 | scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds"); | ||
71 | |||
72 | smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f); | ||
73 | |||
74 | scene::ISceneNode* node = 0; | ||
75 | |||
76 | node = smgr->addAnimatedMeshSceneNode(mesh); | ||
77 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg")); | ||
78 | node->getMaterial(0).SpecularColor.set(0,0,0,0); | ||
79 | |||
80 | /* | ||
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 | ||
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 | ||
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 | ||
87 | could even use the room.3ds (which would look really strange) if you | ||
88 | want to. | ||
89 | */ | ||
90 | |||
91 | mesh = smgr->addHillPlaneMesh( "myHill", | ||
92 | core::dimension2d<f32>(20,20), | ||
93 | core::dimension2d<u32>(40,40), 0, 0, | ||
94 | core::dimension2d<f32>(0,0), | ||
95 | core::dimension2d<f32>(10,10)); | ||
96 | |||
97 | node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f); | ||
98 | node->setPosition(core::vector3df(0,7,0)); | ||
99 | |||
100 | node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg")); | ||
101 | node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg")); | ||
102 | |||
103 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER); | ||
104 | |||
105 | /* | ||
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 | ||
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. | ||
110 | */ | ||
111 | |||
112 | // create light | ||
113 | |||
114 | node = smgr->addLightSceneNode(0, core::vector3df(0,0,0), | ||
115 | video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f); | ||
116 | scene::ISceneNodeAnimator* anim = 0; | ||
117 | anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f); | ||
118 | node->addAnimator(anim); | ||
119 | anim->drop(); | ||
120 | |||
121 | // attach billboard to light | ||
122 | |||
123 | node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50)); | ||
124 | node->setMaterialFlag(video::EMF_LIGHTING, false); | ||
125 | node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | ||
126 | node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); | ||
127 | |||
128 | /* | ||
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 | ||
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 | ||
133 | of nothing. These emitters are quite flexible and usually have lots of | ||
134 | parameters like direction, amount, and color of the particles they | ||
135 | create. | ||
136 | |||
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 | ||
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 | ||
141 | IParticleEmitter interface and attach it to the particle system using | ||
142 | setEmitter(). In this example we create a box particle emitter, which | ||
143 | creates particles randomly inside a box. The parameters define the box, | ||
144 | direction of the particles, minimal and maximal new particles per | ||
145 | second, color, and minimal and maximal lifetime of the particles. | ||
146 | |||
147 | Because only with emitters particle system would be a little bit | ||
148 | boring, there are particle affectors which modify particles while | ||
149 | they fly around. Affectors can be added to a particle system for | ||
150 | simulating additional effects like gravity or wind. | ||
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 | ||
153 | particle emitters, additional particle affectors can also be | ||
154 | implemented by you, simply derive a class from IParticleAffector and | ||
155 | add it with addAffector(). | ||
156 | |||
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, | ||
159 | and affector parameters, it is also easily possible to create smoke, | ||
160 | rain, explosions, snow, and so on. | ||
161 | */ | ||
162 | |||
163 | // create a particle system | ||
164 | |||
165 | scene::IParticleSystemSceneNode* ps = | ||
166 | smgr->addParticleSystemSceneNode(false); | ||
167 | |||
168 | scene::IParticleEmitter* em = ps->createBoxEmitter( | ||
169 | core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size | ||
170 | core::vector3df(0.0f,0.06f,0.0f), // initial direction | ||
171 | 80,100, // emit rate | ||
172 | video::SColor(0,255,255,255), // darkest color | ||
173 | video::SColor(0,255,255,255), // brightest color | ||
174 | 800,2000,0, // min and max age, angle | ||
175 | core::dimension2df(10.f,10.f), // min size | ||
176 | core::dimension2df(20.f,20.f)); // max size | ||
177 | |||
178 | ps->setEmitter(em); // this grabs the emitter | ||
179 | em->drop(); // so we can drop it here without deleting it | ||
180 | |||
181 | scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); | ||
182 | |||
183 | ps->addAffector(paf); // same goes for the affector | ||
184 | paf->drop(); | ||
185 | |||
186 | ps->setPosition(core::vector3df(-70,60,40)); | ||
187 | ps->setScale(core::vector3df(2,2,2)); | ||
188 | ps->setMaterialFlag(video::EMF_LIGHTING, false); | ||
189 | ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); | ||
190 | ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp")); | ||
191 | ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | ||
192 | |||
193 | /* | ||
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 | ||
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. | ||
198 | */ | ||
199 | scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1, | ||
200 | 32, // Subdivisions on U axis | ||
201 | 32, // Subdivisions on V axis | ||
202 | video::SColor(0, 255, 255, 255), // foot color | ||
203 | video::SColor(0, 0, 0, 0)); // tail color | ||
204 | |||
205 | if (n) | ||
206 | { | ||
207 | n->setScale(core::vector3df(56.0f, 56.0f, 56.0f)); | ||
208 | n->setPosition(core::vector3df(-120,50,40)); | ||
209 | |||
210 | // load textures for animation | ||
211 | core::array<video::ITexture*> textures; | ||
212 | for (s32 g=7; g > 0; --g) | ||
213 | { | ||
214 | core::stringc tmp; | ||
215 | tmp = "../../media/portal"; | ||
216 | tmp += g; | ||
217 | tmp += ".bmp"; | ||
218 | video::ITexture* t = driver->getTexture( tmp.c_str() ); | ||
219 | textures.push_back(t); | ||
220 | } | ||
221 | |||
222 | // create texture animator | ||
223 | scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150); | ||
224 | |||
225 | // add the animator | ||
226 | n->addAnimator(glow); | ||
227 | |||
228 | // drop the animator because it was created with a create() function | ||
229 | glow->drop(); | ||
230 | } | ||
231 | |||
232 | /* | ||
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 | ||
235 | into our world. For creating the shadow, we simply need to call | ||
236 | addShadowVolumeSceneNode(). The color of shadows is only adjustable | ||
237 | globally for all shadows, by calling ISceneManager::setShadowColor(). | ||
238 | Voila, here is our dynamic shadow. | ||
239 | |||
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 | ||
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 | ||
244 | model is not (1,1,1). Otherwise it would get too dark or too bright | ||
245 | because the normals will be scaled too. | ||
246 | */ | ||
247 | |||
248 | // add animated character | ||
249 | |||
250 | mesh = smgr->getMesh("../../media/dwarf.x"); | ||
251 | scene::IAnimatedMeshSceneNode* anode = 0; | ||
252 | |||
253 | anode = smgr->addAnimatedMeshSceneNode(mesh); | ||
254 | anode->setPosition(core::vector3df(-50,20,-60)); | ||
255 | anode->setAnimationSpeed(15); | ||
256 | |||
257 | // add shadow | ||
258 | anode->addShadowVolumeSceneNode(); | ||
259 | smgr->setShadowColor(video::SColor(150,0,0,0)); | ||
260 | |||
261 | // make the model a little bit bigger and normalize its normals | ||
262 | // because of the scaling, for correct lighting | ||
263 | anode->setScale(core::vector3df(2,2,2)); | ||
264 | anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); | ||
265 | |||
266 | /* | ||
267 | Finally we simply have to draw everything, that's all. | ||
268 | */ | ||
269 | |||
270 | scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); | ||
271 | camera->setPosition(core::vector3df(-50,50,-150)); | ||
272 | camera->setFarValue(10000.0f); // this increase a shadow visible range. | ||
273 | |||
274 | // disable mouse cursor | ||
275 | device->getCursorControl()->setVisible(false); | ||
276 | |||
277 | s32 lastFPS = -1; | ||
278 | |||
279 | while(device->run()) | ||
280 | if (device->isWindowActive()) | ||
281 | { | ||
282 | driver->beginScene(true, true, 0); | ||
283 | |||
284 | smgr->drawAll(); | ||
285 | |||
286 | driver->endScene(); | ||
287 | |||
288 | const s32 fps = driver->getFPS(); | ||
289 | |||
290 | if (lastFPS != fps) | ||
291 | { | ||
292 | core::stringw str = L"Irrlicht Engine - SpecialFX example ["; | ||
293 | str += driver->getName(); | ||
294 | str += "] FPS:"; | ||
295 | str += fps; | ||
296 | |||
297 | device->setWindowCaption(str.c_str()); | ||
298 | lastFPS = fps; | ||
299 | } | ||
300 | } | ||
301 | |||
302 | device->drop(); | ||
303 | |||
304 | return 0; | ||
305 | } | ||
306 | |||
307 | /* | ||
308 | **/ | ||
diff --git a/src/others/irrlicht-1.8.1/examples/08.SpecialFX/tutorial.html b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/tutorial.html new file mode 100644 index 0000000..8c1fc51 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/08.SpecialFX/tutorial.html | |||
@@ -0,0 +1,278 @@ | |||
1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
10 | <tr> | ||
11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> | ||
12 | <td bgcolor="#666699" width="100%"> | ||
13 | <div align="center"> | ||
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div> | ||
15 | </div> | ||
16 | </td> | ||
17 | </tr> | ||
18 | <tr bgcolor="#eeeeff"> | ||
19 | <td height="90" colspan="2"> | ||
20 | <div align="left"> | ||
21 | <p>This tutorials describes how to do special effects. It shows how to | ||
22 | use stencil buffer shadows, the particle system, billboards, dynamic | ||
23 | light and the water surface scene node. </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> | ||
26 | </p> | ||
27 | </div> | ||
28 | </td> | ||
29 | </tr> | ||
30 | </table> | ||
31 | <br> | ||
32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
33 | <tr> | ||
34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | ||
35 | </tr> | ||
36 | <tr> | ||
37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
38 | <div align="left"> | ||
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 | ||
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 | ||
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> | ||
45 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
46 | <tr> | ||
47 | <td> <pre><font color="#008000" size="2">#include <irrlicht.h> | ||
48 | #include <iostream><br> | ||
49 | </font><font size="2"><b>using namespace </b>irr; | ||
50 | |||
51 | <font color="#008000">#pragma comment(lib, "Irrlicht.lib") | ||
52 | |||
53 | </font><b>int </b>main() | ||
54 | { | ||
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> } | ||
57 | |||
58 | // create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType, | ||
59 | core::dimension2d<s32>(640, 480), 16, false, true); | ||
60 | |||
61 | if (device == 0) | ||
62 | return 1; | ||
63 | |||
64 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
65 | scene::ISceneManager* smgr = device->getSceneManager();<font face="Courier New"> | ||
66 | </font></font></pre> | ||
67 | </td> | ||
68 | </tr> | ||
69 | </table> | ||
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 | ||
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 | ||
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 | ||
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, | ||
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 | ||
80 | which I don't really<br> | ||
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"> | ||
83 | <tr> | ||
84 | <td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr->getMesh( | ||
85 | <font color="#FF0000">"../../media/room.3ds"</font>); | ||
86 | |||
87 | smgr->getMeshManipulator()->makePlanarTextureMapping( | ||
88 | mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>); | ||
89 | |||
90 | scene::ISceneNode* node = <font color="#800080">0</font>; | ||
91 | |||
92 | node = smgr->addAnimatedMeshSceneNode(mesh); | ||
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> | ||
95 | </tr> | ||
96 | </table> | ||
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 | ||
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 | ||
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 | ||
103 | be used for this, you could even use the room.3ds (which would look | ||
104 | really strange) if you wanted to. </p> | ||
105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
106 | <tr> | ||
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>), | ||
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>), | ||
111 | core::dimension2d<f32>(<font color="#800080">10</font>,<font color="#800080">10</font>)); | ||
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>); | ||
114 | node->setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>)); | ||
115 | |||
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>)); | ||
118 | |||
119 | node->setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">); | ||
120 | </font></pre></td> | ||
121 | </tr> | ||
122 | </table> | ||
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 | ||
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 | ||
127 | it.</p> | ||
128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
129 | <tr> | ||
130 | <td> <pre><font size=2> <font color="#0A246A"><i>// create light | ||
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>), | ||
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>; | ||
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); | ||
137 | anim->drop(); | ||
138 | |||
139 | <font color="#0A246A"><i>// attach billboard to light | ||
140 | |||
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>); | ||
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>)); | ||
145 | |||
146 | </font></pre></td> | ||
147 | </tr> | ||
148 | </table> | ||
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 | ||
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. | ||
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> | ||
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 | ||
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 | ||
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 | ||
161 | randomly inside a box. The parameters define the box, direction of | ||
162 | the particles, minimal and maximal new particles per second, color | ||
163 | and minimal and maximal livetime of the particles.</p> | ||
164 | <p> Because only with emitters particle system would be a little bit | ||
165 | boring, there are particle affectors, which modify particles during | ||
166 | they fly around. They can be added to the particle system, simulating | ||
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 | ||
169 | particles: It lets them fade out. Like the particle emitters, additional | ||
170 | particle affectors can also be implemented by you, simply derive a | ||
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 | ||
173 | camp fire. By adjusting material, texture, particle emitter and affector | ||
174 | parameters, it is also easily possible to create smoke, rain, explosions, | ||
175 | snow, and so on.<br> | ||
176 | </p> | ||
177 | </div> | ||
178 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
179 | <tr> | ||
180 | <td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>; | ||
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>)); | ||
183 | ps->setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>)); | ||
184 | |||
185 | ps->setParticleSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>)); | ||
186 | |||
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>), | ||
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>, | ||
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>); | ||
193 | |||
194 | ps->setEmitter(em); | ||
195 | em->drop(); | ||
196 | |||
197 | scene::IParticleAffector* paf = | ||
198 | ps->createFadeOutParticleAffector(); | ||
199 | |||
200 | ps->addAffector(paf); | ||
201 | paf->drop(); | ||
202 | |||
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>)); | ||
205 | ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td> | ||
206 | </tr> | ||
207 | </table> | ||
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 | ||
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 | ||
212 | calling ISceneManager::setShadowColor(). Voila, here is our dynamic | ||
213 | shadow.<br> | ||
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 | ||
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 | ||
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> | ||
220 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
221 | <tr> | ||
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>; | ||
224 | |||
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>)); | ||
227 | anode->setAnimationSpeed(15); | ||
228 | <font color="#0A246A"> | ||
229 | // add shadow</font> | ||
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>)); | ||
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> | ||
234 | </tr> | ||
235 | </table> | ||
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"> | ||
238 | <tr> | ||
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>)); | ||
241 | |||
242 | |||
243 | <b>int </b>lastFPS = -<font color="#800080">1</font>; | ||
244 | |||
245 | <b>while</b>(device->run()) | ||
246 | { | ||
247 | driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); | ||
248 | |||
249 | smgr->drawAll(); | ||
250 | |||
251 | driver->endScene(); | ||
252 | |||
253 | <b>int </b>fps = driver->getFPS(); | ||
254 | |||
255 | <b>if </b>(lastFPS != fps) | ||
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> } | ||
258 | } | ||
259 | |||
260 | device->drop(); | ||
261 | |||
262 | <b>return </b><font color="#800080">0</font>; | ||
263 | } | ||
264 | |||
265 | </font> | ||
266 | </pre></td> | ||
267 | </tr> | ||
268 | </table> | ||
269 | <p> </p> | ||
270 | <p> </p> | ||
271 | <p> </p> | ||
272 | </div> | ||
273 | </td> | ||
274 | </tr> | ||
275 | </table> | ||
276 | <p> </p> | ||
277 | </body> | ||
278 | </html> | ||