From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../irrlicht-1.8.1/examples/02.Quake3Map/Makefile | 40 ++++ .../examples/02.Quake3Map/Quake3Map.cbp | 55 +++++ .../examples/02.Quake3Map/Quake3Map.dev | 59 ++++++ .../examples/02.Quake3Map/Quake3Map.vcproj | 162 ++++++++++++++ .../examples/02.Quake3Map/Quake3Map_vc10.vcxproj | 231 ++++++++++++++++++++ .../examples/02.Quake3Map/Quake3Map_vc11.vcxproj | 235 +++++++++++++++++++++ .../examples/02.Quake3Map/Quake3Map_vc8.vcproj | 231 ++++++++++++++++++++ .../examples/02.Quake3Map/Quake3Map_vc9.vcproj | 230 ++++++++++++++++++++ .../irrlicht-1.8.1/examples/02.Quake3Map/main.cpp | 206 ++++++++++++++++++ .../examples/02.Quake3Map/tutorial.html | 181 ++++++++++++++++ 10 files changed, 1630 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc11.vcxproj create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc8.vcproj create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc9.vcproj create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp create mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/02.Quake3Map') diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile new file mode 100644 index 0000000..09953cf --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Makefile @@ -0,0 +1,40 @@ +# Makefile for Irrlicht Examples +# It's usually sufficient to change just the target name and source file list +# and be sure that CXX is set to a valid compiler +Target = 02.Quake3Map +Sources = main.cpp + +# general compiler settings +CPPFLAGS = -I../../include -I/usr/X11R6/include +CXXFLAGS = -O3 -ffast-math +#CXXFLAGS = -g -Wall + +#default target is Linux +all: all_linux + +ifeq ($(HOSTTYPE), x86_64) +LIBSELECT=64 +endif + +# target specific settings +all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor +all_linux clean_linux: SYSTEM=Linux +all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht +static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm +static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ +static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc +static_win32 all_win32 clean_win32: SUF=.exe +# name of the binary - only valid for targets which set SYSTEM +DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) + +all_linux all_win32 static_win32: + $(warning Building...) + $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) + +clean: clean_linux clean_win32 + $(warning Cleaning...) + +clean_linux clean_win32: + @$(RM) $(DESTPATH) + +.PHONY: all all_win32 clean clean_linux clean_win32 static_win32 diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp new file mode 100644 index 0000000..59f82ba --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.cbp @@ -0,0 +1,55 @@ + + + + + + diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev new file mode 100644 index 0000000..3e0a69e --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.dev @@ -0,0 +1,59 @@ +[Project] +FileName=example.dev +Name=Irrlicht Example 02 Quake3Map +UnitCount=1 +Type=1 +Ver=1 +ObjFiles= +Includes=..\..\include +Libs= +PrivateResource= +ResourceIncludes= +MakeIncludes= +Compiler= +CppCompiler= +Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ +IsCpp=1 +Icon= +ExeOutput=../../bin/Win32-gcc +ObjectOutput=obj +OverrideOutput=1 +OverrideOutputName=02.Quake3Map.exe +HostApplication= +Folders= +CommandLine= +IncludeVersionInfo=0 +SupportXPThemes=0 +CompilerSet=0 +CompilerSettings=0000000000000000000000 +UseCustomMakefile=0 +CustomMakefile= + +[Unit1] +FileName=main.cpp +CompileCpp=1 +Folder=Projekt1 +Compile=1 +Link=1 +Priority=1000 +OverrideBuildCmd=0 +BuildCmd= + +[VersionInfo] +Major=0 +Minor=1 +Release=1 +Build=1 +LanguageID=1033 +CharsetID=1252 +CompanyName= +FileVersion= +FileDescription=Irrlicht Engine example compiled using DevCpp and gcc +InternalName= +LegalCopyright= +LegalTrademarks= +OriginalFilename= +ProductName= +ProductVersion= +AutoIncBuildNr=0 + diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj new file mode 100644 index 0000000..4416fbb --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map.vcproj @@ -0,0 +1,162 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj new file mode 100644 index 0000000..da32873 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc10.vcxproj @@ -0,0 +1,231 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 02.Quake3Map + {D1A464A2-D479-458C-98A2-60965D823CD1} + Quake3Map + + + + Application + false + MultiByte + + + Application + false + MultiByte + + + Application + false + MultiByte + + + Application + false + MultiByte + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Debug/Quake3Map.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/Quake3Map.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Release/Quake3Map.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/Quake3Map.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + + \ No newline at end of file diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc11.vcxproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc11.vcxproj new file mode 100644 index 0000000..579a016 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc11.vcxproj @@ -0,0 +1,235 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 02.Quake3Map + {D1A464A2-D479-458C-98A2-60965D823CD1} + Quake3Map + + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Debug/Quake3Map.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/Quake3Map.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Release/Quake3Map.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/Quake3Map.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\02.Quake3Map.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + + \ No newline at end of file diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc8.vcproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc8.vcproj new file mode 100644 index 0000000..bae5931 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc8.vcproj @@ -0,0 +1,231 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc9.vcproj b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc9.vcproj new file mode 100644 index 0000000..8acc07a --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/Quake3Map_vc9.vcproj @@ -0,0 +1,230 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp new file mode 100644 index 0000000..fc7461f --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/main.cpp @@ -0,0 +1,206 @@ +/** Example 002 Quake3Map + +This Tutorial shows how to load a Quake 3 map into the engine, create a +SceneNode for optimizing the speed of rendering, and how to create a user +controlled camera. + +Please note that you should know the basics of the engine before starting this +tutorial. Just take a short look at the first tutorial, if you haven't done +this yet: http://irrlicht.sourceforge.net/tut001.html + +Lets start like the HelloWorld example: We include the irrlicht header files +and an additional file to be able to ask the user for a driver type using the +console. +*/ +#include +#include + +/* +As already written in the HelloWorld example, in the Irrlicht Engine everything +can be found in the namespace 'irr'. To get rid of the irr:: in front of the +name of every class, we tell the compiler that we use that namespace from now +on, and we will not have to write that 'irr::'. There are 5 other sub +namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld +example, we do not call 'using namespace' for these 5 other namespaces, because +in this way you will see what can be found in which namespace. But if you like, +you can also include the namespaces like in the previous example. +*/ +using namespace irr; + +/* +Again, to be able to use the Irrlicht.DLL file, we need to link with the +Irrlicht.lib. We could set this option in the project settings, but to make it +easy, we use a pragma comment lib: +*/ +#ifdef _MSC_VER +#pragma comment(lib, "Irrlicht.lib") +#endif + +/* +Ok, lets start. Again, we use the main() method as start, not the WinMain(). +*/ +int main() +{ + /* + Like in the HelloWorld example, we create an IrrlichtDevice with + createDevice(). The difference now is that we ask the user to select + which video driver to use. The Software device might be + too slow to draw a huge Quake 3 map, but just for the fun of it, we make + this decision possible, too. + Instead of copying this whole code into your app, you can simply include + driverChoice.h from Irrlicht's include directory. The function + driverChoiceConsole does exactly the same. + */ + + // ask user for driver + + video::E_DRIVER_TYPE driverType; + + printf("Please select the driver you want for this example:\n"\ + " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\ + " (d) Burning's Software Renderer\n (e) Software Renderer\n"\ + " (f) NullDevice\n (otherKey) exit\n\n"); + + char i; + std::cin >> i; + + switch(i) + { + case 'a': driverType = video::EDT_OPENGL; break; + case 'b': driverType = video::EDT_DIRECT3D9;break; + case 'c': driverType = video::EDT_DIRECT3D8;break; + case 'd': driverType = video::EDT_BURNINGSVIDEO;break; + case 'e': driverType = video::EDT_SOFTWARE; break; + case 'f': driverType = video::EDT_NULL; break; + default: return 1; + } + + // create device and exit if creation failed + + IrrlichtDevice *device = + createDevice(driverType, core::dimension2d(640, 480)); + + if (device == 0) + return 1; // could not create selected driver. + + /* + Get a pointer to the video driver and the SceneManager so that + we do not always have to call irr::IrrlichtDevice::getVideoDriver() and + irr::IrrlichtDevice::getSceneManager(). + */ + video::IVideoDriver* driver = device->getVideoDriver(); + scene::ISceneManager* smgr = device->getSceneManager(); + + /* + To display the Quake 3 map, we first need to load it. Quake 3 maps + are packed into .pk3 files which are nothing else than .zip files. + So we add the .pk3 file to our irr::io::IFileSystem. After it was added, + we are able to read from the files in that archive as if they are + directly stored on the disk. + */ + device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); + + /* + Now we can load the mesh by calling + irr::scene::ISceneManager::getMesh(). We get a pointer returned to an + irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not + really animated, they are only a huge chunk of static geometry with + some materials attached. Hence the IAnimatedMesh consists of only one + frame, so we get the "first frame" of the "animation", which is our + quake level and create an Octree scene node with it, using + irr::scene::ISceneManager::addOctreeSceneNode(). + The Octree optimizes the scene a little bit, trying to draw only geometry + which is currently visible. An alternative to the Octree would be a + irr::scene::IMeshSceneNode, which would always draw the complete + geometry of the mesh, without optimization. Try it: Use + irr::scene::ISceneManager::addMeshSceneNode() instead of + addOctreeSceneNode() and compare the primitives drawn by the video + driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() + method in the irr::video::IVideoDriver class). Note that this + optimization with the Octree is only useful when drawing huge meshes + consisting of lots of geometry. + */ + scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); + scene::ISceneNode* node = 0; + + if (mesh) + node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); +// node = smgr->addMeshSceneNode(mesh->getMesh(0)); + + /* + Because the level was not modelled around the origin (0,0,0), we + translate the whole level a little bit. This is done on + irr::scene::ISceneNode level using the methods + irr::scene::ISceneNode::setPosition() (in this case), + irr::scene::ISceneNode::setRotation(), and + irr::scene::ISceneNode::setScale(). + */ + if (node) + node->setPosition(core::vector3df(-1300,-144,-1249)); + + /* + Now we only need a camera to look at the Quake 3 map. + We want to create a user controlled camera. There are some + cameras available in the Irrlicht engine. For example the + MayaCamera which can be controlled like the camera in Maya: + Rotate with left mouse button pressed, Zoom with both buttons pressed, + translate with right mouse button pressed. This could be created with + irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this + example, we want to create a camera which behaves like the ones in + first person shooter games (FPS) and hence use + irr::scene::ISceneManager::addCameraSceneNodeFPS(). + */ + smgr->addCameraSceneNodeFPS(); + + /* + The mouse cursor needs not be visible, so we hide it via the + irr::IrrlichtDevice::ICursorControl. + */ + device->getCursorControl()->setVisible(false); + + /* + We have done everything, so lets draw it. We also write the current + frames per second and the primitives drawn into the caption of the + window. The test for irr::IrrlichtDevice::isWindowActive() is optional, + but prevents the engine to grab the mouse cursor after task switching + when other programs are active. The call to + irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU + cycles when the window is not active. + */ + int lastFPS = -1; + + while(device->run()) + { + if (device->isWindowActive()) + { + driver->beginScene(true, true, video::SColor(255,200,200,200)); + smgr->drawAll(); + driver->endScene(); + + int fps = driver->getFPS(); + + if (lastFPS != fps) + { + core::stringw str = L"Irrlicht Engine - Quake 3 Map example ["; + str += driver->getName(); + str += "] FPS:"; + str += fps; + + device->setWindowCaption(str.c_str()); + lastFPS = fps; + } + } + else + device->yield(); + } + + /* + In the end, delete the Irrlicht device. + */ + device->drop(); + return 0; +} + +/* +That's it. Compile and play around with the program. +**/ diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html new file mode 100644 index 0000000..1858b86 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html @@ -0,0 +1,181 @@ + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+ Tutorial 2.Quake3Map
+

This Tutorial shows how to load a Quake 3 map into the engine, create + a SceneNode for optimizing the speed of rendering and how to create + a user controlled camera. Please note that you should know the basics + of the engine before starting this tutorial, just take a short look + at the first tutorial, 1.HelloWorld, if you haven't done this yet.
+ The result of this example will look like this:

+


+

+
+
+ + + + + + + +
+ Lets start!
+

Lets start like the HelloWorld example: We include the irrlicht header + files and an additional file to be able
+ to ask the user for a driver type using the console.

+ + + + +
#include <irrlicht.h>
#include <iostream>
+

As already written in the HelloWorld example, in the Irrlicht Engine, + everything can be found in the namespace 'irr'. To get rid of the irr:: + in front of the name of every class, we tell the compiler that we use + that namespace from now on, and we will not have to write that 'irr::'.
+ There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and + 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' + for these 5 other namespaces because in this way you will see what can + be found in which namespace. But if you like, you can also include the + namespaces like in the previous example. Code just like you want to.

+ + + + +
using namespace irr;
+

Again, to be able to use the Irrlicht.DLL file, we need to link with + the Irrlicht.lib. We could set this option in the project settings, + but to make it easy, we use a pragma comment lib:

+ + + + +
#pragma comment(lib, "Irrlicht.lib")
+ +
+

Ok, lets start. Again, we use the main() method as start, not the WinMain(), + because its shorter to write.

+ + + + +
int main()
{
+

Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). + The difference now is that we ask the user to select which hardware accelerated + driver to use. The Software device would be too slow to draw a huge Quake + 3 map, but just for the fun of it, we make this decision possible too.

+ + + + +
// ask user for driver

video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;

printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
+char i;
std::cin >> i;

switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
}

// create device and exit if creation failed

IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<s32>(640, 480));

if (device == 0)
return 1;
+

Get a pointer to the video driver and the SceneManager so that we do + not always have to write device->getVideoDriver() and device->getSceneManager().

+ + + + +
video::IVideoDriver* driver = device->getVideoDriver();
+scene::ISceneManager* smgr = device->getSceneManager();
+

To display the Quake 3 map, we first need to load it. Quake 3 maps are + packed into .pk3 files wich are nothing other than .zip files. So we add + the .pk3 file to our FileSystem. After it was added, we are able to read + from the files in that archive as they would directly be stored on disk.

+ + + + +
device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
+

Now we can load the mesh by calling getMesh(). We get a pointer returned + to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, + they are only a huge chunk of static geometry with some materials attached. + Hence the IAnimated mesh consists of only one frame,
+ so we get the "first frame" of the "animation", which + is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). + The OctTree optimizes the scene a little bit, trying to draw only geometry + which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, + which would draw always the complete geometry of the mesh, without optimization. + Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode + and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() + method in the IVideoDriver class). Note that this optimization with the + Octree is only useful when drawing huge meshes consiting of lots of geometry.

+ + + + +
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
scene::ISceneNode* node = 0; + +if (mesh)
node = smgr->addOctTreeSceneNode(mesh->getMesh(0));
+

Because the level was modelled not around the origin (0,0,0), we translate + the whole level a little bit.

+ + + + +
if (node)
node->setPosition(core::vector3df(-1300,-144,-1249));
+

Now we only need a Camera to look at the Quake 3 map. And we want to + create a user controlled camera. There are some different cameras available + in the Irrlicht engine. For example the Maya Camera which can be controlled + compareable to the camera in Maya: Rotate with left mouse button pressed, + Zoom with both buttons pressed,
+ translate with right mouse button pressed. This could be created with + addCameraSceneNodeMaya(). But for this example, we want to create a camera + which behaves like the ones in first person shooter games (FPS):

+ + + + +
smgr->addCameraSceneNodeFPS();
+

The mouse cursor needs not to be visible, so we make it invisible.

+ + + + +
device->getCursorControl()->setVisible(false);
+

We have done everything, so lets draw it. We also write the current frames + per second and the drawn primitives to the caption of the window. The + 'if (device->isWindowActive())' line is optional, but prevents the + engine render to set the position of the mouse cursor after task switching + when other program are active.

+ + + + +
int lastFPS = -1;
+
while(device->run())
+{
+  driver->beginScene(true, true, video::SColor(0,200,200,200));
+  smgr->drawAll();
+  driver->endScene();
+
  int fps = driver->getFPS();
+
  if (lastFPS != fps)
+  {
+     core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps; + } +}
+

In the end, delete the Irrlicht device.

+ + + + +
  device->drop();
return 0;
}
+

That's it. Compile and play around with the program.

+

 

+

 

+ + -- cgit v1.1