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
---
.... HelloWorld for Windows Mobile on PC_v8.vcproj | 185 --------
.... HelloWorld for Windows Mobile on PC_v9.vcproj | 184 --------
...elloWorld for Windows Mobile on PC_vc10.vcxproj | 176 -------
...elloWorld for Windows Mobile on PC_vc11.vcxproj | 180 --------
.../17.HelloWorld_Mobile/HelloWorld_mobile.sln | 33 --
.../17.HelloWorld_Mobile/HelloWorld_mobile.vcproj | 198 --------
.../examples/17.HelloWorld_Mobile/main.cpp | 503 ---------------------
7 files changed, 1459 deletions(-)
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc11.vcxproj
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
delete mode 100644 libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
(limited to 'libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile')
diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
deleted file mode 100644
index 1664d6a..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v8.vcproj
+++ /dev/null
@@ -1,185 +0,0 @@
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
deleted file mode 100644
index 0740869..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_v9.vcproj
+++ /dev/null
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
deleted file mode 100644
index 5e275d2..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc10.vcxproj
+++ /dev/null
@@ -1,176 +0,0 @@
-
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- Debug
- Win32
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- Debug
- x64
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- Release
- Win32
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- Release
- x64
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- 17.HelloWorld_Mobile
- {2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}
- My17HelloWorldforWindowsMobileonPC
- Win32Proj
-
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- Application
- Unicode
- true
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- Unicode
-
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- <_ProjectFileVersion>10.0.30319.1
- ..\..\bin\Win32-VisualStudio\
- ..\..\bin\Win64-VisualStudio\
- true
- true
- ..\..\bin\Win32-VisualStudio\
- ..\..\bin\Win64-VisualStudio\
- false
- false
- AllRules.ruleset
- AllRules.ruleset
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- AllRules.ruleset
- AllRules.ruleset
-
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- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- true
- EnableFastChecks
- MultiThreadedDebugDLL
-
-
- Level3
- EditAndContinue
-
-
- ..\..\bin\Win32-VisualStudio\17.HelloWorld_Mobile.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- true
- Console
-
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- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- EnableFastChecks
- MultiThreadedDebugDLL
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- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
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- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
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- WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
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- ..\..\bin\Win64-VisualStudio\17.HelloWorld_Mobile.exe
- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
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\ No newline at end of file
diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc11.vcxproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc11.vcxproj
deleted file mode 100644
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--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/17. HelloWorld for Windows Mobile on PC_vc11.vcxproj
+++ /dev/null
@@ -1,180 +0,0 @@
-
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- Debug
- Win32
-
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- Debug
- x64
-
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- Win32
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- x64
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- 17.HelloWorld_Mobile
- {2A29B6B1-AFC4-46C7-9944-7052AAE66F7B}
- My17HelloWorldforWindowsMobileonPC
- Win32Proj
-
-
-
- Application
- Unicode
- true
- v110
-
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- Application
- Unicode
- true
- v110
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- Unicode
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- <_ProjectFileVersion>10.0.30319.1
- ..\..\bin\Win32-VisualStudio\
- ..\..\bin\Win64-VisualStudio\
- true
- true
- ..\..\bin\Win32-VisualStudio\
- ..\..\bin\Win64-VisualStudio\
- false
- false
- AllRules.ruleset
- AllRules.ruleset
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- AllRules.ruleset
- AllRules.ruleset
-
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- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- true
- EnableFastChecks
- MultiThreadedDebugDLL
-
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- Level3
- EditAndContinue
-
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- ..\..\bin\Win32-VisualStudio\17.HelloWorld_Mobile.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- true
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- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- EnableFastChecks
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-
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
deleted file mode 100644
index 5bebc5c..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
+++ /dev/null
@@ -1,33 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 9.00
-# Visual Studio 2005
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld_mobile", "HelloWorld_mobile.vcproj", "{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}"
- ProjectSection(ProjectDependencies) = postProject
- {E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
- EndProjectSection
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\..\source\Irrlicht\Irrlicht_mobile6.vcproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Windows Mobile 6 Professional SDK (ARMV4I) = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- Release|Windows Mobile 6 Professional SDK (ARMV4I) = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- {AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
deleted file mode 100644
index a303fd3..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
+++ /dev/null
@@ -1,198 +0,0 @@
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diff --git a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp b/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
deleted file mode 100644
index 0c7840d..0000000
--- a/libraries/irrlicht-1.8/examples/17.HelloWorld_Mobile/main.cpp
+++ /dev/null
@@ -1,503 +0,0 @@
-/** Example 017 Helloworld mobile
- This example show Hello World for Windows mobile.
- It compiles on other platform too. The only differences between the original
- examples are. You need a GUI, because otherwise you can't quit the application.
- You need a Filesystem, which is relative based to your executable.
-*/
-
-#include
-
-#if defined ( _IRR_WINDOWS_ )
- #include
-#endif
-
-using namespace irr;
-using namespace core;
-using namespace scene;
-using namespace video;
-using namespace io;
-using namespace gui;
-
-#pragma comment(lib, "Irrlicht.lib")
-
-class EventReceiver_basic : public IEventReceiver
-{
-private:
- IrrlichtDevice *Device;
-public:
- EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
-
- virtual bool OnEvent(const SEvent& event)
- {
- if (event.EventType == EET_GUI_EVENT)
- {
- s32 id = event.GUIEvent.Caller->getID();
-
- switch(event.GUIEvent.EventType)
- {
- case EGET_BUTTON_CLICKED:
- if (id == 2)
- {
- Device->closeDevice();
- return true;
- } break;
- }
- }
-
- return false;
- }
-};
-
-class CSampleSceneNode : public ISceneNode
-{
- aabbox3d Box;
- S3DVertex Vertices[4];
- SMaterial Material;
-public:
-
- CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
- : ISceneNode(parent, mgr, id)
- {
- Material.Wireframe = false;
- Material.Lighting = false;
-
- Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
- Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
- Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
- Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
- Box.reset(Vertices[0].Pos);
- for (s32 i=1; i<4; ++i)
- Box.addInternalPoint(Vertices[i].Pos);
- }
- virtual void OnRegisterSceneNode()
- {
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
-
- ISceneNode::OnRegisterSceneNode();
- }
-
- virtual void render()
- {
- u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
- IVideoDriver* driver = SceneManager->getVideoDriver();
-
- driver->setMaterial(Material);
- driver->setTransform(ETS_WORLD, AbsoluteTransformation);
- driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
- }
-
- virtual const aabbox3d& getBoundingBox() const
- {
- return Box;
- }
-
- virtual u32 getMaterialCount()
- {
- return 1;
- }
-
- virtual SMaterial& getMaterial(u32 i)
- {
- return Material;
- }
-};
-
-/*!
- Startup a Windows Mobile Device
-*/
-IrrlichtDevice *startup()
-{
- // both software and burnings video can be used
- E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
-
- // create device
- IrrlichtDevice *device = 0;
-
-#if defined (_IRR_USE_WINDOWS_CE_DEVICE_)
- // set to standard mobile fullscreen 240x320
- device = createDevice(driverType, dimension2d(240, 320), 16, true );
-#else
- // on PC. use window mode
- device = createDevice(driverType, dimension2d(240, 320), 16, false );
-#endif
- if ( 0 == device )
- return 0;
-
- IVideoDriver* driver = device->getVideoDriver();
- ISceneManager* smgr = device->getSceneManager();
- IGUIEnvironment* guienv = device->getGUIEnvironment();
-
- // set the filesystem relative to the executable
-#if defined (_IRR_WINDOWS_)
- {
- wchar_t buf[255];
- GetModuleFileNameW ( 0, buf, 255 );
-
- io::path base = buf;
- base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
- device->getFileSystem()->addFileArchive ( base );
- }
-#endif
-
- IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
- rect(140,15,200,30), false, false, 0, 100 );
-
- guienv->addButton(core::rect(200,10,238,30), 0, 2, L"Quit");
-
- // add irrlicht logo
- guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
- core::position2d(0,-2));
- return device;
-}
-
-/*!
-*/
-int run ( IrrlichtDevice *device )
-{
- while(device->run())
- if (device->isWindowActive())
- {
- device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
- device->getSceneManager()->drawAll();
- device->getGUIEnvironment()->drawAll();
- device->getVideoDriver()->endScene ();
-
- IGUIElement *stat = device->getGUIEnvironment()->
- getRootGUIElement()->getElementFromId ( 100 );
- if ( stat )
- {
- stringw str = L"FPS: ";
- str += (s32)device->getVideoDriver()->getFPS();
-
- stat->setText ( str.c_str() );
- }
- }
-
- device->drop();
- return 0;
-}
-
-/*!
-*/
-int example_customscenenode()
-{
- // create device
- IrrlichtDevice *device = startup();
- if (device == 0)
- return 1; // could not create selected driver.
-
- // create engine and camera
- EventReceiver_basic receiver(device);
- device->setEventReceiver(&receiver);
-
- IVideoDriver* driver = device->getVideoDriver();
- ISceneManager* smgr = device->getSceneManager();
- IGUIEnvironment* guienv = device->getGUIEnvironment();
-
-
- smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
-
- CSampleSceneNode *myNode =
- new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
-
- ISceneNodeAnimator* anim =
- smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
-
- if(anim)
- {
- myNode->addAnimator(anim);
- anim->drop();
- anim = 0; // As I shouldn't refer to it again, ensure that I can't
- }
-
- myNode->drop();
- myNode = 0; // As I shouldn't refer to it again, ensure that I can't
-
- return run ( device );
-}
-
-class EventReceiver_terrain : public IEventReceiver
-{
-public:
-
- EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
- Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
- {
- Skybox->setVisible(true);
- Skydome->setVisible(false);
- }
-
- bool OnEvent(const SEvent& event)
- {
- if (event.EventType == EET_GUI_EVENT)
- {
- s32 id = event.GUIEvent.Caller->getID();
-
- switch(event.GUIEvent.EventType)
- {
- case EGET_BUTTON_CLICKED:
- if (id == 2)
- {
- Device->closeDevice();
- return true;
- } break;
- }
- }
-
- // check if user presses the key 'W' or 'D'
- if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
- {
- switch (event.KeyInput.Key)
- {
- case irr::KEY_KEY_W: // switch wire frame mode
- Terrain->setMaterialFlag(video::EMF_WIREFRAME,
- !Terrain->getMaterial(0).Wireframe);
- Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
- return true;
- case irr::KEY_KEY_P: // switch wire frame mode
- Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
- !Terrain->getMaterial(0).PointCloud);
- Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
- return true;
- case irr::KEY_KEY_D: // toggle detail map
- Terrain->setMaterialType(
- Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
- video::EMT_DETAIL_MAP : video::EMT_SOLID);
- return true;
- case irr::KEY_KEY_S: // toggle skies
- showBox=!showBox;
- Skybox->setVisible(showBox);
- Skydome->setVisible(!showBox);
- return true;
- default:
- break;
- }
- }
-
- return false;
- }
-
-private:
- IrrlichtDevice *Device;
- scene::ISceneNode* Terrain;
- scene::ISceneNode* Skybox;
- scene::ISceneNode* Skydome;
- bool showBox;
-};
-
-
-/*
-The start of the main function starts like in most other example. We ask the user
-for the desired renderer and start it up. This time with the advanced parameter handling.
-*/
-int example_terrain()
-{
- // create device
- IrrlichtDevice *device = startup();
- if (device == 0)
- return 1; // could not create selected driver.
-
- /*
- First, we add standard stuff to the scene: A nice irrlicht engine
- logo, a small help text, a user controlled camera, and we disable
- the mouse cursor.
- */
-
- video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();
- gui::IGUIEnvironment* env = device->getGUIEnvironment();
-
-
- //set other font
- //env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
-
- // add some help text
- env->addStaticText(
- L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
- core::rect(5,250,235,320), true, true, 0, -1, true);
-
- // add camera
- scene::ICameraSceneNode* camera =
- smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
-
- camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
- camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
- camera->setFarValue(42000.0f);
-
- // disable mouse cursor
- device->getCursorControl()->setVisible(false);
-
- /*
- Here comes the terrain renderer scene node: We add it just like any
- other scene node to the scene using
- ISceneManager::addTerrainSceneNode(). The only parameter we use is a
- file name to the heightmap we use. A heightmap is simply a gray scale
- texture. The terrain renderer loads it and creates the 3D terrain from
- it.
-
- To make the terrain look more big, we change the scale factor of
- it to (40, 4.4, 40). Because we don't have any dynamic lights in the
- scene, we switch off the lighting, and we set the file
- terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
- second texture, called detail map. At last, we set the scale values for
- the texture: The first texture will be repeated only one time over the
- whole terrain, and the second one (detail map) 20 times.
- */
-
- // add terrain scene node
- scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
- "../../media/terrain-heightmap.bmp",
- 0, // parent node
- -1, // node id
- core::vector3df(0.f, 0.f, 0.f), // position
- core::vector3df(0.f, 0.f, 0.f), // rotation
- core::vector3df(40.f, 4.4f, 40.f), // scale
- video::SColor ( 255, 255, 255, 255 ), // vertexColor
- 5, // maxLOD
- scene::ETPS_17, // patchSize
- 4 // smoothFactor
- );
-
- if ( terrain )
- {
- terrain->setMaterialFlag(video::EMF_LIGHTING, false);
-
- terrain->setMaterialTexture(0,
- driver->getTexture("../../media/terrain-texture.jpg"));
- terrain->setMaterialTexture(1,
- driver->getTexture("../../media/detailmap3.jpg"));
-
- terrain->setMaterialType(video::EMT_DETAIL_MAP);
-
- terrain->scaleTexture(1.0f, 20.0f);
- //terrain->setDebugDataVisible ( true );
-
- /*
- To be able to do collision with the terrain, we create a triangle selector.
- If you want to know what triangle selectors do, just take a look into the
- collision tutorial. The terrain triangle selector works together with the
- terrain. To demonstrate this, we create a collision response animator
- and attach it to the camera, so that the camera will not be able to fly
- through the terrain.
- */
-
- // create triangle selector for the terrain
- scene::ITriangleSelector* selector
- = smgr->createTerrainTriangleSelector(terrain, 0);
- terrain->setTriangleSelector(selector);
-
- // create collision response animator and attach it to the camera
- scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
- selector, camera, core::vector3df(60,100,60),
- core::vector3df(0,0,0),
- core::vector3df(0,50,0));
- selector->drop();
- camera->addAnimator(anim);
- anim->drop();
-
- /* If you need access to the terrain data you can also do this directly via the following code fragment.
- */
- scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
- terrain->getMeshBufferForLOD(*buffer, 0);
- video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
- // Work on data or get the IndexBuffer with a similar call.
- buffer->drop(); // When done drop the buffer again.
- }
-
- /*
- To make the user be able to switch between normal and wireframe mode,
- we create an instance of the event receiver from above and let Irrlicht
- know about it. In addition, we add the skybox which we already used in
- lots of Irrlicht examples and a skydome, which is shown mutually
- exclusive with the skybox by pressing 'S'.
- */
-
- // create skybox and skydome
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
-
- scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
- driver->getTexture("../../media/irrlicht2_up.jpg"),
- driver->getTexture("../../media/irrlicht2_dn.jpg"),
- driver->getTexture("../../media/irrlicht2_lf.jpg"),
- driver->getTexture("../../media/irrlicht2_rt.jpg"),
- driver->getTexture("../../media/irrlicht2_ft.jpg"),
- driver->getTexture("../../media/irrlicht2_bk.jpg"));
- scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
-
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
-
- // create event receiver
- EventReceiver_terrain receiver( device, terrain, skybox, skydome);
- device->setEventReceiver(&receiver);
-
- return run ( device );
-}
-
-/*
-*/
-int example_helloworld()
-{
- // create device
- IrrlichtDevice *device = startup();
- if (device == 0)
- return 1; // could not create selected driver.
-
- IVideoDriver* driver = device->getVideoDriver();
- ISceneManager* smgr = device->getSceneManager();
- IGUIEnvironment* guienv = device->getGUIEnvironment();
-
- IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
- if (!mesh)
- {
- device->drop();
- return 1;
- }
- IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
-
- /*
- To let the mesh look a little bit nicer, we change its material. We
- disable lighting because we do not have a dynamic light in here, and
- the mesh would be totally black otherwise. Then we set the frame loop,
- such that the predefined STAND animation is used. And last, we apply a
- texture to the mesh. Without it the mesh would be drawn using only a
- color.
- */
- if (node)
- {
- node->setMaterialFlag(EMF_LIGHTING, false);
- node->setMD2Animation(scene::EMAT_STAND);
- node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
- }
-
- /*
- To look at the mesh, we place a camera into 3d space at the position
- (0, 30, -40). The camera looks from there to (0,5,0), which is
- approximately the place where our md2 model is.
- */
- smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
-
- EventReceiver_basic receiver(device);
- device->setEventReceiver(&receiver);
-
- return run ( device );
-
-}
-
-#if defined (_IRR_USE_WINDOWS_CE_DEVICE_)
- #pragma comment(linker, "/subsystem:WINDOWSCE /ENTRY:main")
-#elif defined (_IRR_WINDOWS_)
- #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
-#endif
-
-/*
-*/
-int main()
-{
- example_helloworld ();
- example_customscenenode();
- //example_terrain();
-}
-
-/*
-**/
--
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