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// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented.
#include "CDemo.h"
CDemo::CDemo(bool f, bool m, bool s, bool a, bool v, bool fsaa, video::E_DRIVER_TYPE d)
: fullscreen(f), music(m), shadows(s), additive(a), vsync(v), aa(fsaa),
driverType(d), device(0),
#ifdef USE_IRRKLANG
irrKlang(0), ballSound(0), impactSound(0),
#endif
#ifdef USE_SDL_MIXER
stream(0), ballSound(0), impactSound(0),
#endif
currentScene(-2), backColor(0), statusText(0), inOutFader(0),
quakeLevelMesh(0), quakeLevelNode(0), skyboxNode(0), model1(0), model2(0),
campFire(0), metaSelector(0), mapSelector(0), sceneStartTime(0),
timeForThisScene(0)
{
}
CDemo::~CDemo()
{
if (mapSelector)
mapSelector->drop();
if (metaSelector)
metaSelector->drop();
#ifdef USE_IRRKLANG
if (irrKlang)
irrKlang->drop();
#endif
}
void CDemo::run()
{
core::dimension2d<u32> resolution ( 800, 600 );
if ( driverType == video::EDT_BURNINGSVIDEO || driverType == video::EDT_SOFTWARE )
{
resolution.Width = 640;
resolution.Height = 480;
}
irr::SIrrlichtCreationParameters params;
params.DriverType=driverType;
params.WindowSize=resolution;
params.Bits=32;
params.Fullscreen=fullscreen;
params.Stencilbuffer=shadows;
params.Vsync=vsync;
params.AntiAlias=aa;
params.EventReceiver=this;
device = createDeviceEx(params);
if (!device)
return;
if (device->getFileSystem()->existFile("irrlicht.dat"))
device->getFileSystem()->addFileArchive("irrlicht.dat");
else
device->getFileSystem()->addFileArchive("../../media/irrlicht.dat");
if (device->getFileSystem()->existFile("map-20kdm2.pk3"))
device->getFileSystem()->addFileArchive("map-20kdm2.pk3");
else
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
device->setWindowCaption(L"Irrlicht Engine Demo");
// set ambient light
smgr->setAmbientLight ( video::SColorf ( 0x00c0c0c0 ) );
wchar_t tmp[255];
// draw everything
s32 now = 0;
s32 lastfps = 0;
sceneStartTime = device->getTimer()->getTime();
while(device->run() && driver)
{
if (device->isWindowActive())
{
#ifdef USE_IRRKLANG
// update 3D position for sound engine
scene::ICameraSceneNode* cam = smgr->getActiveCamera();
if (cam && irrKlang)
irrKlang->setListenerPosition(cam->getAbsolutePosition(), cam->getTarget());
#endif
// load next scene if necessary
now = device->getTimer()->getTime();
if (now - sceneStartTime > timeForThisScene && timeForThisScene!=-1)
switchToNextScene();
createParticleImpacts();
driver->beginScene(timeForThisScene != -1, true, backColor);
smgr->drawAll();
guienv->drawAll();
driver->endScene();
// write statistics
const s32 nowfps = driver->getFPS();
swprintf(tmp, 255, L"%ls fps:%3d triangles:%0.3f mio/s",
driver->getName(), driver->getFPS(),
driver->getPrimitiveCountDrawn(1) * (1.f / 1000000.f));
statusText->setText(tmp);
if ( nowfps != lastfps )
{
device->setWindowCaption(tmp);
lastfps = nowfps;
}
}
}
device->drop();
}
bool CDemo::OnEvent(const SEvent& event)
{
if (!device)
return false;
if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_ESCAPE &&
event.KeyInput.PressedDown == false)
{
// user wants to quit.
if (currentScene < 3)
timeForThisScene = 0;
else
device->closeDevice();
}
else
if (((event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_SPACE &&
event.KeyInput.PressedDown == false) ||
(event.EventType == EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)) &&
currentScene == 3)
{
// shoot
shoot();
}
else
if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_F9 &&
event.KeyInput.PressedDown == false)
{
video::IImage* image = device->getVideoDriver()->createScreenShot();
if (image)
{
device->getVideoDriver()->writeImageToFile(image, "screenshot.bmp");
device->getVideoDriver()->writeImageToFile(image, "screenshot.png");
device->getVideoDriver()->writeImageToFile(image, "screenshot.tga");
device->getVideoDriver()->writeImageToFile(image, "screenshot.ppm");
device->getVideoDriver()->writeImageToFile(image, "screenshot.jpg");
device->getVideoDriver()->writeImageToFile(image, "screenshot.pcx");
image->drop();
}
}
else
if (device->getSceneManager()->getActiveCamera())
{
device->getSceneManager()->getActiveCamera()->OnEvent(event);
return true;
}
return false;
}
void CDemo::switchToNextScene()
{
currentScene++;
if (currentScene > 3)
currentScene = 1;
scene::ISceneManager* sm = device->getSceneManager();
scene::ISceneNodeAnimator* sa = 0;
scene::ICameraSceneNode* camera = 0;
camera = sm->getActiveCamera();
if (camera)
{
sm->setActiveCamera(0);
camera->remove();
camera = 0;
}
switch(currentScene)
{
case -1: // loading screen
timeForThisScene = 0;
createLoadingScreen();
break;
case 0: // load scene
timeForThisScene = 0;
loadSceneData();
break;
case 1: // panorama camera
{
currentScene += 1;
//camera = sm->addCameraSceneNode(0, core::vector3df(0,0,0), core::vector3df(-586,708,52));
//camera->setTarget(core::vector3df(0,400,0));
core::array<core::vector3df> points;
points.push_back(core::vector3df(-931.473755f, 138.300003f, 987.279114f)); // -49873
points.push_back(core::vector3df(-847.902222f, 136.757553f, 915.792725f)); // -50559
points.push_back(core::vector3df(-748.680420f, 152.254501f, 826.418945f)); // -51964
points.push_back(core::vector3df(-708.428406f, 213.569580f, 784.466675f)); // -53251
points.push_back(core::vector3df(-686.217651f, 288.141174f, 762.965576f)); // -54015
points.push_back(core::vector3df(-679.685059f, 365.095612f, 756.551453f)); // -54733
points.push_back(core::vector3df(-671.317871f, 447.360107f, 749.394592f)); // -55588
points.push_back(core::vector3df(-669.468445f, 583.335632f, 747.711853f)); // -56178
points.push_back(core::vector3df(-667.611267f, 727.313232f, 746.018250f)); // -56757
points.push_back(core::vector3df(-665.853210f, 862.791931f, 744.436096f)); // -57859
points.push_back(core::vector3df(-642.649597f, 1026.047607f, 724.259827f)); // -59705
points.push_back(core::vector3df(-517.793884f, 838.396790f, 490.326050f)); // -60983
points.push_back(core::vector3df(-474.387299f, 715.691467f, 344.639984f)); // -61629
points.push_back(core::vector3df(-444.600250f, 601.155701f, 180.938095f)); // -62319
points.push_back(core::vector3df(-414.808899f, 479.691406f, 4.866660f)); // -63048
points.push_back(core::vector3df(-410.418945f, 429.642242f, -134.332687f)); // -63757
points.push_back(core::vector3df(-399.837585f, 411.498383f, -349.350983f)); // -64418
points.push_back(core::vector3df(-390.756653f, 403.970093f, -524.454407f)); // -65005
points.push_back(core::vector3df(-334.864227f, 350.065491f, -732.397400f)); // -65701
points.push_back(core::vector3df(-195.253387f, 349.577209f, -812.475891f)); // -66335
points.push_back(core::vector3df(16.255573f, 363.743134f, -833.800415f)); // -67170
points.push_back(core::vector3df(234.940964f, 352.957825f, -820.150696f)); // -67939
points.push_back(core::vector3df(436.797668f, 349.236450f, -816.914185f)); // -68596
points.push_back(core::vector3df(575.236206f, 356.244812f, -719.788513f)); // -69166
points.push_back(core::vector3df(594.131042f, 387.173828f, -609.675598f)); // -69744
points.push_back(core::vector3df(617.615234f, 412.002899f, -326.174072f)); // -70640
points.push_back(core::vector3df(606.456848f, 403.221954f, -104.179291f)); // -71390
points.push_back(core::vector3df(610.958252f, 407.037750f, 117.209778f)); // -72085
points.push_back(core::vector3df(597.956909f, 395.167877f, 345.942200f)); // -72817
points.push_back(core::vector3df(587.383118f, 391.444519f, 566.098633f)); // -73477
points.push_back(core::vector3df(559.572449f, 371.991333f, 777.689453f)); // -74124
points.push_back(core::vector3df(423.753204f, 329.990051f, 925.859741f)); // -74941
points.push_back(core::vector3df(247.520050f, 252.818954f, 935.311829f)); // -75651
points.push_back(core::vector3df(114.756012f, 199.799759f, 805.014160f));
points.push_back(core::vector3df(96.783348f, 181.639481f, 648.188110f));
points.push_back(core::vector3df(97.865623f, 138.905975f, 484.812561f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
timeForThisScene = (points.size()-3)* 1000;
camera = sm->addCameraSceneNode(0, points[0], core::vector3df(0 ,400,0));
//camera->setTarget(core::vector3df(0,400,0));
sa = sm->createFollowSplineAnimator(device->getTimer()->getTime(),
points);
camera->addAnimator(sa);
sa->drop();
model1->setVisible(false);
model2->setVisible(false);
campFire->setVisible(false);
inOutFader->fadeIn(7000);
}
break;
case 2: // down fly anim camera
camera = sm->addCameraSceneNode(0, core::vector3df(100,40,-80), core::vector3df(844,670,-885));
sa = sm->createFlyStraightAnimator(core::vector3df(94, 1002, 127),
core::vector3df(108, 15, -60), 10000, true);
camera->addAnimator(sa);
timeForThisScene = 9900;
model1->setVisible(true);
model2->setVisible(false);
campFire->setVisible(false);
sa->drop();
break;
case 3: // interactive, go around
{
model1->setVisible(true);
model2->setVisible(true);
campFire->setVisible(true);
timeForThisScene = -1;
SKeyMap keyMap[9];
keyMap[0].Action = EKA_MOVE_FORWARD;
keyMap[0].KeyCode = KEY_UP;
keyMap[1].Action = EKA_MOVE_FORWARD;
keyMap[1].KeyCode = KEY_KEY_W;
keyMap[2].Action = EKA_MOVE_BACKWARD;
keyMap[2].KeyCode = KEY_DOWN;
keyMap[3].Action = EKA_MOVE_BACKWARD;
keyMap[3].KeyCode = KEY_KEY_S;
keyMap[4].Action = EKA_STRAFE_LEFT;
keyMap[4].KeyCode = KEY_LEFT;
keyMap[5].Action = EKA_STRAFE_LEFT;
keyMap[5].KeyCode = KEY_KEY_A;
keyMap[6].Action = EKA_STRAFE_RIGHT;
keyMap[6].KeyCode = KEY_RIGHT;
keyMap[7].Action = EKA_STRAFE_RIGHT;
keyMap[7].KeyCode = KEY_KEY_D;
keyMap[8].Action = EKA_JUMP_UP;
keyMap[8].KeyCode = KEY_KEY_J;
camera = sm->addCameraSceneNodeFPS(0, 100.0f, .4f, -1, keyMap, 9, false, 3.f);
camera->setPosition(core::vector3df(108,140,-140));
camera->setFarValue(5000.0f);
scene::ISceneNodeAnimatorCollisionResponse* collider =
sm->createCollisionResponseAnimator(
metaSelector, camera, core::vector3df(25,50,25),
core::vector3df(0, quakeLevelMesh ? -10.f : 0.0f,0),
core::vector3df(0,45,0), 0.005f);
camera->addAnimator(collider);
collider->drop();
}
break;
}
sceneStartTime = device->getTimer()->getTime();
}
void CDemo::loadSceneData()
{
// load quake level
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* sm = device->getSceneManager();
// Quake3 Shader controls Z-Writing
sm->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
quakeLevelMesh = (scene::IQ3LevelMesh*) sm->getMesh("maps/20kdm2.bsp");
if (quakeLevelMesh)
{
u32 i;
//move all quake level meshes (non-realtime)
core::matrix4 m;
m.setTranslation(core::vector3df(-1300,-70,-1249));
for ( i = 0; i != scene::quake3::E_Q3_MESH_SIZE; ++i )
sm->getMeshManipulator()->transform(quakeLevelMesh->getMesh(i), m);
quakeLevelNode = sm->addOctreeSceneNode(
quakeLevelMesh->getMesh( scene::quake3::E_Q3_MESH_GEOMETRY));
if (quakeLevelNode)
{
//quakeLevelNode->setPosition(core::vector3df(-1300,-70,-1249));
quakeLevelNode->setVisible(true);
// create map triangle selector
mapSelector = sm->createOctreeTriangleSelector(quakeLevelMesh->getMesh(0),
quakeLevelNode, 128);
// if not using shader and no gamma it's better to use more lighting, because
// quake3 level are usually dark
quakeLevelNode->setMaterialType ( video::EMT_LIGHTMAP_M4 );
// set additive blending if wanted
if (additive)
quakeLevelNode->setMaterialType(video::EMT_LIGHTMAP_ADD);
}
// the additional mesh can be quite huge and is unoptimized
scene::IMesh * additional_mesh = quakeLevelMesh->getMesh ( scene::quake3::E_Q3_MESH_ITEMS );
for ( i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
{
scene::IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
const video::SMaterial &material = meshBuffer->getMaterial();
//! The ShaderIndex is stored in the material parameter
s32 shaderIndex = (s32) material.MaterialTypeParam2;
// the meshbuffer can be rendered without additional support, or it has no shader
const scene::quake3::IShader *shader = quakeLevelMesh->getShader ( shaderIndex );
if ( 0 == shader )
{
continue;
}
// Now add the MeshBuffer(s) with the current Shader to the Manager
sm->addQuake3SceneNode ( meshBuffer, shader );
}
}
// load sydney model and create 2 instances
scene::IAnimatedMesh* mesh = 0;
mesh = sm->getMesh("../../media/sydney.md2");
if (mesh)
{
model1 = sm->addAnimatedMeshSceneNode(mesh);
if (model1)
{
model1->setMaterialTexture(0, driver->getTexture("../../media/spheremap.jpg"));
model1->setPosition(core::vector3df(100,40,-80));
model1->setScale(core::vector3df(2,2,2));
model1->setMD2Animation(scene::EMAT_STAND);
model1->setMaterialFlag(video::EMF_LIGHTING, false);
model1->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
model1->setMaterialType(video::EMT_SPHERE_MAP);
model1->addShadowVolumeSceneNode();
}
model2 = sm->addAnimatedMeshSceneNode(mesh);
if (model2)
{
model2->setPosition(core::vector3df(180,15,-60));
model2->setScale(core::vector3df(2,2,2));
model2->setMD2Animation(scene::EMAT_RUN);
model2->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/sydney.bmp"));
model2->setMaterialFlag(video::EMF_LIGHTING, true);
model2->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
model2->addShadowVolumeSceneNode();
}
}
scene::ISceneNodeAnimator* anim = 0;
// create sky box
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
skyboxNode = sm->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"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
// create walk-between-portals animation
core::vector3df waypoint[2];
waypoint[0].set(-150,40,100);
waypoint[1].set(350,40,100);
if (model2)
{
anim = device->getSceneManager()->createFlyStraightAnimator(
waypoint[0], waypoint[1], 2000, true);
model2->addAnimator(anim);
anim->drop();
}
// create animation for portals;
core::array<video::ITexture*> textures;
for (s32 g=1; g<8; ++g)
{
core::stringc tmp("../../media/portal");
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp );
textures.push_back(t);
}
anim = sm->createTextureAnimator(textures, 100);
// create portals
scene::IBillboardSceneNode* bill = 0;
for (int r=0; r<2; ++r)
{
bill = sm->addBillboardSceneNode(0, core::dimension2d<f32>(100,100),
waypoint[r]+ core::vector3df(0,20,0));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("../../media/portal1.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->addAnimator(anim);
}
anim->drop();
// create cirlce flying dynamic light with transparent billboard attached
scene::ILightSceneNode* light = 0;
light = sm->addLightSceneNode(0,
core::vector3df(0,0,0), video::SColorf(1.0f, 1.0f, 1.f, 1.0f), 500.f);
anim = sm->createFlyCircleAnimator(
core::vector3df(100,150,80), 80.0f, 0.0005f);
light->addAnimator(anim);
anim->drop();
bill = device->getSceneManager()->addBillboardSceneNode(
light, core::dimension2d<f32>(40,40));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
// create meta triangle selector with all triangles selectors in it.
metaSelector = sm->createMetaTriangleSelector();
metaSelector->addTriangleSelector(mapSelector);
// create camp fire
campFire = sm->addParticleSystemSceneNode(false);
campFire->setPosition(core::vector3df(100,120,600));
campFire->setScale(core::vector3df(2,2,2));
scene::IParticleEmitter* em = campFire->createBoxEmitter(
core::aabbox3d<f32>(-7,0,-7,7,1,7),
core::vector3df(0.0f,0.06f,0.0f),
80,100, video::SColor(1,255,255,255),video::SColor(1,255,255,255), 800,2000);
em->setMinStartSize(core::dimension2d<f32>(20.0f, 10.0f));
em->setMaxStartSize(core::dimension2d<f32>(20.0f, 10.0f));
campFire->setEmitter(em);
em->drop();
scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector();
campFire->addAffector(paf);
paf->drop();
campFire->setMaterialFlag(video::EMF_LIGHTING, false);
campFire->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
campFire->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
campFire->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
// load music
#ifdef USE_IRRKLANG
if (music)
startIrrKlang();
#endif
#ifdef USE_SDL_MIXER
if (music)
startSound();
#endif
}
void CDemo::createLoadingScreen()
{
core::dimension2d<u32> size = device->getVideoDriver()->getScreenSize();
device->getCursorControl()->setVisible(false);
// setup loading screen
backColor.set(255,90,90,156);
// create in fader
inOutFader = device->getGUIEnvironment()->addInOutFader();
inOutFader->setColor(backColor, video::SColor ( 0, 230, 230, 230 ));
// irrlicht logo
device->getGUIEnvironment()->addImage(device->getVideoDriver()->getTexture("../../media/irrlichtlogo2.png"),
core::position2d<s32>(5,5));
// loading text
const int lwidth = size.Width - 20;
const int lheight = 16;
core::rect<int> pos(10, size.Height-lheight-10, 10+lwidth, size.Height-10);
device->getGUIEnvironment()->addImage(pos);
statusText = device->getGUIEnvironment()->addStaticText(L"Loading...", pos, true);
statusText->setOverrideColor(video::SColor(255,205,200,200));
// load bigger font
device->getGUIEnvironment()->getSkin()->setFont(
device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp"));
// set new font color
device->getGUIEnvironment()->getSkin()->setColor(gui::EGDC_BUTTON_TEXT,
video::SColor(255,100,100,100));
}
void CDemo::shoot()
{
scene::ISceneManager* sm = device->getSceneManager();
scene::ICameraSceneNode* camera = sm->getActiveCamera();
if (!camera || !mapSelector)
return;
SParticleImpact imp;
imp.when = 0;
// get line of camera
core::vector3df start = camera->getPosition();
core::vector3df end = (camera->getTarget() - start);
end.normalize();
start += end*8.0f;
end = start + (end * camera->getFarValue());
core::triangle3df triangle;
core::line3d<f32> line(start, end);
// get intersection point with map
scene::ISceneNode* hitNode;
if (sm->getSceneCollisionManager()->getCollisionPoint(
line, mapSelector, end, triangle, hitNode))
{
// collides with wall
core::vector3df out = triangle.getNormal();
out.setLength(0.03f);
imp.when = 1;
imp.outVector = out;
imp.pos = end;
}
else
{
// doesnt collide with wall
core::vector3df start = camera->getPosition();
core::vector3df end = (camera->getTarget() - start);
end.normalize();
start += end*8.0f;
end = start + (end * camera->getFarValue());
}
// create fire ball
scene::ISceneNode* node = 0;
node = sm->addBillboardSceneNode(0,
core::dimension2d<f32>(25,25), start);
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/fireball.bmp"));
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
f32 length = (f32)(end - start).getLength();
const f32 speed = 0.6f;
u32 time = (u32)(length / speed);
scene::ISceneNodeAnimator* anim = 0;
// set flight line
anim = sm->createFlyStraightAnimator(start, end, time);
node->addAnimator(anim);
anim->drop();
anim = sm->createDeleteAnimator(time);
node->addAnimator(anim);
anim->drop();
if (imp.when)
{
// create impact note
imp.when = device->getTimer()->getTime() + (time - 100);
Impacts.push_back(imp);
}
// play sound
#ifdef USE_IRRKLANG
if (ballSound)
irrKlang->play2D(ballSound);
#endif
#ifdef USE_SDL_MIXER
if (ballSound)
playSound(ballSound);
#endif
}
void CDemo::createParticleImpacts()
{
u32 now = device->getTimer()->getTime();
scene::ISceneManager* sm = device->getSceneManager();
for (s32 i=0; i<(s32)Impacts.size(); ++i)
if (now > Impacts[i].when)
{
// create smoke particle system
scene::IParticleSystemSceneNode* pas = 0;
pas = sm->addParticleSystemSceneNode(false, 0, -1, Impacts[i].pos);
pas->setParticleSize(core::dimension2d<f32>(10.0f, 10.0f));
scene::IParticleEmitter* em = pas->createBoxEmitter(
core::aabbox3d<f32>(-5,-5,-5,5,5,5),
Impacts[i].outVector, 20,40, video::SColor(50,255,255,255),video::SColor(50,255,255,255),
1200,1600, 20);
pas->setEmitter(em);
em->drop();
scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector();
pas->addAffector(paf);
paf->drop();
pas->setMaterialFlag(video::EMF_LIGHTING, false);
pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
pas->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/smoke.bmp"));
pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
scene::ISceneNodeAnimator* anim = sm->createDeleteAnimator(2000);
pas->addAnimator(anim);
anim->drop();
// play impact sound
#ifdef USE_IRRKLANG
if (irrKlang)
{
irrklang::ISound* sound =
irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);
if (sound)
{
// adjust max value a bit to make to sound of an impact louder
sound->setMinDistance(400);
sound->drop();
}
}
#endif
#ifdef USE_SDL_MIXER
if (impactSound)
playSound(impactSound);
#endif
// delete entry
Impacts.erase(i);
i--;
}
}
#ifdef USE_IRRKLANG
void CDemo::startIrrKlang()
{
irrKlang = irrklang::createIrrKlangDevice();
if (!irrKlang)
return;
// play music
irrklang::ISound* snd = irrKlang->play2D("../../media/IrrlichtTheme.ogg", true, false, true);
if ( !snd )
snd = irrKlang->play2D("IrrlichtTheme.ogg", true, false, true);
if (snd)
{
snd->setVolume(0.5f); // 50% volume
snd->drop();
}
// preload both sound effects
ballSound = irrKlang->getSoundSource("../../media/ball.wav");
impactSound = irrKlang->getSoundSource("../../media/impact.wav");
}
#endif
#ifdef USE_SDL_MIXER
void CDemo::startSound()
{
stream = NULL;
ballSound = NULL;
impactSound = NULL;
SDL_Init(SDL_INIT_AUDIO);
if (Mix_OpenAudio(22050, AUDIO_S16, 2, 128))
return;
stream = Mix_LoadMUS("../../media/IrrlichtTheme.ogg");
if (stream)
Mix_PlayMusic(stream, -1);
ballSound = Mix_LoadWAV("../../media/ball.wav");
impactSound = Mix_LoadWAV("../../media/impact.wav");
}
void CDemo::playSound(Mix_Chunk *sample)
{
if (sample)
Mix_PlayChannel(-1, sample, 0);
}
void CDemo::pollSound(void)
{
SDL_Event event;
while (SDL_PollEvent(&event))
;
}
#endif
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