Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
269
examples/01.HelloWorld/main.cpp
Normal file
269
examples/01.HelloWorld/main.cpp
Normal file
@@ -0,0 +1,269 @@
|
||||
/** Example 001 HelloWorld
|
||||
|
||||
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
|
||||
to write a simple HelloWorld program with it. The program will show how to use
|
||||
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
|
||||
Microsoft Visual Studio is used as an IDE, but you will also be able to
|
||||
understand everything if you are using a different one or even another
|
||||
operating system than Windows.
|
||||
|
||||
You have to include the header file <irrlicht.h> in order to use the engine. The
|
||||
header file can be found in the Irrlicht Engine SDK directory \c include. To let
|
||||
the compiler find this header file, the directory where it is located has to be
|
||||
added in your project as include path. This is different for every IDE and
|
||||
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
|
||||
|
||||
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
|
||||
"C/C++" - "General" option, and select the "Additional Include Directories".
|
||||
Add the \c include directory of the Irrlicht engine folder to the list of
|
||||
directories. Now the compiler will find the irrlicht.h header file. We also
|
||||
need the irrlicht.lib to be found, so select "Linker" - "General" and
|
||||
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
|
||||
to "Additional Library Directories". Which of the 2 Irrlicht versions you
|
||||
chose depends on the target platform for your application (win32 or x64).
|
||||
In your project properties you can see what your active solution platform
|
||||
is, you can use the same one for Irrlicht.
|
||||
|
||||
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
|
||||
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
|
||||
Linux) to your Linker input files.
|
||||
|
||||
For VisualStudio we can be lazy and use the pragma comment lib.
|
||||
We also want to get rid of the console window, which pops up when starting a
|
||||
program with main() (instead of WinMain). This is done by the second pragma.
|
||||
We could also use the WinMain method, though losing platform independence then.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
/*
|
||||
That's it. With your IDE set up like this, you will now be able to develop
|
||||
applications with the Irrlicht Engine.
|
||||
|
||||
Lets start!
|
||||
|
||||
After we have set up the IDE, the compiler will know where to find the Irrlicht
|
||||
Engine header files so we can include it now in our code.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
|
||||
/*
|
||||
That header just adds the getExampleMediaPath tool-functions to help locating
|
||||
the media we need. More about that later below.
|
||||
*/
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
|
||||
you want to use a class of the engine, you have to write irr:: before the name
|
||||
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
|
||||
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
|
||||
irr:: anymore.
|
||||
Note that you never should do that in headers - otherwise you will pollute the
|
||||
namespace of every file including such a header. So in headers always write
|
||||
out the full names including all namespaces.
|
||||
*/
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
|
||||
read a detailed description of them in the documentation by clicking on the top
|
||||
menu item 'Namespace List' or by using this link:
|
||||
http://irrlicht.sourceforge.net/docu/namespaces.html
|
||||
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
|
||||
example simple. Hence, we tell the compiler again that we do not want always to
|
||||
write their names.
|
||||
*/
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/*
|
||||
This is the main method. We can now use main() on every platform.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
The most important function of the engine is the createDevice()
|
||||
function. The IrrlichtDevice is created by it, which is the root
|
||||
object for doing anything with the engine. createDevice() has the
|
||||
following parameters:
|
||||
|
||||
- driverType: Type of the video driver. This can currently be the Null-device,
|
||||
one of the two software renderers, D3D9, or OpenGL. In this
|
||||
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
|
||||
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
|
||||
Generally you will want to use OpenGL or Direct3D as they are
|
||||
using your graphic card for calculations instead of the CPU and
|
||||
are way faster (and usually better looking). We just use one of the
|
||||
software renderers here as it even works when your graphic card driver
|
||||
isn't set up for 3d support.
|
||||
|
||||
- windowSize: Size of the Window or screen in FullScreenMode to be
|
||||
created. In this example we use 640x480.
|
||||
|
||||
- bits: Amount of color bits per pixel. This should be 16 or 32. The
|
||||
parameter is often ignored when running in windowed mode. More
|
||||
commonly you would chose 32 bit, again we're just playing it safe.
|
||||
|
||||
- fullscreen: Specifies if we want the device to run in fullscreen mode
|
||||
or windowed.
|
||||
|
||||
- stencilbuffer: Specifies if we want to use the stencil buffer (you
|
||||
need it for drawing shadows).
|
||||
|
||||
- vsync: Specifies if we want to have vsync enabled, this is only useful
|
||||
in fullscreen mode.
|
||||
|
||||
- eventReceiver: An object to receive events. We do not want to use this
|
||||
parameter here, and set it to 0.
|
||||
|
||||
Always check the return value to cope with unsupported drivers,
|
||||
dimensions, etc.
|
||||
*/
|
||||
IrrlichtDevice *device =
|
||||
createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
|
||||
false, false, false, 0);
|
||||
|
||||
if (!device)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Set the caption of the window to some nice text. Note that there is an
|
||||
'L' in front of the string. The Irrlicht Engine uses wide character
|
||||
strings when displaying text.
|
||||
*/
|
||||
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||
|
||||
/*
|
||||
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||
user interface environment, so that we do not always have to write
|
||||
device->getVideoDriver(), device->getSceneManager(), or
|
||||
device->getGUIEnvironment().
|
||||
*/
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
/*
|
||||
We add a hello world label to the window, using the GUI environment.
|
||||
The text is placed at the position (10,10) as top left corner and
|
||||
(260,22) as lower right corner.
|
||||
*/
|
||||
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
|
||||
rect<s32>(10,10,260,22), true);
|
||||
|
||||
/*
|
||||
Get a media path dedicated for your platform. Finding media files for your
|
||||
applications can be tricky. First you have 2 options - working with relative
|
||||
paths or working with absolute paths.
|
||||
|
||||
On Windows a common solution is that your installer will write a key into
|
||||
the registry with the absolute path of wherever the user installed the
|
||||
media. And in your application you read out that key from the registry.
|
||||
On Linux a common solution is to use config file which is placed in some
|
||||
fixed location (for example in a . file/folder in the user home).
|
||||
|
||||
But you can also work with relative paths - which is what we do here. There
|
||||
is a slight complication with relative paths as they are relative to your
|
||||
current working directory. And that depends on the way your application is
|
||||
started and it might change inside your application. But mostly it will be
|
||||
set to your executable on start so you can ignore that problem while
|
||||
developing.
|
||||
|
||||
When inside VisualStudio the current working directory is set to your
|
||||
project files location unless you overwrite Project properties - Debugging
|
||||
- Working Directory. In Irrlicht examples the media folder is on most
|
||||
platforms ../../media which works for the examples as it's relative to our
|
||||
project files as well as to the binary (.exe) files.
|
||||
|
||||
Whatever you chose to find your base-folder for media - wrap it with some
|
||||
function and then you can improve the code to locate the media later on.
|
||||
*/
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To show something interesting, we load a Quake 2 model and display it.
|
||||
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
|
||||
of getMesh() to become aware of loading problems and other errors.
|
||||
|
||||
Instead of writing the filename sydney.md2, it would also be possible
|
||||
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
|
||||
other supported file format. By the way, that cool Quake 2 model
|
||||
called sydney was modeled by Brian Collins.
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "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(mediaPath + "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));
|
||||
|
||||
/*
|
||||
OK, now we have set up the scene, lets draw everything: We run the
|
||||
device in a while() loop, until the device does not want to run any
|
||||
more. This would be when the user closes the window or presses ALT+F4
|
||||
(or whatever keycode closes a window on your OS).
|
||||
*/
|
||||
while(device->run())
|
||||
{
|
||||
/*
|
||||
Anything can be drawn between a beginScene() and an endScene()
|
||||
call. The beginScene() call clears the screen with a color and
|
||||
the depth buffer, if desired. Then we let the Scene Manager and
|
||||
the GUI Environment draw their content. With the endScene()
|
||||
call everything is presented on the screen.
|
||||
*/
|
||||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
/*
|
||||
After we are done with the render loop, we have to delete the Irrlicht
|
||||
Device created before with createDevice(). In the Irrlicht Engine, you
|
||||
have to delete all objects you created with a method or function which
|
||||
starts with 'create'. The object is simply deleted by calling ->drop().
|
||||
See the documentation at irr::IReferenceCounted::drop() for more
|
||||
information.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and run.
|
||||
**/
|
Reference in New Issue
Block a user