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:
cutealien
2020-01-03 19:05:16 +00:00
commit 2ae2a551a6
2007 changed files with 635880 additions and 0 deletions

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# 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
# Name of the executable created (.exe will be added automatically if necessary)
Target := 03.CustomSceneNode
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(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) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
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/** Example 003 Custom SceneNode
This tutorial is more advanced than the previous ones.
If you are currently just playing around with the Irrlicht
engine, you may want to look at other examples first.
This tutorials shows how to create a custom scene node and
how to use it in the engine. A custom scene node is needed
if you want to implement a render technique the Irrlicht
Engine currently does not support. For example, you can write
an indoor portal based renderer or an advanced terrain scene
node with it. By creating custom scene nodes, you can
easily extend the Irrlicht Engine and adapt it to your needs.
I will keep the tutorial simple: Keep everything very short
and everything in one .cpp file. This is the style which
will also be used in most of the following tutorials.
To start, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
Here comes the more sophisticated part of this tutorial:
The class of our very own custom scene node. To keep it simple,
our scene node will not be an indoor portal renderer nor a terrain
scene node, but a simple tetrahedron, a 3D object consisting of 4
connected vertices, which only draws itself and does nothing more.
Note that this scenario does not require a custom scene node in Irrlicht.
Instead one would create a mesh from the geometry and pass it to a
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
scene node in a simple setting.
To allow our scene node to be inserted into the Irrlicht
Engine scene, the class we create needs to be derived from the
irr::scene::ISceneNode class and has to override some methods.
*/
class CSampleSceneNode : public scene::ISceneNode
{
/*
First, we declare some member variables:
The bounding box, 4 vertices, and the material of the tetrahedron.
*/
core::aabbox3d<f32> Box;
video::S3DVertex Vertices[4];
video::SMaterial Material;
public:
/*
The parameters of the constructor specify the parent of the scene node,
a pointer to the scene manager, and an id of the scene node.
In the constructor we call the parent class' constructor,
set some properties of the material, and create the 4 vertices of
the tetrahedron.
*/
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;
Material.Thickness=0.f;
Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
video::SColor(255,0,255,255), 0, 1);
Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
video::SColor(255,255,0,255), 1, 1);
Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
video::SColor(255,255,255,0), 1, 0);
Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
video::SColor(255,0,255,0), 0, 0);
/*
The Irrlicht Engine needs to know the bounding box of a scene node.
It will use it for automatic culling and other things. Hence, we
need to create a bounding box from the 4 vertices we use.
If you do not want the engine to use the box for automatic culling,
and/or don't want to create the box, you could also call
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
*/
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos);
}
/*
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
method of every scene node in the scene is called by the scene manager.
If the scene node wishes to draw itself, it may register itself in the
scene manager to be drawn. This is necessary to tell the scene manager
when it should call irr::scene::ISceneNode::render(). For
example, normal scene nodes render their content one after another,
while stencil buffer shadows would like to be drawn after all other
scene nodes. And camera or light scene nodes need to be rendered before
all other scene nodes (if at all). So here we simply register the
scene node to render normally. If we would like to let it be rendered
like cameras or light, we would have to call
SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
method of the base class, which lets all the child scene nodes of this node
register themselves.
*/
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
/*
In the render() method most of the interesting stuff happens: The
Scene node renders itself. We override this method and draw the
tetrahedron.
*/
virtual void render()
{
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
so you have to pass the 3 corresponding indices for each triangle to
tell which of the vertices should be used for it. */
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
/*
And finally we create three small additional methods.
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
amount of materials in this scene node (our tetrahedron only has one
material), and irr::scene::ISceneNode::getMaterial() returns the
material at an index. Because we have only one material, we can
return that and assume that no one ever calls getMaterial() with an index
greater than 0.
*/
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};
/*
That's it. The Scene node is done. Now we start the engine,
create the scene node and a camera, and look at the result.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<u32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
// set window caption, get some pointers, create a camera
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
/*
Create our scene node. I don't check the result of calling new, as it
should throw an exception rather than returning 0 on failure. Because
the new node will create itself with a reference count of 1, and then
will have another reference added by its parent scene node when it is
added to the scene, I need to drop my reference to it. Best practice is
to drop it only *after* I have finished using it, regardless of what
the reference count of the object is after creation.
*/
CSampleSceneNode *myNode =
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
/*
To animate something in this boring scene consisting only of one
tetrahedron, and to show that you now can use your scene node like any
other scene node in the engine, we add an animator to the scene node,
which rotates the node a little bit.
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
should be checked.
*/
scene::ISceneNodeAnimator* anim =
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
if(anim)
{
myNode->addAnimator(anim);
/*
I'm done referring to anim, so must
irr::IReferenceCounted::drop() this reference now because it
was produced by a createFoo() function. As I shouldn't refer to
it again, ensure that I can't by setting to 0.
*/
anim->drop();
anim = 0;
}
/*
I'm done with my CSampleSceneNode object, and so must drop my reference.
This won't delete the object, yet, because it is still attached to the
scene graph, which prevents the deletion until the graph is deleted or the
custom scene node is removed from it.
*/
myNode->drop();
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
/*
Now draw everything and finish.
*/
u32 frames=0;
while(device->run())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
if (++frames==100) // don't update more often, setWindowCaption can be expensive
{
core::stringw str = L"Irrlicht Engine [";
str += driver->getName();
str += L"] FPS: ";
str += (s32)driver->getFPS();
device->setWindowCaption(str.c_str());
frames=0;
}
}
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

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<title>Irrlicht Engine Tutorial</title>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<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>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This Tutorial is a tutorial for more advanced developers. If you are
currently just playing around with the Irrlicht engine, please look
at other examples first. This tutorial shows how to create a custom
scene node and how to use it in the engine. A custom scene node is needed,
if you want to implement a render technique, the Irrlicht Engine is
currently not supporting. For example you can write a indoor portal
based renderer or a advanced terrain scene node with it. With creating
custom scene nodes, you can easily extend the Irrlicht Engine and adapt
it to your needs.</p>
<p>I will keep the tutorial simple: Keep everything very short, everything
in one .cpp file, and I'll use the engine here as in all other tutorials.
At the end of the tutorial, the result will look like the image below.
This looks not very exciting, but it is a complete customized scene
node and a good point to start from creating you own scene nodes.</p>
<p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>To start, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;</pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td>
</tr>
</table>
<p>Here comes the most sophisticated part of this tutorial: The class
of our very own custom scene node. To keep it simple,<br>
our scene node will not be an indoor portal renderer nor a terrain scene
node, but a simple tetraeder, a 3d object consiting of 4 connected vertices,
which only draws itself and does nothing more.</p>
<p>To let our scene node be able to be inserted into the Irrlicht Engine
scene, the class we create needs only be derived from the ISceneNode
class and has to override some methods.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td>
</tr>
</table>
<p>First, we declare some member variables, to hold data for our tetraeder:
The bounding box, 4 vertices, and<br>
the material of the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>core::aabbox3d&lt;f32&gt; Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td>
</tr>
</table>
<p>The parameters of the constructor specify the parent of the scene node,
a pointer to the scene manager, and an id of the scene node. In the
constructor itself, we call the parent classes constructor, set some
properties of the material we use to draw the scene node and create
the 4 vertices of the tetraeder we will draw later. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;</pre>
<pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1);
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1);
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0);
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0);
</pre></td>
</tr>
</table>
<br>
The Irrlicht Engine needs to know the bounding box of your scene node.
It will use it for doing automatic culling and other things. Hence we
need to create a bounding box from the 4 vertices we use. If you do not
want the engine to use the box for automatic culling, and/or don't want
to create the box, you could also write<br>
<font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i&lt;4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos);
}</pre> </td>
</tr>
</table>
<br>
<p>Before it is drawn, the OnPreRender() method of every scene node in
the scene is called by the scene manager. If the scene node wishes to
draw itself, it may register itself in the scene manager to be drawn.
This is necessary to tell the scene manager when it should call the
::render method. For example normal scene nodes render their content
one after another, while stencil buffer shadows would like to be drawn
after all other scene nodes. And camera or light scene nodes need to
be rendered before all other scene nodes (if at all). <br>
So here we simply register the scene node to get rendered normally.
If we would like to let it be rendered like cameras or light, we would
have to call SceneManager-&gt;registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
<br>
After this, we call the OnPreRender-method of the base class ISceneNode,
which simply lets also all the child scene nodes of this node register
themselves. </p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager-&gt;registerNodeForRendering(this);
ISceneNode::OnPreRender();
}</pre> </td>
</tr>
</table>
<p>In the render() method most of the interresting stuff happenes: The Scene
node renders itself. We override this method and draw the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager-&gt;getVideoDriver();</pre>
<pre> driver-&gt;setMaterial(Material);
driver-&gt;setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver-&gt;drawIndexedTriangleList(&amp;Vertices[0], 4, &amp;indices[0], 4);
}</pre> </td>
</tr>
</table>
<p> At least, we create three small additional methods. GetBoundingBox()
returns the bounding box of this scene node, <br>
GetMaterialCount() returns the amount of materials in this scene node
(our tetraeder only has one material), and getMaterial() returns the material
at an index. Because we have only one material here, we can return the
only one material, assuming that no one ever calls getMaterial() with
an index greater than 0. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> virtual const core::aabbox3d&lt;f32&gt;&amp; getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount()
{
return 1;
}</pre> <pre> virtual video::SMaterial&amp; getMaterial(u32 i)
{
return Material;
}
};</pre></td>
</tr>
</table>
<p>That's it. The Scene node is done. Now we simply have to start the engine,
create the scene node and a camera, and look at the result.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480), 16, false);</pre> <pre> device-&gt;setWindowCaption(L&quot;Custom Scene Node - Irrlicht Engine Demo&quot;);</pre> <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
<pre> smgr-&gt;addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
</pre></td>
</tr>
</table>
<p>Create our scene node. Note that it is dropped (-&gt;drop()) instantly
after we create it. This is possible because the scene manager now takes
care of it. This is not nessecary, it would also be possible to drop it
at the end of the program.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr-&gt;getRootSceneNode(), smgr, 666);
myNode-&gt;drop();</pre> </td>
</tr>
</table>
<p>To animate something in this boring scene consisting only of one tetraeder,
and to show, that you now can use your scene node like any other scene
node in the engine, we add an animator to the scene node, which rotates
the node a little bit. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr-&gt;createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
myNode-&gt;addAnimator(anim);
anim-&gt;drop();</pre> </td>
</tr>
</table>
<p>Now draw everything and finish.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> while(device-&gt;run())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(0,100,100,100));
smgr-&gt;drawAll();
driver-&gt;endScene();
}
device-&gt;drop();
return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>