mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 14:26:06 +02:00
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:
84
examples/09.Meshviewer/9.Meshviewer.rc
Normal file
84
examples/09.Meshviewer/9.Meshviewer.rc
Normal file
@ -0,0 +1,84 @@
|
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|
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
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|
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|
||||
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||||
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|
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||||
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||||
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|
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//
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// Icon
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//
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|
56
examples/09.Meshviewer/Makefile
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56
examples/09.Meshviewer/Makefile
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@ -0,0 +1,56 @@
|
||||
# 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 := 09.Meshviewer
|
||||
# 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
|
||||
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|
||||
|
||||
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) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
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#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
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||||
LIBSELECT=64
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||||
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||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
55
examples/09.Meshviewer/Meshviewer.cbp
Normal file
55
examples/09.Meshviewer/Meshviewer.cbp
Normal file
@ -0,0 +1,55 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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||||
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||||
<Option compiler="gcc" />
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||||
<Build>
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<Target title="Windows">
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||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/MeshViewer" prefix_auto="0" extension_auto="1" />
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||||
<Option type="1" />
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<Option compiler="gcc" />
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<VirtualTargets>
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||||
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||||
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||||
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|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
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||||
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||||
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||||
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|
||||
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||||
<Unit filename="main.cpp" />
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||||
<Extensions>
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||||
<code_completion />
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||||
<debugger />
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||||
<envvars />
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||||
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||||
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||||
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|
163
examples/09.Meshviewer/Meshviewer.vcproj
Normal file
163
examples/09.Meshviewer/Meshviewer.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
StringPooling="TRUE"
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||||
RuntimeLibrary="4"
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||||
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||||
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||||
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|
||||
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|
||||
ObjectFile=".\Release/"
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||||
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||||
WarningLevel="3"
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||||
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||||
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||||
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||||
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||||
<Tool
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<Tool
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<Tool
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
<Files>
|
||||
<File
|
||||
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||||
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||||
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||||
<Tool
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
324
examples/09.Meshviewer/Meshviewer.xcodeproj/project.pbxproj
Normal file
324
examples/09.Meshviewer/Meshviewer.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,324 @@
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||||
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BIN
examples/09.Meshviewer/icon.ico
Normal file
BIN
examples/09.Meshviewer/icon.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
1044
examples/09.Meshviewer/main.cpp
Normal file
1044
examples/09.Meshviewer/main.cpp
Normal file
File diff suppressed because it is too large
Load Diff
16
examples/09.Meshviewer/resource.h
Normal file
16
examples/09.Meshviewer/resource.h
Normal file
@ -0,0 +1,16 @@
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// Microsoft Visual C++ generated include file.
|
||||
// Used by 9.Meshviewer.rc
|
||||
//
|
||||
#define IDI_ICON1 101
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_NEXT_RESOURCE_VALUE 102
|
||||
#define _APS_NEXT_COMMAND_VALUE 40001
|
||||
#define _APS_NEXT_CONTROL_VALUE 1001
|
||||
#define _APS_NEXT_SYMED_VALUE 101
|
||||
#endif
|
||||
#endif
|
182
examples/09.Meshviewer/tutorial.html
Normal file
182
examples/09.Meshviewer/tutorial.html
Normal file
@ -0,0 +1,182 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<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="left"><b><font color="#FFFFFF">Tutorial 9. Mesh Viewer</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This tutorial shows how to create a more complex application with
|
||||
the engine. We construct a simple mesh viewer using the user interface
|
||||
API and the scenemanagement of Irrlicht.<br>
|
||||
The tutorial shows how to create and use Buttons, Windows, Toolbars,
|
||||
Menus, ComboBoxes, Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes,
|
||||
and how to parse XML files with the integrated XML reader of the engine.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/009shot.jpg" width="260" height="203"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<p>We start like in most other tutorials: Include all nesessary header
|
||||
files, add a comment to let the engine be linked with the right .lib
|
||||
file in Visual Studio, and deklare some global variables. We also
|
||||
add two 'using namespece' statements, so we do not need to write the
|
||||
whole names of all classes. In this tutorial, we use a lot stuff from
|
||||
the gui namespace.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br>using namespace gui;<br><br>#pragma comment(lib, "Irrlicht.lib")<br><br>IrrlichtDevice *Device = 0;<br>core::stringc StartUpModelFile;<br>core::stringw MessageText;<br>core::stringw Caption;<br>scene::IAnimatedMeshSceneNode* Model = 0;<br>scene::ISceneNode* SkyBox = 0;<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> The three following functions do several stuff used by the mesh
|
||||
viewer. The first function showAboutText() simply displays a messagebox
|
||||
with a caption and a message text. The texts will be stored in the
|
||||
MessageText and Caption variables at startup.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>void showAboutText()<br>{<br><font color="#006600"> // create modal message box with the text<br> // loaded from the xml file</font><font color="#00CC00">.</font><br> Device->getGUIEnvironment()->addMessageBox(<br> Caption.c_str(), MessageText.c_str());<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> The second function loadModel() loads a model and displays it using
|
||||
an addAnimatedMeshSceneNode and the scene manager. Nothing difficult.
|
||||
It also displays a short message box, if the model could not be loaded.
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>void loadModel(const c8* filename)<br>{<br> <font color="#006600">// load a model into the engine</font><br> if (Model)<br> Model->remove();<br> Model = 0;<br><br> scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh(filename);<br> if (!m) <br> {<br> <font color="#006600">// model could not be loaded</font><br> if (StartUpModelFile != filename)<br> Device->getGUIEnvironment()->addMessageBox(<br> Caption.c_str(), L"The model could not be loaded. " \<br> L"Maybe it is not a supported file format.");<br> return;<br> }<br><br><font color="#006600"> // set default material properties</font><br> Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m);<br> Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);<br> Model->setMaterialFlag(video::EMF_LIGHTING, false);<br> Model->setDebugDataVisible(true);<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Finally, the third function creates a toolbox window. In this simple
|
||||
mesh viewer, this toolbox only contains a tab control with three edit
|
||||
boxes for changing the scale of the displayed model.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>void createToolBox()<br>{<br> <font color="#006600">// remove tool box if already there</font><br> IGUIEnvironment* env = Device->getGUIEnvironment();<br> IGUIElement* root = env->getRootGUIElement();<br> IGUIElement* e = root->getElementFromId(5000, true);<br> if (e) e->remove();<br><br> <font color="#006600">// create the toolbox window</font><br> IGUIWindow* wnd = env->addWindow(core::rect<s32>(450,25,640,480),<br> false, L"Toolset", 0, 5000);<br><br> <font color="#006600">// create tab control and tabs</font><br> IGUITabControl* tab = env->addTabControl(<br> core::rect<s32>(2,20,640-452,480-7), wnd, true, true);<br> IGUITab* t1 = tab->addTab(L"Scale");<br> IGUITab* t2 = tab->addTab(L"Empty Tab");<br><br> <font color="#006600">// add some edit boxes and a button to tab one</font><br> env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901);<br> env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902);<br> env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903);<br> env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set");<br><br> // bring irrlicht engine logo to front, because it<br> // now may be below the newly created toolbox<br> root->bringToFront(root->getElementFromId(666, true));<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To get all the events sent by the GUI Elements, we need to create
|
||||
an event receiver. This one is really simple. If an event occurs,
|
||||
it checks the id of the caller and the event type, and starts an action
|
||||
based on these values. For example, if a menu item with id 100 was
|
||||
selected, if opens a file-open-dialog. </p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2">class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> {<br> if (event.EventType == EET_GUI_EVENT)<br> {<br> s32 id = event.GUIEvent.Caller->getID();<br> IGUIEnvironment* env = Device->getGUIEnvironment();<br> switch(event.GUIEvent.EventType)<br> {<br> case EGET_MENU_ITEM_SELECTED:<br> {<br> <font color="#006600"> // a menu item was clicked</font><br> IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller;<br> s32 id = menu->getItemCommandId(menu->getSelectedItem());<br> <br> switch(id)<br> {<br> case 100<font color="#006600">: // File -> Open Mode</font>l<br> env->addFileOpenDialog(L"Please select a model file to open");<br> break;<br> case 200<font color="#006600">: // File -> Quit</font><br> Device->closeDevice();<br> break;<br> case 300<font color="#006600">: // View -> Skybox</font><br> SkyBox->setVisible(!SkyBox->isVisible());<br> break;<br> case 400<font color="#006600">: // View -> Debug Informatio</font>n<br> if (Model)<br> Model->setDebugDataVisible(!Model->isDebugDataVisible());<br> break;<br> case 500<font color="#006600">: // Help->About</font><br> showAboutText();<br> break;<br> case 610<font color="#006600">: // View -> Material -> Soli</font>d<br> if (Model)<br> Model->setMaterialType(video::EMT_SOLID);<br> break;<br> case 620<font color="#006600">: // View -> Material -> Transparen</font>t<br> if (Model)<br> Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);<br> break;<br> case 630<font color="#006600">: // View -> Material -> Reflectio</font>n<br> if (Model)<br> Model->setMaterialType(video::EMT_SPHERE_MAP);<br> break;<br> }<br> break;<br> }<br> case EGET_FILE_SELECTED:<br> {<br> <font color="#006600"> // load the model file, selected in the file open dialo</font>g<br> IGUIFileOpenDialog* dialog = <br> (IGUIFileOpenDialog*)event.GUIEvent.Caller;<br> loadModel(core::stringc(dialog->getFilename()).c_str());<br> }<br> case EGET_BUTTON_CLICKED:<br> switch(id)<br> {<br> case 1101:<br> {<br> <font color="#006600"> // set scal</font>e<br> gui::IGUIElement* root = env->getRootGUIElement();<br> core::vector3df scale;<br> core::stringc s;<br> s = root->getElementFromId(901, true)->getText();<br> scale.X = (f32)atof(s.c_str());<br> s = root->getElementFromId(902, true)->getText();<br> scale.Y = (f32)atof(s.c_str());<br> s = root->getElementFromId(903, true)->getText();<br> scale.Z = (f32)atof(s.c_str());<br> if (Model)<br> Model->setScale(scale);<br> }<br> break;<br> case 1102:<br> env->addFileOpenDialog(L"Please select a model file to open");<br> break;<br> case 1103:<br> showAboutText();<br> break;<br> case 1104:<br> createToolBox();<br> break;<br> }<br> break;<br> }<br> }<br> return false;<br> }<br>};</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Most of the hard work is done. We only need to create the Irrlicht
|
||||
Engine device and all the buttons, menus and toolbars. We start up the
|
||||
engine as usual, using createDevice(). To make our application catch
|
||||
events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor
|
||||
commands are not necesarry, but I included them to make the tutorial
|
||||
use DirectX on Windows and OpenGL on all other platforms like Linux.
|
||||
As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble().
|
||||
This makes the render window resizeable, which is quite useful for a
|
||||
mesh viewer. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>int main()<br>{<br> // ask user for driver
|
||||
<br> video::E_DRIVER_TYPE driverType;
|
||||
<br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char key;<br> std::cin >> key;<br><br> switch(key)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
|
||||
<br> // create device and exit if creation failed
|
||||
<br> MyEventReceiver receiver;<br> Device = createDevice(driverType, core::dimension2d<s32>(640, 480),<br> 16, false, false, false, &receiver);
|
||||
<br> if (Device == 0)<br> return 1; // could not create selected driver.<br><br> Device->setResizable(true);<br> Device->setWindowCaption(L"Irrlicht Engine - Loading...");<br><br> video::IVideoDriver* driver = Device->getVideoDriver();<br> IGUIEnvironment* env = Device->getGUIEnvironment();<br> scene::ISceneManager* smgr = Device->getSceneManager();<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> The next step is to read the configuration file. It is stored in the
|
||||
xml format and looks a little bit like this:<br>
|
||||
<br>
|
||||
<font face="Courier New, Courier, mono"><?xml version="1.0"?><br>
|
||||
<config><br>
|
||||
<startUpModel file="some filename" /><br>
|
||||
<messageText caption="Irrlicht Engine Mesh Viewer"><br>
|
||||
Hello!<br>
|
||||
</messageText><br>
|
||||
</config></font><br>
|
||||
<br>
|
||||
We need the data stored in there to be written into the global variables
|
||||
StartUpModelFile, MessageText and Caption. This is now done using the
|
||||
Irrlicht Engine integrated XML parser: </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> <font color="#006600">// read configuration from xml file</font><br> io::IXMLReader* xml =<br> Device->getFileSystem()->createXMLReader("../../media/config.xml");<br> while(xml && xml->read())<br> {<br> switch(xml->getNodeType())<br> {<br> case io::EXN_TEXT:<br> <font color="#006600">// in this xml file, the only text which occurs is the messageText</font><br> MessageText = xml->getNodeData();<br> break;<br> case io::EXN_ELEMENT:<br> {<br> if (core::stringw("startUpModel") == xml->getNodeName())<br> StartUpModelFile = xml->getAttributeValue(L"file");<br> else<br> if (core::stringw("messageText") == xml->getNodeName())<br> Caption = xml->getAttributeValue(L"caption");<br> }<br> break;<br> }<br> }<br> if (xml)<br> xml->drop(); <font color="#006600">// don't forget to delete the xml reader </font><br>
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> That wasn't difficult. Now we'll set a nicer font and create the Menu.
|
||||
It is possible to create submenus for every menu item. The call menu->addItem(L"File",
|
||||
-1, true, true); for example adds a new menu Item with the name "File"
|
||||
and the id -1. The following parameter says that the menu item should
|
||||
be enabled, and the last one says, that there should be a submenu. The
|
||||
submenu can now be accessed with menu->getSubMenu(0), because the
|
||||
"File" entry is the menu item with index 0. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> <font color="#006600">// set a nicer font</font><br> IGUISkin* skin = env->getSkin();<br> IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");<br> if (font)<br> skin->setFont(font);<br><br><font color="#006600"> // create menu</font><br> gui::IGUIContextMenu* menu = env->addMenu();<br> menu->addItem(L"File", -1, true, true);<br> menu->addItem(L"View", -1, true, true);<br> menu->addItem(L"Help", -1, true, true);<br><br> gui::IGUIContextMenu* submenu;<br> submenu = menu->getSubMenu(0);<br> submenu->addItem(L"Open Model File...", 100);<br> submenu->addSeparator();<br> submenu->addItem(L"Quit", 200);<br><br> submenu = menu->getSubMenu(1);<br> submenu->addItem(L"toggle sky box visibility", 300);<br> submenu->addItem(L"toggle model debug information", 400);<br> submenu->addItem(L"model material", -1, true, true );<br><br> submenu = submenu->getSubMenu(2);<br> submenu->addItem(L"Solid", 610);<br> submenu->addItem(L"Transparent", 620);<br> submenu->addItem(L"Reflection", 630);<br><br> submenu = menu->getSubMenu(2);<br> submenu->addItem(L"About", 500);
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
We want a toolbar, onto which we can place colored buttons and important
|
||||
looking stuff like a senseless combobox.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font color="#006600"> // create toolbar</font><br> gui::IGUIToolBar* bar = env->addToolBar();<br> bar->addButton(1102, 0, driver->getTexture("../../media/open.bmp"));<br> bar->addButton(1103, 0, driver->getTexture("../../media/help.bmp"));<br> bar->addButton(1104, 0, driver->getTexture("../../media/tools.bmp"));<br><br><font color="#006600"> // create a combobox with some senseless texts</font><br> gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar);<br> box->addItem(L"Bilinear");<br> box->addItem(L"Trilinear");<br> box->addItem(L"Anisotropic");<br> box->addItem(L"Isotropic");<br> box->addItem(L"Psychedelic");<br> box->addItem(L"No filtering");</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
To make the editor look a little bit better, we disable transparent gui
|
||||
elements, and add a Irrlicht Engine logo. In addition, a text, which will
|
||||
show the current frame per second value is created, and the window caption
|
||||
changed.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> <font color="#006600">// disable alpha</font><br> for (s32 i=0; i<gui::EGDC_COUNT ; ++i)<br> {<br> video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);<br> col.setAlpha(255);<br> env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);<br> }<br><br><font color="#006600"> // add a tabcontrol</font><br> createToolBox();<br><br> <font color="#006600">// add the irrlicht engine logo</font><br> IGUIImage* img = env->addImage(core::rect<s32>(22,429,108,460), 0, 666);<br> img->setImage(driver->getTexture("../../media/irrlichtlogoaligned.jpg"));<br><br> <font color="#006600">// create fps text </font><br> IGUIStaticText* fpstext =<br> env->addStaticText(L"", core::rect<s32>(210,26,270,41), true);<br><br> <font color="#006600">// set window caption</font><br> Caption += " - [";<br> Caption += driver->getName();<br> Caption += "]";<br> Device->setWindowCaption(Caption.c_str());</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
That's nearly the whole application. We simply show the about message
|
||||
box at start up, and load the first model. To make everything look better,
|
||||
a skybox is created and a user controled camera, to make the application
|
||||
a little bit more interactive. Finally, everything is drawed in a standard
|
||||
drawing loop.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> <font color="#006600">// show about message box and load default model</font><br> showAboutText();<br> loadModel(StartUpModelFile.c_str());<br><font color="#006600"><br> // add skybox</font> <br> SkyBox = smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.bmp"),<br> driver->getTexture("../../media/irrlicht2_dn.bmp"),<br> driver->getTexture("../../media/irrlicht2_lf.bmp"),<br> driver->getTexture("../../media/irrlicht2_rt.bmp"),<br> driver->getTexture("../../media/irrlicht2_ft.bmp"),<br> driver->getTexture("../../media/irrlicht2_bk.bmp"));<br><br><font color="#006600"> // add a camera scene node </font><br> smgr->addCameraSceneNodeMaya();<br> <br> <font color="#006600">// draw everything</font><br> while(Device->run() && driver)<br> if (Device->isWindowActive())<br> {<br> driver->beginScene(true, true, video::SColor(150,50,50,50));<br> smgr->drawAll();<br> env->drawAll();<br> <br> driver->endScene();<br><br> core::stringw str = L"FPS: ";<br> str += driver->getFPS();<br> fpstext->setText(str.c_str());<br> }<br> Device->drop();<br> return 0;<br>}<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Compile and run this, and you have a fully functional 3d Mesh viewer.<br>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user