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:
54
examples/15.LoadIrrFile/LoadIrrFile.cbp
Normal file
54
examples/15.LoadIrrFile/LoadIrrFile.cbp
Normal file
@ -0,0 +1,54 @@
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162
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162
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324
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||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
56
examples/15.LoadIrrFile/Makefile
Normal file
56
examples/15.LoadIrrFile/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 15.LoadIrrFile
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(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)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
181
examples/15.LoadIrrFile/main.cpp
Normal file
181
examples/15.LoadIrrFile/main.cpp
Normal file
@ -0,0 +1,181 @@
|
||||
/** Example 015 Loading Scenes from .irr Files
|
||||
|
||||
Since version 1.1, Irrlicht is able to save and load
|
||||
the full scene graph into an .irr file, an xml based
|
||||
format. There is an editor available to edit
|
||||
those files, named irrEdit (http://www.ambiera.com/irredit)
|
||||
which can also be used as world and particle editor.
|
||||
This tutorial shows how to use .irr files.
|
||||
|
||||
Lets start: Create an Irrlicht device and setup the window.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice* device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
device->setWindowCaption(L"Load .irr file example");
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
/*
|
||||
Now load our .irr file.
|
||||
.irr files can store the whole scene graph including animators,
|
||||
materials and particle systems. And there is also the possibility to
|
||||
store arbitrary user data for every scene node in that file. To keep
|
||||
this example simple, we are simply loading the scene here. See the
|
||||
documentation at ISceneManager::loadScene and ISceneManager::saveScene
|
||||
for more information. So to load and display a complicated huge scene,
|
||||
we only need a single call to loadScene().
|
||||
*/
|
||||
|
||||
// load the scene
|
||||
/* You might have to work around some minor problems in current .irr loader:
|
||||
- It can't load meshes relative to the .irr file, but only relative to the working directory.
|
||||
So you might have to change your working directory to the path where the .irr file is in.
|
||||
- When passing a custom parent node to loadScene then irr_scene attributes will be passed to that.
|
||||
Usually not a problem, but for example AmbientLight will not change that way unless you create a custom
|
||||
SceneNode type which can interpret those attributes.
|
||||
*/
|
||||
if (argc>1)
|
||||
smgr->loadScene(argv[1]);
|
||||
else
|
||||
smgr->loadScene(getExampleMediaPath() + "example.irr");
|
||||
|
||||
/*
|
||||
Now we'll create a camera, and give it a collision response animator
|
||||
that's built from the mesh nodes in the scene we just loaded.
|
||||
*/
|
||||
scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f);
|
||||
|
||||
// Create a meta triangle selector to hold several triangle selectors.
|
||||
scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
|
||||
|
||||
/*
|
||||
Now we will find all the nodes in the scene and create triangle
|
||||
selectors for all suitable nodes. Typically, you would want to make a
|
||||
more informed decision about which nodes to performs collision checks
|
||||
on; you could capture that information in the node name or Id.
|
||||
*/
|
||||
core::array<scene::ISceneNode *> nodes;
|
||||
smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
|
||||
|
||||
for (u32 i=0; i < nodes.size(); ++i)
|
||||
{
|
||||
scene::ISceneNode * node = nodes[i];
|
||||
scene::ITriangleSelector * selector = 0;
|
||||
|
||||
switch(node->getType())
|
||||
{
|
||||
case scene::ESNT_CUBE:
|
||||
case scene::ESNT_ANIMATED_MESH:
|
||||
// Because the selector won't animate with the mesh,
|
||||
// and is only being used for camera collision, we'll just use an approximate
|
||||
// bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
|
||||
selector = smgr->createTriangleSelectorFromBoundingBox(node);
|
||||
break;
|
||||
|
||||
case scene::ESNT_MESH:
|
||||
case scene::ESNT_SPHERE: // Derived from IMeshSceneNode
|
||||
selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
|
||||
break;
|
||||
|
||||
case scene::ESNT_TERRAIN:
|
||||
selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
|
||||
break;
|
||||
|
||||
case scene::ESNT_OCTREE:
|
||||
selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
|
||||
break;
|
||||
|
||||
default:
|
||||
// Don't create a selector for this node type
|
||||
break;
|
||||
}
|
||||
|
||||
if(selector)
|
||||
{
|
||||
// Add it to the meta selector, which will take a reference to it
|
||||
meta->addTriangleSelector(selector);
|
||||
// And drop my reference to it, so that the meta selector owns it.
|
||||
selector->drop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Now that the mesh scene nodes have had triangle selectors created and added
|
||||
to the meta selector, create a collision response animator from that meta selector.
|
||||
*/
|
||||
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
|
||||
meta, camera, core::vector3df(5,5,5),
|
||||
core::vector3df(0,0,0));
|
||||
meta->drop(); // I'm done with the meta selector now
|
||||
|
||||
camera->addAnimator(anim);
|
||||
anim->drop(); // I'm done with the animator now
|
||||
|
||||
// And set the camera position so that it doesn't start off stuck in the geometry
|
||||
camera->setPosition(core::vector3df(0.f, 20.f, 0.f));
|
||||
|
||||
// Point the camera at the cube node, by finding the first node of type ESNT_CUBE
|
||||
scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE);
|
||||
if(cube)
|
||||
camera->setTarget(cube->getAbsolutePosition());
|
||||
|
||||
/*
|
||||
That's it. Draw everything and finish as usual.
|
||||
*/
|
||||
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Load Irrlicht File example - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
129
examples/15.LoadIrrFile/tutorial.html
Normal file
129
examples/15.LoadIrrFile/tutorial.html
Normal file
@ -0,0 +1,129 @@
|
||||
<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"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2"> <div align="left">
|
||||
<p>Since version 1.1, Irrlicht is able to save and load the full scene
|
||||
graph into an .irr file, an xml based format. There is also an editor
|
||||
available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>,
|
||||
which can also be used as world and particle editor. This tutorial shows
|
||||
how to use .irr files.</p>
|
||||
<p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><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="#000000"></font></b></div>
|
||||
<font color="#FFFFFF"><b>Lets start!</b></font></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>Lets start: Create an Irrlicht device and setup the window.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h>
|
||||
#include <iostream>
|
||||
using namespace irr;
|
||||
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
|
||||
video::E_DRIVER_TYPE driverType;
|
||||
|
||||
printf("Please select the driver you want for this example:\n"\
|
||||
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
|
||||
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
|
||||
" (f) NullDevice\n (otherKey) exit\n\n");
|
||||
|
||||
char i;
|
||||
std::cin >> i;
|
||||
|
||||
switch(i)
|
||||
{
|
||||
case 'a': driverType = video::EDT_DIRECT3D9;break;
|
||||
case 'b': driverType = video::EDT_DIRECT3D8;break;
|
||||
case 'c': driverType = video::EDT_OPENGL; break;
|
||||
case 'd': driverType = video::EDT_SOFTWARE; break;
|
||||
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
|
||||
case 'f': driverType = video::EDT_NULL; break;
|
||||
default: return 1;
|
||||
}
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice* device =
|
||||
createDevice(driverType, core::dimension2d<s32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
device->setWindowCaption(L"Load .irr file example");
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now load our .irr file. .irr files can store the whole scene graph
|
||||
including animators, materials and particle systems. And there is also
|
||||
the possibility to store arbitrary user data for every scene node in
|
||||
that file. To keep this example simple, we are simply loading the scene
|
||||
here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene
|
||||
for more information. So to load and display a complicated huge scene,
|
||||
we only need a single call to loadScene().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// load the scene<br>smgr->loadScene("../../media/example.irr"); </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That was it already. Now add a camera and draw the scene.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> // add a user controlled camera
|
||||
|
||||
smgr->addCameraSceneNodeFPS();
|
||||
|
||||
// and draw everything.
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(0,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</div>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user