mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +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:
56
examples/16.Quake3MapShader/Makefile
Normal file
56
examples/16.Quake3MapShader/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 := 16.Quake3MapShader
|
||||
# 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
|
56
examples/16.Quake3MapShader/Quake3MapShader.cbp
Normal file
56
examples/16.Quake3MapShader/Quake3MapShader.cbp
Normal file
@ -0,0 +1,56 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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||||
<CodeBlocks_project_file>
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||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
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||||
<Option title="Irrlicht Example 16 Quake 3 Map Shader" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/Q3MapShader" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/Q3MapShader" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
133
examples/16.Quake3MapShader/Quake3MapShader.vcproj
Normal file
133
examples/16.Quake3MapShader/Quake3MapShader.vcproj
Normal file
@ -0,0 +1,133 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
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||||
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||||
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<Platforms>
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||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
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||||
OutputDirectory="Debug"
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||||
IntermediateDirectory="Debug"
|
||||
ConfigurationType="1"
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CharacterSet="2">
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||||
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|
||||
Name="VCCLCompilerTool"
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Optimization="0"
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||||
AdditionalIncludeDirectories="..\..\include"
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||||
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
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MinimalRebuild="TRUE"
|
||||
BasicRuntimeChecks="3"
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||||
RuntimeLibrary="5"
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||||
UsePrecompiledHeader="0"
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WarningLevel="3"
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Detect64BitPortabilityProblems="TRUE"
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DebugInformationFormat="4"/>
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LinkIncremental="0"
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||||
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||||
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<Tool
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AdditionalOptions="/QIfist /Oa"
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<References>
|
||||
</References>
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||||
<Files>
|
||||
<File
|
||||
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||||
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||||
</Files>
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||||
<Globals>
|
||||
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||||
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|
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391
examples/16.Quake3MapShader/main.cpp
Normal file
391
examples/16.Quake3MapShader/main.cpp
Normal file
@ -0,0 +1,391 @@
|
||||
/** Example 016 Quake3 Map Shader Support
|
||||
|
||||
This tutorial shows how to load a Quake 3 map into the
|
||||
engine, create a SceneNode for optimizing the speed of
|
||||
rendering and how to create a user controlled camera.
|
||||
|
||||
Lets start like the HelloWorld example: We include
|
||||
the irrlicht header files and an additional file to be able
|
||||
to ask the user for a driver type using the console.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
define which Quake3 Level should be loaded
|
||||
*/
|
||||
#define IRRLICHT_QUAKE3_ARENA
|
||||
//#define ORIGINAL_QUAKE3_ARENA
|
||||
//#define CUSTOM_QUAKE3_ARENA
|
||||
//#define SHOW_SHADER_NAME
|
||||
|
||||
#ifdef ORIGINAL_QUAKE3_ARENA
|
||||
#define QUAKE3_STORAGE_FORMAT addFolderFileArchive
|
||||
#define QUAKE3_STORAGE_1 "/baseq3/"
|
||||
#ifdef CUSTOM_QUAKE3_ARENA
|
||||
#define QUAKE3_STORAGE_2 "/cf/"
|
||||
#define QUAKE3_MAP_NAME "maps/cf.bsp"
|
||||
#else
|
||||
#define QUAKE3_MAP_NAME "maps/q3dm8.bsp"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef IRRLICHT_QUAKE3_ARENA
|
||||
#define QUAKE3_STORAGE_FORMAT addFileArchive
|
||||
#define QUAKE3_STORAGE_1 getExampleMediaPath() + "map-20kdm2.pk3"
|
||||
#define QUAKE3_MAP_NAME "maps/20kdm2.bsp"
|
||||
#endif
|
||||
|
||||
using namespace irr;
|
||||
using namespace scene;
|
||||
|
||||
/*
|
||||
Again, to be able to use the Irrlicht.DLL file, we need to link with the
|
||||
Irrlicht.lib. We could set this option in the project settings, but
|
||||
to make it easy, we use a pragma comment lib:
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
A class to produce a series of screenshots
|
||||
*/
|
||||
class CScreenShotFactory : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
CScreenShotFactory( IrrlichtDevice *device, const c8 * templateName, ISceneNode* node )
|
||||
: Device(device), Number(0), FilenameTemplate(templateName), Node(node)
|
||||
{
|
||||
FilenameTemplate.replace ( '/', '_' );
|
||||
FilenameTemplate.replace ( '\\', '_' );
|
||||
}
|
||||
|
||||
bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// check if user presses the key F9
|
||||
if ((event.EventType == EET_KEY_INPUT_EVENT) &&
|
||||
event.KeyInput.PressedDown)
|
||||
{
|
||||
if (event.KeyInput.Key == KEY_F9)
|
||||
{
|
||||
video::IImage* image = Device->getVideoDriver()->createScreenShot();
|
||||
if (image)
|
||||
{
|
||||
c8 buf[256];
|
||||
snprintf_irr(buf, 256, "%s_shot%04d.jpg",
|
||||
FilenameTemplate.c_str(),
|
||||
++Number);
|
||||
Device->getVideoDriver()->writeImageToFile(image, buf, 85 );
|
||||
image->drop();
|
||||
}
|
||||
}
|
||||
else
|
||||
if (event.KeyInput.Key == KEY_F8)
|
||||
{
|
||||
if (Node->isDebugDataVisible())
|
||||
Node->setDebugDataVisible(scene::EDS_OFF);
|
||||
else
|
||||
Node->setDebugDataVisible(scene::EDS_BBOX_ALL);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
IrrlichtDevice *Device;
|
||||
u32 Number;
|
||||
core::stringc FilenameTemplate;
|
||||
ISceneNode* Node;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
Ok, lets start.
|
||||
*/
|
||||
|
||||
int IRRCALLCONV main(int argc, char* argv[])
|
||||
{
|
||||
/*
|
||||
Like in the HelloWorld example, we create an IrrlichtDevice with
|
||||
createDevice(). The difference now is that we ask the user to select
|
||||
which hardware accelerated driver to use. The Software device would be
|
||||
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
|
||||
this decision possible too.
|
||||
*/
|
||||
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
const core::dimension2du videoDim(800,600);
|
||||
|
||||
IrrlichtDevice *device = createDevice(driverType, videoDim, 32, false );
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
const char* mapname=0;
|
||||
if (argc>2)
|
||||
mapname = argv[2];
|
||||
else
|
||||
mapname = QUAKE3_MAP_NAME;
|
||||
|
||||
/*
|
||||
Get a pointer to the video driver and the SceneManager so that
|
||||
we do not always have to write device->getVideoDriver() and
|
||||
device->getSceneManager().
|
||||
*/
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
//! add our private media directory to the file system
|
||||
device->getFileSystem()->addFileArchive(mediaPath);
|
||||
|
||||
/*
|
||||
To display the Quake 3 map, we first need to load it. Quake 3 maps
|
||||
are packed into .pk3 files, which are nothing other than .zip files.
|
||||
So we add the .pk3 file to our FileSystem. After it was added,
|
||||
we are able to read from the files in that archive as they would
|
||||
directly be stored on disk.
|
||||
*/
|
||||
if (argc>2)
|
||||
device->getFileSystem()->QUAKE3_STORAGE_FORMAT(argv[1]);
|
||||
else
|
||||
device->getFileSystem()->QUAKE3_STORAGE_FORMAT(QUAKE3_STORAGE_1);
|
||||
#ifdef QUAKE3_STORAGE_2
|
||||
device->getFileSystem()->QUAKE3_STORAGE_FORMAT(QUAKE3_STORAGE_2);
|
||||
#endif
|
||||
|
||||
// Quake3 Shader controls Z-Writing
|
||||
smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
||||
|
||||
/*
|
||||
Now we can load the mesh by calling getMesh(). We get a pointer returned
|
||||
to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
|
||||
they are only a huge chunk of static geometry with some materials
|
||||
attached. Hence the IAnimated mesh consists of only one frame,
|
||||
so we get the "first frame" of the "animation", which is our quake level
|
||||
and create an Octree scene node with it, using addOctreeSceneNode().
|
||||
The Octree optimizes the scene a little bit, trying to draw only geometry
|
||||
which is currently visible. An alternative to the Octree would be a
|
||||
AnimatedMeshSceneNode, which would draw always the complete geometry of
|
||||
the mesh, without optimization. Try it out: Write addAnimatedMeshSceneNode
|
||||
instead of addOctreeSceneNode and compare the primitives drawn by the
|
||||
video driver. (There is a getPrimitiveCountDrawed() method in the
|
||||
IVideoDriver class). Note that this optimization with the Octree is only
|
||||
useful when drawing huge meshes consisting of lots of geometry.
|
||||
*/
|
||||
scene::IQ3LevelMesh* const mesh =
|
||||
(scene::IQ3LevelMesh*) smgr->getMesh(mapname);
|
||||
|
||||
/*
|
||||
add the geometry mesh to the Scene ( polygon & patches )
|
||||
The Geometry mesh is optimised for faster drawing
|
||||
*/
|
||||
scene::ISceneNode* node = 0;
|
||||
if (mesh)
|
||||
{
|
||||
scene::IMesh * const geometry = mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY);
|
||||
node = smgr->addOctreeSceneNode(geometry, 0, -1, 4096);
|
||||
}
|
||||
|
||||
// create an event receiver for making screenshots
|
||||
CScreenShotFactory screenshotFactory(device, mapname, node);
|
||||
device->setEventReceiver(&screenshotFactory);
|
||||
|
||||
/*
|
||||
now construct SceneNodes for each Shader
|
||||
The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
|
||||
and the Shader ID is stored in the MaterialParameters
|
||||
mostly dark looking skulls and moving lava.. or green flashing tubes?
|
||||
*/
|
||||
if ( mesh )
|
||||
{
|
||||
// the additional mesh can be quite huge and is unoptimized
|
||||
const scene::IMesh * const additional_mesh = mesh->getMesh(quake3::E_Q3_MESH_ITEMS);
|
||||
|
||||
#ifdef SHOW_SHADER_NAME
|
||||
gui::IGUIFont *font = device->getGUIEnvironment()->getFont(mediaPath + "fontlucida.png");
|
||||
u32 count = 0;
|
||||
#endif
|
||||
|
||||
for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount(); ++i )
|
||||
{
|
||||
const IMeshBuffer* meshBuffer = additional_mesh->getMeshBuffer(i);
|
||||
const video::SMaterial& material = meshBuffer->getMaterial();
|
||||
|
||||
// The ShaderIndex is stored in the material parameter
|
||||
const s32 shaderIndex = (s32) material.MaterialTypeParam2;
|
||||
|
||||
// the meshbuffer can be rendered without additional support, or it has no shader
|
||||
const quake3::IShader *shader = mesh->getShader(shaderIndex);
|
||||
if (0 == shader)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// we can dump the shader to the console in its
|
||||
// original but already parsed layout in a pretty
|
||||
// printers way.. commented out, because the console
|
||||
// would be full...
|
||||
// quake3::dumpShader ( Shader );
|
||||
|
||||
node = smgr->addQuake3SceneNode(meshBuffer, shader);
|
||||
|
||||
#ifdef SHOW_SHADER_NAME
|
||||
count += 1;
|
||||
core::stringw name( node->getName() );
|
||||
node = smgr->addBillboardTextSceneNode(
|
||||
font, name.c_str(), node,
|
||||
core::dimension2d<f32>(80.0f, 8.0f),
|
||||
core::vector3df(0, 10, 0));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Now we only need a Camera to look at the Quake 3 map. And we want to
|
||||
create a user controlled camera. There are some different cameras
|
||||
available in the Irrlicht engine. For example the Maya Camera which can
|
||||
be controlled comparable to the camera in Maya: Rotate with left mouse
|
||||
button pressed, Zoom with both buttons pressed, translate with right
|
||||
mouse button pressed. This could be created with
|
||||
addCameraSceneNodeMaya(). But for this example, we want to create a
|
||||
camera which behaves like the ones in first person shooter games (FPS).
|
||||
*/
|
||||
|
||||
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
||||
|
||||
/*
|
||||
so we need a good starting Position in the level.
|
||||
we can ask the Quake3 Loader for all entities with class_name
|
||||
"info_player_deathmatch"
|
||||
we choose a random launch
|
||||
*/
|
||||
if ( mesh )
|
||||
{
|
||||
quake3::tQ3EntityList &entityList = mesh->getEntityList();
|
||||
|
||||
quake3::IEntity search;
|
||||
search.name = "info_player_deathmatch";
|
||||
|
||||
s32 index = entityList.binary_search(search);
|
||||
if (index >= 0)
|
||||
{
|
||||
s32 notEndList;
|
||||
do
|
||||
{
|
||||
const quake3::SVarGroup *group = entityList[index].getGroup(1);
|
||||
|
||||
u32 parsepos = 0;
|
||||
const core::vector3df pos =
|
||||
quake3::getAsVector3df(group->get("origin"), parsepos);
|
||||
|
||||
parsepos = 0;
|
||||
const f32 angle = quake3::getAsFloat(group->get("angle"), parsepos);
|
||||
|
||||
core::vector3df target(0.f, 0.f, 1.f);
|
||||
target.rotateXZBy(angle);
|
||||
|
||||
camera->setPosition(pos);
|
||||
camera->setTarget(pos + target);
|
||||
|
||||
++index;
|
||||
/*
|
||||
notEndList = ( index < (s32) entityList.size () &&
|
||||
entityList[index].name == search.name &&
|
||||
(device->getTimer()->getRealTime() >> 3 ) & 1
|
||||
);
|
||||
*/
|
||||
notEndList = index == 2;
|
||||
} while ( notEndList );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
The mouse cursor needs not to be visible, so we make it invisible.
|
||||
*/
|
||||
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
// load the engine logo
|
||||
gui->addImage(driver->getTexture("irrlichtlogo2.png"),
|
||||
core::position2d<s32>(10, 10));
|
||||
|
||||
// show the driver logo
|
||||
const core::position2di pos(videoDim.Width - 128, videoDim.Height - 64);
|
||||
|
||||
switch ( driverType )
|
||||
{
|
||||
case video::EDT_BURNINGSVIDEO:
|
||||
gui->addImage(driver->getTexture("burninglogo.png"), pos);
|
||||
break;
|
||||
case video::EDT_OPENGL:
|
||||
gui->addImage(driver->getTexture("opengllogo.png"), pos);
|
||||
break;
|
||||
case video::EDT_DIRECT3D9:
|
||||
gui->addImage(driver->getTexture("directxlogo.png"), pos);
|
||||
break;
|
||||
}
|
||||
|
||||
/*
|
||||
We have done everything, so lets draw it. We also write the current
|
||||
frames per second and the drawn primitives to the caption of the
|
||||
window. The 'if (device->isWindowActive())' line is optional, but
|
||||
prevents the engine render to set the position of the mouse cursor
|
||||
after task switching when other program are active.
|
||||
*/
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,20,20,40));
|
||||
smgr->drawAll();
|
||||
gui->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
//if (lastFPS != fps)
|
||||
{
|
||||
io::IAttributes * const attr = smgr->getParameters();
|
||||
core::stringw str = L"Q3 [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
#ifdef _IRR_SCENEMANAGER_DEBUG
|
||||
str += " Cull:";
|
||||
str += attr->getAttributeAsInt("calls");
|
||||
str += "/";
|
||||
str += attr->getAttributeAsInt("culled");
|
||||
str += " Draw: ";
|
||||
str += attr->getAttributeAsInt("drawn_solid");
|
||||
str += "/";
|
||||
str += attr->getAttributeAsInt("drawn_transparent");
|
||||
str += "/";
|
||||
str += attr->getAttributeAsInt("drawn_transparent_effect");
|
||||
#endif
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
Reference in New Issue
Block a user