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https://github.com/minetest/irrlicht.git
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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:
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<ClCompile>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\17.HelloWorld_Mobile.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\17.HelloWorld_Mobile.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
33
examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
Normal file
33
examples/17.HelloWorld_Mobile/HelloWorld_mobile.sln
Normal file
@ -0,0 +1,33 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 9.00
|
||||
# Visual Studio 2005
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "17.HelloWorld_mobile", "HelloWorld_mobile.vcproj", "{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht", "..\..\source\Irrlicht\Irrlicht_mobile6.vcproj", "{E08E042A-6C45-411B-92BE-3CC31331019F}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Windows Mobile 6 Professional SDK (ARMV4I) = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
Release|Windows Mobile 6 Professional SDK (ARMV4I) = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Debug|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).ActiveCfg = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Build.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Windows Mobile 6 Professional SDK (ARMV4I).Deploy.0 = Release|Windows Mobile 6 Professional SDK (ARMV4I)
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
198
examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
Normal file
198
examples/17.HelloWorld_Mobile/HelloWorld_mobile.vcproj
Normal file
@ -0,0 +1,198 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="17.HelloWorld_mobile"
|
||||
ProjectGUID="{AD95D5D7-91D2-4030-B28D-23A6FE5C0359}"
|
||||
RootNamespace="17.HelloWorld_mobile"
|
||||
Keyword="Win32Proj"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Windows Mobile 6 Professional SDK (ARMV4I)"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Windows Mobile 6 Professional SDK (ARMV4I)"
|
||||
OutputDirectory="..\..\bin\WinCE-visualstudio\"
|
||||
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
ExecutionBucket="7"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="_DEBUG;_WIN32_WCE=$(CEVER);UNDER_CE;$(PLATFORMDEFINES);WINCE;DEBUG;_WINDOWS;$(ARCHFAM);$(_ARCHFAM_);_UNICODE;UNICODE"
|
||||
MinimalRebuild="true"
|
||||
RuntimeLibrary="1"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="3"
|
||||
EnableFloatingPointEmulation="true"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG;_WIN32_WCE=$(CEVER);UNDER_CE;$(PLATFORMDEFINES)"
|
||||
Culture="1033"
|
||||
AdditionalIncludeDirectories="$(IntDir)"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalOptions=" /subsystem:windowsce,5.02"
|
||||
OutputFile="$(OutDir)\17.HelloWorld_mobile.exe"
|
||||
LinkIncremental="2"
|
||||
AdditionalLibraryDirectories="..\..\lib\WinCE-visualstudio\"
|
||||
DelayLoadDLLs="$(NOINHERIT)"
|
||||
GenerateDebugInformation="true"
|
||||
ProgramDatabaseFile="$(OutDir)/HelloWorld_mobile.pdb"
|
||||
SubSystem="0"
|
||||
StackReserveSize="65536"
|
||||
StackCommitSize="4096"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCodeSignTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
<DeploymentTool
|
||||
ForceDirty="-1"
|
||||
RemoteDirectory="%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio"
|
||||
RegisterOutput="0"
|
||||
AdditionalFiles="sydney.md2|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;sydney.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;ninja.b3d|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;nskinbl.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlichtlogo3.png|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-heightmap.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-texture.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;detailmap3.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_up.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_dn.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_lf.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_rt.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_ft.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_bk.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;skydome.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht.dll|$(InputDir)$(OutDir)|%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio|0"
|
||||
/>
|
||||
<DebuggerTool
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Windows Mobile 6 Professional SDK (ARMV4I)"
|
||||
OutputDirectory="..\..\bin\WinCE-visualstudio\"
|
||||
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
ExecutionBucket="7"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="NDEBUG;_WIN32_WCE=$(CEVER);UNDER_CE;$(PLATFORMDEFINES);WINCE;_WINDOWS;$(ARCHFAM);$(_ARCHFAM_);_UNICODE;UNICODE"
|
||||
RuntimeLibrary="0"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="0"
|
||||
EnableFloatingPointEmulation="true"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG;_WIN32_WCE=$(CEVER);UNDER_CE;$(PLATFORMDEFINES)"
|
||||
Culture="1033"
|
||||
AdditionalIncludeDirectories="$(IntDir)"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalOptions=" /subsystem:windowsce,5.02"
|
||||
OutputFile="$(OutDir)\17.HelloWorld_mobile.exe"
|
||||
LinkIncremental="0"
|
||||
AdditionalLibraryDirectories="..\..\lib\WinCE-visualstudio\"
|
||||
DelayLoadDLLs="$(NOINHERIT)"
|
||||
GenerateDebugInformation="true"
|
||||
ProgramDatabaseFile="$(OutDir)/HelloWorld_mobile.pdb"
|
||||
SubSystem="0"
|
||||
StackReserveSize="65536"
|
||||
StackCommitSize="4096"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCodeSignTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
<DeploymentTool
|
||||
ForceDirty="-1"
|
||||
RemoteDirectory="%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio"
|
||||
RegisterOutput="0"
|
||||
AdditionalFiles="sydney.md2|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;sydney.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;ninja.b3d|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;nskinbl.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlichtlogo3.png|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-heightmap.bmp|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;terrain-texture.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;detailmap3.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_up.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_dn.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_lf.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_rt.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_ft.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht2_bk.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;skydome.jpg|$(InputDir)..\..\media|%CSIDL_PROGRAM_FILES%\irrlicht\media|0;irrlicht.dll|$(InputDir)$(OutDir)|%CSIDL_PROGRAM_FILES%\irrlicht\bin\wince-visualstudio|0"
|
||||
/>
|
||||
<DebuggerTool
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath=".\main.cpp"
|
||||
>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
39
examples/17.HelloWorld_Mobile/Makefile
Normal file
39
examples/17.HelloWorld_Mobile/Makefile
Normal file
@ -0,0 +1,39 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
Target = 17.HelloWorld_Mobile
|
||||
Sources = main.cpp
|
||||
|
||||
# general compiler settings
|
||||
CPPFLAGS = -I../../include -I/usr/X11R6/include
|
||||
CXXFLAGS = -O3 -ffast-math
|
||||
#CXXFLAGS = -g -Wall
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
|
||||
# target specific settings
|
||||
all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
|
||||
all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
|
||||
all_win32 clean_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32: SUF=.exe
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_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 clean clean_linux clean_win32
|
497
examples/17.HelloWorld_Mobile/main.cpp
Normal file
497
examples/17.HelloWorld_Mobile/main.cpp
Normal file
@ -0,0 +1,497 @@
|
||||
/** Deprecated. This was Example 017 Helloworld mobile for WinCE 6.
|
||||
But WinCE6 support has been removed for Irrlicht 1.9.
|
||||
If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.
|
||||
|
||||
Sources still kept for now as it compiles on other platform too. And we might use this example again
|
||||
once we support Windows RT.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
|
||||
#if defined ( _IRR_WINDOWS_ )
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
class EventReceiver_basic : public IEventReceiver
|
||||
{
|
||||
private:
|
||||
IrrlichtDevice *Device;
|
||||
public:
|
||||
EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
|
||||
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_GUI_EVENT)
|
||||
{
|
||||
s32 id = event.GUIEvent.Caller->getID();
|
||||
|
||||
switch(event.GUIEvent.EventType)
|
||||
{
|
||||
case EGET_BUTTON_CLICKED:
|
||||
if (id == 2)
|
||||
{
|
||||
Device->closeDevice();
|
||||
return true;
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
class CSampleSceneNode : public ISceneNode
|
||||
{
|
||||
aabbox3d<f32> Box;
|
||||
S3DVertex Vertices[4];
|
||||
SMaterial Material;
|
||||
public:
|
||||
|
||||
CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||||
: ISceneNode(parent, mgr, id)
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
Material.Lighting = false;
|
||||
|
||||
Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
|
||||
Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
|
||||
Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
|
||||
Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
|
||||
Box.reset(Vertices[0].Pos);
|
||||
for (s32 i=1; i<4; ++i)
|
||||
Box.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
virtual void OnRegisterSceneNode()
|
||||
{
|
||||
if (IsVisible)
|
||||
SceneManager->registerNodeForRendering(this);
|
||||
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
|
||||
IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
driver->setMaterial(Material);
|
||||
driver->setTransform(ETS_WORLD, AbsoluteTransformation);
|
||||
driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
|
||||
}
|
||||
|
||||
virtual const aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
virtual u32 getMaterialCount()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
virtual SMaterial& getMaterial(u32 i)
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
};
|
||||
|
||||
/*!
|
||||
Startup a Windows Mobile Device
|
||||
*/
|
||||
IrrlichtDevice *startup()
|
||||
{
|
||||
// both software and burnings video can be used
|
||||
E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice *device = 0;
|
||||
|
||||
// Use window mode on PC
|
||||
device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false );
|
||||
if ( 0 == device )
|
||||
return 0;
|
||||
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
// set the filesystem relative to the executable
|
||||
#if defined (_IRR_WINDOWS_)
|
||||
{
|
||||
wchar_t buf[255];
|
||||
GetModuleFileNameW ( 0, buf, 255 );
|
||||
|
||||
io::path base = buf;
|
||||
base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
|
||||
device->getFileSystem()->addFileArchive ( base );
|
||||
}
|
||||
#endif
|
||||
|
||||
IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
|
||||
rect<s32>(140,15,200,30), false, false, 0, 100 );
|
||||
|
||||
guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit");
|
||||
|
||||
// add irrlicht logo
|
||||
guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
|
||||
core::position2d<s32>(0,-2));
|
||||
return device;
|
||||
}
|
||||
|
||||
/*!
|
||||
*/
|
||||
int run ( IrrlichtDevice *device )
|
||||
{
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
|
||||
device->getSceneManager()->drawAll();
|
||||
device->getGUIEnvironment()->drawAll();
|
||||
device->getVideoDriver()->endScene ();
|
||||
|
||||
IGUIElement *stat = device->getGUIEnvironment()->
|
||||
getRootGUIElement()->getElementFromId ( 100 );
|
||||
if ( stat )
|
||||
{
|
||||
stringw str = L"FPS: ";
|
||||
str += (s32)device->getVideoDriver()->getFPS();
|
||||
|
||||
stat->setText ( str.c_str() );
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*!
|
||||
*/
|
||||
int example_customscenenode()
|
||||
{
|
||||
// create device
|
||||
IrrlichtDevice *device = startup();
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
// create engine and camera
|
||||
EventReceiver_basic receiver(device);
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
|
||||
smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
|
||||
|
||||
CSampleSceneNode *myNode =
|
||||
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
||||
|
||||
ISceneNodeAnimator* anim =
|
||||
smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
|
||||
|
||||
if(anim)
|
||||
{
|
||||
myNode->addAnimator(anim);
|
||||
anim->drop();
|
||||
anim = 0; // As I shouldn't refer to it again, ensure that I can't
|
||||
}
|
||||
|
||||
myNode->drop();
|
||||
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
|
||||
|
||||
return run ( device );
|
||||
}
|
||||
|
||||
class EventReceiver_terrain : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
|
||||
Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
|
||||
{
|
||||
Skybox->setVisible(true);
|
||||
Skydome->setVisible(false);
|
||||
}
|
||||
|
||||
bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_GUI_EVENT)
|
||||
{
|
||||
s32 id = event.GUIEvent.Caller->getID();
|
||||
|
||||
switch(event.GUIEvent.EventType)
|
||||
{
|
||||
case EGET_BUTTON_CLICKED:
|
||||
if (id == 2)
|
||||
{
|
||||
Device->closeDevice();
|
||||
return true;
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
// check if user presses the key 'W' or 'D'
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
|
||||
{
|
||||
switch (event.KeyInput.Key)
|
||||
{
|
||||
case irr::KEY_KEY_W: // switch wire frame mode
|
||||
Terrain->setMaterialFlag(video::EMF_WIREFRAME,
|
||||
!Terrain->getMaterial(0).Wireframe);
|
||||
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
|
||||
return true;
|
||||
case irr::KEY_KEY_P: // switch wire frame mode
|
||||
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
|
||||
!Terrain->getMaterial(0).PointCloud);
|
||||
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
|
||||
return true;
|
||||
case irr::KEY_KEY_D: // toggle detail map
|
||||
Terrain->setMaterialType(
|
||||
Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
|
||||
video::EMT_DETAIL_MAP : video::EMT_SOLID);
|
||||
return true;
|
||||
case irr::KEY_KEY_S: // toggle skies
|
||||
showBox=!showBox;
|
||||
Skybox->setVisible(showBox);
|
||||
Skydome->setVisible(!showBox);
|
||||
return true;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
IrrlichtDevice *Device;
|
||||
scene::ISceneNode* Terrain;
|
||||
scene::ISceneNode* Skybox;
|
||||
scene::ISceneNode* Skydome;
|
||||
bool showBox;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
The start of the main function starts like in most other example. We ask the user
|
||||
for the desired renderer and start it up. This time with the advanced parameter handling.
|
||||
*/
|
||||
int example_terrain()
|
||||
{
|
||||
// create device
|
||||
IrrlichtDevice *device = startup();
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
First, we add standard stuff to the scene: A nice irrlicht engine
|
||||
logo, a small help text, a user controlled camera, and we disable
|
||||
the mouse cursor.
|
||||
*/
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
|
||||
//set other font
|
||||
//env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
|
||||
|
||||
// add some help text
|
||||
env->addStaticText(
|
||||
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
|
||||
core::rect<s32>(5,250,235,320), true, true, 0, -1, true);
|
||||
|
||||
// add camera
|
||||
scene::ICameraSceneNode* camera =
|
||||
smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
|
||||
|
||||
camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
|
||||
camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
|
||||
camera->setFarValue(42000.0f);
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Here comes the terrain renderer scene node: We add it just like any
|
||||
other scene node to the scene using
|
||||
ISceneManager::addTerrainSceneNode(). The only parameter we use is a
|
||||
file name to the heightmap we use. A heightmap is simply a gray scale
|
||||
texture. The terrain renderer loads it and creates the 3D terrain from
|
||||
it.
|
||||
|
||||
To make the terrain look more big, we change the scale factor of
|
||||
it to (40, 4.4, 40). Because we don't have any dynamic lights in the
|
||||
scene, we switch off the lighting, and we set the file
|
||||
terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
|
||||
second texture, called detail map. At last, we set the scale values for
|
||||
the texture: The first texture will be repeated only one time over the
|
||||
whole terrain, and the second one (detail map) 20 times.
|
||||
*/
|
||||
|
||||
// add terrain scene node
|
||||
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
|
||||
"../../media/terrain-heightmap.bmp",
|
||||
0, // parent node
|
||||
-1, // node id
|
||||
core::vector3df(0.f, 0.f, 0.f), // position
|
||||
core::vector3df(0.f, 0.f, 0.f), // rotation
|
||||
core::vector3df(40.f, 4.4f, 40.f), // scale
|
||||
video::SColor ( 255, 255, 255, 255 ), // vertexColor
|
||||
5, // maxLOD
|
||||
scene::ETPS_17, // patchSize
|
||||
4 // smoothFactor
|
||||
);
|
||||
|
||||
if ( terrain )
|
||||
{
|
||||
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
|
||||
terrain->setMaterialTexture(0,
|
||||
driver->getTexture("../../media/terrain-texture.jpg"));
|
||||
terrain->setMaterialTexture(1,
|
||||
driver->getTexture("../../media/detailmap3.jpg"));
|
||||
|
||||
terrain->setMaterialType(video::EMT_DETAIL_MAP);
|
||||
|
||||
terrain->scaleTexture(1.0f, 20.0f);
|
||||
//terrain->setDebugDataVisible ( true );
|
||||
|
||||
/*
|
||||
To be able to do collision with the terrain, we create a triangle selector.
|
||||
If you want to know what triangle selectors do, just take a look into the
|
||||
collision tutorial. The terrain triangle selector works together with the
|
||||
terrain. To demonstrate this, we create a collision response animator
|
||||
and attach it to the camera, so that the camera will not be able to fly
|
||||
through the terrain.
|
||||
*/
|
||||
|
||||
// create triangle selector for the terrain
|
||||
scene::ITriangleSelector* selector
|
||||
= smgr->createTerrainTriangleSelector(terrain, 0);
|
||||
terrain->setTriangleSelector(selector);
|
||||
|
||||
// create collision response animator and attach it to the camera
|
||||
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(60,100,60),
|
||||
core::vector3df(0,0,0),
|
||||
core::vector3df(0,50,0));
|
||||
selector->drop();
|
||||
camera->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
/* If you need access to the terrain data you can also do this directly via the following code fragment.
|
||||
*/
|
||||
scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
|
||||
terrain->getMeshBufferForLOD(*buffer, 0);
|
||||
video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
|
||||
// Work on data or get the IndexBuffer with a similar call.
|
||||
buffer->drop(); // When done drop the buffer again.
|
||||
}
|
||||
|
||||
/*
|
||||
To make the user be able to switch between normal and wireframe mode,
|
||||
we create an instance of the event receiver from above and let Irrlicht
|
||||
know about it. In addition, we add the skybox which we already used in
|
||||
lots of Irrlicht examples and a skydome, which is shown mutually
|
||||
exclusive with the skybox by pressing 'S'.
|
||||
*/
|
||||
|
||||
// create skybox and skydome
|
||||
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
||||
|
||||
scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
|
||||
driver->getTexture("../../media/irrlicht2_up.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_dn.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_lf.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_rt.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_ft.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_bk.jpg"));
|
||||
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
|
||||
|
||||
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
|
||||
|
||||
// create event receiver
|
||||
EventReceiver_terrain receiver( device, terrain, skybox, skydome);
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
return run ( device );
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
int example_helloworld()
|
||||
{
|
||||
// create device
|
||||
IrrlichtDevice *device = startup();
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
|
||||
if (!mesh)
|
||||
{
|
||||
device->drop();
|
||||
return 1;
|
||||
}
|
||||
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||
|
||||
/*
|
||||
To let the mesh look a little bit nicer, we change its material. We
|
||||
disable lighting because we do not have a dynamic light in here, and
|
||||
the mesh would be totally black otherwise. Then we set the frame loop,
|
||||
such that the predefined STAND animation is used. And last, we apply a
|
||||
texture to the mesh. Without it the mesh would be drawn using only a
|
||||
color.
|
||||
*/
|
||||
if (node)
|
||||
{
|
||||
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||
node->setMD2Animation(scene::EMAT_STAND);
|
||||
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
|
||||
}
|
||||
|
||||
/*
|
||||
To look at the mesh, we place a camera into 3d space at the position
|
||||
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||
approximately the place where our md2 model is.
|
||||
*/
|
||||
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||
|
||||
EventReceiver_basic receiver(device);
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
return run ( device );
|
||||
|
||||
}
|
||||
|
||||
#if defined (_IRR_WINDOWS_)
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
/*
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
example_helloworld ();
|
||||
example_customscenenode();
|
||||
//example_terrain();
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
Reference in New Issue
Block a user