Merging r5975 through r6036 from trunk to ogl-es branch.

GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-01-03 19:05:16 +00:00
commit 2ae2a551a6
2007 changed files with 635880 additions and 0 deletions

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 18.SplitScreen
# 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

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 18 Split Screen" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/SplitScreen" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/SplitScreen" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</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>
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/** Example 018 Splitscreen
A tutorial by Max Winkel.
In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
with Irrlicht. We'll create a viewport divided
into 4 parts, with 3 fixed cameras and one user-controlled.
Ok, let's start with the headers (I think there's
nothing to say about it)
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
//Namespaces for the engine
using namespace irr;
using namespace core;
using namespace video;
using namespace scene;
/*
Now we'll define the resolution in a constant for use in
initializing the device and setting up the viewport. In addition
we set up a global variable saying splitscreen is active or not.
*/
//Resolution
const int ResX=800;
const int ResY=600;
const bool fullScreen=false;
//Use SplitScreen?
bool SplitScreen=true;
/*
Now we need four pointers to our cameras which are created later:
*/
//cameras
ICameraSceneNode *camera[4]={0,0,0,0};
/*
In our event-receiver we switch the SplitScreen-variable,
whenever the user press the S-key. All other events are sent
to the FPS camera.
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
//Key S enables/disables SplitScreen
if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
{
SplitScreen = !SplitScreen;
return true;
}
//Send all other events to camera4
if (camera[3])
return camera[3]->OnEvent(event);
return false;
}
};
/*
Ok, now the main-function:
First, we initialize the device, get the SourceManager and
VideoDriver, load an animated mesh from .md2 and a map from
.pk3. Because that's old stuff, I won't explain every step.
Just take care of the maps position.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
//Instance of the EventReceiver
MyEventReceiver receiver;
//Initialise the engine
IrrlichtDevice *device = createDevice(driverType,
dimension2du(ResX,ResY), 32, fullScreen,
false, false, &receiver);
if (!device)
return 1;
ISceneManager *smgr = device->getSceneManager();
IVideoDriver *driver = device->getVideoDriver();
const io::path mediaPath = getExampleMediaPath();
//Load model
IAnimatedMesh *model = smgr->getMesh(mediaPath + "sydney.md2");
if (!model)
return 1;
IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
//Load texture
if (model_node)
{
ITexture *texture = driver->getTexture(mediaPath + "sydney.bmp");
model_node->setMaterialTexture(0,texture);
model_node->setMD2Animation(scene::EMAT_RUN);
//Disable lighting (we've got no light)
model_node->setMaterialFlag(EMF_LIGHTING,false);
}
//Load map
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
if (map)
{
ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
//Set position
map_node->setPosition(vector3df(-850,-220,-850));
}
/*
Now we create our four cameras. One is looking at the model
from the front, one from the top and one from the side. In
addition there's a FPS-camera which can be controlled by the
user.
*/
// Create 3 fixed and one user-controlled cameras
//Front
camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
//Top
camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
//Left
camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
//User-controlled
camera[3] = smgr->addCameraSceneNodeFPS();
// don't start at sydney's position
if (camera[3])
camera[3]->setPosition(core::vector3df(-50,0,-50));
/*
Create a variable for counting the fps and hide the mouse:
*/
//Hide mouse
device->getCursorControl()->setVisible(false);
//We want to count the fps
int lastFPS = -1;
/*
There wasn't much new stuff - till now!
Only by defining four cameras, the game won't be splitscreen.
To do this you need several steps:
- Set the viewport to the whole screen
- Begin a new scene (Clear screen)
- The following 3 steps are repeated for every viewport in the splitscreen
- Set the viewport to the area you wish
- Activate the camera which should be "linked" with the viewport
- Render all objects
- If you have a GUI:
- Set the viewport the whole screen
- Display the GUI
- End scene
Sounds a little complicated, but you'll see it isn't:
*/
while(device->run())
{
//Set the viewpoint to the whole screen and begin scene
driver->setViewPort(rect<s32>(0,0,ResX,ResY));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,100,100));
//If SplitScreen is used
if (SplitScreen)
{
//Activate camera1
smgr->setActiveCamera(camera[0]);
//Set viewpoint to the first quarter (left top)
driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));
//Draw scene
smgr->drawAll();
//Activate camera2
smgr->setActiveCamera(camera[1]);
//Set viewpoint to the second quarter (right top)
driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));
//Draw scene
smgr->drawAll();
//Activate camera3
smgr->setActiveCamera(camera[2]);
//Set viewpoint to the third quarter (left bottom)
driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));
//Draw scene
smgr->drawAll();
//Set viewport the last quarter (right bottom)
driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));
}
//Activate camera4
smgr->setActiveCamera(camera[3]);
//Draw scene
smgr->drawAll();
driver->endScene();
/*
As you can probably see, the image is rendered for every
viewport separately. That means, that you'll loose much performance.
Ok, if you're asking "How do I have to set the viewport
to get this or that screen?", don't panic. It's really
easy: In the rect-function you define 4 coordinates:
- X-coordinate of the corner left top
- Y-coordinate of the corner left top
- X-coordinate of the corner right bottom
- Y-coordinate of the corner right bottom
That means, if you want to split the screen into 2 viewports
you would give the following coordinates:
- 1st viewport: 0,0,ResX/2,ResY
- 2nd viewport: ResX/2,0,ResX,ResY
If you didn't fully understand, just play around with the example
to check out what happens.
Now we just view the current fps and shut down the engine,
when the user wants to:
*/
//Get and show fps
if (driver->getFPS() != lastFPS)
{
lastFPS = driver->getFPS();
core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
tmp += lastFPS;
tmp += ")";
device->setWindowCaption(tmp.c_str());
}
}
//Delete device
device->drop();
return 0;
}
/*
That's it! Just compile and play around with the program.
Note: With the S-Key you can switch between using splitscreen
and not.
**/