Import irrlicht 1.8.4 release

This commit is contained in:
Loic Blot
2020-05-16 23:31:28 +02:00
commit 6fe86df4b3
4257 changed files with 1312157 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
Target = 02.Quake3Map
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
static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc
static_win32 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 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 clean clean_linux clean_win32 static_win32

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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 02 Quake Map" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/QuakeMap" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="GL" />
<Add library="X11" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Quake3Map" 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>
</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>

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/** Example 002 Quake3Map
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.
Please note that you should know the basics of the engine before starting this
tutorial. Just take a short look at the first tutorial, if you haven't done
this yet: http://irrlicht.sourceforge.net/tut001.html
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 <iostream>
/*
As already written in the HelloWorld example, in the Irrlicht Engine everything
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
name of every class, we tell the compiler that we use that namespace from now
on, and we will not have to write that 'irr::'. There are 5 other sub
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
example, we do not call 'using namespace' for these 5 other namespaces, because
in this way you will see what can be found in which namespace. But if you like,
you can also include the namespaces like in the previous example.
*/
using namespace irr;
/*
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
/*
Ok, lets start. Again, we use the main() method as start, not the WinMain().
*/
int main()
{
/*
Like in the HelloWorld example, we create an IrrlichtDevice with
createDevice(). The difference now is that we ask the user to select
which video driver to use. The Software device might be
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
this decision possible, too.
Instead of copying this whole code into your app, you can simply include
driverChoice.h from Irrlicht's include directory. The function
driverChoiceConsole does exactly the same.
*/
// ask user for driver
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\
" (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\
" (d) Burning's Software Renderer\n (e) Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_OPENGL; break;
case 'b': driverType = video::EDT_DIRECT3D9;break;
case 'c': driverType = video::EDT_DIRECT3D8;break;
case 'd': driverType = video::EDT_BURNINGSVIDEO;break;
case 'e': driverType = video::EDT_SOFTWARE; break;
case 'f': driverType = video::EDT_NULL; break;
default: 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.
/*
Get a pointer to the video driver and the SceneManager so that
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
irr::IrrlichtDevice::getSceneManager().
*/
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
/*
To display the Quake 3 map, we first need to load it. Quake 3 maps
are packed into .pk3 files which are nothing else than .zip files.
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
we are able to read from the files in that archive as if they are
directly stored on the disk.
*/
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
/*
Now we can load the mesh by calling
irr::scene::ISceneManager::getMesh(). We get a pointer returned to an
irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not
really animated, they are only a huge chunk of static geometry with
some materials attached. Hence the IAnimatedMesh 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
irr::scene::ISceneManager::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
irr::scene::IMeshSceneNode, which would always draw the complete
geometry of the mesh, without optimization. Try it: Use
irr::scene::ISceneManager::addMeshSceneNode() instead of
addOctreeSceneNode() and compare the primitives drawn by the video
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
method in the irr::video::IVideoDriver class). Note that this
optimization with the Octree is only useful when drawing huge meshes
consisting of lots of geometry.
*/
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
scene::ISceneNode* node = 0;
if (mesh)
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
/*
Because the level was not modelled around the origin (0,0,0), we
translate the whole level a little bit. This is done on
irr::scene::ISceneNode level using the methods
irr::scene::ISceneNode::setPosition() (in this case),
irr::scene::ISceneNode::setRotation(), and
irr::scene::ISceneNode::setScale().
*/
if (node)
node->setPosition(core::vector3df(-1300,-144,-1249));
/*
Now we only need a camera to look at the Quake 3 map.
We want to create a user controlled camera. There are some
cameras available in the Irrlicht engine. For example the
MayaCamera which can be controlled like 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
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
example, we want to create a camera which behaves like the ones in
first person shooter games (FPS) and hence use
irr::scene::ISceneManager::addCameraSceneNodeFPS().
*/
smgr->addCameraSceneNodeFPS();
/*
The mouse cursor needs not be visible, so we hide it via the
irr::IrrlichtDevice::ICursorControl.
*/
device->getCursorControl()->setVisible(false);
/*
We have done everything, so lets draw it. We also write the current
frames per second and the primitives drawn into the caption of the
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
but prevents the engine to grab the mouse cursor after task switching
when other programs are active. The call to
irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU
cycles when the window is not active.
*/
int lastFPS = -1;
while(device->run())
{
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,200,200,200));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
else
device->yield();
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

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<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 2.Quake3Map</font></b></td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2"> <div align="left">
<p>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. Please note that you should know the basics
of the engine before starting this tutorial, just take a short look
at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
The result of this example will look like this:</p>
<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><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 like the HelloWorld example: We include the irrlicht header
files and an additional file to be able<br>
to ask the user for a driver type using the console.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br></pre></td>
</tr>
</table>
<p>As already written in the HelloWorld example, in the Irrlicht Engine,
everything can be found in the namespace 'irr'. To get rid of the irr::
in front of the name of every class, we tell the compiler that we use
that namespace from now on, and we will not have to write that 'irr::'.<br>
There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
for these 5 other namespaces because in this way you will see what can
be found in which namespace. But if you like, you can also include the
namespaces like in the previous example. Code just like you want to.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace irr;</pre> </td>
</tr>
</table>
<p>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:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
</tr>
</table>
</div>
<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
because its shorter to write.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{</pre> </td>
</tr>
</table>
<p> 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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br>
char i;<br>std::cin &gt;&gt; i;<br><br>switch(i)<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><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
</tr>
</table>
<p>Get a pointer to the video driver and the SceneManager so that we do
not always have to write device-&gt;getVideoDriver() and device-&gt;getSceneManager().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> </td>
</tr>
</table>
<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
packed into .pk3 files wich 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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;getFileSystem()-&gt;addZipFileArchive(&quot;../../media/map-20kdm2.pk3&quot;);</pre> </td>
</tr>
</table>
<p>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,<br>
so we get the &quot;first frame&quot; of the &quot;animation&quot;, which
is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
The OctTree optimizes the scene a little bit, trying to draw only geometry
which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
which would draw always the complete geometry of the mesh, without optimization.
Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
and compare the primitives drawed 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 consiting of lots of geometry.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;20kdm2.bsp&quot;);<br>scene::ISceneNode* node = 0;
if (mesh)<br> node = smgr-&gt;addOctTreeSceneNode(mesh-&gt;getMesh(0));</pre> </td>
</tr>
</table>
<p>Because the level was modelled not around the origin (0,0,0), we translate
the whole level a little bit.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node)<br> node-&gt;setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
</tr>
</table>
<p>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
compareable to the camera in Maya: Rotate with left mouse button pressed,
Zoom with both buttons pressed,<br>
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):</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNodeFPS();</pre> </td>
</tr>
</table>
<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;getCursorControl()-&gt;setVisible(false);</pre> </td>
</tr>
</table>
<p>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-&gt;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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int lastFPS = -1;</pre>
<pre>while(device-&gt;run())
{
driver-&gt;beginScene(true, true, video::SColor(0,200,200,200));
smgr-&gt;drawAll();
driver-&gt;endScene();</pre>
<pre> int fps = driver-&gt;getFPS();</pre>
<pre> if (lastFPS != fps)
{
core::stringw str = L&quot;Irrlicht Engine - Quake 3 Map example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;
}
}</pre> </td>
</tr>
</table>
<p>In the end, delete the Irrlicht device.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();<br> return 0;<br>}</pre> </td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p></td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
</body>
</html>