mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-02 08:10:26 +02:00
Import irrlicht 1.8.4 release
This commit is contained in:
39
examples/20.ManagedLights/Makefile
Normal file
39
examples/20.ManagedLights/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 = 20.ManagedLights
|
||||
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:
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||||
$(warning Building...)
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||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
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||||
@$(RM) $(DESTPATH)
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||||
|
||||
.PHONY: all all_win32 clean clean_linux clean_win32
|
57
examples/20.ManagedLights/ManagedLights.cbp
Normal file
57
examples/20.ManagedLights/ManagedLights.cbp
Normal file
@ -0,0 +1,57 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 20 ManagedLights" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
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||||
<Build>
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||||
<Target title="Windows">
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||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/ManagedLights" 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/ManagedLights" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</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>
|
59
examples/20.ManagedLights/ManagedLights.dev
Normal file
59
examples/20.ManagedLights/ManagedLights.dev
Normal file
@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 20 ManagedLights
|
||||
UnitCount=1
|
||||
Type=1
|
||||
Ver=1
|
||||
ObjFiles=
|
||||
Includes=..\..\include
|
||||
Libs=
|
||||
PrivateResource=
|
||||
ResourceIncludes=
|
||||
MakeIncludes=
|
||||
Compiler=
|
||||
CppCompiler=
|
||||
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
|
||||
IsCpp=1
|
||||
Icon=
|
||||
ExeOutput=../../bin/Win32-gcc
|
||||
ObjectOutput=obj
|
||||
OverrideOutput=1
|
||||
OverrideOutputName=20.ManagedLights.exe
|
||||
HostApplication=
|
||||
Folders=
|
||||
CommandLine=
|
||||
IncludeVersionInfo=0
|
||||
SupportXPThemes=0
|
||||
CompilerSet=0
|
||||
CompilerSettings=0000000000000000000000
|
||||
UseCustomMakefile=0
|
||||
CustomMakefile=
|
||||
|
||||
[Unit1]
|
||||
FileName=main.cpp
|
||||
CompileCpp=1
|
||||
Folder=Projekt1
|
||||
Compile=1
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[VersionInfo]
|
||||
Major=0
|
||||
Minor=1
|
||||
Release=1
|
||||
Build=1
|
||||
LanguageID=1033
|
||||
CharsetID=1252
|
||||
CompanyName=
|
||||
FileVersion=
|
||||
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
|
||||
InternalName=
|
||||
LegalCopyright=
|
||||
LegalTrademarks=
|
||||
OriginalFilename=
|
||||
ProductName=
|
||||
ProductVersion=
|
||||
AutoIncBuildNr=0
|
||||
|
163
examples/20.ManagedLights/ManagedLights.vcproj
Normal file
163
examples/20.ManagedLights/ManagedLights.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="20.ManagedLights"
|
||||
ProjectGUID="{16007FE2-142B-47F8-93E1-519BA3F39E71}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/ManagedLights.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\20.ManagedLights.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/ManagedLights.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/ManagedLights.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/ManagedLights.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\20.ManagedLights.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/ManagedLights.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/ManagedLights.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
234
examples/20.ManagedLights/ManagedLights_vc10.vcxproj
Normal file
234
examples/20.ManagedLights/ManagedLights_vc10.vcxproj
Normal file
@ -0,0 +1,234 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectName>20.ManagedLights</ProjectName>
|
||||
<ProjectGuid>{16007FE2-142B-47F8-93E1-519BA3F39E71}</ProjectGuid>
|
||||
<RootNamespace>ManagedLights</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
|
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Debug/ManagedLights.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<AdditionalDependencies>..\..\Lib\Win32-visualstudio\Irrlicht.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\20.ManagedLights.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Midl>
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>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
231
examples/20.ManagedLights/ManagedLights_vc9.vcproj
Normal file
231
examples/20.ManagedLights/ManagedLights_vc9.vcproj
Normal file
@ -0,0 +1,231 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="9.00"
|
||||
Name="20.ManagedLights_vc9"
|
||||
ProjectGUID="{16007FE2-142B-47F8-93E1-519BA3F39E71}"
|
||||
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||||
TargetFrameworkVersion="131072"
|
||||
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|
||||
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|
||||
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|
||||
Name="Win32"
|
||||
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||||
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||||
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||||
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||||
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|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
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||||
CharacterSet="2"
|
||||
>
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||||
<Tool
|
||||
Name="VCPreBuildEventTool"
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/>
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||||
<Tool
|
||||
Name="VCCustomBuildTool"
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/>
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||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
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||||
/>
|
||||
<Tool
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||||
Name="VCMIDLTool"
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||||
TypeLibraryName=".\Debug/ManagedLights.tlb"
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|
||||
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||||
<Tool
|
||||
Name="VCCLCompilerTool"
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||||
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|
||||
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|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="1"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Debug/ManagedLights.pch"
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||||
AssemblerListingLocation=".\Debug/"
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||||
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||||
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||||
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||||
Name="VCLinkerTool"
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||||
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||||
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||||
LinkIncremental="0"
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||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
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||||
GenerateDebugInformation="true"
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ProgramDatabaseFile=".\Debug/ManagedLights.pdb"
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||||
SubSystem="1"
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||||
RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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||||
TargetMachine="1"
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||||
/>
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||||
<Tool
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||||
Name="VCALinkTool"
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/>
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||||
<Tool
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||||
Name="VCManifestTool"
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||||
/>
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||||
<Tool
|
||||
Name="VCXDCMakeTool"
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/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
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|
||||
<Tool
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Name="VCFxCopTool"
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/>
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<Tool
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||||
Name="VCAppVerifierTool"
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/>
|
||||
<Tool
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Name="VCPostBuildEventTool"
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/>
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</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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<Tool
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Name="VCXMLDataGeneratorTool"
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/>
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||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
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||||
/>
|
||||
<Tool
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||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/ManagedLights.tlb"
|
||||
HeaderFileName=""
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="true"
|
||||
RuntimeLibrary="0"
|
||||
EnableFunctionLevelLinking="true"
|
||||
UsePrecompiledHeader="0"
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||||
PrecompiledHeaderFile=".\Release/ManagedLights.pch"
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AssemblerListingLocation=".\Release/"
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||||
ObjectFile=".\Release/"
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||||
ProgramDataBaseFileName=".\Release/"
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||||
WarningLevel="3"
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SuppressStartupBanner="true"
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CompileAs="0"
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/>
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<Tool
|
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Name="VCManagedResourceCompilerTool"
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/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
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PreprocessorDefinitions="NDEBUG"
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||||
Culture="3079"
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/>
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<Tool
|
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/>
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<Tool
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Name="VCLinkerTool"
|
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OutputFile="..\..\bin\Win32-VisualStudio\20.ManagedLights.exe"
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<Tool
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Name="VCManifestTool"
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<Tool
|
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/>
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|
||||
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|
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|
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Name="VCFxCopTool"
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/>
|
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|
||||
Name="VCAppVerifierTool"
|
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/>
|
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<Tool
|
||||
Name="VCPostBuildEventTool"
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|
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|
||||
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|
||||
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|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
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|
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|
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|
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|
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|
||||
</Globals>
|
||||
</VisualStudioProject>
|
386
examples/20.ManagedLights/main.cpp
Normal file
386
examples/20.ManagedLights/main.cpp
Normal file
@ -0,0 +1,386 @@
|
||||
/** Example 020 Managed Lights
|
||||
|
||||
Written by Colin MacDonald. This tutorial explains the use of the Light Manager
|
||||
of Irrlicht. It enables the use of more dynamic light sources than the actual
|
||||
hardware supports. Further applications of the Light Manager, such as per scene
|
||||
node callbacks, are left out for simplicity of the example.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif // MSC_VER
|
||||
|
||||
/*
|
||||
Normally, you are limited to 8 dynamic lights per scene: this is a hardware limit. If you
|
||||
want to use more dynamic lights in your scene, then you can register an optional light
|
||||
manager that allows you to to turn lights on and off at specific point during rendering.
|
||||
You are still limited to 8 lights, but the limit is per scene node.
|
||||
|
||||
This is completely optional: if you do not register a light manager, then a default
|
||||
distance-based scheme will be used to prioritise hardware lights based on their distance
|
||||
from the active camera.
|
||||
|
||||
NO_MANAGEMENT disables the light manager and shows Irrlicht's default light behaviour.
|
||||
The 8 lights nearest to the camera will be turned on, and other lights will be turned off.
|
||||
In this example, this produces a funky looking but incoherent light display.
|
||||
|
||||
LIGHTS_NEAREST_NODE shows an implementation that turns on a limited number of lights
|
||||
per mesh scene node. If finds the 3 lights that are nearest to the node being rendered,
|
||||
and turns them on, turning all other lights off. This works, but as it operates on every
|
||||
light for every node, it does not scale well with many lights. The flickering you can see
|
||||
in this demo is due to the lights swapping their relative positions from the cubes
|
||||
(a deliberate demonstration of the limitations of this technique).
|
||||
|
||||
LIGHTS_IN_ZONE shows a technique for turning on lights based on a 'zone'. Each empty scene
|
||||
node is considered to be the parent of a zone. When nodes are rendered, they turn off all
|
||||
lights, then find their parent 'zone' and turn on all lights that are inside that zone, i.e.
|
||||
are descendents of it in the scene graph. This produces true 'local' lighting for each cube
|
||||
in this example. You could use a similar technique to locally light all meshes in (e.g.)
|
||||
a room, without the lights spilling out to other rooms.
|
||||
|
||||
This light manager is also an event receiver; this is purely for simplicity in this example,
|
||||
it's neither necessary nor recommended for a real application.
|
||||
*/
|
||||
class CMyLightManager : public scene::ILightManager, public IEventReceiver
|
||||
{
|
||||
typedef enum
|
||||
{
|
||||
NO_MANAGEMENT,
|
||||
LIGHTS_NEAREST_NODE,
|
||||
LIGHTS_IN_ZONE
|
||||
}
|
||||
LightManagementMode;
|
||||
|
||||
LightManagementMode Mode;
|
||||
LightManagementMode RequestedMode;
|
||||
|
||||
// These data represent the state information that this light manager
|
||||
// is interested in.
|
||||
scene::ISceneManager * SceneManager;
|
||||
core::array<scene::ISceneNode*> * SceneLightList;
|
||||
scene::E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
|
||||
scene::ISceneNode * CurrentSceneNode;
|
||||
|
||||
public:
|
||||
CMyLightManager(scene::ISceneManager* sceneManager)
|
||||
: Mode(NO_MANAGEMENT), RequestedMode(NO_MANAGEMENT),
|
||||
SceneManager(sceneManager), SceneLightList(0),
|
||||
CurrentRenderPass(scene::ESNRP_NONE), CurrentSceneNode(0)
|
||||
{ }
|
||||
|
||||
// The input receiver interface, which just switches light management strategy
|
||||
bool OnEvent(const SEvent & event)
|
||||
{
|
||||
bool handled = false;
|
||||
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown)
|
||||
{
|
||||
handled = true;
|
||||
switch(event.KeyInput.Key)
|
||||
{
|
||||
case irr::KEY_KEY_1:
|
||||
RequestedMode = NO_MANAGEMENT;
|
||||
break;
|
||||
case irr::KEY_KEY_2:
|
||||
RequestedMode = LIGHTS_NEAREST_NODE;
|
||||
break;
|
||||
case irr::KEY_KEY_3:
|
||||
RequestedMode = LIGHTS_IN_ZONE;
|
||||
break;
|
||||
default:
|
||||
handled = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if(NO_MANAGEMENT == RequestedMode)
|
||||
SceneManager->setLightManager(0); // Show that it's safe to register the light manager
|
||||
else
|
||||
SceneManager->setLightManager(this);
|
||||
}
|
||||
|
||||
return handled;
|
||||
}
|
||||
|
||||
|
||||
// This is called before the first scene node is rendered.
|
||||
virtual void OnPreRender(core::array<scene::ISceneNode*> & lightList)
|
||||
{
|
||||
// Update the mode; changing it here ensures that it's consistent throughout a render
|
||||
Mode = RequestedMode;
|
||||
|
||||
// Store the light list. I am free to alter this list until the end of OnPostRender().
|
||||
SceneLightList = &lightList;
|
||||
}
|
||||
|
||||
// Called after the last scene node is rendered.
|
||||
virtual void OnPostRender()
|
||||
{
|
||||
// Since light management might be switched off in the event handler, we'll turn all
|
||||
// lights on to ensure that they are in a consistent state. You wouldn't normally have
|
||||
// to do this when using a light manager, since you'd continue to do light management
|
||||
// yourself.
|
||||
for (u32 i = 0; i < SceneLightList->size(); i++)
|
||||
(*SceneLightList)[i]->setVisible(true);
|
||||
}
|
||||
|
||||
virtual void OnRenderPassPreRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
|
||||
{
|
||||
// I don't have to do anything here except remember which render pass I am in.
|
||||
CurrentRenderPass = renderPass;
|
||||
}
|
||||
|
||||
virtual void OnRenderPassPostRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
|
||||
{
|
||||
// I only want solid nodes to be lit, so after the solid pass, turn all lights off.
|
||||
if (scene::ESNRP_SOLID == renderPass)
|
||||
{
|
||||
for (u32 i = 0; i < SceneLightList->size(); ++i)
|
||||
(*SceneLightList)[i]->setVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
// This is called before the specified scene node is rendered
|
||||
virtual void OnNodePreRender(scene::ISceneNode* node)
|
||||
{
|
||||
CurrentSceneNode = node;
|
||||
|
||||
// This light manager only considers solid objects, but you are free to manipulate
|
||||
// lights during any phase, depending on your requirements.
|
||||
if (scene::ESNRP_SOLID != CurrentRenderPass)
|
||||
return;
|
||||
|
||||
// And in fact for this example, I only want to consider lighting for cube scene
|
||||
// nodes. You will probably want to deal with lighting for (at least) mesh /
|
||||
// animated mesh scene nodes as well.
|
||||
if (node->getType() != scene::ESNT_CUBE)
|
||||
return;
|
||||
|
||||
if (LIGHTS_NEAREST_NODE == Mode)
|
||||
{
|
||||
// This is a naive implementation that prioritises every light in the scene
|
||||
// by its proximity to the node being rendered. This produces some flickering
|
||||
// when lights orbit closer to a cube than its 'zone' lights.
|
||||
const vector3df nodePosition = node->getAbsolutePosition();
|
||||
|
||||
// Sort the light list by prioritising them based on their distance from the node
|
||||
// that's about to be rendered.
|
||||
array<LightDistanceElement> sortingArray;
|
||||
sortingArray.reallocate(SceneLightList->size());
|
||||
|
||||
u32 i;
|
||||
for(i = 0; i < SceneLightList->size(); ++i)
|
||||
{
|
||||
scene::ISceneNode* lightNode = (*SceneLightList)[i];
|
||||
const f64 distance = lightNode->getAbsolutePosition().getDistanceFromSQ(nodePosition);
|
||||
sortingArray.push_back(LightDistanceElement(lightNode, distance));
|
||||
}
|
||||
|
||||
sortingArray.sort();
|
||||
|
||||
// The list is now sorted by proximity to the node.
|
||||
// Turn on the three nearest lights, and turn the others off.
|
||||
for(i = 0; i < sortingArray.size(); ++i)
|
||||
sortingArray[i].node->setVisible(i < 3);
|
||||
}
|
||||
else if(LIGHTS_IN_ZONE == Mode)
|
||||
{
|
||||
// Empty scene nodes are used to represent 'zones'. For each solid mesh that
|
||||
// is being rendered, turn off all lights, then find its 'zone' parent, and turn
|
||||
// on all lights that are found under that node in the scene graph.
|
||||
// This is a general purpose algorithm that doesn't use any special
|
||||
// knowledge of how this particular scene graph is organised.
|
||||
for (u32 i = 0; i < SceneLightList->size(); ++i)
|
||||
{
|
||||
if ((*SceneLightList)[i]->getType() != scene::ESNT_LIGHT)
|
||||
continue;
|
||||
scene::ILightSceneNode* lightNode = static_cast<scene::ILightSceneNode*>((*SceneLightList)[i]);
|
||||
video::SLight & lightData = lightNode->getLightData();
|
||||
|
||||
if (video::ELT_DIRECTIONAL != lightData.Type)
|
||||
lightNode->setVisible(false);
|
||||
}
|
||||
|
||||
scene::ISceneNode * parentZone = findZone(node);
|
||||
if (parentZone)
|
||||
turnOnZoneLights(parentZone);
|
||||
}
|
||||
}
|
||||
|
||||
// Called after the specified scene node is rendered
|
||||
virtual void OnNodePostRender(scene::ISceneNode* node)
|
||||
{
|
||||
// I don't need to do any light management after individual node rendering.
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// Find the empty scene node that is the parent of the specified node
|
||||
scene::ISceneNode * findZone(scene::ISceneNode * node)
|
||||
{
|
||||
if (!node)
|
||||
return 0;
|
||||
|
||||
if (node->getType() == scene::ESNT_EMPTY)
|
||||
return node;
|
||||
|
||||
return findZone(node->getParent());
|
||||
}
|
||||
|
||||
// Turn on all lights that are children (directly or indirectly) of the
|
||||
// specified scene node.
|
||||
void turnOnZoneLights(scene::ISceneNode * node)
|
||||
{
|
||||
core::list<scene::ISceneNode*> const & children = node->getChildren();
|
||||
for (core::list<scene::ISceneNode*>::ConstIterator child = children.begin();
|
||||
child != children.end(); ++child)
|
||||
{
|
||||
if ((*child)->getType() == scene::ESNT_LIGHT)
|
||||
(*child)->setVisible(true);
|
||||
else // Assume that lights don't have any children that are also lights
|
||||
turnOnZoneLights(*child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// A utility class to aid in sorting scene nodes into a distance order
|
||||
class LightDistanceElement
|
||||
{
|
||||
public:
|
||||
LightDistanceElement() {};
|
||||
|
||||
LightDistanceElement(scene::ISceneNode* n, f64 d)
|
||||
: node(n), distance(d) { }
|
||||
|
||||
scene::ISceneNode* node;
|
||||
f64 distance;
|
||||
|
||||
// Lower distance elements are sorted to the start of the array
|
||||
bool operator < (const LightDistanceElement& other) const
|
||||
{
|
||||
return (distance < other.distance);
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
*/
|
||||
int main(int argumentCount, char * argumentValues[])
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
dimension2d<u32>(640, 480), 32);
|
||||
|
||||
if(!device)
|
||||
return -1;
|
||||
|
||||
f32 const lightRadius = 60.f; // Enough to reach the far side of each 'zone'
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
gui::IGUISkin* skin = guienv->getSkin();
|
||||
if (skin)
|
||||
{
|
||||
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
|
||||
gui::IGUIFont* font = guienv->getFont("../../media/fontlucida.png");
|
||||
if(font)
|
||||
skin->setFont(font);
|
||||
}
|
||||
|
||||
guienv->addStaticText(L"1 - No light management", core::rect<s32>(10,10,200,30));
|
||||
guienv->addStaticText(L"2 - Closest 3 lights", core::rect<s32>(10,30,200,50));
|
||||
guienv->addStaticText(L"3 - Lights in zone", core::rect<s32>(10,50,200,70));
|
||||
|
||||
/*
|
||||
Add several "zones". You could use this technique to light individual rooms, for example.
|
||||
*/
|
||||
for(f32 zoneX = -100.f; zoneX <= 100.f; zoneX += 50.f)
|
||||
for(f32 zoneY = -60.f; zoneY <= 60.f; zoneY += 60.f)
|
||||
{
|
||||
// Start with an empty scene node, which we will use to represent a zone.
|
||||
scene::ISceneNode * zoneRoot = smgr->addEmptySceneNode();
|
||||
zoneRoot->setPosition(vector3df(zoneX, zoneY, 0));
|
||||
|
||||
// Each zone contains a rotating cube
|
||||
scene::IMeshSceneNode * node = smgr->addCubeSceneNode(15, zoneRoot);
|
||||
scene::ISceneNodeAnimator * rotation = smgr->createRotationAnimator(vector3df(0.25f, 0.5f, 0.75f));
|
||||
node->addAnimator(rotation);
|
||||
rotation->drop();
|
||||
|
||||
// And each cube has three lights attached to it. The lights are attached to billboards so
|
||||
// that we can see where they are. The billboards are attached to the cube, so that the
|
||||
// lights are indirect descendents of the same empty scene node as the cube.
|
||||
scene::IBillboardSceneNode * billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(0, -14, 30));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius);
|
||||
|
||||
billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(-21, -14, -21));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius);
|
||||
|
||||
billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(21, -14, -21));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius);
|
||||
|
||||
// Each cube also has a smaller cube rotating around it, to show that the cubes are being
|
||||
// lit by the lights in their 'zone', not just lights that are their direct children.
|
||||
node = smgr->addCubeSceneNode(5, node);
|
||||
node->setPosition(vector3df(0, 21, 0));
|
||||
}
|
||||
|
||||
smgr->addCameraSceneNode(0, vector3df(0,0,-130), vector3df(0,0,0));
|
||||
|
||||
CMyLightManager * myLightManager = new CMyLightManager(smgr);
|
||||
smgr->setLightManager(0); // This is the default: we won't do light management until told to do it.
|
||||
device->setEventReceiver(myLightManager);
|
||||
|
||||
int lastFps = -1;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(255,100,101,140));
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
if(fps != lastFps)
|
||||
{
|
||||
lastFps = fps;
|
||||
core::stringw str = L"Managed Lights [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
device->setWindowCaption(str.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
myLightManager->drop(); // Drop my implicit reference
|
||||
device->drop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
||||
|
Reference in New Issue
Block a user