mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
56
examples/08.SpecialFX/Makefile
Normal file
56
examples/08.SpecialFX/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
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||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 08.SpecialFX
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||||
# List of source files, separated by spaces
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||||
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
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||||
BinPath = ../../bin/$(SYSTEM)
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||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
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||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
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ifndef NDEBUG
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CXXFLAGS += -g -Wall
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else
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||||
CXXFLAGS += -O3
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endif
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||||
|
||||
#default target is Linux
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||||
all: all_linux
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||||
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||||
# target specific settings
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||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
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||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
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all_linux clean_linux: SYSTEM=Linux
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all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
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all_win32 clean_win32 static_win32: SUF=.exe
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static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
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all_win32: LDFLAGS += -lopengl32 -lm
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static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
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# name of the binary - only valid for targets which set SYSTEM
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DESTPATH = $(BinPath)/$(Target)$(SUF)
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all_linux all_win32 static_win32:
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$(warning Building...)
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
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clean: clean_linux clean_win32
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$(warning Cleaning...)
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clean_linux clean_win32:
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@$(RM) $(DESTPATH)
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.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
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#multilib handling
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ifeq ($(HOSTTYPE), x86_64)
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LIBSELECT=64
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endif
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#solaris real-time features
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ifeq ($(HOSTTYPE), sun4)
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LDFLAGS += -lrt
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endif
|
54
examples/08.SpecialFX/SpecialFX.cbp
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54
examples/08.SpecialFX/SpecialFX.cbp
Normal file
@ -0,0 +1,54 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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||||
<CodeBlocks_project_file>
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<FileVersion major="1" minor="6" />
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<Project>
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<Option title="Irrlicht Example 08 Special Effects" />
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<Option pch_mode="0" />
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<Option compiler="gcc" />
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<Build>
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<Target title="Windows">
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<Option platforms="Windows;" />
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<Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" />
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<Option type="1" />
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<Option compiler="gcc" />
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<Compiler>
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<Add option="-g" />
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</Compiler>
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<Linker>
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<Add directory="../../lib/Win32-gcc" />
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</Linker>
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</Target>
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<Target title="Linux">
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<Option platforms="Unix;" />
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<Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" />
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<Option type="1" />
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<Option compiler="gcc" />
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<Compiler>
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||||
<Add option="-g" />
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</Compiler>
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<Linker>
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<Add library="Xxf86vm" />
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<Add library="X11" />
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<Add library="GL" />
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<Add directory="../../lib/Linux" />
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</Linker>
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</Target>
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</Build>
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<VirtualTargets>
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||||
<Add alias="All" targets="Windows;Linux;" />
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</VirtualTargets>
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<Compiler>
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<Add option="-g" />
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<Add directory="../../include" />
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</Compiler>
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<Linker>
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<Add library="Irrlicht" />
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||||
</Linker>
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||||
<Unit filename="main.cpp" />
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||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/08.SpecialFX/SpecialFX.vcproj
Normal file
163
examples/08.SpecialFX/SpecialFX.vcproj
Normal file
@ -0,0 +1,163 @@
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<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
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||||
Name="08.SpecialFx"
|
||||
ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
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||||
SccProjectName=""
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||||
SccLocalPath="">
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||||
<Platforms>
|
||||
<Platform
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Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
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||||
Name="Release|Win32"
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||||
OutputDirectory=".\Release"
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||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
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||||
CharacterSet="2">
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||||
<Tool
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||||
Name="VCCLCompilerTool"
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||||
Optimization="2"
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||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
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||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
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||||
StringPooling="TRUE"
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||||
RuntimeLibrary="4"
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||||
EnableFunctionLevelLinking="TRUE"
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||||
UsePrecompiledHeader="2"
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||||
PrecompiledHeaderFile=".\Release/SpecialFX.pch"
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||||
AssemblerListingLocation=".\Release/"
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||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
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||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/SpecialFx.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/SpecialFX.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>
|
||||
<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/SpecialFX.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\08.SpecialFx.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/SpecialFX.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>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
290
examples/08.SpecialFX/SpecialFX.xcodeproj/project.pbxproj
Normal file
290
examples/08.SpecialFX/SpecialFX.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 46;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
|
||||
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
|
||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
|
||||
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
5E34CC511B7F8E6E00F212E8 /* 08.SpecialFX.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 08.SpecialFX.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
|
||||
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||
5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
|
||||
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||
/* End PBXFileReference section */
|
||||
|
||||
/* Begin PBXFrameworksBuildPhase section */
|
||||
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
|
||||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */,
|
||||
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
|
||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
|
||||
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
/* End PBXFrameworksBuildPhase section */
|
||||
|
||||
/* Begin PBXGroup section */
|
||||
5E34C6D81B7F4A0C00F212E8 = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5E34CC741B7F8EEF00F212E8 /* main.cpp */,
|
||||
5E34CC761B7F905600F212E8 /* Libraries */,
|
||||
5E34CC521B7F8E6E00F212E8 /* Products */,
|
||||
5E34CC771B7F906D00F212E8 /* Resources */,
|
||||
);
|
||||
sourceTree = "<group>";
|
||||
};
|
||||
5E34CC521B7F8E6E00F212E8 /* Products */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5E34CC511B7F8E6E00F212E8 /* 08.SpecialFX.app */,
|
||||
);
|
||||
name = Products;
|
||||
sourceTree = "<group>";
|
||||
};
|
||||
5E34CC761B7F905600F212E8 /* Libraries */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5E8570B01B7F99F500B267D2 /* Cocoa.framework */,
|
||||
5E8570B41B7F9A0700B267D2 /* IOKit.framework */,
|
||||
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */,
|
||||
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */,
|
||||
);
|
||||
name = Libraries;
|
||||
sourceTree = "<group>";
|
||||
};
|
||||
5E34CC771B7F906D00F212E8 /* Resources */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5E8570BE1B7F9D3A00B267D2 /* media */,
|
||||
);
|
||||
name = Resources;
|
||||
sourceTree = "<group>";
|
||||
};
|
||||
/* End PBXGroup section */
|
||||
|
||||
/* Begin PBXNativeTarget section */
|
||||
5E34CC501B7F8E6E00F212E8 /* 08.SpecialFX */ = {
|
||||
isa = PBXNativeTarget;
|
||||
buildConfigurationList = 5E34CC701B7F8E6E00F212E8 /* Build configuration list for PBXNativeTarget "08.SpecialFX" */;
|
||||
buildPhases = (
|
||||
5E34CC4D1B7F8E6E00F212E8 /* Sources */,
|
||||
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */,
|
||||
5E34CC4F1B7F8E6E00F212E8 /* Resources */,
|
||||
);
|
||||
buildRules = (
|
||||
);
|
||||
dependencies = (
|
||||
);
|
||||
name = 08.SpecialFX;
|
||||
productName = 01.HelloWorld;
|
||||
productReference = 5E34CC511B7F8E6E00F212E8 /* 08.SpecialFX.app */;
|
||||
productType = "com.apple.product-type.application";
|
||||
};
|
||||
/* End PBXNativeTarget section */
|
||||
|
||||
/* Begin PBXProject section */
|
||||
5E34C6D91B7F4A0C00F212E8 /* Project object */ = {
|
||||
isa = PBXProject;
|
||||
attributes = {
|
||||
LastUpgradeCheck = 0710;
|
||||
TargetAttributes = {
|
||||
5E34CC501B7F8E6E00F212E8 = {
|
||||
CreatedOnToolsVersion = 6.1;
|
||||
};
|
||||
};
|
||||
};
|
||||
buildConfigurationList = 5E34C6DC1B7F4A0C00F212E8 /* Build configuration list for PBXProject "SpecialFX" */;
|
||||
compatibilityVersion = "Xcode 3.2";
|
||||
developmentRegion = English;
|
||||
hasScannedForEncodings = 0;
|
||||
knownRegions = (
|
||||
en,
|
||||
Base,
|
||||
);
|
||||
mainGroup = 5E34C6D81B7F4A0C00F212E8;
|
||||
productRefGroup = 5E34CC521B7F8E6E00F212E8 /* Products */;
|
||||
projectDirPath = "";
|
||||
projectRoot = "";
|
||||
targets = (
|
||||
5E34CC501B7F8E6E00F212E8 /* 08.SpecialFX */,
|
||||
);
|
||||
};
|
||||
/* End PBXProject section */
|
||||
|
||||
/* Begin PBXResourcesBuildPhase section */
|
||||
5E34CC4F1B7F8E6E00F212E8 /* Resources */ = {
|
||||
isa = PBXResourcesBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
5E8570BF1B7F9D3A00B267D2 /* media in Resources */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
/* End PBXResourcesBuildPhase section */
|
||||
|
||||
/* Begin PBXSourcesBuildPhase section */
|
||||
5E34CC4D1B7F8E6E00F212E8 /* Sources */ = {
|
||||
isa = PBXSourcesBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
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|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
326
examples/08.SpecialFX/main.cpp
Normal file
326
examples/08.SpecialFX/main.cpp
Normal file
@ -0,0 +1,326 @@
|
||||
/** Example 008 SpecialFX
|
||||
|
||||
This tutorial describes how to do special effects. It shows how to use stencil
|
||||
buffer shadows, the particle system, billboards, dynamic light, and the water
|
||||
surface scene node.
|
||||
|
||||
We start like in some tutorials before. Please note that this time, the
|
||||
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
|
||||
shadow cast from an animated character. If this example runs too slow,
|
||||
set it to false. The Irrlicht Engine also checks if your hardware doesn't
|
||||
support the stencil buffer, and then disables shadows by itself.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include <iostream>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask if user would like shadows
|
||||
char i = 'y';
|
||||
printf("Please press 'y' if you want to use realtime shadows.\n");
|
||||
|
||||
std::cin >> i;
|
||||
|
||||
const bool shadows = (i == 'y');
|
||||
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
|
||||
/*
|
||||
Create device and exit if creation failed. We make the stencil flag
|
||||
optional to avoid slow screen modes for runs without shadows.
|
||||
*/
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480),
|
||||
16, false, shadows);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
For our environment, we load a .3ds file. It is a small room I modeled
|
||||
with Anim8or and exported into the 3ds format because the Irrlicht
|
||||
Engine does not support the .an8 format. I am a very bad 3d graphic
|
||||
artist, and so the texture mapping is not very nice in this model.
|
||||
Luckily I am a better programmer than artist, and so the Irrlicht
|
||||
Engine is able to create a cool texture mapping for me: Just use the
|
||||
mesh manipulator and create a planar texture mapping for the mesh. If
|
||||
you want to see the mapping I made with Anim8or, uncomment this line. I
|
||||
also did not figure out how to set the material right in Anim8or, it
|
||||
has a specular light color which I don't really like. I'll switch it
|
||||
off too with this code.
|
||||
*/
|
||||
|
||||
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
|
||||
|
||||
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
|
||||
|
||||
scene::ISceneNode* node = 0;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(mesh);
|
||||
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.jpg"));
|
||||
node->getMaterial(0).SpecularColor.set(0,0,0,0);
|
||||
|
||||
/*
|
||||
Now, for the first special effect: Animated water. It works like this:
|
||||
The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
|
||||
a water surface. And if we let this scene node use a nice material like
|
||||
the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
|
||||
with the next few lines of code. As input mesh, we create a hill plane
|
||||
mesh, without hills. But any other mesh could be used for this, you
|
||||
could even use the room.3ds (which would look really strange) if you
|
||||
want to.
|
||||
*/
|
||||
|
||||
mesh = smgr->addHillPlaneMesh( "myHill",
|
||||
core::dimension2d<f32>(20,20),
|
||||
core::dimension2d<u32>(40,40), 0, 0,
|
||||
core::dimension2d<f32>(0,0),
|
||||
core::dimension2d<f32>(10,10));
|
||||
|
||||
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
|
||||
node->setPosition(core::vector3df(0,7,0));
|
||||
|
||||
node->setMaterialTexture(0, driver->getTexture(mediaPath + "stones.jpg"));
|
||||
node->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
|
||||
|
||||
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
|
||||
|
||||
/*
|
||||
The second special effect is very basic, I bet you saw it already in
|
||||
some Irrlicht Engine demos: A transparent billboard combined with a
|
||||
dynamic light. We simply create a light scene node, let it fly around,
|
||||
and to make it look more cool, we attach a billboard scene node to it.
|
||||
*/
|
||||
|
||||
// create light
|
||||
scene::ILightSceneNode * lightNode = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
||||
video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
|
||||
scene::ISceneNodeAnimator* anim = 0;
|
||||
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f, 0.0005f);
|
||||
lightNode ->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// attach billboard to light
|
||||
|
||||
node = smgr->addBillboardSceneNode(lightNode, core::dimension2d<f32>(50, 50));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
node->setMaterialTexture(0, driver->getTexture(mediaPath + "particlewhite.bmp"));
|
||||
|
||||
/*
|
||||
The next special effect is a lot more interesting: A particle system.
|
||||
The particle system in the Irrlicht Engine is quite modular and
|
||||
extensible, but yet easy to use. There is a particle system scene node
|
||||
into which you can put a particle emitter, which makes particles come out
|
||||
of nothing. These emitters are quite flexible and usually have lots of
|
||||
parameters like direction, amount, and color of the particles they
|
||||
create.
|
||||
|
||||
There are different emitters, for example a point emitter which lets
|
||||
particles pop out at a fixed point. If the particle emitters available
|
||||
in the engine are not enough for you, you can easily create your own
|
||||
ones, you'll simply have to create a class derived from the
|
||||
IParticleEmitter interface and attach it to the particle system using
|
||||
setEmitter(). In this example we create a box particle emitter, which
|
||||
creates particles randomly inside a box. The parameters define the box,
|
||||
direction of the particles, minimal and maximal new particles per
|
||||
second, color, and minimal and maximal lifetime of the particles.
|
||||
|
||||
Because only with emitters particle system would be a little bit
|
||||
boring, there are particle affectors which modify particles while
|
||||
they fly around. Affectors can be added to a particle system for
|
||||
simulating additional effects like gravity or wind.
|
||||
The particle affector we use in this example is an affector which
|
||||
modifies the color of the particles: It lets them fade out. Like the
|
||||
particle emitters, additional particle affectors can also be
|
||||
implemented by you, simply derive a class from IParticleAffector and
|
||||
add it with addAffector().
|
||||
|
||||
After we set a nice material to the particle system, we have a cool
|
||||
looking camp fire. By adjusting material, texture, particle emitter,
|
||||
and affector parameters, it is also easily possible to create smoke,
|
||||
rain, explosions, snow, and so on.
|
||||
*/
|
||||
|
||||
// create a particle system
|
||||
|
||||
scene::IParticleSystemSceneNode* ps =
|
||||
smgr->addParticleSystemSceneNode(false);
|
||||
|
||||
if (ps)
|
||||
{
|
||||
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
||||
core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
|
||||
core::vector3df(0.0f,0.06f,0.0f), // initial direction
|
||||
80,100, // emit rate
|
||||
video::SColor(0,255,255,255), // darkest color
|
||||
video::SColor(0,255,255,255), // brightest color
|
||||
800,2000,0, // min and max age, angle
|
||||
core::dimension2df(10.f,10.f), // min size
|
||||
core::dimension2df(20.f,20.f)); // max size
|
||||
|
||||
ps->setEmitter(em); // this grabs the emitter
|
||||
em->drop(); // so we can drop it here without deleting it
|
||||
|
||||
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
|
||||
|
||||
ps->addAffector(paf); // same goes for the affector
|
||||
paf->drop();
|
||||
|
||||
ps->setPosition(core::vector3df(-70,60,40));
|
||||
ps->setScale(core::vector3df(2,2,2));
|
||||
ps->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
||||
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fire.bmp"));
|
||||
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
}
|
||||
|
||||
/*
|
||||
Next we add a volumetric light node, which adds a glowing fake area light to
|
||||
the scene. Like with the billboards and particle systems we also assign a
|
||||
texture for the desired effect, though this time we'll use a texture animator
|
||||
to create the illusion of a magical glowing area effect.
|
||||
*/
|
||||
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
|
||||
32, // Subdivisions on U axis
|
||||
32, // Subdivisions on V axis
|
||||
video::SColor(0, 255, 255, 255), // foot color
|
||||
video::SColor(0, 0, 0, 0)); // tail color
|
||||
|
||||
if (n)
|
||||
{
|
||||
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
|
||||
n->setPosition(core::vector3df(-120,50,40));
|
||||
|
||||
// load textures for animation
|
||||
core::array<video::ITexture*> textures;
|
||||
for (s32 g=7; g > 0; --g)
|
||||
{
|
||||
core::stringc tmp(mediaPath);
|
||||
tmp += "portal";
|
||||
tmp += g;
|
||||
tmp += ".bmp";
|
||||
video::ITexture* t = driver->getTexture( tmp.c_str() );
|
||||
textures.push_back(t);
|
||||
}
|
||||
|
||||
// create texture animator
|
||||
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
|
||||
|
||||
// add the animator
|
||||
n->addAnimator(glow);
|
||||
|
||||
// drop the animator because it was created with a create() function
|
||||
glow->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
As our last special effect, we want a dynamic shadow be cast from an
|
||||
animated character. For this we load a DirectX .x model and place it
|
||||
into our world. For creating the shadow, we simply need to call
|
||||
addShadowVolumeSceneNode(). The color of shadows is only adjustable
|
||||
globally for all shadows, by calling ISceneManager::setShadowColor().
|
||||
Voila, here is our dynamic shadow.
|
||||
|
||||
Because the character is a little bit too small for this scene, we make
|
||||
it bigger using setScale(). And because the character is lighted by a
|
||||
dynamic light, we need to normalize the normals to make the lighting on
|
||||
it correct. This is always necessary if the scale of a dynamic lighted
|
||||
model is not (1,1,1). Otherwise it would get too dark or too bright
|
||||
because the normals will be scaled too.
|
||||
*/
|
||||
|
||||
// add animated character
|
||||
|
||||
mesh = smgr->getMesh(mediaPath + "dwarf.x");
|
||||
scene::IAnimatedMeshSceneNode* anode = 0;
|
||||
|
||||
anode = smgr->addAnimatedMeshSceneNode(mesh);
|
||||
anode->setPosition(core::vector3df(-50,20,-60));
|
||||
anode->setAnimationSpeed(15);
|
||||
|
||||
/*
|
||||
Shadows still have to be drawn even then the node causing them is not visible itself.
|
||||
We have to disable culling if the node is animated or it's transformations change
|
||||
as otherwise the shadow is not updated correctly.
|
||||
If you have many objects and this becomes a speed problem you will have to figure
|
||||
out some manual culling (for exampling hiding all objects beyond a certain distance).
|
||||
*/
|
||||
anode->setAutomaticCulling(scene::EAC_OFF);
|
||||
|
||||
// add shadow
|
||||
anode->addShadowVolumeSceneNode();
|
||||
smgr->setShadowColor(video::SColor(150,0,0,0));
|
||||
|
||||
// make the model a bit bigger
|
||||
anode->setScale(core::vector3df(2,2,2));
|
||||
// because of the scaling we have to normalize its normals for correct lighting
|
||||
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
|
||||
|
||||
// let the dwarf slowly rotate around it's y axis
|
||||
scene::ISceneNodeAnimator* ra = smgr->createRotationAnimator(irr::core::vector3df(0, 0.1f, 0));
|
||||
anode->addAnimator(ra);
|
||||
ra->drop();
|
||||
|
||||
/*
|
||||
Finally we simply have to draw everything, that's all.
|
||||
*/
|
||||
|
||||
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
||||
camera->setPosition(core::vector3df(-50,50,-150));
|
||||
camera->setFarValue(10000.0f); // this increase a shadow visible range.
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
s32 lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
||||
|
||||
smgr->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
const s32 fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - SpecialFX example [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
278
examples/08.SpecialFX/tutorial.html
Normal file
278
examples/08.SpecialFX/tutorial.html
Normal file
@ -0,0 +1,278 @@
|
||||
<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">
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This tutorials describes how to do special effects. It shows how to
|
||||
use stencil buffer shadows, the particle system, billboards, dynamic
|
||||
light and the water surface scene node. </p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<p>We start like in some tutorials before. Please note that this time,
|
||||
the 'shadows' flag in createDevice() is set to true, for we want to
|
||||
have a dynamic shadow casted from an animated character. If your this
|
||||
example runs to slow, set it to false. The Irrlicht Engine checks
|
||||
if your hardware doesn't support the stencil buffer, and disables
|
||||
shadows by itself, but just in case the demo runs slow on your hardware.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font color="#008000" size="2">#include <irrlicht.h>
|
||||
#include <iostream><br>
|
||||
</font><font size="2"><b>using namespace </b>irr;
|
||||
|
||||
<font color="#008000">#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
</font><b>int </b>main()
|
||||
{
|
||||
// ask user for driver<br> video::E_DRIVER_TYPE driverType;<br>
|
||||
printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> 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> }
|
||||
|
||||
// create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<s32>(640, 480), 16, false, true);
|
||||
|
||||
if (device == 0)
|
||||
return 1;
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();<font face="Courier New">
|
||||
</font></font></pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> For our environment, we load a .3ds file. It is a small room I modelled
|
||||
with Anim8or and exported it into the 3ds format because the Irrlicht
|
||||
Engine did not support the .an8 format when I wrote this tutorial.
|
||||
I am a very bad 3d graphic artist, and so the texture mapping is not
|
||||
very nice in this model. Luckily I am a better programmer than artist,
|
||||
and so the Irrlicht Engine is able to create a cool texture mapping
|
||||
for me: Just use the mesh manipulator and create a planar texture
|
||||
mapping for the mesh. If you want to see the mapping I made with Anim8or,
|
||||
uncomment this line. I also did not figure out how to<br>
|
||||
set the material right in Anim8or, it has a specular light color
|
||||
which I don't really<br>
|
||||
like. I'll switch it off too with this code.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr->getMesh(
|
||||
<font color="#FF0000">"../../media/room.3ds"</font>);
|
||||
|
||||
smgr->getMeshManipulator()->makePlanarTextureMapping(
|
||||
mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>);
|
||||
|
||||
scene::ISceneNode* node = <font color="#800080">0</font>;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(mesh);
|
||||
node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/wall.jpg"</font>));
|
||||
node->getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Now, for the first special effect: Animated water. It works like
|
||||
this: The WaterSurfaceSceneNode takes a mesh as input and makes it
|
||||
wave like a water surface. And if we let this scene node use a nice
|
||||
material like the MT_REFLECTION_2_LAYER, it looks really cool. We
|
||||
are doing this with the next few lines of code. As input mesh, we
|
||||
create a hill plane mesh, without hills. But any other mesh could
|
||||
be used for this, you could even use the room.3ds (which would look
|
||||
really strange) if you wanted to. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> mesh = smgr->addHillPlaneMesh(<font color="#FF0000">"myHill"</font>,
|
||||
core::dimension2d<f32>(<font color="#800080">20</font>,<font color="#800080">20</font>),
|
||||
core::dimension2d<s32>(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>,
|
||||
core::dimension2d<f32>(<font color="#800080">0</font>,<font color="#800080">0</font>),
|
||||
core::dimension2d<f32>(<font color="#800080">10</font>,<font color="#800080">10</font>));
|
||||
|
||||
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>);
|
||||
node->setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>));
|
||||
|
||||
node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/stones.jpg"</font>));
|
||||
node->setMaterialTexture(<font color="#800080">1</font>, driver->getTexture(<font color="#FF0000">"../../media/water.jpg"</font>));
|
||||
|
||||
node->setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">);
|
||||
</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> The second special effect is very basic, I bet you saw it already
|
||||
in some Irrlicht Engine demos: A transparent billboard combined with
|
||||
a dynamic light. We simply create a light scene node, let it fly around,
|
||||
an to make it look more cool, we attach a billboard scene node to
|
||||
it.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size=2> <font color="#0A246A"><i>// create light
|
||||
|
||||
</i></font> node = smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>),
|
||||
video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>);
|
||||
scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>;
|
||||
anim = smgr->createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>);
|
||||
node->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
<font color="#0A246A"><i>// attach billboard to light
|
||||
|
||||
</i></font> node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(<font color="#800080">50</font>, <font color="#800080">50</font>));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
|
||||
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
node->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particlewhite.bmp"</font>));
|
||||
|
||||
</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> The next special effect is a lot more interesting: A particle system.
|
||||
The particle system in the Irrlicht Engine is quit modular and extensible
|
||||
and yet easy to use. There is a particle system scene node into which
|
||||
you can put particle emitters, which make particles come out of nothing.
|
||||
These emitters are quite flexible and usually have lots of parameters
|
||||
like direction, amount and color of the particles they should create.<br>
|
||||
There are different emitters, for example a point emitter which lets
|
||||
particles pop out at a fixed point. If the particle emitters available
|
||||
in the engine are not enough for you, you can easily create your own
|
||||
ones, you'll simply have to create a class derived from the IParticleEmitter
|
||||
interface and attach it to the particle system using setEmitter().<br>
|
||||
In this example we create a box particle emitter, which creates particles
|
||||
randomly inside a box. The parameters define the box, direction of
|
||||
the particles, minimal and maximal new particles per second, color
|
||||
and minimal and maximal livetime of the particles.</p>
|
||||
<p> Because only with emitters particle system would be a little bit
|
||||
boring, there are particle affectors, which modify particles during
|
||||
they fly around. They can be added to the particle system, simulating
|
||||
additional effects like gravity or wind. The particle affector we
|
||||
use in this example is an affector, which modifies the color of the
|
||||
particles: It lets them fade out. Like the particle emitters, additional
|
||||
particle affectors can also be implemented by you, simply derive a
|
||||
class from IParticleAffector and add it with addAffector(). After
|
||||
we set a nice material to the particle system, we have a cool looking
|
||||
camp fire. By adjusting material, texture, particle emitter and affector
|
||||
parameters, it is also easily possible to create smoke, rain, explosions,
|
||||
snow, and so on.<br>
|
||||
</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>;
|
||||
ps = smgr->addParticleSystemSceneNode(<b>false</b>);
|
||||
ps->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>));
|
||||
ps->setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>));
|
||||
|
||||
ps->setParticleSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>));
|
||||
|
||||
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
||||
core::aabbox3d<f32>(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>),
|
||||
core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>),
|
||||
<font color="#800080">80</font>,<font color="#800080">100</font>,
|
||||
video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>),
|
||||
<font color="#800080">800</font>,<font color="#800080">2000</font>);
|
||||
|
||||
ps->setEmitter(em);
|
||||
em->drop();
|
||||
|
||||
scene::IParticleAffector* paf =
|
||||
ps->createFadeOutParticleAffector();
|
||||
|
||||
ps->addAffector(paf);
|
||||
paf->drop();
|
||||
|
||||
ps->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
|
||||
ps->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<font color="#FF0000">"../../media/particle.bmp"</font>));
|
||||
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> As our last special effect, we want a dynamic shadow be casted from
|
||||
an animated character. For this we load a DirectX .x model and place
|
||||
it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode().
|
||||
The color of shadows is only adjustable globally for all shadows, by
|
||||
calling ISceneManager::setShadowColor(). Voila, here is our dynamic
|
||||
shadow.<br>
|
||||
Because the character is a little bit too small for this scene, we make
|
||||
it bigger using setScale(). And because the character is lighted by
|
||||
a dynamic light, we need to normalize the normals to make the lighting
|
||||
on it correct. This is always necessary if the scale of a dynamic lighted
|
||||
model is not (1,1,1). Otherwise it would get too dark or too bright
|
||||
because the normals will be scaled too.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size=2> mesh = smgr->getMesh(<font color="#FF0000">"../../media/dwarf.x"</font>);
|
||||
scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>;
|
||||
|
||||
anode = smgr->addAnimatedMeshSceneNode(mesh);
|
||||
anode->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>));
|
||||
anode->setAnimationSpeed(15);
|
||||
<font color="#0A246A">
|
||||
// add shadow</font>
|
||||
anode->addShadowVolumeSceneNode();
|
||||
smgr->setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
|
||||
</font><font size=2><font color="#0A246A">
|
||||
// make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode->setScale(core::vector3df(2,2,2));<br> anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Finally we simply have to draw everything, that's all.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size=2> scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
||||
camera->setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>));
|
||||
|
||||
|
||||
<b>int </b>lastFPS = -<font color="#800080">1</font>;
|
||||
|
||||
<b>while</b>(device->run())
|
||||
{
|
||||
driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
|
||||
|
||||
smgr->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
<b>int </b>fps = driver->getFPS();
|
||||
|
||||
<b>if </b>(lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - SpecialFX example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
<b>return </b><font color="#800080">0</font>;
|
||||
}
|
||||
|
||||
</font>
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user