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/11.PerPixelLighting/Makefile
Normal file
56
examples/11.PerPixelLighting/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
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 11.PerPixelLighting
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
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||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
56
examples/11.PerPixelLighting/PerPixelLighting.cbp
Normal file
56
examples/11.PerPixelLighting/PerPixelLighting.cbp
Normal file
@ -0,0 +1,56 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 11 Per-Pixel Lighting" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/PerPixelLighting" 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/PerPixelLighting" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/11.PerPixelLighting/PerPixelLighting.vcproj
Normal file
163
examples/11.PerPixelLighting/PerPixelLighting.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="11.PerPixelLighting"
|
||||
ProjectGUID="{EC388ECA-E430-477A-A969-66FE5F84508A}"
|
||||
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/PerPixelLighting.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\11.PerPixelLighting.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/PerPixelLighting.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/PerPixelLighting.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/PerPixelLighting.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/PerPixelLighting.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/PerPixelLighting.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>
|
@ -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 */; };
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||||
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
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||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
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||||
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||
/* End PBXBuildFile section */
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/* Begin PBXFileReference section */
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5E34CC511B7F8E6E00F212E8 /* 11.PerPixelLighting.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 11.PerPixelLighting.app; sourceTree = BUILT_PRODUCTS_DIR; };
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5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
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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; };
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5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
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5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
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||||
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
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||||
/* End PBXFileReference section */
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||||
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||||
/* Begin PBXFrameworksBuildPhase section */
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||||
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
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buildActionMask = 2147483647;
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files = (
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||||
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */,
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5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
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||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
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5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
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||||
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5E34C6D81B7F4A0C00F212E8 = {
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||||
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5E34CC741B7F8EEF00F212E8 /* main.cpp */,
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5E34CC521B7F8E6E00F212E8 /* Products */,
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5E34CC771B7F906D00F212E8 /* Resources */,
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5E34CC4E1B7F8E6E00F212E8 /* Frameworks */,
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5E34CC4F1B7F8E6E00F212E8 /* Resources */,
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buildRules = (
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||||
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|
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compatibilityVersion = "Xcode 3.2";
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developmentRegion = English;
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||||
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projectDirPath = "";
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projectRoot = "";
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targets = (
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files = (
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5E8570BF1B7F9D3A00B267D2 /* media in Resources */,
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|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\11.PerPixelLighting.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<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>
|
483
examples/11.PerPixelLighting/main.cpp
Normal file
483
examples/11.PerPixelLighting/main.cpp
Normal file
@ -0,0 +1,483 @@
|
||||
/** Example 011 Per-Pixel Lighting
|
||||
|
||||
This tutorial shows how to use one of the built in more complex materials in
|
||||
irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It
|
||||
will also show how to use fog and moving particle systems. And don't panic: You
|
||||
do not need any experience with shaders to use these materials in Irrlicht.
|
||||
|
||||
At first, we need to include all headers and do the stuff we always do, like in
|
||||
nearly all other tutorials.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
For this example, we need an event receiver, to make it possible for the user
|
||||
to switch between the three available material types. In addition, the event
|
||||
receiver will create some small GUI window which displays what material is
|
||||
currently being used. There is nothing special done in this class, so maybe you
|
||||
want to skip reading it.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
MyEventReceiver(scene::ISceneNode* room,scene::ISceneNode* earth,
|
||||
gui::IGUIEnvironment* env, video::IVideoDriver* driver)
|
||||
{
|
||||
// store pointer to room so we can change its drawing mode
|
||||
Room = room;
|
||||
Earth = earth;
|
||||
Driver = driver;
|
||||
|
||||
// set a nicer font
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont(getExampleMediaPath() + "fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
// add window and listbox
|
||||
gui::IGUIWindow* window = env->addWindow(
|
||||
core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change");
|
||||
|
||||
ListBox = env->addListBox(
|
||||
core::rect<s32>(2,22,165,88), window);
|
||||
|
||||
ListBox->addItem(L"Diffuse");
|
||||
ListBox->addItem(L"Bump mapping");
|
||||
ListBox->addItem(L"Parallax mapping");
|
||||
ListBox->setSelected(1);
|
||||
|
||||
// create problem text
|
||||
ProblemText = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"needed shaders for this material. Using fall back materials.",
|
||||
core::rect<s32>(150,20,470,80));
|
||||
|
||||
ProblemText->setOverrideColor(video::SColor(100,255,255,255));
|
||||
|
||||
// set start material (prefer parallax mapping if available)
|
||||
video::IMaterialRenderer* renderer =
|
||||
Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
|
||||
if (renderer && renderer->getRenderCapability() == 0)
|
||||
ListBox->setSelected(2);
|
||||
|
||||
// set the material which is selected in the listbox
|
||||
setMaterial();
|
||||
}
|
||||
|
||||
bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// check if user presses the key 'E' or 'R'
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
|
||||
!event.KeyInput.PressedDown && Room && ListBox)
|
||||
{
|
||||
// change selected item in listbox
|
||||
|
||||
int sel = ListBox->getSelected();
|
||||
if (event.KeyInput.Key == irr::KEY_KEY_R)
|
||||
++sel;
|
||||
else
|
||||
if (event.KeyInput.Key == irr::KEY_KEY_E)
|
||||
--sel;
|
||||
else
|
||||
return false;
|
||||
|
||||
if (sel > 2) sel = 0;
|
||||
if (sel < 0) sel = 2;
|
||||
ListBox->setSelected(sel);
|
||||
|
||||
// set the material which is selected in the listbox
|
||||
setMaterial();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// sets the material of the room mesh the the one set in the
|
||||
// list box.
|
||||
void setMaterial()
|
||||
{
|
||||
video::E_MATERIAL_TYPE type = video::EMT_SOLID;
|
||||
|
||||
// change material setting
|
||||
switch(ListBox->getSelected())
|
||||
{
|
||||
case 0: type = video::EMT_SOLID;
|
||||
break;
|
||||
case 1: type = video::EMT_NORMAL_MAP_SOLID;
|
||||
break;
|
||||
case 2: type = video::EMT_PARALLAX_MAP_SOLID;
|
||||
break;
|
||||
}
|
||||
|
||||
Room->setMaterialType(type);
|
||||
|
||||
// change material setting
|
||||
switch(ListBox->getSelected())
|
||||
{
|
||||
case 0: type = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
break;
|
||||
case 1: type = video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA;
|
||||
break;
|
||||
case 2: type = video::EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA;
|
||||
break;
|
||||
}
|
||||
|
||||
Earth->setMaterialType(type);
|
||||
|
||||
/*
|
||||
We need to add a warning if the materials will not be able to
|
||||
be displayed 100% correctly. This is no problem, they will be
|
||||
rendered using fall back materials, but at least the user
|
||||
should know that it would look better on better hardware. We
|
||||
simply check if the material renderer is able to draw at full
|
||||
quality on the current hardware. The
|
||||
IMaterialRenderer::getRenderCapability() returns 0 if this is
|
||||
the case.
|
||||
*/
|
||||
video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
|
||||
|
||||
// display some problem text when problem
|
||||
if (!renderer || renderer->getRenderCapability() != 0)
|
||||
ProblemText->setVisible(true);
|
||||
else
|
||||
ProblemText->setVisible(false);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
gui::IGUIStaticText* ProblemText;
|
||||
gui::IGUIListBox* ListBox;
|
||||
|
||||
scene::ISceneNode* Room;
|
||||
scene::ISceneNode* Earth;
|
||||
video::IVideoDriver* Driver;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
Now for the real fun. We create an Irrlicht Device and start to setup the scene.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
Before we start with the interesting stuff, we do some simple things:
|
||||
Store pointers to the most important parts of the engine (video driver,
|
||||
scene manager, gui environment) to safe us from typing too much, add an
|
||||
irrlicht engine logo to the window and a user controlled first person
|
||||
shooter style camera. Also, we let the engine know that it should store
|
||||
all textures in 32 bit. This necessary because for parallax mapping, we
|
||||
need 32 bit textures.
|
||||
*/
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
// add irrlicht logo
|
||||
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
|
||||
core::position2d<s32>(10,10));
|
||||
|
||||
// add camera
|
||||
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
||||
camera->setPosition(core::vector3df(-200,200,-200));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Because we want the whole scene to look a little bit scarier, we add
|
||||
some fog to it. This is done by a call to IVideoDriver::setFog(). There
|
||||
you can set various fog settings. In this example, we use pixel fog,
|
||||
because it will work well with the materials we'll use in this example.
|
||||
Please note that you will have to set the material flag EMF_FOG_ENABLE
|
||||
to 'true' in every scene node which should be affected by this fog.
|
||||
*/
|
||||
driver->setFog(video::SColor(0,138,125,81), video::EFT_FOG_LINEAR, 250, 1000, .003f, true, false);
|
||||
|
||||
/*
|
||||
To be able to display something interesting, we load a mesh from a .3ds
|
||||
file which is a room I modeled with anim8or. It is the same room as
|
||||
from the specialFX example. Maybe you remember from that tutorial, I am
|
||||
no good modeler at all and so I totally messed up the texture mapping
|
||||
in this model, but we can simply repair it with the
|
||||
IMeshManipulator::makePlanarTextureMapping() method.
|
||||
*/
|
||||
|
||||
scene::IAnimatedMesh* roomMesh = smgr->getMesh(mediaPath + "room.3ds");
|
||||
scene::ISceneNode* room = 0;
|
||||
scene::ISceneNode* earth = 0;
|
||||
|
||||
if (roomMesh)
|
||||
{
|
||||
// The room mesh doesn't have proper texture mapping on the
|
||||
// floor, so we can recreate the mapping on runtime.
|
||||
smgr->getMeshManipulator()->makePlanarTextureMapping(
|
||||
roomMesh->getMesh(0), 0.003f);
|
||||
|
||||
/*
|
||||
Now for the first exciting thing: If we successfully loaded the
|
||||
mesh we need to apply textures to it. Because we want this room
|
||||
to be displayed with a very cool material, we have to do a
|
||||
little bit more than just set the textures. Instead of only
|
||||
loading a color map as usual, we also load a height map which
|
||||
is simply a grayscale texture. From this height map, we create
|
||||
a normal map which we will set as second texture of the room.
|
||||
If you already have a normal map, you could directly set it,
|
||||
but I simply didn't find a nice normal map for this texture.
|
||||
The normal map texture is being generated by the
|
||||
makeNormalMapTexture method of the VideoDriver. The second
|
||||
parameter specifies the height of the heightmap. If you set it
|
||||
to a bigger value, the map will look more rocky.
|
||||
*/
|
||||
|
||||
video::ITexture* normalMap =
|
||||
driver->getTexture(mediaPath + "rockwall_height.bmp");
|
||||
|
||||
if (normalMap)
|
||||
driver->makeNormalMapTexture(normalMap, 9.0f);
|
||||
|
||||
/*
|
||||
But just setting color and normal map is not everything. The
|
||||
material we want to use needs some additional information per
|
||||
vertex like tangents and binormals. Because we are too lazy to
|
||||
calculate that information now, we let Irrlicht do this for us.
|
||||
That's why we call IMeshManipulator::createMeshWithTangents().
|
||||
It creates a mesh copy with tangents and binormals from another
|
||||
mesh. After we've done that, we simply create a standard
|
||||
mesh scene node with this mesh copy, set color and normal map
|
||||
and adjust some other material settings. Note that we set
|
||||
EMF_FOG_ENABLE to true to enable fog in the room.
|
||||
*/
|
||||
|
||||
scene::IMesh* tangentMesh = smgr->getMeshManipulator()->
|
||||
createMeshWithTangents(roomMesh->getMesh(0));
|
||||
|
||||
room = smgr->addMeshSceneNode(tangentMesh);
|
||||
room->setMaterialTexture(0,
|
||||
driver->getTexture(mediaPath + "rockwall.jpg"));
|
||||
room->setMaterialTexture(1, normalMap);
|
||||
|
||||
// Stones don't glitter..
|
||||
room->getMaterial(0).SpecularColor.set(0,0,0,0);
|
||||
room->getMaterial(0).Shininess = 0.f;
|
||||
|
||||
room->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
||||
room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID);
|
||||
// adjust height for parallax effect
|
||||
room->getMaterial(0).MaterialTypeParam = 1.f / 64.f;
|
||||
|
||||
// drop mesh because we created it with a create.. call.
|
||||
tangentMesh->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
After we've created a room shaded by per pixel lighting, we add a
|
||||
sphere into it with the same material, but we'll make it transparent.
|
||||
In addition, because the sphere looks somehow like a familiar planet,
|
||||
we make it rotate. The procedure is similar as before. The difference
|
||||
is that we are loading the mesh from an .x file which already contains
|
||||
a color map so we do not need to load it manually. But the sphere is a
|
||||
little bit too small for our needs, so we scale it by the factor 50.
|
||||
*/
|
||||
|
||||
// add earth sphere
|
||||
|
||||
scene::IAnimatedMesh* earthMesh = smgr->getMesh(mediaPath + "earth.x");
|
||||
if (earthMesh)
|
||||
{
|
||||
//perform various tasks with the mesh manipulator
|
||||
scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
|
||||
|
||||
// create mesh copy with tangent information from original earth.x mesh
|
||||
scene::IMesh* tangentSphereMesh =
|
||||
manipulator->createMeshWithTangents(earthMesh->getMesh(0));
|
||||
|
||||
// set the alpha value of all vertices to 200
|
||||
manipulator->setVertexColorAlpha(tangentSphereMesh, 200);
|
||||
|
||||
// scale the mesh by factor 50
|
||||
core::matrix4 m;
|
||||
m.setScale ( core::vector3df(50,50,50) );
|
||||
manipulator->transform( tangentSphereMesh, m );
|
||||
|
||||
earth = smgr->addMeshSceneNode(tangentSphereMesh);
|
||||
|
||||
earth->setPosition(core::vector3df(-70,130,45));
|
||||
|
||||
// load heightmap, create normal map from it and set it
|
||||
video::ITexture* earthNormalMap = driver->getTexture(mediaPath + "earthbump.jpg");
|
||||
if (earthNormalMap)
|
||||
{
|
||||
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
|
||||
earth->setMaterialTexture(1, earthNormalMap);
|
||||
earth->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
|
||||
}
|
||||
|
||||
// adjust material settings
|
||||
earth->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
||||
|
||||
// add rotation animator
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
|
||||
earth->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// drop mesh because we created it with a create.. call.
|
||||
tangentSphereMesh->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
Per pixel lighted materials only look cool when there are moving
|
||||
lights. So we add some. And because moving lights alone are so boring,
|
||||
we add billboards to them, and a whole particle system to one of them.
|
||||
We start with the first light which is red and has only the billboard
|
||||
attached.
|
||||
*/
|
||||
|
||||
// add light 1 (more green)
|
||||
scene::ILightSceneNode* light1 =
|
||||
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
||||
video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f);
|
||||
|
||||
// add fly circle animator to light 1
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
|
||||
light1->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// attach billboard to the light
|
||||
scene::IBillboardSceneNode* bill =
|
||||
smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
|
||||
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlegreen.jpg"));
|
||||
|
||||
/*
|
||||
Now the same again, with the second light. The difference is that we
|
||||
add a particle system to it too. And because the light moves, the
|
||||
particles of the particle system will follow. If you want to know more
|
||||
about how particle systems are created in Irrlicht, take a look at the
|
||||
SpecialFX example. Maybe you will have noticed that we only add 2
|
||||
lights, this has a simple reason: The low end version of this material
|
||||
was written in ps1.1 and vs1.1, which doesn't allow more lights. You
|
||||
could add a third light to the scene, but it won't be used to shade the
|
||||
walls. But of course, this will change in future versions of Irrlicht
|
||||
where higher versions of pixel/vertex shaders will be implemented too.
|
||||
*/
|
||||
|
||||
// add light 2 (red)
|
||||
scene::ISceneNode* light2 =
|
||||
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
||||
video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 800.0f);
|
||||
|
||||
// add fly circle animator to light 2
|
||||
anim = smgr->createFlyCircleAnimator(core::vector3df(0,150,0), 200.0f,
|
||||
0.001f, core::vector3df(0.2f, 0.9f, 0.f));
|
||||
light2->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// attach billboard to light
|
||||
bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlered.bmp"));
|
||||
|
||||
// add particle system
|
||||
scene::IParticleSystemSceneNode* ps =
|
||||
smgr->addParticleSystemSceneNode(false, light2);
|
||||
|
||||
// create and set emitter
|
||||
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
||||
core::aabbox3d<f32>(-3,0,-3,3,1,3),
|
||||
core::vector3df(0.0f,0.03f,0.0f),
|
||||
80,100,
|
||||
video::SColor(10,255,255,255), video::SColor(10,255,255,255),
|
||||
400,1100);
|
||||
em->setMinStartSize(core::dimension2d<f32>(30.0f, 40.0f));
|
||||
em->setMaxStartSize(core::dimension2d<f32>(30.0f, 40.0f));
|
||||
|
||||
ps->setEmitter(em);
|
||||
em->drop();
|
||||
|
||||
// create and set affector
|
||||
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
|
||||
ps->addAffector(paf);
|
||||
paf->drop();
|
||||
|
||||
// adjust some material settings
|
||||
ps->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
||||
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fireball.bmp"));
|
||||
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
|
||||
MyEventReceiver receiver(room, earth, env, driver);
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
/*
|
||||
Finally, draw everything. That's it.
|
||||
*/
|
||||
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
||||
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
502
examples/11.PerPixelLighting/tutorial.html
Normal file
502
examples/11.PerPixelLighting/tutorial.html
Normal file
@ -0,0 +1,502 @@
|
||||
<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 11. Per pixel lighting</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This tutorial shows how to use one of the built in more complex materials
|
||||
in irrlicht: Per pixel lighted surfaces using normal maps and parallax
|
||||
mapping. It will also show how to use fog and moving particle systems.
|
||||
And don't panic: You dont need any experience with shaders to use these
|
||||
materials in Irrlicht.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/011shot.jpg" width="258" height="202"><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>At first, we need to include all headers and do the stuff we always
|
||||
do, like in nearly all other tutorials.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>For this example, we need an event receiver, to make it possible
|
||||
for the user to switch between the three available material types.
|
||||
In addition, the event receiver will create some small GUI window
|
||||
which displays what material is currently being used. There is nothing
|
||||
special done in this class, so maybe you want to skip reading it.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
MyEventReceiver(scene::ISceneNode* room,
|
||||
gui::IGUIEnvironment* env, video::IVideoDriver* driver)
|
||||
{
|
||||
// store pointer to room so we can change its drawing mode
|
||||
Room = room;
|
||||
Driver = driver;
|
||||
|
||||
// set a nicer font
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
// add window and listbox
|
||||
gui::IGUIWindow* window = env->addWindow(
|
||||
core::rect<s32>(490,390,630,470), false, L"Use 'E' + 'R' to change");
|
||||
|
||||
ListBox = env->addListBox(
|
||||
core::rect<s32>(2,22,135,78), window);
|
||||
|
||||
ListBox->addItem(L"Diffuse");
|
||||
ListBox->addItem(L"Bump mapping");
|
||||
ListBox->addItem(L"Parallax mapping");
|
||||
ListBox->setSelected(1);
|
||||
|
||||
// create problem text
|
||||
ProblemText = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"needed shaders for this material. Using fall back materials.",
|
||||
core::rect<s32>(150,20,470,60));
|
||||
|
||||
ProblemText->setOverrideColor(video::SColor(100,255,255,255));
|
||||
|
||||
// set start material (prefer parallax mapping if available)
|
||||
video::IMaterialRenderer* renderer =
|
||||
Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
|
||||
if (renderer && renderer->getRenderCapability() == 0)
|
||||
ListBox->setSelected(2);
|
||||
|
||||
// set the material which is selected in the listbox
|
||||
setMaterial();
|
||||
}
|
||||
|
||||
bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// check if user presses the key 'E' or 'R'
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
|
||||
!event.KeyInput.PressedDown && Room && ListBox)
|
||||
{
|
||||
// change selected item in listbox
|
||||
|
||||
int sel = ListBox->getSelected();
|
||||
if (event.KeyInput.Key == irr::KEY_KEY_R)
|
||||
++sel;
|
||||
else
|
||||
if (event.KeyInput.Key == irr::KEY_KEY_E)
|
||||
--sel;
|
||||
else
|
||||
return false;
|
||||
|
||||
if (sel > 2) sel = 0;
|
||||
if (sel < 0) sel = 2;
|
||||
ListBox->setSelected(sel);
|
||||
|
||||
// set the material which is selected in the listbox
|
||||
setMaterial();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// sets the material of the room mesh the the one set in the
|
||||
// list box.
|
||||
void setMaterial()
|
||||
{
|
||||
video::E_MATERIAL_TYPE type = video::EMT_SOLID;
|
||||
|
||||
// change material setting
|
||||
switch(ListBox->getSelected())
|
||||
{
|
||||
case 0: type = video::EMT_SOLID;
|
||||
break;
|
||||
case 1: type = video::EMT_NORMAL_MAP_SOLID;
|
||||
break;
|
||||
case 2: type = video::EMT_PARALLAX_MAP_SOLID;
|
||||
break;
|
||||
}
|
||||
|
||||
Room->setMaterialType(type);</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We need to add a warning if the materials will not be able to be
|
||||
displayed 100% correctly. This is no problem, they will be renderered
|
||||
using fall back materials, but at least the user should know that
|
||||
it would look better on better hardware. We simply check if the material
|
||||
renderer is able to draw at full quality on the current hardware.
|
||||
The IMaterialRenderer::getRenderCapability() returns 0 if this is
|
||||
the case.<br>
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
|
||||
|
||||
// display some problem text when problem
|
||||
if (!renderer || renderer->getRenderCapability() != 0)
|
||||
ProblemText->setVisible(true);
|
||||
else
|
||||
ProblemText->setVisible(false);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
gui::IGUIStaticText* ProblemText;
|
||||
gui::IGUIListBox* ListBox;
|
||||
|
||||
scene::ISceneNode* Room;
|
||||
video::IVideoDriver* Driver;
|
||||
};</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p><br>
|
||||
Now for the real fun. We create an Irrlicht Device and start to setup
|
||||
the scene.<br>
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()
|
||||
{
|
||||
// let user select driver type
|
||||
|
||||
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
|
||||
<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>
|
||||
char i;
|
||||
std::cin >> i;
|
||||
|
||||
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 0;<br> }
|
||||
|
||||
// create device
|
||||
|
||||
IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Before we start with the interesting stuff, we do some simple things:
|
||||
Store pointers to the most important parts of the engine (video driver,<br>
|
||||
scene manager, gui environment) to safe us from typing too much, add
|
||||
an irrlicht engine logo to the window and a user controlled first person
|
||||
shooter style camera. Also, we let the engine now that it should store
|
||||
all textures in 32 bit. This necessary because for parallax mapping,
|
||||
we need 32 bit textures.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
|
||||
|
||||
// add irrlicht logo
|
||||
env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),
|
||||
core::position2d<s32>(10,10));
|
||||
|
||||
// add camera
|
||||
scene::ICameraSceneNode* camera =
|
||||
smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
|
||||
camera->setPosition(core::vector3df(-200,200,-200));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Because we want the whole scene to look a little bit scarier, we add
|
||||
some fog to it. This is done by a call to IVideoDriver::setFog(). There
|
||||
you can set<br>
|
||||
various fog settings. In this example, we use pixel fog, because it
|
||||
will work well with the materials we'll use in this example. Please
|
||||
note that you will have to set the material flag EMF_FOG_ENABLE to 'true'
|
||||
in every scene node which should be affected by this fog.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
To be able to display something interesting, we load a mesh from a .3ds
|
||||
file which is a room I modeled with anim8or. It is the same room as
|
||||
<br>
|
||||
from the specialFX example. Maybe you remember from that tutorial, I
|
||||
am no good modeler at all and so I totally messed up the texture mapping
|
||||
in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping()
|
||||
method.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> scene::IAnimatedMesh* roomMesh = smgr->getMesh(
|
||||
"../../media/room.3ds");
|
||||
scene::ISceneNode* room = 0;
|
||||
|
||||
if (roomMesh)
|
||||
{
|
||||
smgr->getMeshManipulator()->makePlanarTextureMapping(
|
||||
roomMesh->getMesh(0), 0.003f);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Now for the first exciting thing: If we successfully loaded the mesh
|
||||
we need to apply textures to it. Because we want this room to be displayed
|
||||
with a very cool material, we have to do a little bit more than just
|
||||
set the textures. Instead of only loading a color map as usual, we also
|
||||
load a height map which is simply a grayscale texture. From this height
|
||||
map, we create a normal map which we will set as second texture of the
|
||||
room. If you already have a normal map, you could directly set it, but
|
||||
I simply didn´t find a nice normal map for this texture. The normal
|
||||
map texture is being generated by the makeNormalMapTexture method<br>
|
||||
of the VideoDriver. The second parameter specifies the height of the
|
||||
heightmap. If you set it to a bigger value, the map will look more rocky.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
|
||||
video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
|
||||
|
||||
driver->makeNormalMapTexture(normalMap, 9.0f);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
But just setting color and normal map is not everything. The material
|
||||
we want to use needs some additional informations per vertex like tangents
|
||||
and binormals.<br>
|
||||
Because we are too lazy to calculate that information now, we let Irrlicht
|
||||
do this for us. That's why we call IMeshManipulator::createMeshWithTangents().
|
||||
It<br>
|
||||
creates a mesh copy with tangents and binormals from any other mesh.
|
||||
After we've done that, we simply create a standard mesh scene node with
|
||||
this<br>
|
||||
mesh copy, set color and normal map and adjust some other material settings.
|
||||
Note that we set EMF_FOG_ENABLE to true to enable fog in the room.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents(<br> roomMesh->getMesh(0));<br> <br> room = smgr->addMeshSceneNode(tangentMesh);<br> room->setMaterialTexture(0, colorMap);<br> room->setMaterialTexture(1, normalMap);<br> room->getMaterial(0).SpecularColor.set(0,0,0,0);<br> room->setMaterialFlag(video::EMF_FOG_ENABLE, true);<br> room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); <br> room->getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect<br> // drop mesh because we created it with a create.. call.<br> tangentMesh->drop();<br> }<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
After we've created a room shaded by per pixel lighting, we add a sphere
|
||||
into it with the same material, but we'll make it transparent. In addition,<br>
|
||||
because the sphere looks somehow like a familiar planet, we make it
|
||||
rotate. The procedure is similar as before. The difference is that we
|
||||
are loading <br>
|
||||
the mesh from an .x file which already contains a color map so we do
|
||||
not need to load it manually. But the sphere is a little bit too small
|
||||
for our needs, so we scale it by the factor 50.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>// add earth sphere
|
||||
|
||||
scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
|
||||
if (earthMesh)
|
||||
{
|
||||
// create mesh copy with tangent informations from original earth.x mesh
|
||||
scene::IMesh* tangentSphereMesh =
|
||||
smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0));
|
||||
|
||||
// set the alpha value of all vertices to 200
|
||||
smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200);
|
||||
|
||||
// scale the mesh by factor 50
|
||||
smgr->getMeshManipulator()->scaleMesh(
|
||||
tangentSphereMesh, core::vector3df(50,50,50));
|
||||
|
||||
// create mesh scene node
|
||||
scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh);
|
||||
sphere->setPosition(core::vector3df(-70,130,45));
|
||||
|
||||
// load heightmap, create normal map from it and set it
|
||||
video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
|
||||
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
|
||||
sphere->setMaterialTexture(1, earthNormalMap);
|
||||
|
||||
// adjust material settings
|
||||
sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
||||
sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
|
||||
|
||||
// add rotation animator
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
|
||||
sphere->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// drop mesh because we created it with a create.. call.
|
||||
tangentSphereMesh->drop();
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Per pixel lighted materials only look cool when there are moving lights.
|
||||
So we add some. And because moving lights alone are so boring, we add
|
||||
billboards <br>
|
||||
to them, and a whole particle system to one of them. We start with the
|
||||
first light which is red and has only the billboard attached.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>// add light 1 (nearly red)
|
||||
scene::ILightSceneNode* light1 =
|
||||
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
||||
video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f);
|
||||
|
||||
// add fly circle animator to light 1
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
|
||||
light1->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// attach billboard to the light
|
||||
scene::ISceneNode* bill =
|
||||
smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
|
||||
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Now the same again, with the second light. The difference is that we
|
||||
add a particle system to it too. And because the light moves, the particles
|
||||
of the particlesystem will follow. If you want to know more about how
|
||||
particle systems are created in Irrlicht, take a look at the specialFx
|
||||
example.<br>
|
||||
Maybe you will have noticed that we only add 2 lights, this has a simple
|
||||
reason: The low end version of this material was written in ps1.1 and
|
||||
vs1.1, which doesn't allow more lights. You could add a third light
|
||||
to the scene, but it won't be used to shade the walls. But of course,
|
||||
this will change in future versions of Irrlicht were higher versions
|
||||
of pixel/vertex shaders will be implemented too.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>// add light 2 (gray)
|
||||
scene::ISceneNode* light2 =
|
||||
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
||||
video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f);
|
||||
|
||||
// add fly circle animator to light 2
|
||||
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f);
|
||||
light2->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// attach billboard to light
|
||||
bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
|
||||
|
||||
// add particle system
|
||||
scene::IParticleSystemSceneNode* ps =
|
||||
smgr->addParticleSystemSceneNode(false, light2);
|
||||
|
||||
ps->setParticleSize(core::dimension2d<f32>(30.0f, 40.0f));
|
||||
|
||||
// create and set emitter
|
||||
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
||||
core::aabbox3d<f32>(-3,0,-3,3,1,3),
|
||||
core::vector3df(0.0f,0.03f,0.0f),
|
||||
80,100,
|
||||
video::SColor(0,255,255,255), video::SColor(0,255,255,255),
|
||||
400,1100);
|
||||
ps->setEmitter(em);
|
||||
em->drop();
|
||||
|
||||
// create and set affector
|
||||
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
|
||||
ps->addAffector(paf);
|
||||
paf->drop();
|
||||
|
||||
// adjust some material settings
|
||||
ps->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
|
||||
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
|
||||
|
||||
|
||||
MyEventReceiver receiver(room, env, driver);
|
||||
device->setEventReceiver(&receiver);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
Finally, draw everything. That's it.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, 0);
|
||||
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
</div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user