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/20.ManagedLights/Makefile
Normal file
56
examples/20.ManagedLights/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 := 20.ManagedLights
|
||||
# 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/$(SYSTEM)
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||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
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||||
ifndef NDEBUG
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||||
CXXFLAGS += -g -Wall
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||||
else
|
||||
CXXFLAGS += -O3
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||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
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||||
|
||||
# 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
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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) $(LDFLAGS)
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||||
|
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clean: clean_linux clean_win32
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$(warning Cleaning...)
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||||
|
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clean_linux clean_win32:
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@$(RM) $(DESTPATH)
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.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
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|
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#multilib handling
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ifeq ($(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
|
57
examples/20.ManagedLights/ManagedLights.cbp
Normal file
57
examples/20.ManagedLights/ManagedLights.cbp
Normal file
@ -0,0 +1,57 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
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<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 20 ManagedLights" />
|
||||
<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/ManagedLights" prefix_auto="0" extension_auto="1" />
|
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<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/ManagedLights" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/20.ManagedLights/ManagedLights.vcproj
Normal file
163
examples/20.ManagedLights/ManagedLights.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="20.ManagedLights"
|
||||
ProjectGUID="{16007FE2-142B-47F8-93E1-519BA3F39E71}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/ManagedLights.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\20.ManagedLights.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/ManagedLights.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/ManagedLights.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/ManagedLights.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\20.ManagedLights.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/ManagedLights.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/ManagedLights.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
@ -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 /* 20.ManagedLights.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 20.ManagedLights.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 /* 20.ManagedLights.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>";
|
||||
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|
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|
||||
|
||||
/* Begin PBXNativeTarget section */
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||||
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|
||||
isa = PBXNativeTarget;
|
||||
buildConfigurationList = 5E34CC701B7F8E6E00F212E8 /* Build configuration list for PBXNativeTarget "20.ManagedLights" */;
|
||||
buildPhases = (
|
||||
5E34CC4D1B7F8E6E00F212E8 /* Sources */,
|
||||
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */,
|
||||
5E34CC4F1B7F8E6E00F212E8 /* Resources */,
|
||||
);
|
||||
buildRules = (
|
||||
);
|
||||
dependencies = (
|
||||
);
|
||||
name = 20.ManagedLights;
|
||||
productName = 01.HelloWorld;
|
||||
productReference = 5E34CC511B7F8E6E00F212E8 /* 20.ManagedLights.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 "ManagedLights" */;
|
||||
compatibilityVersion = "Xcode 3.2";
|
||||
developmentRegion = English;
|
||||
hasScannedForEncodings = 0;
|
||||
knownRegions = (
|
||||
en,
|
||||
Base,
|
||||
);
|
||||
mainGroup = 5E34C6D81B7F4A0C00F212E8;
|
||||
productRefGroup = 5E34CC521B7F8E6E00F212E8 /* Products */;
|
||||
projectDirPath = "";
|
||||
projectRoot = "";
|
||||
targets = (
|
||||
5E34CC501B7F8E6E00F212E8 /* 20.ManagedLights */,
|
||||
);
|
||||
};
|
||||
/* 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;
|
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<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Release/ManagedLights.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\20.ManagedLights.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(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)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<BasicRuntimeChecks Condition="'$(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)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
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||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
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||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
389
examples/20.ManagedLights/main.cpp
Normal file
389
examples/20.ManagedLights/main.cpp
Normal file
@ -0,0 +1,389 @@
|
||||
/** Example 020 Managed Lights
|
||||
|
||||
Written by Colin MacDonald. This tutorial explains the use of the Light Manager
|
||||
of Irrlicht. It enables the use of more dynamic light sources than the actual
|
||||
hardware supports. Further applications of the Light Manager, such as per scene
|
||||
node callbacks, are left out for simplicity of the example.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif // MSC_VER
|
||||
|
||||
/*
|
||||
Normally, you are limited to 8 dynamic lights per scene: this is a hardware limit. If you
|
||||
want to use more dynamic lights in your scene, then you can register an optional light
|
||||
manager that allows you to to turn lights on and off at specific point during rendering.
|
||||
You are still limited to 8 lights, but the limit is per scene node.
|
||||
|
||||
This is completely optional: if you do not register a light manager, then a default
|
||||
distance-based scheme will be used to prioritise hardware lights based on their distance
|
||||
from the active camera.
|
||||
|
||||
NO_MANAGEMENT disables the light manager and shows Irrlicht's default light behaviour.
|
||||
The 8 lights nearest to the camera will be turned on, and other lights will be turned off.
|
||||
In this example, this produces a funky looking but incoherent light display.
|
||||
|
||||
LIGHTS_NEAREST_NODE shows an implementation that turns on a limited number of lights
|
||||
per mesh scene node. If finds the 3 lights that are nearest to the node being rendered,
|
||||
and turns them on, turning all other lights off. This works, but as it operates on every
|
||||
light for every node, it does not scale well with many lights. The flickering you can see
|
||||
in this demo is due to the lights swapping their relative positions from the cubes
|
||||
(a deliberate demonstration of the limitations of this technique).
|
||||
|
||||
LIGHTS_IN_ZONE shows a technique for turning on lights based on a 'zone'. Each empty scene
|
||||
node is considered to be the parent of a zone. When nodes are rendered, they turn off all
|
||||
lights, then find their parent 'zone' and turn on all lights that are inside that zone, i.e.
|
||||
are descendents of it in the scene graph. This produces true 'local' lighting for each cube
|
||||
in this example. You could use a similar technique to locally light all meshes in (e.g.)
|
||||
a room, without the lights spilling out to other rooms.
|
||||
|
||||
This light manager is also an event receiver; this is purely for simplicity in this example,
|
||||
it's neither necessary nor recommended for a real application.
|
||||
*/
|
||||
class CMyLightManager : public scene::ILightManager, public IEventReceiver
|
||||
{
|
||||
typedef enum
|
||||
{
|
||||
NO_MANAGEMENT,
|
||||
LIGHTS_NEAREST_NODE,
|
||||
LIGHTS_IN_ZONE
|
||||
}
|
||||
LightManagementMode;
|
||||
|
||||
LightManagementMode Mode;
|
||||
LightManagementMode RequestedMode;
|
||||
|
||||
// These data represent the state information that this light manager
|
||||
// is interested in.
|
||||
scene::ISceneManager * SceneManager;
|
||||
core::array<scene::ISceneNode*> * SceneLightList;
|
||||
scene::E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
|
||||
scene::ISceneNode * CurrentSceneNode;
|
||||
|
||||
public:
|
||||
CMyLightManager(scene::ISceneManager* sceneManager)
|
||||
: Mode(NO_MANAGEMENT), RequestedMode(NO_MANAGEMENT),
|
||||
SceneManager(sceneManager), SceneLightList(0),
|
||||
CurrentRenderPass(scene::ESNRP_NONE), CurrentSceneNode(0)
|
||||
{ }
|
||||
|
||||
// The input receiver interface, which just switches light management strategy
|
||||
bool OnEvent(const SEvent & event)
|
||||
{
|
||||
bool handled = false;
|
||||
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown)
|
||||
{
|
||||
handled = true;
|
||||
switch(event.KeyInput.Key)
|
||||
{
|
||||
case irr::KEY_KEY_1:
|
||||
RequestedMode = NO_MANAGEMENT;
|
||||
break;
|
||||
case irr::KEY_KEY_2:
|
||||
RequestedMode = LIGHTS_NEAREST_NODE;
|
||||
break;
|
||||
case irr::KEY_KEY_3:
|
||||
RequestedMode = LIGHTS_IN_ZONE;
|
||||
break;
|
||||
default:
|
||||
handled = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if(NO_MANAGEMENT == RequestedMode)
|
||||
SceneManager->setLightManager(0); // Show that it's safe to register the light manager
|
||||
else
|
||||
SceneManager->setLightManager(this);
|
||||
}
|
||||
|
||||
return handled;
|
||||
}
|
||||
|
||||
|
||||
// This is called before the first scene node is rendered.
|
||||
virtual void OnPreRender(core::array<scene::ISceneNode*> & lightList)
|
||||
{
|
||||
// Update the mode; changing it here ensures that it's consistent throughout a render
|
||||
Mode = RequestedMode;
|
||||
|
||||
// Store the light list. I am free to alter this list until the end of OnPostRender().
|
||||
SceneLightList = &lightList;
|
||||
}
|
||||
|
||||
// Called after the last scene node is rendered.
|
||||
virtual void OnPostRender()
|
||||
{
|
||||
// Since light management might be switched off in the event handler, we'll turn all
|
||||
// lights on to ensure that they are in a consistent state. You wouldn't normally have
|
||||
// to do this when using a light manager, since you'd continue to do light management
|
||||
// yourself.
|
||||
for (u32 i = 0; i < SceneLightList->size(); i++)
|
||||
(*SceneLightList)[i]->setVisible(true);
|
||||
}
|
||||
|
||||
virtual void OnRenderPassPreRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
|
||||
{
|
||||
// I don't have to do anything here except remember which render pass I am in.
|
||||
CurrentRenderPass = renderPass;
|
||||
}
|
||||
|
||||
virtual void OnRenderPassPostRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
|
||||
{
|
||||
// I only want solid nodes to be lit, so after the solid pass, turn all lights off.
|
||||
if (scene::ESNRP_SOLID == renderPass)
|
||||
{
|
||||
for (u32 i = 0; i < SceneLightList->size(); ++i)
|
||||
(*SceneLightList)[i]->setVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
// This is called before the specified scene node is rendered
|
||||
virtual void OnNodePreRender(scene::ISceneNode* node)
|
||||
{
|
||||
CurrentSceneNode = node;
|
||||
|
||||
// This light manager only considers solid objects, but you are free to manipulate
|
||||
// lights during any phase, depending on your requirements.
|
||||
if (scene::ESNRP_SOLID != CurrentRenderPass)
|
||||
return;
|
||||
|
||||
// And in fact for this example, I only want to consider lighting for cube scene
|
||||
// nodes. You will probably want to deal with lighting for (at least) mesh /
|
||||
// animated mesh scene nodes as well.
|
||||
if (node->getType() != scene::ESNT_CUBE)
|
||||
return;
|
||||
|
||||
if (LIGHTS_NEAREST_NODE == Mode)
|
||||
{
|
||||
// This is a naive implementation that prioritises every light in the scene
|
||||
// by its proximity to the node being rendered. This produces some flickering
|
||||
// when lights orbit closer to a cube than its 'zone' lights.
|
||||
const vector3df nodePosition = node->getAbsolutePosition();
|
||||
|
||||
// Sort the light list by prioritising them based on their distance from the node
|
||||
// that's about to be rendered.
|
||||
array<LightDistanceElement> sortingArray;
|
||||
sortingArray.reallocate(SceneLightList->size());
|
||||
|
||||
u32 i;
|
||||
for(i = 0; i < SceneLightList->size(); ++i)
|
||||
{
|
||||
scene::ISceneNode* lightNode = (*SceneLightList)[i];
|
||||
const f64 distance = lightNode->getAbsolutePosition().getDistanceFromSQ(nodePosition);
|
||||
sortingArray.push_back(LightDistanceElement(lightNode, distance));
|
||||
}
|
||||
|
||||
sortingArray.sort();
|
||||
|
||||
// The list is now sorted by proximity to the node.
|
||||
// Turn on the three nearest lights, and turn the others off.
|
||||
for(i = 0; i < sortingArray.size(); ++i)
|
||||
sortingArray[i].node->setVisible(i < 3);
|
||||
}
|
||||
else if(LIGHTS_IN_ZONE == Mode)
|
||||
{
|
||||
// Empty scene nodes are used to represent 'zones'. For each solid mesh that
|
||||
// is being rendered, turn off all lights, then find its 'zone' parent, and turn
|
||||
// on all lights that are found under that node in the scene graph.
|
||||
// This is a general purpose algorithm that doesn't use any special
|
||||
// knowledge of how this particular scene graph is organised.
|
||||
for (u32 i = 0; i < SceneLightList->size(); ++i)
|
||||
{
|
||||
if ((*SceneLightList)[i]->getType() != scene::ESNT_LIGHT)
|
||||
continue;
|
||||
scene::ILightSceneNode* lightNode = static_cast<scene::ILightSceneNode*>((*SceneLightList)[i]);
|
||||
video::SLight & lightData = lightNode->getLightData();
|
||||
|
||||
if (video::ELT_DIRECTIONAL != lightData.Type)
|
||||
lightNode->setVisible(false);
|
||||
}
|
||||
|
||||
scene::ISceneNode * parentZone = findZone(node);
|
||||
if (parentZone)
|
||||
turnOnZoneLights(parentZone);
|
||||
}
|
||||
}
|
||||
|
||||
// Called after the specified scene node is rendered
|
||||
virtual void OnNodePostRender(scene::ISceneNode* node)
|
||||
{
|
||||
// I don't need to do any light management after individual node rendering.
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// Find the empty scene node that is the parent of the specified node
|
||||
scene::ISceneNode * findZone(scene::ISceneNode * node)
|
||||
{
|
||||
if (!node)
|
||||
return 0;
|
||||
|
||||
if (node->getType() == scene::ESNT_EMPTY)
|
||||
return node;
|
||||
|
||||
return findZone(node->getParent());
|
||||
}
|
||||
|
||||
// Turn on all lights that are children (directly or indirectly) of the
|
||||
// specified scene node.
|
||||
void turnOnZoneLights(scene::ISceneNode * node)
|
||||
{
|
||||
core::list<scene::ISceneNode*> const & children = node->getChildren();
|
||||
for (core::list<scene::ISceneNode*>::ConstIterator child = children.begin();
|
||||
child != children.end(); ++child)
|
||||
{
|
||||
if ((*child)->getType() == scene::ESNT_LIGHT)
|
||||
(*child)->setVisible(true);
|
||||
else // Assume that lights don't have any children that are also lights
|
||||
turnOnZoneLights(*child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// A utility class to aid in sorting scene nodes into a distance order
|
||||
class LightDistanceElement
|
||||
{
|
||||
public:
|
||||
LightDistanceElement() {};
|
||||
|
||||
LightDistanceElement(scene::ISceneNode* n, f64 d)
|
||||
: node(n), distance(d) { }
|
||||
|
||||
scene::ISceneNode* node;
|
||||
f64 distance;
|
||||
|
||||
// Lower distance elements are sorted to the start of the array
|
||||
bool operator < (const LightDistanceElement& other) const
|
||||
{
|
||||
return (distance < other.distance);
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
*/
|
||||
int main(int argumentCount, char * argumentValues[])
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
dimension2d<u32>(640, 480), 32);
|
||||
|
||||
if(!device)
|
||||
return -1;
|
||||
|
||||
f32 const lightRadius = 60.f; // Enough to reach the far side of each 'zone'
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
gui::IGUISkin* skin = guienv->getSkin();
|
||||
if (skin)
|
||||
{
|
||||
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
|
||||
gui::IGUIFont* font = guienv->getFont(mediaPath + "fontlucida.png");
|
||||
if(font)
|
||||
skin->setFont(font);
|
||||
}
|
||||
|
||||
guienv->addStaticText(L"1 - No light management", core::rect<s32>(10,10,200,30));
|
||||
guienv->addStaticText(L"2 - Closest 3 lights", core::rect<s32>(10,30,200,50));
|
||||
guienv->addStaticText(L"3 - Lights in zone", core::rect<s32>(10,50,200,70));
|
||||
|
||||
/*
|
||||
Add several "zones". You could use this technique to light individual rooms, for example.
|
||||
*/
|
||||
for(f32 zoneX = -100.f; zoneX <= 100.f; zoneX += 50.f)
|
||||
for(f32 zoneY = -60.f; zoneY <= 60.f; zoneY += 60.f)
|
||||
{
|
||||
// Start with an empty scene node, which we will use to represent a zone.
|
||||
scene::ISceneNode * zoneRoot = smgr->addEmptySceneNode();
|
||||
zoneRoot->setPosition(vector3df(zoneX, zoneY, 0));
|
||||
|
||||
// Each zone contains a rotating cube
|
||||
scene::IMeshSceneNode * node = smgr->addCubeSceneNode(15, zoneRoot);
|
||||
scene::ISceneNodeAnimator * rotation = smgr->createRotationAnimator(vector3df(0.25f, 0.5f, 0.75f));
|
||||
node->addAnimator(rotation);
|
||||
rotation->drop();
|
||||
|
||||
// And each cube has three lights attached to it. The lights are attached to billboards so
|
||||
// that we can see where they are. The billboards are attached to the cube, so that the
|
||||
// lights are indirect descendents of the same empty scene node as the cube.
|
||||
scene::IBillboardSceneNode * billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(0, -14, 30));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius);
|
||||
|
||||
billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(-21, -14, -21));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius);
|
||||
|
||||
billboard = smgr->addBillboardSceneNode(node);
|
||||
billboard->setPosition(vector3df(21, -14, -21));
|
||||
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
billboard->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
||||
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius);
|
||||
|
||||
// Each cube also has a smaller cube rotating around it, to show that the cubes are being
|
||||
// lit by the lights in their 'zone', not just lights that are their direct children.
|
||||
node = smgr->addCubeSceneNode(5, node);
|
||||
node->setPosition(vector3df(0, 21, 0));
|
||||
}
|
||||
|
||||
smgr->addCameraSceneNode(0, vector3df(0,0,-130), vector3df(0,0,0));
|
||||
|
||||
CMyLightManager * myLightManager = new CMyLightManager(smgr);
|
||||
smgr->setLightManager(0); // This is the default: we won't do light management until told to do it.
|
||||
device->setEventReceiver(myLightManager);
|
||||
|
||||
int lastFps = -1;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,100,101,140));
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
if(fps != lastFps)
|
||||
{
|
||||
lastFps = fps;
|
||||
core::stringw str = L"Managed Lights [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
device->setWindowCaption(str.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
myLightManager->drop(); // Drop my implicit reference
|
||||
device->drop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
||||
|
Reference in New Issue
Block a user