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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2190 lines
61 KiB
C++
2190 lines
61 KiB
C++
/** Example 021 Quake3 Explorer
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This tutorial shows how to load different Quake 3 maps.
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Features:
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- Load BSP Archives at Runtime from the menu
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- Load a Map from the menu. Showing with Screenshot
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- Set the VideoDriver at runtime from menu
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- Adjust GammaLevel at runtime
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- Create SceneNodes for the Shaders
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- Load EntityList and create Entity SceneNodes
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- Create Players with Weapons and with Collision Response
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- Play music
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You can download the Quake III Arena demo ( copyright id software )
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at the following location:
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ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe
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Copyright 2006-2011 Burningwater, Thomas Alten
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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#include "q3factory.h"
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#include "sound.h"
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/*
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Game Data is used to hold Data which is needed to drive the game
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*/
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struct GameData
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{
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GameData ( const path &startupDir) :
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retVal(0), StartupDir(startupDir), createExDevice(0), Device(0)
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{
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setDefault ();
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}
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void setDefault ();
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s32 save ( const path &filename );
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s32 load ( const path &filename );
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s32 debugState;
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s32 gravityState;
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s32 flyTroughState;
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s32 wireFrame;
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s32 guiActive;
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s32 guiInputActive;
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f32 GammaValue;
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s32 retVal;
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s32 sound;
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path StartupDir;
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stringw CurrentMapName;
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array<path> CurrentArchiveList;
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vector3df PlayerPosition;
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vector3df PlayerRotation;
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tQ3EntityList Variable;
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Q3LevelLoadParameter loadParam;
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SIrrlichtCreationParameters deviceParam;
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funcptr_createDeviceEx createExDevice;
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IrrlichtDevice *Device;
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};
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/*
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set default settings
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*/
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void GameData::setDefault ()
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{
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debugState = EDS_OFF;
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gravityState = 1;
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flyTroughState = 0;
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wireFrame = 0;
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guiActive = 1;
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guiInputActive = 0;
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GammaValue = 1.f;
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// default deviceParam;
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#if defined ( _IRR_WINDOWS_ )
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deviceParam.DriverType = EDT_DIRECT3D9;
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#else
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deviceParam.DriverType = EDT_OPENGL;
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#endif
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deviceParam.WindowSize.Width = 800;
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deviceParam.WindowSize.Height = 600;
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deviceParam.Fullscreen = false;
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deviceParam.Bits = 24;
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deviceParam.ZBufferBits = 16;
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deviceParam.Vsync = false;
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deviceParam.AntiAlias = false;
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// default Quake3 loadParam
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loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
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loadParam.defaultModulate = EMFN_MODULATE_1X;
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loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
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loadParam.verbose = 2;
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loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
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loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
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loadParam.loadAllShaders = 1; // load all scripts in the script directory
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loadParam.loadSkyShader = 0; // load sky Shader
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loadParam.alpharef = 1;
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sound = 0;
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CurrentMapName = "";
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CurrentArchiveList.clear ();
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const io::path mediaPath = getExampleMediaPath();
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// Explorer Media directory
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CurrentArchiveList.push_back ( StartupDir + mediaPath );
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// Add the original quake3 files before you load your custom map
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// Most mods are using the original shaders, models&items&weapons
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CurrentArchiveList.push_back("/q/baseq3/");
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CurrentArchiveList.push_back(StartupDir + mediaPath + "map-20kdm2.pk3");
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}
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/*
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Load the current game State from a typical quake3 cfg file
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*/
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s32 GameData::load ( const path &filename )
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{
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if (!Device)
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return 0;
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// the quake3 mesh loader can also handle *.shader and *.cfg file
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IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename );
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if (!mesh)
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return 0;
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tQ3EntityList &entityList = mesh->getEntityList ();
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stringc s;
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u32 pos;
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for ( u32 e = 0; e != entityList.size (); ++e )
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{
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//dumpShader ( s, &entityList[e], false );
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//printf ( s.c_str () );
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for ( u32 g = 0; g != entityList[e].getGroupSize (); ++g )
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{
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const SVarGroup *group = entityList[e].getGroup ( g );
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for ( u32 index = 0; index < group->Variable.size (); ++index )
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{
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const SVariable &v = group->Variable[index];
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pos = 0;
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if ( v.name == "playerposition" )
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{
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PlayerPosition = getAsVector3df ( v.content, pos );
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}
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else
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if ( v.name == "playerrotation" )
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{
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PlayerRotation = getAsVector3df ( v.content, pos );
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}
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}
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}
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}
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return 1;
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}
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/*
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Store the current game State in a quake3 configuration file
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*/
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s32 GameData::save ( const path &filename )
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{
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return 0;
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if (!Device)
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return 0;
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c8 buf[128];
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u32 i;
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// Store current Archive for restart
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CurrentArchiveList.clear();
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IFileSystem *fs = Device->getFileSystem();
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for ( i = 0; i != fs->getFileArchiveCount(); ++i )
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{
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CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
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}
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// Store Player Position and Rotation
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ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
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if ( camera )
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{
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PlayerPosition = camera->getPosition ();
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PlayerRotation = camera->getRotation ();
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}
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IWriteFile *file = fs->createAndWriteFile ( filename );
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if (!file)
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return 0;
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snprintf_irr ( buf, 128, "playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n",
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PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y,
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PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y);
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file->write ( buf, (s32) strlen ( buf ) );
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for ( i = 0; i != fs->getFileArchiveCount(); ++i )
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{
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snprintf_irr ( buf, 128, "archive %s\n",stringc ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () );
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file->write ( buf, (s32) strlen ( buf ) );
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}
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file->drop ();
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return 1;
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}
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/*
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Representing a player
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*/
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struct Q3Player : public IAnimationEndCallBack
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{
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Q3Player ()
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: Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0)
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{
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animation[0] = 0;
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memset(Anim, 0, sizeof(TimeFire)*4);
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}
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virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node);
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void create ( IrrlichtDevice *device,
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IQ3LevelMesh* mesh,
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ISceneNode *mapNode,
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IMetaTriangleSelector *meta
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);
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void shutdown ();
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void setAnim ( const c8 *name );
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void respawn ();
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void setpos ( const vector3df &pos, const vector3df& rotation );
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ISceneNodeAnimatorCollisionResponse * cam() { return camCollisionResponse ( Device ); }
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IrrlichtDevice *Device;
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ISceneNode* MapParent;
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IQ3LevelMesh* Mesh;
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IAnimatedMeshSceneNode* WeaponNode;
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s32 StartPositionCurrent;
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TimeFire Anim[4];
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c8 animation[64];
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c8 buf[64];
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};
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/* End player
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*/
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void Q3Player::shutdown ()
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{
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setAnim ( 0 );
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dropElement (WeaponNode);
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if ( Device )
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{
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ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
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dropElement ( camera );
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Device = 0;
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}
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MapParent = 0;
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Mesh = 0;
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}
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/* create a new player
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*/
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void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta )
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{
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setTimeFire ( Anim + 0, 200, FIRED );
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setTimeFire ( Anim + 1, 5000 );
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if (!device)
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return;
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// load FPS weapon to Camera
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Device = device;
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Mesh = mesh;
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MapParent = mapNode;
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ISceneManager *smgr = device->getSceneManager ();
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IVideoDriver * driver = device->getVideoDriver();
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ICameraSceneNode* camera = 0;
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core::array<SKeyMap> keyMap;
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keyMap.set_used(12);
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keyMap[0].Action = EKA_MOVE_FORWARD;
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keyMap[0].KeyCode = KEY_UP;
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keyMap[1].Action = EKA_MOVE_FORWARD;
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keyMap[1].KeyCode = KEY_KEY_W;
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keyMap[2].Action = EKA_MOVE_BACKWARD;
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keyMap[2].KeyCode = KEY_DOWN;
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keyMap[3].Action = EKA_MOVE_BACKWARD;
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keyMap[3].KeyCode = KEY_KEY_S;
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keyMap[4].Action = EKA_STRAFE_LEFT;
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keyMap[4].KeyCode = KEY_LEFT;
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keyMap[5].Action = EKA_STRAFE_LEFT;
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keyMap[5].KeyCode = KEY_KEY_A;
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keyMap[6].Action = EKA_STRAFE_RIGHT;
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keyMap[6].KeyCode = KEY_RIGHT;
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keyMap[7].Action = EKA_STRAFE_RIGHT;
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keyMap[7].KeyCode = KEY_KEY_D;
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keyMap[8].Action = EKA_JUMP_UP;
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keyMap[8].KeyCode = KEY_KEY_J;
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keyMap[9].Action = EKA_CROUCH;
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keyMap[9].KeyCode = KEY_KEY_C;
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keyMap[10].Action = EKA_ROTATE_LEFT;
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keyMap[10].KeyCode = KEY_KEY_Q;
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keyMap[11].Action = EKA_ROTATE_RIGHT;
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keyMap[11].KeyCode = KEY_KEY_E;
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camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap.pointer(), keyMap.size(), false, 600.f);
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camera->setName ( "First Person Camera" );
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//camera->setFOV ( 100.f * core::DEGTORAD );
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camera->setFarValue( 20000.f );
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IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh("gun.md2");
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if ( 0 == weaponMesh )
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return;
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if ( weaponMesh->getMeshType() == EAMT_MD2 )
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{
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s32 count = weaponMesh->getAnimationCount();
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for ( s32 i = 0; i != count; ++i )
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{
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snprintf_irr ( buf, 64, "Animation: %s", weaponMesh->getAnimationName(i) );
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device->getLogger()->log(buf, ELL_INFORMATION);
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}
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}
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WeaponNode = smgr->addAnimatedMeshSceneNode(
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weaponMesh,
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smgr->getActiveCamera(),
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10,
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vector3df( 0, 0, 0),
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vector3df(-90,-90,90)
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);
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WeaponNode->setMaterialFlag(EMF_LIGHTING, false);
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WeaponNode->setMaterialTexture(0, driver->getTexture( "gun.jpg"));
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WeaponNode->setLoopMode ( false );
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WeaponNode->setName ( "tommi the gun man" );
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//create a collision auto response animator
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ISceneNodeAnimator* anim =
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smgr->createCollisionResponseAnimator( meta, camera,
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vector3df(30,45,30),
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getGravity ( "earth" ),
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vector3df(0,40,0),
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0.0005f
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);
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camera->addAnimator( anim );
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anim->drop();
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if ( meta )
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{
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meta->drop ();
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}
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respawn ();
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setAnim ( "idle" );
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}
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/*
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so we need a good starting Position in the level.
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we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"
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*/
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void Q3Player::respawn ()
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{
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if (!Device)
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return;
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ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
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Device->getLogger()->log( "respawn" );
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if (StartPositionCurrent >= Q3StartPosition(Mesh, camera,
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StartPositionCurrent, cam()->getEllipsoidTranslation()))
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StartPositionCurrent = 0;
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else
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++StartPositionCurrent;
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}
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/*
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set Player position from saved coordinates
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*/
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void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
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{
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if (!Device)
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return;
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Device->getLogger()->log( "setpos" );
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ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
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if ( camera )
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{
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camera->setPosition ( pos );
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camera->setRotation ( rotation );
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//! New. FPSCamera and animators catches reset on animate 0
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camera->OnAnimate ( 0 );
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}
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}
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/* set the Animation of the player and weapon
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*/
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void Q3Player::setAnim ( const c8 *name )
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{
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if ( name )
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{
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snprintf_irr ( animation, 64, "%s", name );
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if ( WeaponNode )
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{
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WeaponNode->setAnimationEndCallback ( this );
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WeaponNode->setMD2Animation ( animation );
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}
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}
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else
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{
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animation[0] = 0;
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if ( WeaponNode )
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{
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WeaponNode->setAnimationEndCallback ( 0 );
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}
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}
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}
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// Callback
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void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
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{
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setAnim ( 0 );
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}
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/* GUI Elements
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*/
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struct GUI
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{
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GUI ()
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{
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memset ( this, 0, sizeof ( *this ) );
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}
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void drop()
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{
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dropElement ( Window );
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dropElement ( Logo );
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}
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IGUIComboBox* VideoDriver;
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IGUIComboBox* VideoMode;
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IGUICheckBox* FullScreen;
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IGUICheckBox* Bit32;
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IGUIScrollBar* MultiSample;
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IGUIButton* SetVideoMode;
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IGUIScrollBar* Tesselation;
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IGUIScrollBar* Gamma;
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IGUICheckBox* Collision;
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IGUICheckBox* Visible_Map;
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IGUICheckBox* Visible_Shader;
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IGUICheckBox* Visible_Fog;
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IGUICheckBox* Visible_Unresolved;
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IGUICheckBox* Visible_Skydome;
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IGUIButton* Respawn;
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IGUITable* ArchiveList;
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IGUIButton* ArchiveAdd;
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IGUIButton* ArchiveRemove;
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IGUIFileOpenDialog* ArchiveFileOpen;
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IGUIButton* ArchiveUp;
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IGUIButton* ArchiveDown;
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IGUIListBox* MapList;
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IGUITreeView* SceneTree;
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IGUIStaticText* StatusLine;
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IGUIImage* Logo;
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IGUIWindow* Window;
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};
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/*
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CQuake3EventHandler controls the game
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*/
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class CQuake3EventHandler : public IEventReceiver
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{
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public:
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CQuake3EventHandler( GameData *gameData );
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virtual ~CQuake3EventHandler ();
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void Animate();
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void Render();
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void AddArchive ( const path& archiveName );
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void LoadMap ( const stringw& mapName, s32 collision );
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void CreatePlayers();
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void AddSky( u32 dome, const c8 *texture );
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Q3Player *GetPlayer ( u32 index ) { return &Player[index]; }
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void CreateGUI();
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void SetGUIActive( s32 command);
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bool OnEvent(const SEvent& eve);
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private:
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GameData *Game;
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IQ3LevelMesh* Mesh;
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ISceneNode* MapParent;
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ISceneNode* ShaderParent;
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ISceneNode* ItemParent;
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ISceneNode* UnresolvedParent;
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ISceneNode* BulletParent;
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ISceneNode* FogParent;
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ISceneNode * SkyNode;
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IMetaTriangleSelector *Meta;
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c8 buf[256];
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Q3Player Player[2];
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struct SParticleImpact
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{
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u32 when;
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vector3df pos;
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vector3df outVector;
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};
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array<SParticleImpact> Impacts;
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void useItem( Q3Player * player);
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void createParticleImpacts( u32 now );
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void createTextures ();
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void addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent);
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GUI gui;
|
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void dropMap ();
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};
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|
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/* Constructor
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*/
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CQuake3EventHandler::CQuake3EventHandler( GameData *game )
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: Game(game), Mesh(0), MapParent(0), ShaderParent(0), ItemParent(0), UnresolvedParent(0),
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BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
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{
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buf[0]=0;
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// Also use 16 Bit Textures for 16 Bit RenderDevice
|
|
if ( Game->deviceParam.Bits == 16 )
|
|
{
|
|
game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
|
|
}
|
|
|
|
// Quake3 Shader controls Z-Writing
|
|
game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
|
|
|
// create internal textures
|
|
createTextures ();
|
|
|
|
sound_init ( game->Device );
|
|
|
|
Game->Device->setEventReceiver ( this );
|
|
}
|
|
|
|
|
|
// destructor
|
|
CQuake3EventHandler::~CQuake3EventHandler ()
|
|
{
|
|
Player[0].shutdown ();
|
|
sound_shutdown ();
|
|
|
|
Game->save( "explorer.cfg" );
|
|
|
|
Game->Device->drop();
|
|
}
|
|
|
|
|
|
// create runtime textures smog, fog
|
|
void CQuake3EventHandler::createTextures()
|
|
{
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
|
|
dimension2du dim(64, 64);
|
|
|
|
video::IImage* image;
|
|
u32 i;
|
|
u32 x;
|
|
u32 y;
|
|
u32 * data;
|
|
for ( i = 0; i != 8; ++i )
|
|
{
|
|
image = driver->createImage ( video::ECF_A8R8G8B8, dim);
|
|
data = (u32*) image->getData ();
|
|
for ( y = 0; y != dim.Height; ++y )
|
|
{
|
|
for ( x = 0; x != dim.Width; ++x )
|
|
{
|
|
data [x] = 0xFFFFFFFF;
|
|
}
|
|
data = (u32*) ( (u8*) data + image->getPitch() );
|
|
}
|
|
snprintf_irr ( buf, 64, "smoke_%02d", i );
|
|
driver->addTexture( buf, image );
|
|
image->drop ();
|
|
}
|
|
|
|
// fog
|
|
for ( i = 0; i != 1; ++i )
|
|
{
|
|
image = driver->createImage ( video::ECF_A8R8G8B8, dim);
|
|
data = (u32*) image->getData ();
|
|
for ( y = 0; y != dim.Height; ++y )
|
|
{
|
|
for ( x = 0; x != dim.Width; ++x )
|
|
{
|
|
data [x] = 0xFFFFFFFF;
|
|
}
|
|
data = (u32*) ( (u8*) data + image->getPitch() );
|
|
}
|
|
snprintf_irr ( buf, 64, "fog_%02d", i );
|
|
driver->addTexture( buf, image );
|
|
image->drop ();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
create the GUI
|
|
*/
|
|
void CQuake3EventHandler::CreateGUI()
|
|
{
|
|
|
|
IGUIEnvironment *env = Game->Device->getGUIEnvironment();
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
|
|
gui.drop();
|
|
|
|
// set skin font
|
|
IGUIFont* font = env->getFont("fontlucida.png");
|
|
if (font)
|
|
env->getSkin()->setFont(font);
|
|
env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
|
|
env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
|
|
env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
|
|
env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
|
|
env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
|
|
env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );
|
|
|
|
// minimal gui size 800x600
|
|
dimension2d<u32> dim ( 800, 600 );
|
|
dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
|
|
|
|
if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
|
|
{
|
|
//dim = vdim;
|
|
}
|
|
else
|
|
{
|
|
}
|
|
|
|
gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
|
|
gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
|
|
gui.Window->getCloseButton()->setToolTipText ( L"Quit Quake3 Explorer" );
|
|
|
|
// add a status line help text
|
|
gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10),
|
|
false, false, gui.Window, -1, true
|
|
);
|
|
|
|
|
|
env->addStaticText ( L"VideoDriver:", rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),false, false, gui.Window, -1, false );
|
|
gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window);
|
|
gui.VideoDriver->addItem(L"Direct3D 9.0c", EDT_DIRECT3D9 );
|
|
gui.VideoDriver->addItem(L"OpenGL 1.5", EDT_OPENGL);
|
|
gui.VideoDriver->addItem(L"Software Renderer", EDT_SOFTWARE);
|
|
gui.VideoDriver->addItem(L"Burning's Video (TM) Thomas Alten", EDT_BURNINGSVIDEO);
|
|
gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) );
|
|
gui.VideoDriver->setToolTipText ( L"Use a VideoDriver" );
|
|
|
|
env->addStaticText ( L"VideoMode:", rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),false, false, gui.Window, -1, false );
|
|
gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window);
|
|
gui.VideoMode->setToolTipText ( L"Supported Screenmodes" );
|
|
IVideoModeList *modeList = Game->Device->getVideoModeList();
|
|
if ( modeList )
|
|
{
|
|
s32 i;
|
|
for ( i = 0; i != modeList->getVideoModeCount (); ++i )
|
|
{
|
|
u16 d = modeList->getVideoModeDepth ( i );
|
|
if ( d < 16 )
|
|
continue;
|
|
|
|
u16 w = modeList->getVideoModeResolution ( i ).Width;
|
|
u16 h = modeList->getVideoModeResolution ( i ).Height;
|
|
u32 val = w << 16 | h;
|
|
|
|
if ( gui.VideoMode->getIndexForItemData ( val ) >= 0 )
|
|
continue;
|
|
|
|
f32 aspect = (f32) w / (f32) h;
|
|
const c8 *a = "";
|
|
if ( core::equals ( aspect, 1.3333333333f ) ) a = "4:3";
|
|
else if ( core::equals ( aspect, 1.6666666f ) ) a = "15:9 widescreen";
|
|
else if ( core::equals ( aspect, 1.7777777f ) ) a = "16:9 widescreen";
|
|
else if ( core::equals ( aspect, 1.6f ) ) a = "16:10 widescreen";
|
|
else if ( core::equals ( aspect, 2.133333f ) ) a = "20:9 widescreen";
|
|
|
|
snprintf_irr ( buf, sizeof ( buf ), "%d x %d, %s",w, h, a );
|
|
gui.VideoMode->addItem ( stringw ( buf ).c_str(), val );
|
|
}
|
|
}
|
|
gui.VideoMode->setSelected ( gui.VideoMode->getIndexForItemData (
|
|
Game->deviceParam.WindowSize.Width << 16 |
|
|
Game->deviceParam.WindowSize.Height ) );
|
|
|
|
gui.FullScreen = env->addCheckBox ( Game->deviceParam.Fullscreen, rect<s32>( dim.Width - 400, 64, dim.Width - 300, 80 ), gui.Window,-1, L"Fullscreen" );
|
|
gui.FullScreen->setToolTipText ( L"Set Fullscreen or Window Mode" );
|
|
|
|
gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L"32Bit" );
|
|
gui.Bit32->setToolTipText ( L"Use 16 or 32 Bit" );
|
|
|
|
env->addStaticText ( L"MultiSample:", rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),false, false, gui.Window, -1, false );
|
|
gui.MultiSample = env->addScrollBar( true, rect<s32>( dim.Width - 150, 64, dim.Width - 70, 80 ), gui.Window,-1 );
|
|
gui.MultiSample->setMin ( 0 );
|
|
gui.MultiSample->setMax ( 8 );
|
|
gui.MultiSample->setSmallStep ( 1 );
|
|
gui.MultiSample->setLargeStep ( 1 );
|
|
gui.MultiSample->setPos ( Game->deviceParam.AntiAlias );
|
|
gui.MultiSample->setToolTipText ( L"Set the MultiSample (disable, 1x, 2x, 4x, 8x )" );
|
|
|
|
gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L"set" );
|
|
gui.SetVideoMode->setToolTipText ( L"Set Video Mode with current values" );
|
|
|
|
env->addStaticText ( L"Gamma:", rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),false, false, gui.Window, -1, false );
|
|
gui.Gamma = env->addScrollBar( true, rect<s32>( dim.Width - 300, 104, dim.Width - 10, 120 ), gui.Window,-1 );
|
|
gui.Gamma->setMin ( 50 );
|
|
gui.Gamma->setMax ( 350 );
|
|
gui.Gamma->setSmallStep ( 1 );
|
|
gui.Gamma->setLargeStep ( 10 );
|
|
gui.Gamma->setPos ( core::floor32 ( Game->GammaValue * 100.f ) );
|
|
gui.Gamma->setToolTipText ( L"Adjust Gamma Ramp ( 0.5 - 3.5)" );
|
|
Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
|
|
|
|
|
|
env->addStaticText ( L"Tesselation:", rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),false, false, gui.Window, -1, false );
|
|
gui.Tesselation = env->addScrollBar( true, rect<s32>( dim.Width - 300, 124, dim.Width - 10, 140 ), gui.Window,-1 );
|
|
gui.Tesselation->setMin ( 2 );
|
|
gui.Tesselation->setMax ( 12 );
|
|
gui.Tesselation->setSmallStep ( 1 );
|
|
gui.Tesselation->setLargeStep ( 1 );
|
|
gui.Tesselation->setPos ( Game->loadParam.patchTesselation );
|
|
gui.Tesselation->setToolTipText ( L"How smooth should curved surfaces be rendered" );
|
|
|
|
gui.Collision = env->addCheckBox ( true, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L"Collision" );
|
|
gui.Collision->setToolTipText ( L"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard" );
|
|
gui.Visible_Map = env->addCheckBox ( true, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L"Map" );
|
|
gui.Visible_Map->setToolTipText ( L"Show or not show the static part the Level. \nPress F3 on your Keyboard" );
|
|
gui.Visible_Shader = env->addCheckBox ( true, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L"Shader" );
|
|
gui.Visible_Shader->setToolTipText ( L"Show or not show the Shader Nodes. \nPress F4 on your Keyboard" );
|
|
gui.Visible_Fog = env->addCheckBox ( true, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L"Fog" );
|
|
gui.Visible_Fog->setToolTipText ( L"Show or not show the Fog Nodes. \nPress F5 on your Keyboard" );
|
|
gui.Visible_Unresolved = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L"Unresolved" );
|
|
gui.Visible_Unresolved->setToolTipText ( L"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard" );
|
|
gui.Visible_Skydome = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L"Skydome" );
|
|
gui.Visible_Skydome->setToolTipText ( L"Show the or not show the Skydome." );
|
|
|
|
//Respawn = env->addButton ( rect<s32>( dim.Width - 260, 90, dim.Width - 10, 106 ), 0,-1, L"Respawn" );
|
|
|
|
env->addStaticText ( L"Archives:", rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),false, false, gui.Window, -1, false );
|
|
|
|
gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L"add" );
|
|
gui.ArchiveAdd->setToolTipText ( L"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem" );
|
|
gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L"del" );
|
|
gui.ArchiveRemove->setToolTipText ( L"Remove the selected archive from the FileSystem." );
|
|
gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L"up" );
|
|
gui.ArchiveUp->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive up" );
|
|
gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L"down" );
|
|
gui.ArchiveDown->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive down" );
|
|
|
|
|
|
gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window );
|
|
gui.ArchiveList->addColumn ( L"Type", 0 );
|
|
gui.ArchiveList->addColumn ( L"Real File Path", 1 );
|
|
gui.ArchiveList->setColumnWidth ( 0, 60 );
|
|
gui.ArchiveList->setColumnWidth ( 1, 284 );
|
|
gui.ArchiveList->setToolTipText ( L"Show the attached Archives" );
|
|
|
|
|
|
env->addStaticText ( L"Maps:", rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),false, false, gui.Window, -1, false );
|
|
gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40 ), gui.Window, -1, true );
|
|
gui.MapList->setToolTipText ( L"Show the current Maps in all Archives.\n Double-Click the Map to start the level" );
|
|
|
|
|
|
// create a visible Scene Tree
|
|
env->addStaticText ( L"Scenegraph:", rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),false, false, gui.Window, -1, false );
|
|
gui.SceneTree = env->addTreeView( rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ),
|
|
gui.Window, -1, true, true, false );
|
|
gui.SceneTree->setToolTipText ( L"Show the current Scenegraph" );
|
|
gui.SceneTree->getRoot()->clearChildren();
|
|
addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
|
|
|
|
|
|
IGUIImageList* imageList = env->createImageList( driver->getTexture ( "iconlist.png" ),
|
|
dimension2di( 32, 32 ), true );
|
|
|
|
if ( imageList )
|
|
{
|
|
gui.SceneTree->setImageList( imageList );
|
|
imageList->drop ();
|
|
}
|
|
|
|
|
|
// load the engine logo
|
|
gui.Logo = env->addImage( driver->getTexture("irrlichtlogo3.png"), position2d<s32>(5, 16 ), true, 0 );
|
|
gui.Logo->setToolTipText ( L"The great Irrlicht Engine" );
|
|
|
|
AddArchive ( "" );
|
|
}
|
|
|
|
|
|
/*
|
|
Add an Archive to the FileSystems and updates the GUI
|
|
*/
|
|
void CQuake3EventHandler::AddArchive ( const path& archiveName )
|
|
{
|
|
IFileSystem *fs = Game->Device->getFileSystem();
|
|
u32 i;
|
|
|
|
if ( archiveName.size () )
|
|
{
|
|
bool exists = false;
|
|
for ( i = 0; i != fs->getFileArchiveCount(); ++i )
|
|
{
|
|
if ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName )
|
|
{
|
|
exists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!exists)
|
|
{
|
|
fs->addFileArchive(archiveName, true, false);
|
|
}
|
|
}
|
|
|
|
// store the current archives in game data
|
|
// show the attached Archive in proper order
|
|
if ( gui.ArchiveList )
|
|
{
|
|
gui.ArchiveList->clearRows();
|
|
|
|
for ( i = 0; i != fs->getFileArchiveCount(); ++i )
|
|
{
|
|
IFileArchive * archive = fs->getFileArchive ( i );
|
|
|
|
u32 index = gui.ArchiveList->addRow(i);
|
|
|
|
core::stringw typeName;
|
|
switch(archive->getType())
|
|
{
|
|
case io::EFAT_ZIP:
|
|
typeName = "ZIP";
|
|
break;
|
|
case io::EFAT_GZIP:
|
|
typeName = "gzip";
|
|
break;
|
|
case io::EFAT_FOLDER:
|
|
typeName = "Mount";
|
|
break;
|
|
case io::EFAT_PAK:
|
|
typeName = "PAK";
|
|
break;
|
|
case io::EFAT_TAR:
|
|
typeName = "TAR";
|
|
break;
|
|
default:
|
|
typeName = "archive";
|
|
}
|
|
|
|
gui.ArchiveList->setCellText ( index, 0, typeName );
|
|
gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() );
|
|
}
|
|
}
|
|
|
|
|
|
// browse the archives for maps
|
|
if ( gui.MapList )
|
|
{
|
|
gui.MapList->clear();
|
|
|
|
IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank("sprite_q3map");
|
|
if ( 0 == bank )
|
|
bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank("sprite_q3map");
|
|
|
|
SGUISprite sprite;
|
|
SGUISpriteFrame frame;
|
|
core::rect<s32> r;
|
|
|
|
bank->getSprites().clear();
|
|
bank->getPositions().clear ();
|
|
gui.MapList->setSpriteBank ( bank );
|
|
|
|
u32 g = 0;
|
|
core::stringw s;
|
|
|
|
// browse the attached file system
|
|
fs->setFileListSystem ( FILESYSTEM_VIRTUAL );
|
|
fs->changeWorkingDirectoryTo ( "/maps/" );
|
|
IFileList *fileList = fs->createFileList ();
|
|
fs->setFileListSystem ( FILESYSTEM_NATIVE );
|
|
|
|
for ( i=0; i< fileList->getFileCount(); ++i)
|
|
{
|
|
s = fileList->getFullFileName(i);
|
|
if ( s.find ( ".bsp" ) >= 0 )
|
|
{
|
|
// get level screenshot. reformat texture to 128x128
|
|
path c ( s );
|
|
deletePathFromFilename ( c );
|
|
cutFilenameExtension ( c, c );
|
|
c = path ( "levelshots/" ) + c;
|
|
|
|
dimension2du dim ( 128, 128 );
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
IImage* image = 0;
|
|
ITexture *tex = 0;
|
|
path filename;
|
|
|
|
filename = c + ".jpg";
|
|
if ( fs->existFile ( filename ) )
|
|
image = driver->createImageFromFile( filename );
|
|
if ( 0 == image )
|
|
{
|
|
filename = c + ".tga";
|
|
if ( fs->existFile ( filename ) )
|
|
image = driver->createImageFromFile( filename );
|
|
}
|
|
|
|
if ( image )
|
|
{
|
|
IImage* filter = driver->createImage ( video::ECF_R8G8B8, dim );
|
|
image->copyToScalingBoxFilter ( filter, 0 );
|
|
image->drop ();
|
|
image = filter;
|
|
}
|
|
|
|
if ( image )
|
|
{
|
|
tex = driver->addTexture ( filename, image );
|
|
image->drop ();
|
|
}
|
|
|
|
|
|
bank->setTexture ( g, tex );
|
|
|
|
r.LowerRightCorner.X = dim.Width;
|
|
r.LowerRightCorner.Y = dim.Height;
|
|
gui.MapList->setItemHeight ( r.LowerRightCorner.Y + 4 );
|
|
frame.rectNumber = bank->getPositions().size();
|
|
frame.textureNumber = g;
|
|
|
|
bank->getPositions().push_back(r);
|
|
|
|
sprite.Frames.set_used ( 0 );
|
|
sprite.Frames.push_back(frame);
|
|
sprite.frameTime = 0;
|
|
bank->getSprites().push_back(sprite);
|
|
|
|
gui.MapList->addItem ( s.c_str (), g );
|
|
g += 1;
|
|
}
|
|
}
|
|
fileList->drop ();
|
|
|
|
gui.MapList->setSelected ( -1 );
|
|
IGUIScrollBar * bar = (IGUIScrollBar*)gui.MapList->getElementFromId( 0 );
|
|
if ( bar )
|
|
bar->setPos ( 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
clears the Map in Memory
|
|
*/
|
|
void CQuake3EventHandler::dropMap ()
|
|
{
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
|
|
driver->removeAllHardwareBuffers ();
|
|
driver->removeAllTextures ();
|
|
|
|
Player[0].shutdown ();
|
|
|
|
|
|
dropElement ( ItemParent );
|
|
dropElement ( ShaderParent );
|
|
dropElement ( UnresolvedParent );
|
|
dropElement ( FogParent );
|
|
dropElement ( BulletParent );
|
|
|
|
|
|
Impacts.clear();
|
|
|
|
if ( Meta )
|
|
{
|
|
Meta = 0;
|
|
}
|
|
|
|
dropElement ( MapParent );
|
|
dropElement ( SkyNode );
|
|
|
|
// clean out meshes, because textures are invalid
|
|
// TODO: better texture handling;-)
|
|
IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache();
|
|
cache->clear ();
|
|
Mesh = 0;
|
|
}
|
|
|
|
/* Load new map
|
|
*/
|
|
void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
|
|
{
|
|
if ( 0 == mapName.size() )
|
|
return;
|
|
|
|
dropMap ();
|
|
|
|
IFileSystem *fs = Game->Device->getFileSystem();
|
|
ISceneManager *smgr = Game->Device->getSceneManager ();
|
|
|
|
IReadFile* file = fs->createMemoryReadFile(&Game->loadParam,
|
|
sizeof(Game->loadParam), L"levelparameter.cfg", false);
|
|
|
|
// load cfg file
|
|
smgr->getMesh( file );
|
|
file->drop ();
|
|
|
|
// load the actual map
|
|
Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName);
|
|
if ( 0 == Mesh )
|
|
return;
|
|
|
|
/*
|
|
add the geometry mesh to the Scene ( polygon & patches )
|
|
The Geometry mesh is optimised for faster drawing
|
|
*/
|
|
|
|
IMesh *geometry = Mesh->getMesh(E_Q3_MESH_GEOMETRY);
|
|
if ( 0 == geometry || geometry->getMeshBufferCount() == 0)
|
|
return;
|
|
|
|
Game->CurrentMapName = mapName;
|
|
|
|
//create a collision list
|
|
Meta = 0;
|
|
|
|
ITriangleSelector * selector = 0;
|
|
if (collision)
|
|
Meta = smgr->createMetaTriangleSelector();
|
|
|
|
//IMeshBuffer *b0 = geometry->getMeshBuffer(0);
|
|
//s32 minimalNodes = b0 ? core::s32_max ( 2048, b0->getVertexCount() / 32 ) : 2048;
|
|
s32 minimalNodes = 2048;
|
|
|
|
MapParent = smgr->addOctreeSceneNode(geometry, 0, -1, minimalNodes);
|
|
MapParent->setName ( mapName );
|
|
if ( Meta )
|
|
{
|
|
selector = smgr->createOctreeTriangleSelector( geometry,MapParent, minimalNodes);
|
|
//selector = smgr->createTriangleSelector ( geometry, MapParent );
|
|
Meta->addTriangleSelector( selector);
|
|
selector->drop ();
|
|
}
|
|
|
|
// logical parent for the items
|
|
ItemParent = smgr->addEmptySceneNode();
|
|
if ( ItemParent )
|
|
ItemParent->setName ( "Item Container" );
|
|
|
|
ShaderParent = smgr->addEmptySceneNode();
|
|
if ( ShaderParent )
|
|
ShaderParent->setName ( "Shader Container" );
|
|
|
|
UnresolvedParent = smgr->addEmptySceneNode();
|
|
if ( UnresolvedParent )
|
|
UnresolvedParent->setName ( "Unresolved Container" );
|
|
|
|
FogParent = smgr->addEmptySceneNode();
|
|
if ( FogParent )
|
|
FogParent->setName ( "Fog Container" );
|
|
|
|
// logical parent for the bullets
|
|
BulletParent = smgr->addEmptySceneNode();
|
|
if ( BulletParent )
|
|
BulletParent->setName ( "Bullet Container" );
|
|
|
|
/*
|
|
now construct SceneNodes for each Shader
|
|
The Objects are stored in the quake mesh E_Q3_MESH_ITEMS
|
|
and the Shader ID is stored in the MaterialParameters
|
|
mostly dark looking skulls and moving lava.. or green flashing tubes?
|
|
*/
|
|
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
|
|
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
|
|
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
|
|
|
|
/*
|
|
Now construct Models from Entity List
|
|
*/
|
|
Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
|
|
}
|
|
|
|
/*
|
|
Adds a SceneNode with an icon to the Scene Tree
|
|
*/
|
|
void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
|
|
{
|
|
IGUITreeViewNode* node;
|
|
wchar_t msg[128];
|
|
|
|
s32 imageIndex;
|
|
list<ISceneNode*>::ConstIterator it = parent->getChildren().begin();
|
|
for (; it != parent->getChildren().end(); ++it)
|
|
{
|
|
switch ( (*it)->getType () )
|
|
{
|
|
case ESNT_Q3SHADER_SCENE_NODE: imageIndex = 0; break;
|
|
case ESNT_CAMERA: imageIndex = 1; break;
|
|
case ESNT_EMPTY: imageIndex = 2; break;
|
|
case ESNT_MESH: imageIndex = 3; break;
|
|
case ESNT_OCTREE: imageIndex = 3; break;
|
|
case ESNT_ANIMATED_MESH: imageIndex = 4; break;
|
|
case ESNT_SKY_BOX: imageIndex = 5; break;
|
|
case ESNT_BILLBOARD: imageIndex = 6; break;
|
|
case ESNT_PARTICLE_SYSTEM: imageIndex = 7; break;
|
|
case ESNT_TEXT: imageIndex = 8; break;
|
|
default:imageIndex = -1; break;
|
|
}
|
|
|
|
if ( imageIndex < 0 )
|
|
{
|
|
swprintf_irr ( msg, 128, L"%hs,%hs",
|
|
Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ),
|
|
(*it)->getName()
|
|
);
|
|
}
|
|
else
|
|
{
|
|
swprintf_irr ( msg, 128, L"%hs",(*it)->getName() );
|
|
}
|
|
|
|
node = nodeParent->addChildBack( msg, 0, imageIndex );
|
|
|
|
// Add all Animators
|
|
list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
|
|
for (; ait != (*it)->getAnimators().end(); ++ait)
|
|
{
|
|
imageIndex = -1;
|
|
swprintf_irr ( msg, 128, L"%hs",
|
|
Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () )
|
|
);
|
|
|
|
switch ( (*ait)->getType () )
|
|
{
|
|
case ESNAT_FLY_CIRCLE:
|
|
case ESNAT_FLY_STRAIGHT:
|
|
case ESNAT_FOLLOW_SPLINE:
|
|
case ESNAT_ROTATION:
|
|
case ESNAT_TEXTURE:
|
|
case ESNAT_DELETION:
|
|
case ESNAT_COLLISION_RESPONSE:
|
|
case ESNAT_CAMERA_FPS:
|
|
case ESNAT_CAMERA_MAYA:
|
|
default:
|
|
break;
|
|
}
|
|
node->addChildBack( msg, 0, imageIndex );
|
|
}
|
|
|
|
addSceneTreeItem ( *it, node );
|
|
}
|
|
}
|
|
|
|
|
|
// Adds life!
|
|
void CQuake3EventHandler::CreatePlayers()
|
|
{
|
|
Player[0].create ( Game->Device, Mesh, MapParent, Meta );
|
|
}
|
|
|
|
|
|
// Adds a skydome to the scene
|
|
void CQuake3EventHandler::AddSky( u32 dome, const c8 *texture)
|
|
{
|
|
ISceneManager *smgr = Game->Device->getSceneManager ();
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
|
|
bool oldMipMapState = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
|
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
if ( 0 == dome )
|
|
{
|
|
// irrlicht order
|
|
//static const c8*p[] = { "ft", "lf", "bk", "rt", "up", "dn" };
|
|
// quake3 order
|
|
static const c8*p[] = { "ft", "rt", "bk", "lf", "up", "dn" };
|
|
|
|
u32 i = 0;
|
|
snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
|
|
SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 );
|
|
|
|
if (SkyNode)
|
|
{
|
|
for ( i = 0; i < 6; ++i )
|
|
{
|
|
snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
|
|
SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
if ( 1 == dome )
|
|
{
|
|
snprintf_irr ( buf, 64, "%s.jpg", texture );
|
|
SkyNode = smgr->addSkyDomeSceneNode(
|
|
driver->getTexture( buf ), 32,32,
|
|
1.f, 1.f, 1000.f, 0, 11);
|
|
}
|
|
else
|
|
if ( 2 == dome )
|
|
{
|
|
snprintf_irr ( buf, 64, "%s.jpg", texture );
|
|
SkyNode = smgr->addSkyDomeSceneNode(
|
|
driver->getTexture( buf ), 16,8,
|
|
0.95f, 2.f, 1000.f, 0, 11);
|
|
}
|
|
|
|
if (SkyNode)
|
|
SkyNode->setName("Skydome");
|
|
//SkyNode->getMaterial(0).ZBuffer = video::EMDF_DEPTH_LESS_EQUAL;
|
|
|
|
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
|
|
}
|
|
|
|
|
|
// enable GUI elements
|
|
void CQuake3EventHandler::SetGUIActive( s32 command)
|
|
{
|
|
bool inputState = false;
|
|
|
|
ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
|
|
|
|
switch ( command )
|
|
{
|
|
case 0: Game->guiActive = 0; inputState = !Game->guiActive; break;
|
|
case 1: Game->guiActive = 1; inputState = !Game->guiActive;;break;
|
|
case 2: Game->guiActive ^= 1; inputState = !Game->guiActive;break;
|
|
case 3:
|
|
if ( camera )
|
|
inputState = !camera->isInputReceiverEnabled();
|
|
break;
|
|
}
|
|
|
|
if ( camera )
|
|
{
|
|
camera->setInputReceiverEnabled ( inputState );
|
|
Game->Device->getCursorControl()->setVisible( !inputState );
|
|
}
|
|
|
|
if ( gui.Window )
|
|
{
|
|
gui.Window->setVisible ( Game->guiActive != 0 );
|
|
}
|
|
|
|
if ( Game->guiActive &&
|
|
gui.SceneTree && Game->Device->getGUIEnvironment()->getFocus() != gui.SceneTree
|
|
)
|
|
{
|
|
gui.SceneTree->getRoot()->clearChildren();
|
|
addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
|
|
}
|
|
|
|
Game->Device->getGUIEnvironment()->setFocus ( Game->guiActive ? gui.Window: 0 );
|
|
}
|
|
|
|
|
|
/*
|
|
Handle game input
|
|
*/
|
|
bool CQuake3EventHandler::OnEvent(const SEvent& eve)
|
|
{
|
|
if ( eve.EventType == EET_LOG_TEXT_EVENT )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( Game->guiActive && eve.EventType == EET_GUI_EVENT )
|
|
{
|
|
if ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN )
|
|
{
|
|
s32 selected = gui.MapList->getSelected();
|
|
if ( selected >= 0 )
|
|
{
|
|
stringw loadMap = gui.MapList->getListItem ( selected );
|
|
if ( 0 == MapParent || loadMap != Game->CurrentMapName )
|
|
{
|
|
printf ( "Loading map %ls\n", loadMap.c_str() );
|
|
LoadMap ( loadMap , 1 );
|
|
if ( 0 == Game->loadParam.loadSkyShader )
|
|
{
|
|
AddSky ( 1, "skydome2" );
|
|
}
|
|
CreatePlayers ();
|
|
CreateGUI ();
|
|
SetGUIActive ( 0 );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
|
|
{
|
|
Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() );
|
|
Game->CurrentMapName = "";
|
|
AddArchive ( "" );
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
|
|
{
|
|
if ( 0 == gui.ArchiveFileOpen )
|
|
{
|
|
Game->Device->getFileSystem()->setFileListSystem ( FILESYSTEM_NATIVE );
|
|
gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L"Add Game Archive" , false,gui.Window );
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_SELECTED )
|
|
{
|
|
AddArchive ( gui.ArchiveFileOpen->getFileNameP() );
|
|
gui.ArchiveFileOpen = 0;
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_DIRECTORY_SELECTED )
|
|
{
|
|
AddArchive ( gui.ArchiveFileOpen->getDirectoryName() );
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED )
|
|
{
|
|
gui.ArchiveFileOpen = 0;
|
|
}
|
|
else
|
|
if ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) &&
|
|
eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
|
|
{
|
|
s32 rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1;
|
|
if ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) )
|
|
{
|
|
s32 newIndex = core::s32_clamp ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 );
|
|
AddArchive ( "" );
|
|
gui.ArchiveList->setSelected ( newIndex );
|
|
Game->CurrentMapName = "";
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
|
|
{
|
|
Game->deviceParam.DriverType = (E_DRIVER_TYPE) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() );
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
|
|
{
|
|
u32 val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() );
|
|
Game->deviceParam.WindowSize.Width = val >> 16;
|
|
Game->deviceParam.WindowSize.Height = val & 0xFFFF;
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
Game->deviceParam.Fullscreen = gui.FullScreen->isChecked();
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16;
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
|
|
{
|
|
Game->deviceParam.AntiAlias = gui.MultiSample->getPos();
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
|
|
{
|
|
Game->loadParam.patchTesselation = gui.Tesselation->getPos ();
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
|
|
{
|
|
Game->GammaValue = gui.Gamma->getPos () * 0.01f;
|
|
Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
|
|
{
|
|
Game->retVal = 2;
|
|
Game->Device->closeDevice();
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == gui::EGET_ELEMENT_CLOSED )
|
|
{
|
|
Game->Device->closeDevice();
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
// set fly through active
|
|
Game->flyTroughState ^= 1;
|
|
Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
|
|
|
|
printf ( "collision %d\n", Game->flyTroughState == 0 );
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
bool v = gui.Visible_Map->isChecked();
|
|
|
|
if ( MapParent )
|
|
{
|
|
printf ( "static node set visible %d\n",v );
|
|
MapParent->setVisible ( v );
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
bool v = gui.Visible_Shader->isChecked();
|
|
|
|
if ( ShaderParent )
|
|
{
|
|
printf ( "shader node set visible %d\n",v );
|
|
ShaderParent->setVisible ( v );
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
|
|
{
|
|
if ( SkyNode )
|
|
{
|
|
bool v = !SkyNode->isVisible();
|
|
printf ( "skynode set visible %d\n",v );
|
|
SkyNode->setVisible ( v );
|
|
}
|
|
}
|
|
else
|
|
if ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
|
|
{
|
|
Player[0].respawn ();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// fire
|
|
if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_SPACE &&
|
|
eve.KeyInput.PressedDown == false) ||
|
|
(eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
|
|
)
|
|
{
|
|
ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
|
|
if ( camera && camera->isInputReceiverEnabled () )
|
|
{
|
|
useItem( Player + 0 );
|
|
}
|
|
}
|
|
|
|
// gui active
|
|
if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_F1 &&
|
|
eve.KeyInput.PressedDown == false) ||
|
|
(eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
|
|
)
|
|
{
|
|
SetGUIActive ( 2 );
|
|
}
|
|
|
|
// check if user presses the key
|
|
if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.PressedDown == false)
|
|
{
|
|
// Escape toggles camera Input
|
|
if ( eve.KeyInput.Key == irr::KEY_ESCAPE )
|
|
{
|
|
SetGUIActive ( 3 );
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F11)
|
|
{
|
|
// screenshot are taken without gamma!
|
|
IImage* image = Game->Device->getVideoDriver()->createScreenShot();
|
|
if (image)
|
|
{
|
|
core::vector3df pos;
|
|
core::vector3df rot;
|
|
ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera ();
|
|
if ( cam )
|
|
{
|
|
pos = cam->getPosition ();
|
|
rot = cam->getRotation ();
|
|
}
|
|
|
|
snprintf_irr(buf, 256, "%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg",
|
|
DRIVER_TYPE_NAMES_SHORT[Game->Device->getVideoDriver()->getDriverType()],
|
|
Game->CurrentMapName.c_str(),
|
|
pos.X, pos.Y, pos.Z,
|
|
rot.X, rot.Y, rot.Z
|
|
);
|
|
path filename ( buf );
|
|
filename.replace ( '/', '_' );
|
|
printf ( "screenshot : %s\n", filename.c_str() );
|
|
Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 );
|
|
image->drop();
|
|
}
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F9)
|
|
{
|
|
s32 value = EDS_OFF;
|
|
|
|
Game->debugState = ( Game->debugState + 1 ) & 3;
|
|
|
|
switch ( Game->debugState )
|
|
{
|
|
case 1: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL; break;
|
|
case 2: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_SKELETON; break;
|
|
}
|
|
/*
|
|
// set debug map data on/off
|
|
debugState = debugState == EDS_OFF ?
|
|
EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL:
|
|
EDS_OFF;
|
|
*/
|
|
if ( ItemParent )
|
|
{
|
|
list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin();
|
|
for (; it != ItemParent->getChildren().end(); ++it)
|
|
{
|
|
(*it)->setDebugDataVisible ( value );
|
|
}
|
|
}
|
|
|
|
if ( ShaderParent )
|
|
{
|
|
list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin();
|
|
for (; it != ShaderParent->getChildren().end(); ++it)
|
|
{
|
|
(*it)->setDebugDataVisible ( value );
|
|
}
|
|
}
|
|
|
|
if ( UnresolvedParent )
|
|
{
|
|
list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin();
|
|
for (; it != UnresolvedParent->getChildren().end(); ++it)
|
|
{
|
|
(*it)->setDebugDataVisible ( value );
|
|
}
|
|
}
|
|
|
|
if ( FogParent )
|
|
{
|
|
list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin();
|
|
for (; it != FogParent->getChildren().end(); ++it)
|
|
{
|
|
(*it)->setDebugDataVisible ( value );
|
|
}
|
|
}
|
|
|
|
if ( SkyNode )
|
|
{
|
|
SkyNode->setDebugDataVisible ( value );
|
|
}
|
|
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F8)
|
|
{
|
|
// set gravity on/off
|
|
Game->gravityState ^= 1;
|
|
Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? "earth" : "none" ) );
|
|
printf ( "gravity %s\n", Game->gravityState ? "earth" : "none" );
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F7)
|
|
{
|
|
// set fly through active
|
|
Game->flyTroughState ^= 1;
|
|
Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
|
|
if ( gui.Collision )
|
|
gui.Collision->setChecked ( Game->flyTroughState == 0 );
|
|
|
|
printf ( "collision %d\n", Game->flyTroughState == 0 );
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F2)
|
|
{
|
|
Player[0].respawn ();
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F3)
|
|
{
|
|
if ( MapParent )
|
|
{
|
|
bool v = !MapParent->isVisible ();
|
|
printf ( "static node set visible %d\n",v );
|
|
MapParent->setVisible ( v );
|
|
if ( gui.Visible_Map )
|
|
gui.Visible_Map->setChecked ( v );
|
|
}
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F4)
|
|
{
|
|
if ( ShaderParent )
|
|
{
|
|
bool v = !ShaderParent->isVisible ();
|
|
printf ( "shader node set visible %d\n",v );
|
|
ShaderParent->setVisible ( v );
|
|
if ( gui.Visible_Shader )
|
|
gui.Visible_Shader->setChecked ( v );
|
|
}
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F5)
|
|
{
|
|
if ( FogParent )
|
|
{
|
|
bool v = !FogParent->isVisible ();
|
|
printf ( "fog node set visible %d\n",v );
|
|
FogParent->setVisible ( v );
|
|
if ( gui.Visible_Fog )
|
|
gui.Visible_Fog->setChecked ( v );
|
|
}
|
|
|
|
}
|
|
else
|
|
if (eve.KeyInput.Key == KEY_F6)
|
|
{
|
|
if ( UnresolvedParent )
|
|
{
|
|
bool v = !UnresolvedParent->isVisible ();
|
|
printf ( "unresolved node set visible %d\n",v );
|
|
UnresolvedParent->setVisible ( v );
|
|
if ( gui.Visible_Unresolved )
|
|
gui.Visible_Unresolved->setChecked ( v );
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if user presses the key C ( for crouch)
|
|
if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_KEY_C )
|
|
{
|
|
// crouch
|
|
ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam ();
|
|
if ( anim && 0 == Game->flyTroughState )
|
|
{
|
|
if ( false == eve.KeyInput.PressedDown )
|
|
{
|
|
// stand up
|
|
anim->setEllipsoidRadius ( vector3df(30,45,30) );
|
|
anim->setEllipsoidTranslation ( vector3df(0,40,0));
|
|
|
|
}
|
|
else
|
|
{
|
|
// on your knees
|
|
anim->setEllipsoidRadius ( vector3df(30,20,30) );
|
|
anim->setEllipsoidTranslation ( vector3df(0,20,0));
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
useItem
|
|
*/
|
|
void CQuake3EventHandler::useItem( Q3Player * player)
|
|
{
|
|
ISceneManager* smgr = Game->Device->getSceneManager();
|
|
ICameraSceneNode* camera = smgr->getActiveCamera();
|
|
|
|
if (!camera)
|
|
return;
|
|
|
|
SParticleImpact imp;
|
|
imp.when = 0;
|
|
|
|
// get line of camera
|
|
|
|
vector3df start = camera->getPosition();
|
|
|
|
if ( player->WeaponNode )
|
|
{
|
|
start.X += 0.f;
|
|
start.Y += 0.f;
|
|
start.Z += 0.f;
|
|
}
|
|
|
|
vector3df end = (camera->getTarget() - start);
|
|
end.normalize();
|
|
start += end*20.0f;
|
|
|
|
end = start + (end * camera->getFarValue());
|
|
|
|
triangle3df triangle;
|
|
line3d<f32> line(start, end);
|
|
|
|
// get intersection point with map
|
|
scene::ISceneNode* hitNode;
|
|
if (smgr->getSceneCollisionManager()->getCollisionPoint(
|
|
line, Meta, end, triangle,hitNode))
|
|
{
|
|
// collides with wall
|
|
vector3df out = triangle.getNormal();
|
|
out.setLength(0.03f);
|
|
|
|
imp.when = 1;
|
|
imp.outVector = out;
|
|
imp.pos = end;
|
|
|
|
player->setAnim ( "pow" );
|
|
player->Anim[1].next += player->Anim[1].delta;
|
|
}
|
|
else
|
|
{
|
|
// doesnt collide with wall
|
|
vector3df start = camera->getPosition();
|
|
if ( player->WeaponNode )
|
|
{
|
|
//start.X += 10.f;
|
|
//start.Y += -5.f;
|
|
//start.Z += 1.f;
|
|
}
|
|
|
|
vector3df end = (camera->getTarget() - start);
|
|
end.normalize();
|
|
start += end*20.0f;
|
|
end = start + (end * camera->getFarValue());
|
|
}
|
|
|
|
// create fire ball
|
|
ISceneNode* node = 0;
|
|
node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start);
|
|
|
|
node->setMaterialFlag(EMF_LIGHTING, false);
|
|
node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture("fireball.bmp"));
|
|
node->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
|
node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
|
|
|
|
f32 length = (f32)(end - start).getLength();
|
|
const f32 speed = 5.8f;
|
|
u32 time = (u32)(length / speed);
|
|
|
|
ISceneNodeAnimator* anim = 0;
|
|
|
|
// set flight line
|
|
|
|
anim = smgr->createFlyStraightAnimator(start, end, time);
|
|
node->addAnimator(anim);
|
|
anim->drop();
|
|
|
|
snprintf_irr ( buf, 64, "bullet: %s on %.1f,%1.f,%1.f",
|
|
imp.when ? "hit" : "nohit", end.X, end.Y, end.Z );
|
|
node->setName ( buf );
|
|
|
|
|
|
anim = smgr->createDeleteAnimator(time);
|
|
node->addAnimator(anim);
|
|
anim->drop();
|
|
|
|
if (imp.when)
|
|
{
|
|
// create impact note
|
|
imp.when = Game->Device->getTimer()->getTime() +
|
|
(time + (s32) ( ( 1.f + Noiser::get() ) * 250.f ));
|
|
Impacts.push_back(imp);
|
|
}
|
|
|
|
// play sound
|
|
}
|
|
|
|
// rendered when bullets hit something
|
|
void CQuake3EventHandler::createParticleImpacts( u32 now )
|
|
{
|
|
ISceneManager* sm = Game->Device->getSceneManager();
|
|
|
|
struct smokeLayer
|
|
{
|
|
const c8 * texture;
|
|
f32 scale;
|
|
f32 minparticleSize;
|
|
f32 maxparticleSize;
|
|
f32 boxSize;
|
|
u32 minParticle;
|
|
u32 maxParticle;
|
|
u32 fadeout;
|
|
u32 lifetime;
|
|
};
|
|
|
|
smokeLayer smoke[] =
|
|
{
|
|
{ "smoke2.jpg", 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 },
|
|
{ "smoke3.jpg", 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 }
|
|
};
|
|
|
|
|
|
u32 i;
|
|
u32 g;
|
|
s32 factor = 1;
|
|
for ( g = 0; g != 2; ++g )
|
|
{
|
|
smoke[g].minParticle *= factor;
|
|
smoke[g].maxParticle *= factor;
|
|
smoke[g].lifetime *= factor;
|
|
smoke[g].boxSize *= Noiser::get() * 0.5f;
|
|
}
|
|
|
|
for ( i=0; i < Impacts.size(); ++i)
|
|
{
|
|
if (now < Impacts[i].when)
|
|
continue;
|
|
|
|
// create smoke particle system
|
|
IParticleSystemSceneNode* pas = 0;
|
|
|
|
for ( g = 0; g != 2; ++g )
|
|
{
|
|
pas = sm->addParticleSystemSceneNode(false, BulletParent, -1, Impacts[i].pos);
|
|
|
|
snprintf_irr ( buf, 64, "bullet impact smoke at %.1f,%.1f,%1.f",
|
|
Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z);
|
|
pas->setName ( buf );
|
|
|
|
// create a flat smoke
|
|
vector3df direction = Impacts[i].outVector;
|
|
direction *= smoke[g].scale;
|
|
IParticleEmitter* em = pas->createBoxEmitter(
|
|
aabbox3d<f32>(-4.f,0.f,-4.f,20.f,smoke[g].minparticleSize,20.f),
|
|
direction,smoke[g].minParticle, smoke[g].maxParticle,
|
|
video::SColor(0,0,0,0),video::SColor(0,128,128,128),
|
|
250,4000, 60);
|
|
|
|
em->setMinStartSize (dimension2d<f32>( smoke[g].minparticleSize, smoke[g].minparticleSize));
|
|
em->setMaxStartSize (dimension2d<f32>( smoke[g].maxparticleSize, smoke[g].maxparticleSize));
|
|
|
|
pas->setEmitter(em);
|
|
em->drop();
|
|
|
|
// particles get invisible
|
|
IParticleAffector* paf = pas->createFadeOutParticleAffector(
|
|
video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout);
|
|
pas->addAffector(paf);
|
|
paf->drop();
|
|
|
|
// particle system life time
|
|
ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime);
|
|
pas->addAnimator(anim);
|
|
anim->drop();
|
|
|
|
pas->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
|
pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
|
pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture ));
|
|
}
|
|
|
|
|
|
// play impact sound
|
|
#ifdef USE_IRRKLANG
|
|
/*
|
|
if (irrKlang)
|
|
{
|
|
audio::ISound* sound =
|
|
irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);
|
|
|
|
if (sound)
|
|
{
|
|
// adjust max value a bit to make to sound of an impact louder
|
|
sound->setMinDistance(400);
|
|
sound->drop();
|
|
}
|
|
}
|
|
*/
|
|
#endif
|
|
|
|
|
|
// delete entry
|
|
Impacts.erase(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
render
|
|
*/
|
|
void CQuake3EventHandler::Render()
|
|
{
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
if ( 0 == driver )
|
|
return;
|
|
|
|
// TODO: This does not work, yet.
|
|
const bool anaglyph=false;
|
|
if (anaglyph)
|
|
{
|
|
scene::ICameraSceneNode* cameraOld = Game->Device->getSceneManager()->getActiveCamera();
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
|
|
driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
|
|
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
|
|
driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
|
|
ESNRP_SOLID +
|
|
ESNRP_TRANSPARENT +
|
|
ESNRP_TRANSPARENT_EFFECT +
|
|
ESNRP_SHADOW;
|
|
Game->Device->getSceneManager()->drawAll();
|
|
driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255,0,0,0));
|
|
|
|
const vector3df oldPosition = cameraOld->getPosition();
|
|
const vector3df oldTarget = cameraOld->getTarget();
|
|
const matrix4 startMatrix = cameraOld->getAbsoluteTransformation();
|
|
const vector3df focusPoint = (oldTarget -
|
|
cameraOld->getAbsolutePosition()).setLength(10000) +
|
|
cameraOld->getAbsolutePosition() ;
|
|
|
|
scene::ICameraSceneNode* camera = cameraOld;//Game->Device->getSceneManager()->addCameraSceneNode();
|
|
|
|
//Left eye...
|
|
vector3df pos;
|
|
matrix4 move;
|
|
|
|
move.setTranslation( vector3df(-1.5f,0.0f,0.0f) );
|
|
pos=(startMatrix*move).getTranslation();
|
|
|
|
driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
|
|
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
|
|
driver->getOverrideMaterial().EnablePasses =
|
|
ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
|
|
ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
|
|
|
|
camera->setPosition(pos);
|
|
camera->setTarget(focusPoint);
|
|
|
|
Game->Device->getSceneManager()->drawAll();
|
|
driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255, 0, 0, 0));
|
|
|
|
//Right eye...
|
|
move.setTranslation( vector3df(1.5f,0.0f,0.0f) );
|
|
pos=(startMatrix*move).getTranslation();
|
|
|
|
driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
|
|
driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
|
|
driver->getOverrideMaterial().EnablePasses =
|
|
ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
|
|
ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
|
|
|
|
camera->setPosition(pos);
|
|
camera->setTarget(focusPoint);
|
|
|
|
Game->Device->getSceneManager()->drawAll();
|
|
|
|
driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
|
|
driver->getOverrideMaterial().EnableFlags=0;
|
|
driver->getOverrideMaterial().EnablePasses=0;
|
|
|
|
if (camera != cameraOld)
|
|
{
|
|
Game->Device->getSceneManager()->setActiveCamera(cameraOld);
|
|
camera->remove();
|
|
}
|
|
else
|
|
{
|
|
camera->setPosition(oldPosition);
|
|
camera->setTarget(oldTarget);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
|
|
Game->Device->getSceneManager()->drawAll();
|
|
}
|
|
Game->Device->getGUIEnvironment()->drawAll();
|
|
driver->endScene();
|
|
}
|
|
|
|
/*
|
|
update the generic scene node
|
|
*/
|
|
void CQuake3EventHandler::Animate()
|
|
{
|
|
u32 now = Game->Device->getTimer()->getTime();
|
|
|
|
Q3Player * player = Player + 0;
|
|
|
|
checkTimeFire ( player->Anim, 4, now );
|
|
|
|
// Query Scene Manager attributes
|
|
if ( player->Anim[0].flags & FIRED )
|
|
{
|
|
wchar_t msg[128];
|
|
IVideoDriver * driver = Game->Device->getVideoDriver();
|
|
|
|
#ifdef _IRR_SCENEMANAGER_DEBUG
|
|
IAttributes * attr = Game->Device->getSceneManager()->getParameters();
|
|
swprintf_irr ( msg, 128,
|
|
L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
|
|
Game->CurrentMapName.c_str(),
|
|
driver->getName(),
|
|
driver->getFPS (),
|
|
(f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
|
|
attr->getAttributeAsInt ( "culled" ),
|
|
attr->getAttributeAsInt ( "calls" ),
|
|
attr->getAttributeAsInt ( "drawn_solid" ),
|
|
attr->getAttributeAsInt ( "drawn_transparent" ),
|
|
attr->getAttributeAsInt ( "drawn_transparent_effect" )
|
|
);
|
|
#else
|
|
swprintf_irr ( msg, 128,
|
|
L"Q3 %s [%ls], FPS:%03d Tri:%.03fm",
|
|
Game->CurrentMapName.c_str(),
|
|
driver->getName(),
|
|
driver->getFPS (),
|
|
(f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f )
|
|
);
|
|
#endif
|
|
Game->Device->setWindowCaption( msg );
|
|
|
|
swprintf_irr ( msg, 128,
|
|
L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
|
|
L", F8 Gravity on/off, Right Mouse Toggle GUI",
|
|
Game->Device->getVideoDriver()->getFPS ()
|
|
);
|
|
if ( gui.StatusLine )
|
|
gui.StatusLine->setText ( msg );
|
|
player->Anim[0].flags &= ~FIRED;
|
|
}
|
|
|
|
// idle..
|
|
if ( player->Anim[1].flags & FIRED )
|
|
{
|
|
if ( strcmp ( player->animation, "idle" ) )
|
|
player->setAnim ( "idle" );
|
|
|
|
player->Anim[1].flags &= ~FIRED;
|
|
}
|
|
|
|
createParticleImpacts ( now );
|
|
|
|
}
|
|
|
|
|
|
/* The main game states
|
|
*/
|
|
void runGame ( GameData *game )
|
|
{
|
|
if ( game->retVal >= 3 )
|
|
return;
|
|
|
|
game->Device = (*game->createExDevice) ( game->deviceParam );
|
|
if ( 0 == game->Device)
|
|
{
|
|
// could not create selected driver.
|
|
game->retVal = 0;
|
|
return;
|
|
}
|
|
|
|
// create an event receiver based on current game data
|
|
CQuake3EventHandler *eventHandler = new CQuake3EventHandler( game );
|
|
|
|
// load stored config
|
|
game->load ( "explorer.cfg" );
|
|
|
|
// add our media directory and archive to the file system
|
|
for ( u32 i = 0; i < game->CurrentArchiveList.size(); ++i )
|
|
{
|
|
eventHandler->AddArchive ( game->CurrentArchiveList[i] );
|
|
}
|
|
|
|
// Load a Map or startup to the GUI
|
|
if ( game->CurrentMapName.size () )
|
|
{
|
|
eventHandler->LoadMap ( game->CurrentMapName, 1 );
|
|
if ( 0 == game->loadParam.loadSkyShader )
|
|
eventHandler->AddSky ( 1, "skydome2" );
|
|
eventHandler->CreatePlayers ();
|
|
eventHandler->CreateGUI ();
|
|
eventHandler->SetGUIActive ( 0 );
|
|
|
|
// set player to last position on restart
|
|
if ( game->retVal == 2 )
|
|
{
|
|
eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// start up empty
|
|
eventHandler->AddSky ( 1, "skydome2" );
|
|
eventHandler->CreatePlayers ();
|
|
eventHandler->CreateGUI ();
|
|
eventHandler->SetGUIActive ( 1 );
|
|
background_music ( "IrrlichtTheme.ogg" );
|
|
}
|
|
|
|
|
|
game->retVal = 3;
|
|
while( game->Device->run() )
|
|
{
|
|
eventHandler->Animate ();
|
|
eventHandler->Render ();
|
|
//if ( !game->Device->isWindowActive() )
|
|
game->Device->yield();
|
|
}
|
|
|
|
game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f );
|
|
delete eventHandler;
|
|
}
|
|
|
|
#if defined (_IRR_WINDOWS_) && 0
|
|
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
|
#endif
|
|
|
|
|
|
/* The main routine, doing all setup
|
|
*/
|
|
int IRRCALLCONV main(int argc, char* argv[])
|
|
{
|
|
path prgname(argv[0]);
|
|
GameData game ( deletePathFromPath ( prgname, 1 ) );
|
|
|
|
// dynamically load irrlicht
|
|
const c8 * dllName = argc > 1 ? argv[1] : "irrlicht.dll";
|
|
game.createExDevice = load_createDeviceEx ( dllName );
|
|
if ( 0 == game.createExDevice )
|
|
{
|
|
game.retVal = 3;
|
|
printf ( "Could not load %s.\n", dllName );
|
|
return game.retVal; // could not load dll
|
|
}
|
|
|
|
// start without asking for driver
|
|
game.retVal = 1;
|
|
do
|
|
{
|
|
// if driver could not created, ask for another driver
|
|
if ( game.retVal == 0 )
|
|
{
|
|
game.setDefault ();
|
|
// ask user for driver
|
|
game.deviceParam.DriverType=driverChoiceConsole();
|
|
if (game.deviceParam.DriverType==video::EDT_COUNT)
|
|
game.retVal = 3;
|
|
}
|
|
runGame ( &game );
|
|
} while ( game.retVal < 3 );
|
|
|
|
return game.retVal;
|
|
}
|
|
|
|
/*
|
|
**/
|