mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 06:20:26 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
186 lines
6.7 KiB
C++
186 lines
6.7 KiB
C++
/** Example 002 Quake3Map
|
|
|
|
This tutorial shows how to load a Quake 3 map into the engine, create a
|
|
SceneNode for optimizing the speed of rendering, and how to create a user
|
|
controlled camera.
|
|
|
|
Please note that you should know the basics of the engine before starting this
|
|
tutorial. Just take a short look at the first tutorial, if you haven't done
|
|
this yet: http://irrlicht.sourceforge.net/docu/example001.html
|
|
|
|
Lets start like the HelloWorld example: We include the irrlicht header files
|
|
and an additional file to be able to ask the user for a driver type using the
|
|
console.
|
|
*/
|
|
#include <irrlicht.h>
|
|
#include "driverChoice.h"
|
|
#include "exampleHelper.h"
|
|
|
|
/*
|
|
As already written in the HelloWorld example, in the Irrlicht Engine everything
|
|
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
|
|
name of every class, we tell the compiler that we use that namespace from now
|
|
on, and we will not have to write that 'irr::'. There are 5 other sub
|
|
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
|
|
example, we do not call 'using namespace' for these 5 other namespaces, because
|
|
in this way you will see what can be found in which namespace. But if you like,
|
|
you can also include the namespaces like in the previous example.
|
|
*/
|
|
using namespace irr;
|
|
|
|
/*
|
|
Again, to be able to use the Irrlicht.DLL file, we need to link with the
|
|
Irrlicht.lib. We could set this option in the project settings, but to make it
|
|
easy, we use a pragma comment lib:
|
|
*/
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "Irrlicht.lib")
|
|
#endif
|
|
|
|
/*
|
|
OK, lets start. Again, we use the main() method as start, not the WinMain().
|
|
*/
|
|
int main()
|
|
{
|
|
/*
|
|
Like in the HelloWorld example, we create an IrrlichtDevice with
|
|
createDevice(). The difference now is that we ask the user to select
|
|
which video driver to use. The Software device might be
|
|
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
|
|
this decision possible, too.
|
|
*/
|
|
|
|
// ask user for driver
|
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
|
|
if (driverType==video::EDT_COUNT)
|
|
return 1;
|
|
|
|
// create device and exit if creation failed
|
|
|
|
IrrlichtDevice *device =
|
|
createDevice(driverType, core::dimension2d<u32>(640, 480));
|
|
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
/*
|
|
Get a pointer to the video driver and the SceneManager so that
|
|
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
|
|
irr::IrrlichtDevice::getSceneManager().
|
|
*/
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|
|
|
/*
|
|
To display the Quake 3 map, we first need to load it. Quake 3 maps
|
|
are packed into .pk3 files which are nothing else than .zip files.
|
|
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
|
|
we can read from the files in that archive as if they were stored on disk.
|
|
*/
|
|
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
|
|
|
|
/*
|
|
Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
|
|
We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
|
|
not really animated, they are only a chunk of static geometry with
|
|
some materials attached. Hence the IAnimatedMesh consists of only one
|
|
frame, so we get the "first frame" of the "animation", which is our
|
|
quake level and create an Octree scene node with it, using
|
|
irr::scene::ISceneManager::addOctreeSceneNode().
|
|
The Octree optimizes the scene a little bit, trying to draw only geometry
|
|
which is currently visible. An alternative to the Octree would be a
|
|
irr::scene::IMeshSceneNode, which would always draw the complete
|
|
geometry of the mesh, without optimization. Try it: Use
|
|
irr::scene::ISceneManager::addMeshSceneNode() instead of
|
|
addOctreeSceneNode() and compare the primitives drawn by the video
|
|
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
|
|
method in the irr::video::IVideoDriver class). Note that this
|
|
optimization with the Octree is only useful when drawing huge meshes
|
|
consisting of lots of geometry and if users can't see the whole scene at
|
|
once.
|
|
*/
|
|
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
|
|
scene::ISceneNode* node = 0;
|
|
|
|
if (mesh)
|
|
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
|
|
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
|
|
|
|
/*
|
|
Because the level was not modeled around the origin (0,0,0), we
|
|
translate the whole level a little bit. This is done on
|
|
irr::scene::ISceneNode level using the methods
|
|
irr::scene::ISceneNode::setPosition() (in this case),
|
|
irr::scene::ISceneNode::setRotation(), and
|
|
irr::scene::ISceneNode::setScale().
|
|
*/
|
|
if (node)
|
|
node->setPosition(core::vector3df(-1300,-144,-1249));
|
|
|
|
/*
|
|
Now we need a camera to look at the Quake 3 map.
|
|
We want to create a user controlled camera. There are some
|
|
cameras available in the Irrlicht engine. For example the
|
|
MayaCamera which can be controlled like the camera in Maya:
|
|
Rotate with left mouse button pressed, Zoom with both buttons pressed,
|
|
translate with right mouse button pressed. This could be created with
|
|
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
|
|
example, we want to create a camera which behaves like the ones in
|
|
first person shooter games (FPS) and hence use
|
|
irr::scene::ISceneManager::addCameraSceneNodeFPS().
|
|
*/
|
|
smgr->addCameraSceneNodeFPS();
|
|
|
|
/*
|
|
The mouse cursor needs not be visible, so we hide it via the
|
|
irr::IrrlichtDevice::ICursorControl.
|
|
*/
|
|
device->getCursorControl()->setVisible(false);
|
|
|
|
/*
|
|
Everything is set up, so lets draw it. We also write the current
|
|
frames per second and the primitives drawn into the caption of the
|
|
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
|
|
but prevents the engine to grab the mouse cursor after task switching
|
|
when other programs are active. The call to irr::IrrlichtDevice::yield()
|
|
will avoid the busy loop to eat up all CPU cycles when the window is not
|
|
active.
|
|
*/
|
|
int lastFPS = -1;
|
|
|
|
while(device->run())
|
|
{
|
|
if (device->isWindowActive())
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
|
|
int fps = driver->getFPS();
|
|
|
|
if (lastFPS != fps)
|
|
{
|
|
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
|
|
str += driver->getName();
|
|
str += "] FPS:";
|
|
str += fps;
|
|
|
|
device->setWindowCaption(str.c_str());
|
|
lastFPS = fps;
|
|
}
|
|
}
|
|
else
|
|
device->yield();
|
|
}
|
|
|
|
/*
|
|
In the end, delete the Irrlicht device.
|
|
*/
|
|
device->drop();
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
That's it. Compile and play around with the program.
|
|
**/
|