mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-13 22:10:26 +01:00
a3adfc196b
We had changed that once before in the other direction in svn r421 Reason back then was "Sleep(0) doesn't allow any lower priority threads to execute" But Microsoft changed the behaviour of Sleep(0) after Windows XP so that's no longer true. And the costs of it is pretty high - due to this using a timer with a 15ms resolutions it meant not just giving up the thread but it also always waited for 15ms on Windows. I also replaced a few sleep calls in examples for that reason with yield() calls. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6459 dfc29bdd-3216-0410-991c-e03cc46cb475
187 lines
6.7 KiB
C++
187 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;
|
|
}
|
|
device->yield();
|
|
}
|
|
else
|
|
device->yield();
|
|
}
|
|
|
|
/*
|
|
In the end, delete the Irrlicht device.
|
|
*/
|
|
device->drop();
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
That's it. Compile and play around with the program.
|
|
**/
|