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23 Commits

Author SHA1 Message Date
cutealien
849336343d Merging r6519 through r6561 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6562 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-16 21:17:56 +00:00
cutealien
e9c494503d Merging r6493 through r6517 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6518 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-08-03 19:12:11 +00:00
cutealien
1de0ec5459 Merging r6488 through r6491 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6492 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-13 12:25:10 +00:00
cutealien
1670db617b Merging r6468 through r6486 from trunk to ogl-es branch
Also updating ES&ES2 interface to work with removal of IMaterialRendererServices::setBasicRenderStates


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6487 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-05 19:28:40 +00:00
cutealien
e4bb544079 Support startUseProgram in COGLES2MaterialRenderer
Not tested much, but seems to be easier in es2 than in normal OpenGL
Probably because it doesn't have to care about switching back to fixed function pipeline


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6478 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-27 20:02:09 +00:00
cutealien
23ebdbe978 Merging r6468 through r6476 from trunk to ogl-es branch
Note: Not yet using latest changes to IMaterialRendererServices in ES2 driver


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6477 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-27 19:51:22 +00:00
cutealien
dd16d578d8 Support IShaderConstantSetCallBack::OnCreate in ogles2/webgl1 driver
ogles1 has no shader support, so nothing to be done there.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6468 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:56:17 +00:00
cutealien
621bad3111 Merging r6426 through r6466 from trunk to ogl-es branch
Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:50:32 +00:00
cutealien
e184e4aedb Fix compiler warnings
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6466 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:30:14 +00:00
cutealien
9622a8b138 Fix Android.mk which still tried to compile no longer existing file
Sorry, messed up last merge with some changes in Software renderer it seems.
Thanks @Christian Keimel for reporting


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6457 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-01 14:56:42 +00:00
cutealien
07f17647d2 Merging r6405 through r6424 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6425 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-09-22 21:55:03 +00:00
cutealien
ddc14ea87e Merging r6383 through r6403 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6404 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-15 16:02:08 +00:00
cutealien
ec38b153da COGLES2Driver: fix swapped color screenshots.
Thanks @sfan5 for patch (05c109a1d5)
Forum: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819&p=306518


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6383 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-05 14:10:48 +00:00
cutealien
0555e03109 Merging r6381 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6382 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-05 13:28:44 +00:00
cutealien
67a488fc5c Merging r6364 through r6379 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6380 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-04 21:38:12 +00:00
cutealien
993f990036 Merging r6337 through r6363 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6379 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-04 21:26:18 +00:00
cutealien
2d63fdba3d Merging r6288 through r6336 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6337 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-04-15 18:51:09 +00:00
cutealien
67469c8899 Merging r6275 through r6286 from trunk to ogl-es branch
- Fixing warnings
- Updating bzip2 and zlib libraries


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6287 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-01-07 16:30:25 +00:00
cutealien
6d96663c9a Merging r6256 through r6273 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6274 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-12-12 14:06:53 +00:00
cutealien
6025242ee9 Fix compiling Android and iOS
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6258 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:26:01 +00:00
cutealien
1efc93d766 Merging r6256 from trunk to ogl-es branch
(fixing OSX again)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6257 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:20:42 +00:00
cutealien
ee3579015b Merging r6250 through r6254 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6255 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:14:39 +00:00
cutealien
21302d038a Merging r6196 through r6248 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6249 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-26 21:57:27 +00:00
2182 changed files with 676051 additions and 114241 deletions

@ -1,10 +0,0 @@
root = true
[*]
charset = utf-8
[*.{cpp,h,txt,cmake,fsh,vsh}]
indent_size = 4
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true

@ -1,306 +0,0 @@
name: build
# build on c/cpp changes or workflow changes
on:
- push
- pull_request
jobs:
linux-gl:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
cmake . -DUSE_SDL2=OFF
make VERBOSE=1 -j2
- name: Test
run: |
ctest --output-on-failure
- name: Package
run: |
make DESTDIR=$PWD/_install install
tar -c -I "gzip -9" -f irrlicht-linux.tar.gz -C ./_install/usr/local .
- uses: actions/upload-artifact@v4
with:
name: irrlicht-linux
path: ./irrlicht-linux.tar.gz
linux-gles:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=OFF -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
linux-sdl:
# something is wrong with the SDL cmake files on 20.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DCMAKE_BUILD_TYPE=Debug
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
linux-sdl-gl3:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_OPENGL3=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
linux-sdl-gles2:
# something is wrong with the SDL cmake files on 20.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
mingw:
name: "MinGW ${{matrix.config.variant}}${{matrix.config.extras}}"
runs-on: ubuntu-22.04
strategy:
fail-fast: false
matrix:
config:
- {variant: win32, arch: i686}
- {variant: win64, arch: x86_64}
- {variant: win32, arch: i686, extras: "-sdl"}
- {variant: win64, arch: x86_64, extras: "-sdl"}
steps:
- uses: actions/checkout@v4
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
./scripts/ci-get-mingw.sh
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: ${{matrix.config.arch}}-w64-mingw32-clang
CXX: ${{matrix.config.arch}}-w64-mingw32-clang++
extras: ${{matrix.config.extras}}
- uses: actions/upload-artifact@v4
with:
name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}
path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip
macos:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update
brew install cmake libpng jpeg
- name: Build
run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1
make -j3
- name: Test (headless)
run: |
./bin/OSX/AutomatedTest null
macos-sdl:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update
brew install cmake libpng jpeg sdl2
- name: Build
run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1 -DUSE_SDL2=1
make -j3
msvc:
name: VS 2019 ${{ matrix.config.arch }} ${{ matrix.sdl.label }}
runs-on: windows-2019
env:
VCPKG_VERSION: 8eb57355a4ffb410a2e94c07b4dca2dffbee8e50
# 2023.10.19
vcpkg_packages: zlib libpng libjpeg-turbo
strategy:
fail-fast: false
matrix:
config:
-
arch: x86
generator: "-G'Visual Studio 16 2019' -A Win32"
vcpkg_triplet: x86-windows
-
arch: x64
generator: "-G'Visual Studio 16 2019' -A x64"
vcpkg_triplet: x64-windows
sdl:
-
use: FALSE
label: '(no SDL)'
vcpkg_packages: opengl-registry
-
use: TRUE
label: '(with SDL)'
vcpkg_packages: sdl2
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7
with:
vcpkgArguments: ${{env.vcpkg_packages}} ${{matrix.sdl.vcpkg_packages}}
vcpkgDirectory: '${{ github.workspace }}\vcpkg'
appendedCacheKey: ${{ matrix.config.vcpkg_triplet }}
vcpkgGitCommitId: ${{ env.VCPKG_VERSION }}
vcpkgTriplet: ${{ matrix.config.vcpkg_triplet }}
- name: CMake
run: |
cmake ${{matrix.config.generator}} `
-DUSE_SDL2=${{matrix.sdl.use}} `
-DCMAKE_TOOLCHAIN_FILE="${{ github.workspace }}\vcpkg\scripts\buildsystems\vcpkg.cmake" `
-DCMAKE_BUILD_TYPE=Release .
- name: Build
run: cmake --build . --config Release
- name: Create artifact folder
run: |
mkdir artifact/
mkdir artifact/lib/
- name: Move dlls into artifact folder
run: move bin\Win32-VisualStudio\Release\* artifact\lib\
- name: Move includes into artifact folder
run: move include artifact/
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: msvc-${{ matrix.config.arch }}-${{matrix.sdl.use}}
path: artifact/
android:
name: Android ${{ matrix.arch }}
runs-on: ubuntu-20.04
env:
ndk_version: "r25c"
ANDROID_NDK: ${{ github.workspace }}/android-ndk
strategy:
matrix:
arch: [armeabi-v7a, arm64-v8a, x86, x86_64]
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install deps
run: |
sudo rm /var/lib/man-db/auto-update
sudo apt-get update
sudo apt-get install -qyy wget unzip zip gcc-multilib make cmake
- name: Cache NDK
id: cache-ndk
uses: actions/cache@v4
with:
key: android-ndk-${{ env.ndk_version }}-linux
path: ${{ env.ANDROID_NDK }}
- name: Install NDK
run: |
wget --progress=bar:force "http://dl.google.com/android/repository/android-ndk-${ndk_version}-linux.zip"
unzip -q "android-ndk-${ndk_version}-linux.zip"
rm "android-ndk-${ndk_version}-linux.zip"
mv "android-ndk-${ndk_version}" "${ANDROID_NDK}"
if: ${{ steps.cache-ndk.outputs.cache-hit != 'true' }}
- name: Build
run: ./scripts/ci-build-android.sh ${{ matrix.arch }}
#- name: Upload Artifact
# uses: actions/upload-artifact@v4
# with:
# name: irrlicht-android-${{ matrix.arch }}
# path: ${{ runner.temp }}/pkg/${{ matrix.arch }}

25
.gitignore vendored

@ -1,25 +0,0 @@
CMakeFiles
CMakeCache.txt
cmake_install.cmake
install_manifest.txt
IrrlichtMtConfig.cmake
IrrlichtMtConfigVersion.cmake
IrrlichtMtTargets.cmake
CTestTestfile.cmake
Makefile
libs/*
*.so*
*.a
*.exe
*.dll
bin/Linux
scripts/gl2ext.h
scripts/glcorearb.h
scripts/glext.h
*.vcxproj*
*.dir/
*.sln
*visualstudio/
# vscode cmake plugin
build/*

@ -1,82 +0,0 @@
cmake_minimum_required(VERSION 3.12)
set(IRRLICHTMT_REVISION 15)
project(Irrlicht
VERSION 1.9.0.${IRRLICHTMT_REVISION}
LANGUAGES CXX
)
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs)
if(ANDROID)
set(sysname Android)
elseif(APPLE)
set(sysname OSX)
elseif(MSVC)
set(sysname Win32-VisualStudio)
elseif(WIN32)
set(sysname Win32-gcc)
else()
set(sysname Linux)
endif()
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/lib/${sysname})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_LIBRARY_OUTPUT_DIRECTORY})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/bin/${sysname})
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type: Debug or Release" FORCE)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
enable_testing()
add_subdirectory(source/Irrlicht)
add_subdirectory(test)
option(BUILD_EXAMPLES "Build example applications" FALSE)
if(BUILD_EXAMPLES)
add_subdirectory(examples)
endif()
# Export a file that describes the targets that IrrlichtMt creates.
# The file is placed in the location FILE points to, where CMake can easily
# locate it by pointing CMAKE_PREFIX_PATH to this project root.
export(EXPORT IrrlichtMt-export
FILE "${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtTargets.cmake"
NAMESPACE IrrlichtMt::
)
# Installation of headers.
install(DIRECTORY "${PROJECT_SOURCE_DIR}/include/"
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}/irrlichtmt"
)
# Installation of CMake target and configuration files.
install(EXPORT IrrlichtMt-export
FILE IrrlichtMtTargets.cmake
NAMESPACE IrrlichtMt::
DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
)
include(CMakePackageConfigHelpers)
configure_package_config_file("${PROJECT_SOURCE_DIR}/Config.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfig.cmake"
INSTALL_DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
NO_SET_AND_CHECK_MACRO
NO_CHECK_REQUIRED_COMPONENTS_MACRO
)
write_basic_package_version_file(
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfigVersion.cmake"
COMPATIBILITY AnyNewerVersion
)
install(FILES
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfig.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/cmake/IrrlichtMtConfigVersion.cmake"
DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/IrrlichtMt"
)

@ -1,11 +0,0 @@
@PACKAGE_INIT@
include(CMakeFindDependencyMacro)
if(NOT TARGET IrrlichtMt::IrrlichtMt)
# private dependency only explicitly needed with static libs
if(@USE_SDL2@ AND NOT @BUILD_SHARED_LIBS@)
find_dependency(SDL2)
endif()
include("${CMAKE_CURRENT_LIST_DIR}/IrrlichtMtTargets.cmake")
endif()

@ -1,88 +0,0 @@
IrrlichtMt version 1.9
======================
IrrlichtMt is the 3D engine of [Minetest](https://github.com/minetest).
It is based on the [Irrlicht Engine](https://irrlicht.sourceforge.io/) but is now developed independently.
It is intentionally not compatible to upstream and is planned to be eventually absorbed into Minetest.
Build
-----
The build system is CMake.
The following libraries are required to be installed:
* zlib, libPNG, libJPEG
* OpenGL
* or on mobile: OpenGL ES (can be optionally enabled on desktop too)
* on Unix: X11
* SDL2 (see below)
Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available:
* `BUILD_SHARED_LIBS` (default: `ON`) - Build IrrlichtMt as a shared library
* `BUILD_EXAMPLES` (default: `OFF`) - Build example applications
* `ENABLE_OPENGL` - Enable OpenGL driver
* `ENABLE_OPENGL3` (default: `OFF`) - Enable OpenGL 3+ driver
* `ENABLE_GLES1` - Enable OpenGL ES driver, legacy
* `ENABLE_GLES2` - Enable OpenGL ES 2+ driver
* `USE_SDL2` (default: platform-dependent, usually `ON`) - Use SDL2 instead of older native device code
e.g. on a Linux system you might want to build for local use like this:
git clone https://github.com/minetest/irrlicht
cd irrlicht
cmake . -DBUILD_SHARED_LIBS=OFF
make -j$(nproc)
This will put an IrrlichtMtTargets.cmake file into the cmake directory in the current build directory, and it can then be imported from another project by pointing `find_package()` to the build directory, or by setting the `CMAKE_PREFIX_PATH` variable to that same path.
on Windows system:
It is highly recommended to use vcpkg as package manager.
After you successfully built vcpkg you can easily install the required libraries:
vcpkg install zlib libjpeg-turbo libpng sdl2 --triplet x64-windows
Run the following script in PowerShell:
git clone https://github.com/minetest/irrlicht
cd irrlicht
cmake -B build -G "Visual Studio 17 2022" -A "Win64" -DCMAKE_TOOLCHAIN_FILE=[vcpkg-root]/scripts/buildsystems/vcpkg.cmake -DBUILD_SHARED_LIBS=OFF
cmake --build build --config Release
Platforms
---------
We aim to support these platforms:
* Windows via MinGW
* Linux (GL or GLES)
* macOS
* Android
This doesn't mean other platforms don't work or won't be supported, if you find something that doesn't work contributions are welcome.
License
-------
The license of the Irrlicht Engine is based on the zlib/libpng license and applies to this fork, too.
The Irrlicht Engine License
===========================
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be clearly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

4
bin/Linux/readme.txt Normal file

@ -0,0 +1,4 @@
If you wish to compile the engine in linux yourself,
goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
After this, you should be able to make all example applications in \examples.
Then just start an X Server and run them, from the directory where they are.

1
bin/OSX/readme.txt Normal file

@ -0,0 +1 @@
If you want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.

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The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
To re-compile Irrlicht for Win32-VisualStudio:
There are several project files for different VS versions in source/Irrlicht.
Irrlicht10.0.sln is for VS 2010
Irrlicht11.0.sln is for VS 2012
Irrlicht12.0.sln is for VS 2013
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
You might want to change that in the project settings and set it to your current version.
Make sure you use the same platform toolset in your application and in the engine.
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
Platform should be Win32
Configuration is by default "Release"
But you can also chose "Debug" if you want Irrlicht with Debug information.
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib

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If you wish to compile Irrlicht for Win32-gcc you have several choices.
1. You can work from within a MinGW shell.
Go to the folder source/Irrlicht and run the Makefile with:
make win32
Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
make all_win32
2. Use the Code::Blocks IDE
There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
Be sure to select a Windows target like "Win32 - release - accurate math - dll"
There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
This workspace allows you to compile the engine together with all examples and tools.

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The Win64-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
To re-compile Irrlicht for Win32-VisualStudio:
There are several project files for different VS versions in source/Irrlicht.
Irrlicht10.0.sln is for VS 2010
Irrlicht11.0.sln is for VS 2012
Irrlicht12.0.sln is for VS 2013
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
You might want to change that in the project settings and set it to your current version.
Make sure you use the same platform toolset in your application and in the engine.
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
Platform should be Win64
Configuration is by default "Release"
But you can also chose "Debug" if you want Irrlicht with Debug information.
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib

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If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.

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#-------------------------------------------------------------------
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.
#-------------------------------------------------------------------
# Try to find OpenGL ES 2 and EGL
if(WIN32)
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h)
find_library(OPENGLES2_LIBRARY libGLESv2)
elseif(APPLE)
find_library(OPENGLES2_LIBRARY OpenGLES REQUIRED) # framework
else()
# Unix
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
PATHS /usr/X11R6/include /usr/include
)
find_library(OPENGLES2_LIBRARY
NAMES GLESv2
PATHS /usr/X11R6/lib /usr/lib
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OpenGLES2 DEFAULT_MSG OPENGLES2_LIBRARY OPENGLES2_INCLUDE_DIR)
find_path(EGL_INCLUDE_DIR EGL/egl.h
PATHS /usr/X11R6/include /usr/include
)
find_library(EGL_LIBRARY
NAMES EGL
PATHS /usr/X11R6/lib /usr/lib
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EGL REQUIRED_VARS EGL_LIBRARY EGL_INCLUDE_DIR NAME_MISMATCHED)
endif()
set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARY} ${EGL_LIBRARY})

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The Irrlicht Engine may be compiled to provide support for AES encrypted files. The implementation used by Irrlicht is provided by Dr Brian Gladman. The license for these files (including AES, a PRNG, SHA, and other algorithms) is as follows
/*
---------------------------------------------------------------------------
Copyright (c) 2002, Dr Brian Gladman < >, Worcester, UK.
All rights reserved.
LICENSE TERMS
The free distribution and use of this software in both source and binary
form is allowed (with or without changes) provided that:
1. distributions of this source code include the above copyright
notice, this list of conditions and the following disclaimer;
2. distributions in binary form include the above copyright
notice, this list of conditions and the following disclaimer
in the documentation and/or other associated materials;
3. the copyright holder's name is not used to endorse products
built using this software without specific written permission.
ALTERNATIVELY, provided that this notice is retained in full, this product
may be distributed under the terms of the GNU General Public License (GPL),
in which case the provisions of the GPL apply INSTEAD OF those given above.
DISCLAIMER
This software is provided 'as is' with no explicit or implied warranties
in respect of its properties, including, but not limited to, correctness
and/or fitness for purpose.
---------------------------------------------------------------------------
*/

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doc/bzip2-license.txt Normal file

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--------------------------------------------------------------------------
This program, "bzip2", the associated library "libbzip2", and all
documentation, are copyright (C) 1996-2007 Julian R Seward. All
rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
3. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
4. The name of the author may not be used to endorse or promote
products derived from this software without specific prior written
permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Julian Seward, jseward@bzip.org
bzip2/libbzip2 version 1.0.5 of 10 December 2007
--------------------------------------------------------------------------

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doc/jpglib-license.txt Normal file

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The Independent JPEG Group's JPEG software
==========================================
README for release 8d of 15-Jan-2012
====================================
This distribution contains the eighth public release of the Independent JPEG
Group's free JPEG software. You are welcome to redistribute this software and
to use it for any purpose, subject to the conditions under LEGAL ISSUES, below.
This software is the work of Tom Lane, Guido Vollbeding, Philip Gladstone,
Bill Allombert, Jim Boucher, Lee Crocker, Bob Friesenhahn, Ben Jackson,
Julian Minguillon, Luis Ortiz, George Phillips, Davide Rossi, Ge' Weijers,
and other members of the Independent JPEG Group.
IJG is not affiliated with the ISO/IEC JTC1/SC29/WG1 standards committee
(also known as JPEG, together with ITU-T SG16).
DOCUMENTATION ROADMAP
=====================
This file contains the following sections:
OVERVIEW General description of JPEG and the IJG software.
LEGAL ISSUES Copyright, lack of warranty, terms of distribution.
REFERENCES Where to learn more about JPEG.
ARCHIVE LOCATIONS Where to find newer versions of this software.
ACKNOWLEDGMENTS Special thanks.
FILE FORMAT WARS Software *not* to get.
TO DO Plans for future IJG releases.
Other documentation files in the distribution are:
User documentation:
install.txt How to configure and install the IJG software.
usage.txt Usage instructions for cjpeg, djpeg, jpegtran,
rdjpgcom, and wrjpgcom.
*.1 Unix-style man pages for programs (same info as usage.txt).
wizard.txt Advanced usage instructions for JPEG wizards only.
change.log Version-to-version change highlights.
Programmer and internal documentation:
libjpeg.txt How to use the JPEG library in your own programs.
example.c Sample code for calling the JPEG library.
structure.txt Overview of the JPEG library's internal structure.
filelist.txt Road map of IJG files.
coderules.txt Coding style rules --- please read if you contribute code.
Please read at least the files install.txt and usage.txt. Some information
can also be found in the JPEG FAQ (Frequently Asked Questions) article. See
ARCHIVE LOCATIONS below to find out where to obtain the FAQ article.
If you want to understand how the JPEG code works, we suggest reading one or
more of the REFERENCES, then looking at the documentation files (in roughly
the order listed) before diving into the code.
OVERVIEW
========
This package contains C software to implement JPEG image encoding, decoding,
and transcoding. JPEG (pronounced "jay-peg") is a standardized compression
method for full-color and gray-scale images.
This software implements JPEG baseline, extended-sequential, and progressive
compression processes. Provision is made for supporting all variants of these
processes, although some uncommon parameter settings aren't implemented yet.
We have made no provision for supporting the hierarchical or lossless
processes defined in the standard.
We provide a set of library routines for reading and writing JPEG image files,
plus two sample applications "cjpeg" and "djpeg", which use the library to
perform conversion between JPEG and some other popular image file formats.
The library is intended to be reused in other applications.
In order to support file conversion and viewing software, we have included
considerable functionality beyond the bare JPEG coding/decoding capability;
for example, the color quantization modules are not strictly part of JPEG
decoding, but they are essential for output to colormapped file formats or
colormapped displays. These extra functions can be compiled out of the
library if not required for a particular application.
We have also included "jpegtran", a utility for lossless transcoding between
different JPEG processes, and "rdjpgcom" and "wrjpgcom", two simple
applications for inserting and extracting textual comments in JFIF files.
The emphasis in designing this software has been on achieving portability and
flexibility, while also making it fast enough to be useful. In particular,
the software is not intended to be read as a tutorial on JPEG. (See the
REFERENCES section for introductory material.) Rather, it is intended to
be reliable, portable, industrial-strength code. We do not claim to have
achieved that goal in every aspect of the software, but we strive for it.
We welcome the use of this software as a component of commercial products.
No royalty is required, but we do ask for an acknowledgement in product
documentation, as described under LEGAL ISSUES.
LEGAL ISSUES
============
In plain English:
1. We don't promise that this software works. (But if you find any bugs,
please let us know!)
2. You can use this software for whatever you want. You don't have to pay us.
3. You may not pretend that you wrote this software. If you use it in a
program, you must acknowledge somewhere in your documentation that
you've used the IJG code.
In legalese:
The authors make NO WARRANTY or representation, either express or implied,
with respect to this software, its quality, accuracy, merchantability, or
fitness for a particular purpose. This software is provided "AS IS", and you,
its user, assume the entire risk as to its quality and accuracy.
This software is copyright (C) 1991-2012, Thomas G. Lane, Guido Vollbeding.
All Rights Reserved except as specified below.
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.
Permission is NOT granted for the use of any IJG author's name or company name
in advertising or publicity relating to this software or products derived from
it. This software may be referred to only as "the Independent JPEG Group's
software".
We specifically permit and encourage the use of this software as the basis of
commercial products, provided that all warranty or liability claims are
assumed by the product vendor.
ansi2knr.c is included in this distribution by permission of L. Peter Deutsch,
sole proprietor of its copyright holder, Aladdin Enterprises of Menlo Park, CA.
ansi2knr.c is NOT covered by the above copyright and conditions, but instead
by the usual distribution terms of the Free Software Foundation; principally,
that you must include source code if you redistribute it. (See the file
ansi2knr.c for full details.) However, since ansi2knr.c is not needed as part
of any program generated from the IJG code, this does not limit you more than
the foregoing paragraphs do.
The Unix configuration script "configure" was produced with GNU Autoconf.
It is copyright by the Free Software Foundation but is freely distributable.
The same holds for its supporting scripts (config.guess, config.sub,
ltmain.sh). Another support script, install-sh, is copyright by X Consortium
but is also freely distributable.
The IJG distribution formerly included code to read and write GIF files.
To avoid entanglement with the Unisys LZW patent, GIF reading support has
been removed altogether, and the GIF writer has been simplified to produce
"uncompressed GIFs". This technique does not use the LZW algorithm; the
resulting GIF files are larger than usual, but are readable by all standard
GIF decoders.
We are required to state that
"The Graphics Interchange Format(c) is the Copyright property of
CompuServe Incorporated. GIF(sm) is a Service Mark property of
CompuServe Incorporated."
REFERENCES
==========
We recommend reading one or more of these references before trying to
understand the innards of the JPEG software.
The best short technical introduction to the JPEG compression algorithm is
Wallace, Gregory K. "The JPEG Still Picture Compression Standard",
Communications of the ACM, April 1991 (vol. 34 no. 4), pp. 30-44.
(Adjacent articles in that issue discuss MPEG motion picture compression,
applications of JPEG, and related topics.) If you don't have the CACM issue
handy, a PostScript file containing a revised version of Wallace's article is
available at http://www.ijg.org/files/wallace.ps.gz. The file (actually
a preprint for an article that appeared in IEEE Trans. Consumer Electronics)
omits the sample images that appeared in CACM, but it includes corrections
and some added material. Note: the Wallace article is copyright ACM and IEEE,
and it may not be used for commercial purposes.
A somewhat less technical, more leisurely introduction to JPEG can be found in
"The Data Compression Book" by Mark Nelson and Jean-loup Gailly, published by
M&T Books (New York), 2nd ed. 1996, ISBN 1-55851-434-1. This book provides
good explanations and example C code for a multitude of compression methods
including JPEG. It is an excellent source if you are comfortable reading C
code but don't know much about data compression in general. The book's JPEG
sample code is far from industrial-strength, but when you are ready to look
at a full implementation, you've got one here...
The best currently available description of JPEG is the textbook "JPEG Still
Image Data Compression Standard" by William B. Pennebaker and Joan L.
Mitchell, published by Van Nostrand Reinhold, 1993, ISBN 0-442-01272-1.
Price US$59.95, 638 pp. The book includes the complete text of the ISO JPEG
standards (DIS 10918-1 and draft DIS 10918-2).
Although this is by far the most detailed and comprehensive exposition of
JPEG publicly available, we point out that it is still missing an explanation
of the most essential properties and algorithms of the underlying DCT
technology.
If you think that you know about DCT-based JPEG after reading this book,
then you are in delusion. The real fundamentals and corresponding potential
of DCT-based JPEG are not publicly known so far, and that is the reason for
all the mistaken developments taking place in the image coding domain.
The original JPEG standard is divided into two parts, Part 1 being the actual
specification, while Part 2 covers compliance testing methods. Part 1 is
titled "Digital Compression and Coding of Continuous-tone Still Images,
Part 1: Requirements and guidelines" and has document numbers ISO/IEC IS
10918-1, ITU-T T.81. Part 2 is titled "Digital Compression and Coding of
Continuous-tone Still Images, Part 2: Compliance testing" and has document
numbers ISO/IEC IS 10918-2, ITU-T T.83.
IJG JPEG 8 introduces an implementation of the JPEG SmartScale extension
which is specified in two documents: A contributed document at ITU and ISO
with title "ITU-T JPEG-Plus Proposal for Extending ITU-T T.81 for Advanced
Image Coding", April 2006, Geneva, Switzerland. The latest version of this
document is Revision 3. And a contributed document ISO/IEC JTC1/SC29/WG1 N
5799 with title "Evolution of JPEG", June/July 2011, Berlin, Germany.
The JPEG standard does not specify all details of an interchangeable file
format. For the omitted details we follow the "JFIF" conventions, revision
1.02. JFIF 1.02 has been adopted as an Ecma International Technical Report
and thus received a formal publication status. It is available as a free
download in PDF format from
http://www.ecma-international.org/publications/techreports/E-TR-098.htm.
A PostScript version of the JFIF document is available at
http://www.ijg.org/files/jfif.ps.gz. There is also a plain text version at
http://www.ijg.org/files/jfif.txt.gz, but it is missing the figures.
The TIFF 6.0 file format specification can be obtained by FTP from
ftp://ftp.sgi.com/graphics/tiff/TIFF6.ps.gz. The JPEG incorporation scheme
found in the TIFF 6.0 spec of 3-June-92 has a number of serious problems.
IJG does not recommend use of the TIFF 6.0 design (TIFF Compression tag 6).
Instead, we recommend the JPEG design proposed by TIFF Technical Note #2
(Compression tag 7). Copies of this Note can be obtained from
http://www.ijg.org/files/. It is expected that the next revision
of the TIFF spec will replace the 6.0 JPEG design with the Note's design.
Although IJG's own code does not support TIFF/JPEG, the free libtiff library
uses our library to implement TIFF/JPEG per the Note.
ARCHIVE LOCATIONS
=================
The "official" archive site for this software is www.ijg.org.
The most recent released version can always be found there in
directory "files". This particular version will be archived as
http://www.ijg.org/files/jpegsrc.v8d.tar.gz, and in Windows-compatible
"zip" archive format as http://www.ijg.org/files/jpegsr8d.zip.
The JPEG FAQ (Frequently Asked Questions) article is a source of some
general information about JPEG.
It is available on the World Wide Web at http://www.faqs.org/faqs/jpeg-faq/
and other news.answers archive sites, including the official news.answers
archive at rtfm.mit.edu: ftp://rtfm.mit.edu/pub/usenet/news.answers/jpeg-faq/.
If you don't have Web or FTP access, send e-mail to mail-server@rtfm.mit.edu
with body
send usenet/news.answers/jpeg-faq/part1
send usenet/news.answers/jpeg-faq/part2
ACKNOWLEDGMENTS
===============
Thank to Juergen Bruder for providing me with a copy of the common DCT
algorithm article, only to find out that I had come to the same result
in a more direct and comprehensible way with a more generative approach.
Thank to Istvan Sebestyen and Joan L. Mitchell for inviting me to the
ITU JPEG (Study Group 16) meeting in Geneva, Switzerland.
Thank to Thomas Wiegand and Gary Sullivan for inviting me to the
Joint Video Team (MPEG & ITU) meeting in Geneva, Switzerland.
Thank to Thomas Richter and Daniel Lee for inviting me to the
ISO/IEC JTC1/SC29/WG1 (also known as JPEG, together with ITU-T SG16)
meeting in Berlin, Germany.
Thank to John Korejwa and Massimo Ballerini for inviting me to
fruitful consultations in Boston, MA and Milan, Italy.
Thank to Hendrik Elstner, Roland Fassauer, Simone Zuck, Guenther
Maier-Gerber, Walter Stoeber, Fred Schmitz, and Norbert Braunagel
for corresponding business development.
Thank to Nico Zschach and Dirk Stelling of the technical support team
at the Digital Images company in Halle for providing me with extra
equipment for configuration tests.
Thank to Richard F. Lyon (then of Foveon Inc.) for fruitful
communication about JPEG configuration in Sigma Photo Pro software.
Thank to Andrew Finkenstadt for hosting the ijg.org site.
Last but not least special thank to Thomas G. Lane for the original
design and development of this singular software package.
FILE FORMAT WARS
================
The ISO/IEC JTC1/SC29/WG1 standards committee (also known as JPEG, together
with ITU-T SG16) currently promotes different formats containing the name
"JPEG" which is misleading because these formats are incompatible with
original DCT-based JPEG and are based on faulty technologies.
IJG therefore does not and will not support such momentary mistakes
(see REFERENCES).
There exist also distributions under the name "OpenJPEG" promoting such
kind of formats which is misleading because they don't support original
JPEG images.
We have no sympathy for the promotion of inferior formats. Indeed, one of
the original reasons for developing this free software was to help force
convergence on common, interoperable format standards for JPEG files.
Don't use an incompatible file format!
(In any case, our decoder will remain capable of reading existing JPEG
image files indefinitely.)
Furthermore, the ISO committee pretends to be "responsible for the popular
JPEG" in their public reports which is not true because they don't respond to
actual requirements for the maintenance of the original JPEG specification.
There are currently distributions in circulation containing the name
"libjpeg" which claim to be a "derivative" or "fork" of the original
libjpeg, but don't have the features and are incompatible with formats
supported by actual IJG libjpeg distributions. Furthermore, they
violate the license conditions as described under LEGAL ISSUES above.
We have no sympathy for the release of misleading and illegal
distributions derived from obsolete code bases.
Don't use an obsolete code base!
TO DO
=====
Version 8 is the first release of a new generation JPEG standard
to overcome the limitations of the original JPEG specification.
More features are being prepared for coming releases...
Please send bug reports, offers of help, etc. to jpeg-info@jpegclub.org.

111
doc/libpng-license.txt Normal file

@ -0,0 +1,111 @@
This copy of the libpng notices is provided for your convenience. In case of
any discrepancy between this copy and the notices in the file png.h that is
included in the libpng distribution, the latter shall prevail.
COPYRIGHT NOTICE, DISCLAIMER, and LICENSE:
If you modify libpng you may insert additional notices immediately following
this sentence.
This code is released under the libpng license.
libpng versions 1.2.6, August 15, 2004, through 1.5.9, February 18, 2012, are
Copyright (c) 2004, 2006-2011 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-1.2.5
with the following individual added to the list of Contributing Authors
Cosmin Truta
libpng versions 1.0.7, July 1, 2000, through 1.2.5 - October 3, 2002, are
Copyright (c) 2000-2002 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-1.0.6
with the following individuals added to the list of Contributing Authors
Simon-Pierre Cadieux
Eric S. Raymond
Gilles Vollant
and with the following additions to the disclaimer:
There is no warranty against interference with your enjoyment of the
library or against infringement. There is no warranty that our
efforts or the library will fulfill any of your particular purposes
or needs. This library is provided with all faults, and the entire
risk of satisfactory quality, performance, accuracy, and effort is with
the user.
libpng versions 0.97, January 1998, through 1.0.6, March 20, 2000, are
Copyright (c) 1998, 1999 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-0.96,
with the following individuals added to the list of Contributing Authors:
Tom Lane
Glenn Randers-Pehrson
Willem van Schaik
libpng versions 0.89, June 1996, through 0.96, May 1997, are
Copyright (c) 1996, 1997 Andreas Dilger
Distributed according to the same disclaimer and license as libpng-0.88,
with the following individuals added to the list of Contributing Authors:
John Bowler
Kevin Bracey
Sam Bushell
Magnus Holmgren
Greg Roelofs
Tom Tanner
libpng versions 0.5, May 1995, through 0.88, January 1996, are
Copyright (c) 1995, 1996 Guy Eric Schalnat, Group 42, Inc.
For the purposes of this copyright and license, "Contributing Authors"
is defined as the following set of individuals:
Andreas Dilger
Dave Martindale
Guy Eric Schalnat
Paul Schmidt
Tim Wegner
The PNG Reference Library is supplied "AS IS". The Contributing Authors
and Group 42, Inc. disclaim all warranties, expressed or implied,
including, without limitation, the warranties of merchantability and of
fitness for any purpose. The Contributing Authors and Group 42, Inc.
assume no liability for direct, indirect, incidental, special, exemplary,
or consequential damages, which may result from the use of the PNG
Reference Library, even if advised of the possibility of such damage.
Permission is hereby granted to use, copy, modify, and distribute this
source code, or portions hereof, for any purpose, without fee, subject
to the following restrictions:
1. The origin of this source code must not be misrepresented.
2. Altered versions must be plainly marked as such and must not
be misrepresented as being the original source.
3. This Copyright notice may not be removed or altered from any
source or altered source distribution.
The Contributing Authors and Group 42, Inc. specifically permit, without
fee, and encourage the use of this source code as a component to
supporting the PNG file format in commercial products. If you use this
source code in a product, acknowledgment is not required but would be
appreciated.
A "png_get_copyright" function is available, for convenient use in "about"
boxes and the like:
printf("%s",png_get_copyright(NULL));
Also, the PNG logo (in PNG format, of course) is supplied in the
files "pngbar.png" and "pngbar.jpg (88x31) and "pngnow.png" (98x31).
Libpng is OSI Certified Open Source Software. OSI Certified Open Source is a
certification mark of the Open Source Initiative.
Glenn Randers-Pehrson
glennrp at users.sourceforge.net
February 18, 2012

2
doc/readme.txt Normal file

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Linux Users: There are some tools at the web for reading .chm files (try http://xchm.sourceforge.net/).
You can find a html version of this documentation at http://irrlicht.sourceforge.net/docu/index.html

63
doc/release_checklist.txt Normal file

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Checklist for Irrlicht developers doing releases.
Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
- PRE-BUILD TESTS:
- - Run tests in the tests folder
- - Compile and run examples.
- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
but on Linux command line you have to compile them individually.
- VERSION UPDATES:
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
- - check version number in the Makefile
- - update readme.txt (version number, supported compilers)
- - Add new release information (date+version-number) in changes.txt
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
- DOCUMENTATION UPDATES:
- - run makedocumentation.sh in scripts\doc\irrlicht
- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
- BUILDING THE RELEASE
(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
- - run a clean build for buildAllExamples in the examples folder with the
target compiler for 32-bit and for release (old VS compiler - so far VS2010)
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
- - create a target directory, like irrlicht-1.8.1 for example
- - svn export to the target directory
- - copy the subfolders of doctemp into the doc folder of the target directory
careful, this should only be one(!) subfolder (we ended up with copies before, maybe Windows/Linux builds use different names?)
- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
- - copy Irrlicht.dll from bin\Win32-visualstudio
- - copy the files in lib\Win32-visualstudio
- - copy Irrlicht.dll from bin\Win64-VisualStudio
- - copy the files in lib\Win64-visualstudio
- - copy Irrlicht.dll from bin\Win32-gcc
- - copy the files in lib\Win32-gcc
- - remove the tests folder
- - remove scripts folder (if the release comes with docs, if you do a release
without docs for smaller filesizes then the script folder has to stay in).
- - create a zip file
- - figure out how to fix unix access right for shell-scripts in the zip file (my
trick so far is: unzip in Linux, set +x for all .sh files, zip again)
RELEASING:
- - upload the zip-file somewhere, then download it again on all platforms and do
another quick test with that file (do examples still run, can you compile)
- - give the link to the zip out on the mailinglist for others to look at
- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
(sftp protocol, user and passwd are your sourceforge account, the folder
might not be shown - but you can still cd into it!):
/home/project-web/i/ir/irrlicht/htdocs
Best create first a folder with a new name, copy stuff in there, test (just
check the website), rename old folder and give new folder the "docu" name.
Then you can delete the old folder if you want.
- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
the file and "select all" to make it the active download.
- - write a forum post, tell everyone in facebook, reddit, your friends...
- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
downloads section and write a release post.

2891
doc/upgrade-guide.txt Normal file

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 01.HelloWorld
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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/** Example 001 HelloWorld
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
to write a simple HelloWorld program with it. The program will show how to use
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
Microsoft Visual Studio is used as an IDE, but you will also be able to
understand everything if you are using a different one or even another
operating system than Windows.
You have to include the header file <irrlicht.h> in order to use the engine. The
header file can be found in the Irrlicht Engine SDK directory \c include. To let
the compiler find this header file, the directory where it is located has to be
added in your project as include path. This is different for every IDE and
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
"C/C++" - "General" option, and select the "Additional Include Directories".
Add the \c include directory of the Irrlicht engine folder to the list of
directories. Now the compiler will find the irrlicht.h header file. We also
need the irrlicht.lib to be found, so select "Linker" - "General" and
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
to "Additional Library Directories". Which of the 2 Irrlicht versions you
chose depends on the target platform for your application (win32 or x64).
In your project properties you can see what your active solution platform
is, you can use the same one for Irrlicht.
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
Linux) to your Linker input files.
For VisualStudio we can be lazy and use the pragma comment lib.
We also want to get rid of the console window, which pops up when starting a
program with main() (instead of WinMain). This is done by the second pragma.
We could also use the WinMain method, though losing platform independence then.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
That's it. With your IDE set up like this, you will now be able to develop
applications with the Irrlicht Engine.
Lets start!
After we have set up the IDE, the compiler will know where to find the Irrlicht
Engine header files so we can include it now in our code.
*/
#include <irrlicht.h>
/*
That header just adds the getExampleMediaPath tool-functions to help locating
the media we need. More about that later below.
*/
#include "exampleHelper.h"
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
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
irr:: anymore.
Note that you never should do that in headers - otherwise you will pollute the
namespace of every file including such a header. So in headers always write
out the full names including all namespaces.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
/*
The most important function of the engine is the createDevice()
function. The IrrlichtDevice is created by it, which is the root
object for doing anything with the engine. createDevice() has the
following parameters:
- driverType: Type of the video driver. This can currently be the Null-device,
one of the two software renderers, D3D9, or OpenGL. In this
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
Generally you will want to use OpenGL or Direct3D as they are
using your graphic card for calculations instead of the CPU and
are way faster (and usually better looking). We just use one of the
software renderers here as it even works when your graphic card driver
isn't set up for 3d support.
- windowSize: Size of the Window or screen in FullScreenMode to be
created. In this example we use 640x480.
- bits: Amount of color bits per pixel. This should be 16 or 32. The
parameter is often ignored when running in windowed mode. More
commonly you would chose 32 bit, again we're just playing it safe.
- fullscreen: Specifies if we want the device to run in fullscreen mode
or windowed.
- stencilbuffer: Specifies if we want to use the stencil buffer (you
need it for drawing shadows).
- vsync: Specifies if we want to have vsync enabled, this is only useful
in fullscreen mode.
- eventReceiver: An object to receive events. We do not want to use this
parameter here, and set it to 0.
Always check the return value to cope with unsupported drivers,
dimensions, etc.
*/
IrrlichtDevice *device =
createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
false, false, false, 0);
if (!device)
return 1;
/*
Set the caption of the window to some nice text. Note that there is an
'L' in front of the string. The Irrlicht Engine uses wide character
strings when displaying text.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform. Finding media files for your
applications can be tricky. First you have 2 options - working with relative
paths or working with absolute paths.
On Windows a common solution is that your installer will write a key into
the registry with the absolute path of wherever the user installed the
media. And in your application you read out that key from the registry.
On Linux a common solution is to use config file which is placed in some
fixed location (for example in a . file/folder in the user home).
But you can also work with relative paths - which is what we do here. There
is a slight complication with relative paths as they are relative to your
current working directory. And that depends on the way your application is
started and it might change inside your application. But mostly it will be
set to your executable on start so you can ignore that problem while
developing.
When inside VisualStudio the current working directory is set to your
project files location unless you overwrite Project properties - Debugging
- Working Directory. In Irrlicht examples the media folder is on most
platforms ../../media which works for the examples as it's relative to our
project files as well as to the binary (.exe) files.
Whatever you chose to find your base-folder for media - wrap it with some
function and then you can improve the code to locate the media later on.
*/
const io::path mediaPath = getExampleMediaPath();
/*
To show something interesting, we load a Quake 2 model and display it.
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
of getMesh() to become aware of loading problems and other errors.
Instead of writing the filename sydney.md2, it would also be possible
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
other supported file format. By the way, that cool Quake 2 model
called sydney was modeled by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/*
OK, now we have set up the scene, lets draw everything: We run the
device in a while() loop, until the device does not want to run any
more. This would be when the user closes the window or presses ALT+F4
(or whatever keycode closes a window on your OS).
*/
while(device->run())
{
/*
Anything can be drawn between a beginScene() and an endScene()
call. The beginScene() call clears the screen with a color and
the depth buffer, if desired. Then we let the Scene Manager and
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
/*
After we are done with the render loop, we have to delete the Irrlicht
Device created before with createDevice(). In the Irrlicht Engine, you
have to delete all objects you created with a method or function which
starts with 'create'. The object is simply deleted by calling ->drop().
See the documentation at irr::IReferenceCounted::drop() for more
information.
*/
device->drop();
return 0;
}
/*
That's it. Compile and run.
**/

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<div class="header">
<div class="headertitle">
<div class="title">Tutorial 1: HelloWorld </div> </div>
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<div class="contents">
<div class="textblock"><div class="image">
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</div>
<p>This tutorial shows how to set up the IDE for using the Irrlicht Engine and how to write a simple HelloWorld program with it. The program will show how to use the basics of the VideoDriver, the GUIEnvironment, and the SceneManager. Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than Windows.</p>
<p>You have to include the header file &lt;irrlicht.h&gt; in order to use the engine. The header file can be found in the Irrlicht Engine SDK directory <code>include</code>. To let the compiler find this header file, the directory where it is located has to be added in your project as include path. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Visual Studio 2010:</p>
<ul>
<li>In Visual Studio 2010 select the Menu Project -&gt; Properties. Select the "C/C++" - "General" option, and select the "Additional Include Directories". Add the <code>include</code> directory of the Irrlicht engine folder to the list of directories. Now the compiler will find the irrlicht.h header file. We also need the irrlicht.lib to be found, so select "Linker" - "General" and add the <code>lib/Win64-visualStudio</code> or <code>lib/Win32-visualStudio</code> directory to "Additional Library Directories". Which of the 2 Irrlicht versions you chose depends on the target platform for your application (win32 or x64). In your project properties you can see what your active solution platform is, you can use the same one for Irrlicht.</li>
</ul>
<p>To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib. In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on Linux) to your Linker input files.</p>
<p>For VisualStudio we can be lazy and use the pragma comment lib. We also want to get rid of the console window, which pops up when starting a program with main() (instead of WinMain). This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#pragma comment(linker, &quot;/subsystem:windows /ENTRY:mainCRTStartup&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> That's it. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.</p>
<p>Lets start!</p>
<p>After we have set up the IDE, the compiler will know where to find the Irrlicht Engine header files so we can include it now in our code. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div></div><!-- fragment --><p> That header just adds the getExampleMediaPath tool-functions to help locating the media we need. More about that later below. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;exampleHelper.h&quot;</span></div></div><!-- fragment --><p> In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if you want to use a class of the engine, you have to write irr:: before the name of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. 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 irr:: anymore. Note that you never should do that in headers - otherwise you will pollute the namespace of every file including such a header. So in headers always write out the full names including all namespaces. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can read a detailed description of them in the documentation by clicking on the top menu item 'Namespace List' or by using this link: <a href="http://irrlicht.sourceforge.net/docu/namespaces.html">http://irrlicht.sourceforge.net/docu/namespaces.html</a> Like the irr namespace, we do not want these 5 sub namespaces now, to keep this example simple. Hence, we tell the compiler again that we do not want always to write their names. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the main method. We can now use main() on every platform. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> The most important function of the engine is the createDevice() function. The IrrlichtDevice is created by it, which is the root object for doing anything with the engine. createDevice() has the following parameters:</p>
<ul>
<li>driverType: Type of the video driver. This can currently be the Null-device, one of the two software renderers, D3D9, or OpenGL. In this example we use EDT_BURNINGSVIDEO, but to try out, you might want to change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL. Generally you will want to use OpenGL or Direct3D as they are using your graphic card for calculations instead of the CPU and are way faster (and usually better looking). We just use one of the software renderers here as it even works when your graphic card driver isn't set up for 3d support.</li>
<li>windowSize: Size of the Window or screen in FullScreenMode to be created. In this example we use 640x480.</li>
<li>bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode. More commonly you would chose 32 bit, again we're just playing it safe.</li>
<li>fullscreen: Specifies if we want the device to run in fullscreen mode or windowed.</li>
<li>stencilbuffer: Specifies if we want to use the stencil buffer (you need it for drawing shadows).</li>
<li>vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen mode.</li>
<li>eventReceiver: An object to receive events. We do not want to use this parameter here, and set it to 0.</li>
</ul>
<p>Always check the return value to cope with unsupported drivers, dimensions, etc. </p><div class="fragment"><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice( video::EDT_BURNINGSVIDEO, dimension2d&lt;u32&gt;(640, 480), 16,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, 0);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. </p><div class="fragment"><div class="line">device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Hello World! - Irrlicht Engine Demo&quot;</span>);</div></div><!-- fragment --><p> Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device-&gt;getVideoDriver(), device-&gt;getSceneManager(), or device-&gt;getGUIEnvironment(). </p><div class="fragment"><div class="line">IVideoDriver* driver = device-&gt;getVideoDriver();</div><div class="line">ISceneManager* smgr = device-&gt;getSceneManager();</div><div class="line">IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</div></div><!-- fragment --><p> We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. </p><div class="fragment"><div class="line">guienv-&gt;addStaticText(L<span class="stringliteral">&quot;Hello World! This is Irrlicht with the burnings software renderer!&quot;</span>,</div><div class="line"> rect&lt;s32&gt;(10,10,260,22), <span class="keyword">true</span>);</div></div><!-- fragment --><p> Get a media path dedicated for your platform. Finding media files for your applications can be tricky. First you have 2 options - working with relative paths or working with absolute paths.</p>
<p>On Windows a common solution is that your installer will write a key into the registry with the absolute path of wherever the user installed the media. And in your application you read out that key from the registry. On Linux a common solution is to use config file which is placed in some fixed location (for example in a . file/folder in the user home).</p>
<p>But you can also work with relative paths - which is what we do here. There is a slight complication with relative paths as they are relative to your current working directory. And that depends on the way your application is started and it might change inside your application. But mostly it will be set to your executable on start so you can ignore that problem while developing.</p>
<p>When inside VisualStudio the current working directory is set to your project files location unless you overwrite Project properties - Debugging</p><ul>
<li>Working Directory. In Irrlicht examples the media folder is on most platforms ../../media which works for the examples as it's relative to our project files as well as to the binary (.exe) files.</li>
</ul>
<p>Whatever you chose to find your base-folder for media - wrap it with some function and then you can improve the code to locate the media later on. </p><div class="fragment"><div class="line"><span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> To show something interesting, we load a Quake 2 model and display it. We get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). Check the return value of getMesh() to become aware of loading problems and other errors.</p>
<p>Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modeled by Brian Collins. </p><div class="fragment"><div class="line">IAnimatedMesh* mesh = smgr-&gt;getMesh(mediaPath + <span class="stringliteral">&quot;sydney.md2&quot;</span>);</div><div class="line"><span class="keywordflow">if</span> (!mesh)</div><div class="line">{</div><div class="line"> device-&gt;drop();</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line">}</div><div class="line">IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</div></div><!-- fragment --><p> To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. </p><div class="fragment"><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node-&gt;setMaterialFlag(EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"> node-&gt;setMD2Animation(scene::EMAT_STAND);</div><div class="line"> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(mediaPath + <span class="stringliteral">&quot;sydney.bmp&quot;</span>) );</div><div class="line">}</div></div><!-- fragment --><p> To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. </p><div class="fragment"><div class="line">smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</div></div><!-- fragment --><p> OK, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window on your OS). </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device-&gt;run())</div><div class="line">{</div></div><!-- fragment --><p> Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. </p><div class="fragment"><div class="line"> driver-&gt;beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));</div><div class="line"></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> guienv-&gt;drawAll();</div><div class="line"></div><div class="line"> driver-&gt;endScene();</div><div class="line">}</div></div><!-- fragment --><p> After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling -&gt;drop(). See the documentation at irr::IReferenceCounted::drop() for more information. </p><div class="fragment"><div class="line"> device-&gt;drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and run. </p>
</div></div><!-- contents -->
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.irrlicht.example"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="10"/>
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
<application android:icon="@drawable/irr_icon" android:label="HelloWorldMobile" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:debuggable="true">
<activity android:name="android.app.NativeActivity"
android:label="HelloWorldMobile"
android:launchMode="singleTask"
android:configChanges="orientation|keyboardHidden"
android:clearTaskOnLaunch="true">
<meta-data android:name="android.app.lib_name" android:value="HelloWorldMobile" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "android_tools.h"
#include <android/log.h> // for the occasional debugging, style: __android_log_print(ANDROID_LOG_VERBOSE, "Irrlicht", "%s\n", "We do log");
namespace irr
{
namespace android
{
// Not all DisplayMetrics are available through the NDK.
// So we access the Java classes with the JNI interface.
// You can access other Java classes available in Android in similar ways.
// Function based roughly on the code from here: http://stackoverflow.com/questions/13249164/android-using-jni-from-nativeactivity
bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics)
{
if (!app || !app->activity || !app->activity->vm )
return false;
JNIEnv* jni = 0;
app->activity->vm->AttachCurrentThread(&jni, NULL);
if (!jni )
return false;
// get all the classes we want to access from the JVM
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
jclass classWindowManager = jni->FindClass("android/view/WindowManager");
jclass classDisplay = jni->FindClass("android/view/Display");
jclass classDisplayMetrics = jni->FindClass("android/util/DisplayMetrics");
if (!classNativeActivity || !classWindowManager || !classDisplay || !classDisplayMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
// Get all the methods we want to access from the JVM classes
// Note: You can get the signatures (third parameter of GetMethodID) for all
// functions of a class with the javap tool, like in the following example for class DisplayMetrics:
// javap -s -classpath myandroidpath/adt-bundle-linux-x86_64-20131030/sdk/platforms/android-10/android.jar android/util/DisplayMetrics
jmethodID idNativeActivity_getWindowManager = jni->GetMethodID( classNativeActivity
, "getWindowManager"
, "()Landroid/view/WindowManager;");
jmethodID idWindowManager_getDefaultDisplay = jni->GetMethodID( classWindowManager
, "getDefaultDisplay"
, "()Landroid/view/Display;");
jmethodID idDisplayMetrics_constructor = jni->GetMethodID( classDisplayMetrics
, "<init>"
, "()V");
jmethodID idDisplay_getMetrics = jni->GetMethodID( classDisplay
, "getMetrics"
, "(Landroid/util/DisplayMetrics;)V");
if (!idNativeActivity_getWindowManager || !idWindowManager_getDefaultDisplay || !idDisplayMetrics_constructor
|| !idDisplay_getMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
// In Java the following code would be: getWindowManager().getDefaultDisplay().getMetrics(metrics);
// Note: If you need to call java functions in time-critical places you can split getting the jmethodID's
// and calling the functions into separate functions as you only have to get the jmethodID's once.
jobject windowManager = jni->CallObjectMethod(app->activity->clazz, idNativeActivity_getWindowManager);
if (!windowManager)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jobject display = jni->CallObjectMethod(windowManager, idWindowManager_getDefaultDisplay);
if (!display)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jobject displayMetrics = jni->NewObject( classDisplayMetrics, idDisplayMetrics_constructor);
if (!displayMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jni->CallVoidMethod(display, idDisplay_getMetrics, displayMetrics);
// access the fields of DisplayMetrics (we ignore the DENSITY constants)
jfieldID idDisplayMetrics_widthPixels = jni->GetFieldID( classDisplayMetrics, "widthPixels", "I");
jfieldID idDisplayMetrics_heightPixels = jni->GetFieldID( classDisplayMetrics, "heightPixels", "I");
jfieldID idDisplayMetrics_density = jni->GetFieldID( classDisplayMetrics, "density", "F");
jfieldID idDisplayMetrics_densityDpi = jni->GetFieldID( classDisplayMetrics, "densityDpi", "I");
jfieldID idDisplayMetrics_scaledDensity = jni->GetFieldID( classDisplayMetrics, "scaledDensity", "F");
jfieldID idDisplayMetrics_xdpi = jni->GetFieldID(classDisplayMetrics, "xdpi", "F");
jfieldID idDisplayMetrics_ydpi = jni->GetFieldID(classDisplayMetrics, "ydpi", "F");
if ( idDisplayMetrics_widthPixels )
metrics.widthPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_widthPixels);
if ( idDisplayMetrics_heightPixels )
metrics.heightPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_heightPixels);
if (idDisplayMetrics_density )
metrics.density = jni->GetFloatField(displayMetrics, idDisplayMetrics_density);
if (idDisplayMetrics_densityDpi)
metrics.densityDpi = jni->GetIntField(displayMetrics, idDisplayMetrics_densityDpi);
if (idDisplayMetrics_scaledDensity)
metrics.scaledDensity = jni->GetFloatField(displayMetrics, idDisplayMetrics_scaledDensity);
if ( idDisplayMetrics_xdpi )
metrics.xdpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_xdpi);
if ( idDisplayMetrics_ydpi )
metrics.ydpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_ydpi);
app->activity->vm->DetachCurrentThread();
return true;
}
void setSoftInputVisibility(android_app* app, bool visible)
{
// NOTE: Unfortunately ANativeActivity_showSoftInput from the NDK does not work and Google does not care.
// This is based on the solution from @Ratamovic from here: http://stackoverflow.com/questions/5864790/how-to-show-the-soft-keyboard-on-native-activity
if (!app || !app->activity || !app->activity->vm )
return;
JNIEnv* jni = 0;
app->activity->vm->AttachCurrentThread(&jni, NULL);
if (!jni )
return;
// get all the classes we want to access from the JVM (could be cached)
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
jclass classInputMethodManager = jni->FindClass("android/view/inputmethod/InputMethodManager");
jclass classWindow = jni->FindClass("android/view/Window");
jclass classView = jni->FindClass("android/view/View");
if (classNativeActivity && classInputMethodManager && classWindow)
{
// Get all the methods we want to access from the JVM classes (could be cached)
jmethodID mid_getSystemService = jni->GetMethodID(classNativeActivity, "getSystemService","(Ljava/lang/String;)Ljava/lang/Object;");
jmethodID mid_showSoftInput = jni->GetMethodID(classInputMethodManager, "showSoftInput", "(Landroid/view/View;I)Z");
jmethodID mid_hideSoftInput = jni->GetMethodID(classInputMethodManager, "hideSoftInputFromWindow", "(Landroid/os/IBinder;I)Z");
jmethodID mid_getWindow = jni->GetMethodID(classNativeActivity, "getWindow", "()Landroid/view/Window;");
jmethodID mid_getWindowToken = jni->GetMethodID(classView, "getWindowToken", "()Landroid/os/IBinder;");
jmethodID mid_getDecorView = jni->GetMethodID(classWindow, "getDecorView", "()Landroid/view/View;");
if ( mid_getSystemService && mid_showSoftInput && mid_hideSoftInput && mid_getWindow && mid_getDecorView && mid_getWindowToken )
{
jstring paramInput = jni->NewStringUTF("input_method");
jobject objInputMethodManager = jni->CallObjectMethod(app->activity->clazz, mid_getSystemService, paramInput);
jni->DeleteLocalRef(paramInput);
jobject objWindow = jni->CallObjectMethod(app->activity->clazz, mid_getWindow);
if ( visible && objInputMethodManager && objWindow)
{
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
if ( objDecorView )
{
int showFlags = 0;
jni->CallBooleanMethod(objInputMethodManager, mid_showSoftInput, objDecorView, showFlags);
}
}
else if ( !visible && objInputMethodManager && objWindow )
{
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
if ( objDecorView )
{
jobject objBinder = jni->CallObjectMethod(objDecorView, mid_getWindowToken);
if ( objBinder )
{
int hideFlags = 0;
jni->CallBooleanMethod(objInputMethodManager, mid_hideSoftInput, objBinder, hideFlags);
}
}
}
}
}
app->activity->vm->DetachCurrentThread();
}
} // namespace android
} // namespace irr

@ -0,0 +1,33 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_ANDROID_TOOLS_H__
#define __IRR_ANDROID_TOOLS_H__
#include <irrlicht.h>
#include <android_native_app_glue.h>
namespace irr
{
namespace android
{
struct SDisplayMetrics
{
irr::s32 widthPixels;
irr::s32 heightPixels;
irr::f32 density;
irr::s32 densityDpi;
irr::f32 scaledDensity;
irr::f32 xdpi;
irr::f32 ydpi;
};
//! Access SDisplayMetrics
extern bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics);
extern void setSoftInputVisibility(android_app* app, bool visible);
}
}
#endif // __IRR_ANDROID_TOOLS_H__

@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="HelloWorldMobile" default="help">
<property file="local.properties" />
<property file="ant.properties" />
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<loadproperties srcFile="project.properties" />
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<import file="custom_rules.xml" optional="true" />
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

@ -0,0 +1,50 @@
LOCAL_PATH := $(call my-dir)/..
IRRLICHT_PROJECT_PATH := $(LOCAL_PATH)
include $(CLEAR_VARS)
LOCAL_MODULE := Irrlicht
LOCAL_SRC_FILES := $(IRRLICHT_PROJECT_PATH)/../../lib/Android/libIrrlicht.a
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := HelloWorldMobile
LOCAL_CFLAGS := -pipe -fno-exceptions -fno-rtti -fstrict-aliasing
ifndef NDEBUG
LOCAL_CFLAGS += -g -D_DEBUG
else
LOCAL_CFLAGS += -fexpensive-optimizations -O3
endif
ifeq ($(TARGET_ARCH_ABI),x86)
LOCAL_CFLAGS += -fno-stack-protector
endif
LOCAL_C_INCLUDES := ../../include
LOCAL_SRC_FILES := main.cpp android_tools.cpp
LOCAL_LDLIBS := -lEGL -llog -lGLESv1_CM -lGLESv2 -lz -landroid
LOCAL_STATIC_LIBRARIES := Irrlicht android_native_app_glue
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/native_app_glue)
# copy Irrlicht data to assets
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/src)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/Shaders/*.* $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/irrlichtlogo3.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.x $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/axe.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/fonthaettenschweiler.bmp $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/bigfont.png $(IRRLICHT_PROJECT_PATH)/assets/media/)

@ -0,0 +1,2 @@
APP_PLATFORM := android-10
APP_MODULES := HelloWorldMobile

@ -0,0 +1,387 @@
/** Example 027 Helloworld_Android
This example shows a simple application for Android.
*/
#include <irrlicht.h>
#ifdef _IRR_ANDROID_PLATFORM_
#include <android_native_app_glue.h>
#include "android_tools.h"
#include "android/window.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
enum GUI_IDS
{
GUI_INFO_FPS,
GUI_IRR_LOGO,
};
/*
Android is using multitouch events.
We allow users to move around the Irrlicht logo as example of how to use those.
*/
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(android_app* app )
: Device(0), AndroidApp(app), SpriteToMove(0), TouchID(-1)
{
}
void Init(IrrlichtDevice *device)
{
Device = device;
}
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_TOUCH_INPUT_EVENT)
{
/*
For now we fake mouse-events. Touch-events will be handled inside Irrlicht in the future, but until
that is implemented you can use this workaround to get a GUI which works at least for simple elements like
buttons. That workaround does ignore multi-touch events - if you need several buttons pressed at the same
time you have to handle that yourself.
*/
SEvent fakeMouseEvent;
fakeMouseEvent.EventType = EET_MOUSE_INPUT_EVENT;
fakeMouseEvent.MouseInput.X = event.TouchInput.X;
fakeMouseEvent.MouseInput.Y = event.TouchInput.Y;
fakeMouseEvent.MouseInput.Shift = false;
fakeMouseEvent.MouseInput.Control = false;
fakeMouseEvent.MouseInput.ButtonStates = 0;
fakeMouseEvent.MouseInput.Event = EMIE_COUNT;
switch (event.TouchInput.Event)
{
case ETIE_PRESSED_DOWN:
{
// We only work with the first for now.force opengl error
if ( TouchID == -1 )
{
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
if (Device)
{
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
IGUIElement * logo = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId ( GUI_IRR_LOGO );
if ( logo && logo->isPointInside (touchPoint) )
{
TouchID = event.TouchInput.ID;
SpriteToMove = logo;
SpriteStartRect = SpriteToMove->getRelativePosition();
TouchStartPos = touchPoint;
}
}
}
break;
}
case ETIE_MOVED:
if ( TouchID == event.TouchInput.ID )
{
fakeMouseEvent.MouseInput.Event = EMIE_MOUSE_MOVED;
fakeMouseEvent.MouseInput.ButtonStates = EMBSM_LEFT;
if ( SpriteToMove && TouchID == event.TouchInput.ID )
{
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
MoveSprite(touchPoint);
}
}
break;
case ETIE_LEFT_UP:
if ( TouchID == event.TouchInput.ID )
{
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
if ( SpriteToMove )
{
TouchID = -1;
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
MoveSprite(touchPoint);
SpriteToMove = 0;
}
}
break;
default:
break;
}
if ( fakeMouseEvent.MouseInput.Event != EMIE_COUNT && Device )
{
Device->postEventFromUser(fakeMouseEvent);
}
}
else if ( event.EventType == EET_GUI_EVENT )
{
/*
Show and hide the soft input keyboard when an edit-box get's the focus.
*/
switch(event.GUIEvent.EventType)
{
case EGET_EDITBOX_ENTER:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
if( Device->getGUIEnvironment() )
Device->getGUIEnvironment()->setFocus(NULL);
android::setSoftInputVisibility(AndroidApp, false);
}
break;
case EGET_ELEMENT_FOCUS_LOST:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
/* Unfortunatly this only works on some android devices.
On other devices Android passes through touch-input events when the virtual keyboard is clicked while blocking those events in areas where the keyboard isn't.
Very likely an Android bug as it only happens in certain cases (like Android Lollipop with landscape mode on MotoG, but also some reports from other devices).
Or maybe Irrlicht still does something wrong.
Can't figure it out so far - so be warned - with landscape mode you might be better off writing your own keyboard.
*/
android::setSoftInputVisibility(AndroidApp, false);
}
break;
case EGET_ELEMENT_FOCUSED:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
android::setSoftInputVisibility(AndroidApp, true);
}
break;
default:
break;
}
}
return false;
}
void MoveSprite(const irr::core::position2d<irr::s32> &touchPos)
{
irr::core::position2d<irr::s32> move(touchPos-TouchStartPos);
SpriteToMove->setRelativePosition(SpriteStartRect.UpperLeftCorner + move);
}
private:
IrrlichtDevice * Device;
android_app* AndroidApp;
gui::IGUIElement * SpriteToMove;
core::rect<s32> SpriteStartRect;
core::position2d<irr::s32> TouchStartPos;
s32 TouchID;
};
/* Mainloop.
*/
void mainloop( IrrlichtDevice *device, IGUIStaticText * infoText )
{
u32 loop = 0; // loop is reset when the app is destroyed unlike runCounter
static u32 runCounter = 0; // static's seem to survive even an app-destroy message (not sure if that's guaranteed).
while(device->run())
{
/*
The window seems to be always active in this setup.
That's because when it's not active Android will stop the code from running.
*/
if (device->isWindowActive())
{
/*
Show FPS and some counters to show which parts of an app run
in different app-lifecycle states.
*/
if ( infoText )
{
stringw str = L"FPS:";
str += (s32)device->getVideoDriver()->getFPS();
str += L" r:";
str += runCounter;
str += L" l:";
str += loop;
infoText->setText ( str.c_str() );
}
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
device->getSceneManager()->drawAll();
device->getGUIEnvironment()->drawAll();
device->getVideoDriver()->endScene ();
}
device->yield(); // probably nicer to the battery
++runCounter;
++loop;
}
}
/* Main application code. */
void android_main(android_app* app)
{
// Make sure glue isn't stripped.
app_dummy();
/*
The receiver can already receive system events while createDeviceEx is called.
So we create it first.
*/
MyEventReceiver receiver(app);
/*
Create the device.
You have currently the choice between 2 drivers:
EDT_OGLES1 is basically a opengl fixed function pipeline.
EDT_OGLES2 is a shader pipeline. Irrlicht comes with shaders to simulate
typical fixed function materials. For this to work the
corresponding shaders from the Irrlicht media/Shaders folder are
copied to the application assets folder (done in the Makefile).
*/
SIrrlichtCreationParameters param;
// param.DriverType = EDT_OGLES1; // android:glEsVersion in AndroidManifest.xml should be "0x00010000" (requesting 0x00020000 will also guarantee that ES1 works)
param.DriverType = EDT_OGLES2; // android:glEsVersion in AndroidManifest.xml should be "0x00020000"
param.WindowSize = dimension2d<u32>(300,300); // using 0,0 it will automatically set it to the maximal size
param.PrivateData = app;
param.Bits = 24;
param.ZBufferBits = 16;
param.AntiAlias = 0;
param. EventReceiver = &receiver;
/* Logging is written to a file. So your application should disable all logging when you distribute your
application or it can fill up that file over time.
*/
#ifndef _DEBUG
param.LoggingLevel = ELL_NONE;
#endif
IrrlichtDevice *device = createDeviceEx(param);
if (device == 0)
return;
receiver.Init(device);
// ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
ILogger* logger = device->getLogger();
IFileSystem * fs = device->getFileSystem();
/* Access to the Android native window. You often need this when accessing NDK functions like we are doing here.
Note that windowWidth/windowHeight have already subtracted things like the taskbar which your device might have,
so you get the real size of your render-window.
*/
ANativeWindow* nativeWindow = static_cast<ANativeWindow*>(driver->getExposedVideoData().OGLESAndroid.Window);
int32_t windowWidth = ANativeWindow_getWidth(app->window);
int32_t windowHeight = ANativeWindow_getHeight(app->window);
/* Get display metrics. We are accessing the Java functions of the JVM directly in this case as there is no NDK function for that yet.
Checkout android_tools.cpp if you want to know how that is done. */
irr::android::SDisplayMetrics displayMetrics;
memset(&displayMetrics, 0, sizeof displayMetrics);
irr::android::getDisplayMetrics(app, displayMetrics);
/* For troubleshooting you can use the Irrlicht logger.
The Irrlicht logging messages are send to the Android logging system using the tag "Irrlicht".
They stay in a file there, so you can check them even after running your app.
You can watch them with the command: "adb logcat Irrlicht:V DEBUG:V *:S"
This means Irrlicht _V_erbose, debug messages verbose (p.E callstack on crashes) and all other messages _S_ilent.
Clean the logging file with: "adb logcat -c".
See http://developer.android.com/tools/debugging/debugging-log.html for more advanced log options.
*/
char strDisplay[1000];
sprintf(strDisplay, "Window size:(%d/%d)\nDisplay size:(%d/%d)", windowWidth, windowHeight, displayMetrics.widthPixels, displayMetrics.heightPixels);
logger->log(strDisplay);
core::dimension2d<s32> dim(driver->getScreenSize());
sprintf(strDisplay, "getScreenSize:(%d/%d)", dim.Width, dim.Height);
logger->log(strDisplay);
/* Your media must be somewhere inside the assets folder. The assets folder is the root for the file system.
This example copies the media in the Android.mk makefile. */
stringc mediaPath = "media/";
// The Android assets file-system does not know which sub-directories it has (blame google).
// So we have to add all sub-directories in assets manually. Otherwise we could still open the files,
// but existFile checks will fail (which are for example needed by getFont).
for ( u32 i=0; i < fs->getFileArchiveCount(); ++i )
{
IFileArchive* archive = fs->getFileArchive(i);
if ( archive->getType() == EFAT_ANDROID_ASSET )
{
archive->addDirectoryToFileList(mediaPath);
break;
}
}
/* Set the font-size depending on your device.
dpi=dots per inch. 1 inch = 2.54 cm. */
IGUISkin* skin = guienv->getSkin();
IGUIFont* font = 0;
if ( displayMetrics.xdpi < 100 ) // just guessing some value where fontsize might start to get too small
font = guienv->getFont(mediaPath + "fonthaettenschweiler.bmp");
else
font = guienv->getFont(mediaPath + "bigfont.png");
if (font)
skin->setFont(font);
// A field to show some text. Comment out stat->setText in run() if you want to see the dpi instead of the fps.
IGUIStaticText *text = guienv->addStaticText(stringw(displayMetrics.xdpi).c_str(),
rect<s32>(5,5,635,35), false, false, 0, GUI_INFO_FPS );
guienv->addEditBox( L"", rect<s32>(5,40,475,80));
// add irrlicht logo
IGUIImage * logo = guienv->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
core::position2d<s32>(5,85), true, 0, GUI_IRR_LOGO);
s32 minLogoWidth = windowWidth/3;
if ( logo && logo->getRelativePosition().getWidth() < minLogoWidth )
{
/* Scale to make it better visible on high-res devices (we could also work with dpi here).
*/
logo->setScaleImage(true);
core::rect<s32> logoPos(logo->getRelativePosition());
f32 scale = (f32)minLogoWidth/(f32)logoPos.getWidth();
logoPos.LowerRightCorner.X = logoPos.UpperLeftCorner.X + minLogoWidth;
logoPos.LowerRightCorner.Y = logoPos.UpperLeftCorner.Y + (s32)((f32)logoPos.getHeight()*scale);
logo->setRelativePosition(logoPos);
}
/*
Add a 3d model. Note that you might need to add light when using other models.
A copy of the model and it's textures must be inside the assets folder to be installed to Android.
In this example we do copy it to the assets folder in the Makefile jni/Android.mk
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "dwarf.x");
if (!mesh)
{
device->closeDevice();
device->drop();
return;
}
smgr->addAnimatedMeshSceneNode( mesh );
/*
To look at the mesh, we place a camera.
*/
smgr->addCameraSceneNode(0, vector3df(15,40,-90), vector3df(0,30,0));
/*
Mainloop. Applications usually never quit themself in Android. The OS is responsible for that.
*/
mainloop(device, text);
/* Cleanup */
device->setEventReceiver(0);
device->closeDevice();
device->drop();
}
#endif // defined(_IRR_ANDROID_PLATFORM_)
/*
**/

@ -0,0 +1 @@
target = android-10

@ -0,0 +1,95 @@
------------
REQUIREMENTS
------------
To use Android you need to have installed:
- Android SDK (from http://developer.android.com)
- Android NDK (from http://developer.android.com)
- ant (a build tool commonly used for Java)
- A Java jdk (for example openjdk-6-jdk)
- GNU Make 3.81 or later
- A recent version of awk
- On Windows you need to have Cygwin (at least version 1.7) installed
----------------------------
BUILDING Irrlicht & your App
----------------------------
1. Assign your Android SDK path to an ANDROID_HOME environment variable.
2. Add $ANDROID_HOME/tools and $ANDROID_HOME/platform-tools and the Android NDK main folder to your PATH environment variable.
3. Go to: source/Irrlicht/Android and call "ndk-build" or "ndk-build NDEBUG=1"
4. Go to: examples/01.HelloWorld_Android and call "ndk-build" or "ndk-build NDEBUG=1"
5. Call "ant debug" to create package
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
Troubleshooting:
Error: Unable to resolve project target 'android-10'
Solution: Run "android sdk" in sdk/tools and install API 10.
Alternatively you can probably (not yet tested) set another APP_PLATFORM
in the Application.mk's for the project and for Irrlicht. In this case you
should likely also change the android:minSdkVersion in the AndroidManifest.xml
-----
FILES
-----
AndroidManifest.xml:
Every Android application needs one of those to describe the needs of the application.
Must have exactly this name.
See http://developer.android.com/guide/topics/manifest/manifest-intro.html
build.xml:
Ant build file to create the final package.
You might want to create a new one as described in the Android documentation:
http://developer.android.com/tools/projects/projects-cmdline.html
That will then also update project.properties.
project.properties
Contains the build target (and maybe other project properties). Must exist.
jni:
A folder by this name must exist below the folder where you have build.xml.
Usually it contains the native (c/c++) source files, but in our case we put
the source-files one level higher (with LOCAL_PATH in Android.mk).
jni/Android.mk:
The Makefile for the project.
Source-files in the project are added to LOCAL_SRC_FILES
In the Irrlicht example it also copies the assets, but you can
also already create your project assets in the right place.
jni/Application.mk:
Optional file which for example restricts which modules are installed and
where you can set specific target architectures.
More info about this can be found in the ndk docs.
res:
A folder with resources which districuted with your application and can be accessed via ID's.
Unfortunately no direct NDK access to resources at the time of writing this. So you either have
to access them with java-code and copy to c++ somehow or you have to use hacks to read the format
directly (which is done by some apps, but not future-safe and google recommends not doing that).
Please check the official "App Resources" android developer documention, as this is rather complex.
We use it only for the application icons in this example.
assets:
Files in here are distributed with your app. It's acting like a read-only file system.
assets/media/Shaders:
Shader code needed by the OGLES2 driver to simulate a fixed function pipeline.
In the example this code is automatically copied within the Android.mk makefile.
The path where the shaders are searched is set in the IRR_OGLES2_SHADER_PATH define in IrrCompileConfig.h
The names are hardcoded so they have to be identical to those found in media/Shaders.
You can rewrite the shaders, but ensure to add some working shaders files by those names.
The OGLES1 driver doesn't need those files.
obj:
All object and library files mentioned in the Android.mk are put in here before linking.
libs:
Contains the binaries of your application after compilation. The application itself is a lib(probably because native code can't run directly but only as lib).
src:
The src folder is needed when you have Java sources and should only contain .java and .aidl files.
Although the examples doesn't use Java the makefile creates this folder as the ant build.xml in the android sdk needs it.

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 01.HelloEmscripten
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
all_emscripten: EMSCRIPTEN=1
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
ifdef EMSCRIPTEN
LDFLAGS += -s DEMANGLE_SUPPORT=1
endif
CXXFLAGS += -g -Wall
else
ifdef EMSCRIPTEN
LDFLAGS += -O3
endif
CXXFLAGS += -O3
endif
ifdef EMSCRIPTEN
CXXFLAGS += -std=gnu++11 -U__STRICT_ANSI__
endif
ifdef EMSCRIPTEN
all: all_emscripten
else
all: all_linux
endif
# target specific settings
all_linux all_emscripten all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL
ifndef EMSCRIPTEN
LDFLAGS += -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
endif
all_linux clean_linux: SYSTEM=Linux
all_emscripten clean_emscripten: SYSTEM=emscripten
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
all_emscripten clean_emscripten: SUF=.html
all_emscripten: CXXFLAGS += -fno-exceptions -fno-rtti -fstrict-aliasing -std=gnu++11 -U__STRICT_ANSI__
# Pass on a custom html file.
#all_emscripten: CXXFLAGS += --shell-file shell_minimal.html
all_emscripten: LDFLAGS += -lGL -lSDL --preload-file ../../media@/media -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=1
#If you know the maximum memory (in bytes) which your application need then set it. It can speed things up a lot.
#all_emscripten: LDFLAGS += -s TOTAL_MEMORY=268435456
# You need the FULL_ES2 when using EDT_OGLES2 driver
#all_emscripten: LDFLAGS += -s FULL_ES2=1
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
# Enable compiling to WASM and not just asm.js (you have to set it in the engine Makefile as well)
ifdef EMSCRIPTEN
ifdef WASM
CXXFLAGS += -s WASM=1
endif
endif
emscripten: all_emscripten
all_linux all_win32 all_emscripten static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32 clean_emscripten
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
clean_emscripten:
@$(RM) $(BinPath)/$(Target).data
@$(RM) $(BinPath)/$(Target).html*
@$(RM) $(BinPath)/$(Target).js
.PHONY: all all_win32 all_emscripten static_win32 clean clean_linux clean_win32 clean_emscripten
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -0,0 +1,240 @@
/** Example 001 HelloWorld adapted to emscripten
This Tutorial shows how to run code with emscripten.
Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
You have to setup the emscripten environment on your system first to use this.
*/
#include <irrlicht.h>
#include "exampleHelper.h"
#include <emscripten.h>
#include <stdio.h>
/*
The code in here is mostly similar to the usual HelloWorld.
You can find more information about it there. Here we mainly document the
differences needed for emscripten.
*/
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
This part not necessary for emscripten, only useful to keep it in
in case you want to run the same code on Windows with VS as well.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
Variables on the stack will stay intact between runs of one_iter()
*/
IrrlichtDevice *device = 0;
IVideoDriver* driver = 0;
ISceneManager* smgr = 0;
IGUIEnvironment* guienv = 0;
ICameraSceneNode* camera = 0;
dimension2d<u32> screenSize(640, 480);
#ifdef __EMSCRIPTEN__
/*
Handle changes in canvas size which are done with html/js.
Note that it's only OK for windowed so far,
the switch to fullscreen not yet working.
Also the emscripten_get_canvas_size might cause a slow-down
(but haven't found yet a way to avoid it with SDL1).
*/
void checkCanvasResize()
{
int w, h, fs;
emscripten_get_canvas_size(&w, &h, &fs);
const core::dimension2d<u32> canvasDim(w,h);
if ( canvasDim != screenSize )
{
screenSize = canvasDim;
driver->OnResize(canvasDim);
driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
irr::f32 aspect = (irr::f32)w / (irr::f32)h;
camera->setAspectRatio(aspect);
}
}
/*
emscripten can't run things in an endless-loop or otherwise the browse will consider
the script to hang.
*/
void one_iter()
{
if(!device->run())
{
// Could clean up here in theory, but not sure if it makes a difference
/*
This tells emscripten to not run any further code.
*/
emscripten_cancel_main_loop();
return;
}
// In case you have a resizeable canvas (resized from html)
//checkCanvasResize();
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
#endif //__EMSCRIPTEN__
/*
The main method is also run on emscripten.
*/
int main()
{
/*
Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
*/
printf("Build-date: %s %s\n", __DATE__, __TIME__);
SIrrlichtCreationParameters parameters;
/*
Create device flags for emscripten are still experimental
and might not all work.
- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
EDT_WEBGL1 is better optimized but does not yet support all options.
EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
*/
#ifndef __EMSCRIPTEN__
parameters.DriverType = EDT_OGLES2;
#else //__EMSCRIPTEN__
parameters.DriverType = EDT_WEBGL1;
#endif //__EMSCRIPTEN__
parameters.LoggingLevel = ELL_DEBUG;
parameters.WindowSize = screenSize;
parameters.Stencilbuffer = false;
parameters.AntiAlias = 4;
device = createDeviceEx(parameters);
if (!device)
return 1;
/*
Window caption will set the title-text in the browser.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
driver = device->getVideoDriver();
smgr = device->getSceneManager();
guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform.
We tell emscripten to copy the media folder in the Makefile with:
"--preload-file ../../media@/media"
That copies our ../../media folder in a .data
file which is loaded by the browser. It can then be accessed there
by "/media" name (that's the parameter after the '@').
Note that usually you would try to copy only as many files
as absolutely necessary to reduce start-up times.
*/
const io::path mediaPath = getExampleMediaPath();
/*
Make a model called Sydney show up.
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
Disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise.
Set the frame loop such that the predefined STAND animation is used.
Add a texture to the model.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
/*
On desktop we run and endless loop until the user closes the window or
presses ALT+F4 (or whatever keycode closes a window).
*/
while(device->run())
{
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
#else // __EMSCRIPTEN__
/*
Setting fps to 0 or a negative value will use the browsers
requestAnimationFrame mechanism to call the main loop function.
Emscripten documentation recommends to do that, but you can also set
another fps value and the browser will try to call the main-loop
fps times per second.
The simulate_infinite_loop tells emscripten that this is an application
which will simulate an infinite loop. There is also a flag in the
Makefile about that: -s NO_EXIT_RUNTIME=1
*/
int fps = 0;
int simulate_infinite_loop = 1;
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
#endif //__EMSCRIPTEN__
return 0;
}
/*
That's it. Compile and run.
**/

@ -0,0 +1,24 @@
Emscripten is a project to compile c/c++ code int the asm.js format which can be run in some browsers.
See http://kripken.github.io/emscripten-site for more information.
emscripten support for Irrlicht is a work in process. Use at your own risk.
Might take work and knowledge to get it running.
------------
REQUIREMENTS
------------
You have to install the emscripten environment.
----------------------------
BUILDING Irrlicht & your App
----------------------------
Linux:
Go into source/Irrlicht folder and call:
emmake make emscripten
Go into examples/01.HelloWord_emscripten folder and call:
emmake make all_emscripten
Note: The shell_minimal.html is currently not used (as resizing isn't working yet correctly), but can be enabled in the Makefile.

@ -0,0 +1,180 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
textarea.emscripten { font-family: monospace; width: 80%; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { width: 95vw; height: 75vh; display: block; border: 0px none; background-color: black; }
.spinner {
height: 50px;
width: 50px;
margin: 0px auto;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 10px solid rgb(0,150,240);
border-right: 10px solid rgb(0,150,240);
border-bottom: 10px solid rgb(0,150,240);
border-top: 10px solid rgb(100,0,200);
border-radius: 100%;
background-color: rgb(200,100,250);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
</style>
<script type='text/javascript'>
function resize(canvas) {
// Lookup the size the browser is displaying the canvas.
var displayWidth = canvas.clientWidth;
var displayHeight = canvas.clientHeight;
// Check if the canvas is not the same size.
if (canvas.width != displayWidth ||
canvas.height != displayHeight) {
// Make the canvas the same size
canvas.width = displayWidth;
canvas.height = displayHeight;
}
}
function OnResize() {
resize( document.getElementsByTagName('canvas')[0] );
}
function OnLoad() {
resize( document.getElementsByTagName('canvas')[0] );
}
</script>
</head>
<body>
<body onresize="OnResize()">
<body onload="OnLoad()">
<hr/>
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<hr/>
<div class="emscripten">
<input type="checkbox" id="resize">Resize canvas
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
&nbsp;&nbsp;&nbsp;
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
document.getElementById('resize').checked)">
</div>
<hr/>
<textarea class="emscripten" id="output" rows="8"></textarea>
<hr>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.hidden = true;
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function() {
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
{{{ SCRIPT }}}
</body>
</html>

@ -0,0 +1,68 @@
{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "3x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "76x76",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "76x76",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

@ -0,0 +1,302 @@
// !$*UTF8*$!
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#include <irrlicht.h>
#include "exampleHelper.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
// It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function.
void irrlicht_main()
{
IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d<u32>(0, 0), 16, false, false, false, 0);
if (!device)
return;
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true);
const io::path mediaPath = getExampleMediaPath();
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while (device->run())
if (device->isWindowActive())
{
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
}

@ -0,0 +1,57 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 02.Quake3Map
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
#all_linux: LDFLAGS += `sdl-config --libs`
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -0,0 +1,58 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 02 Quake Map" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/QuakeMap" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="GL" />
<Add library="EGL" />
<Add library="X11" />
<Add library="GLESv1_CM" />
<Add library="GLESv2" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Quake3Map" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

@ -0,0 +1,162 @@
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Name="VCXMLDataGeneratorTool"/>
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Name="VCWebDeploymentTool"/>
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Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
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<Tool
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AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
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<Tool
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<Tool
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<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Release/Quake3Map.tlb"
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<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
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Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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</Configurations>
<References>
</References>
<Files>
<File
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<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
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</FileConfiguration>
</File>
</Files>
<Globals>
</Globals>
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/** 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.
**/

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<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 03.CustomSceneNode
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -0,0 +1,268 @@
/** Example 003 Custom SceneNode
This tutorial is more advanced than the previous ones.
If you are currently just playing around with the Irrlicht
engine, you may want to look at other examples first.
This tutorials shows how to create a custom scene node and
how to use it in the engine. A custom scene node is needed
if you want to implement a render technique the Irrlicht
Engine currently does not support. For example, you can write
an indoor portal based renderer or an advanced terrain scene
node with it. By creating custom scene nodes, you can
easily extend the Irrlicht Engine and adapt it to your needs.
I will keep the tutorial simple: Keep everything very short
and everything in one .cpp file. This is the style which
will also be used in most of the following tutorials.
To start, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
Here comes the more sophisticated part of this tutorial:
The class of our very own custom scene node. To keep it simple,
our scene node will not be an indoor portal renderer nor a terrain
scene node, but a simple tetrahedron, a 3D object consisting of 4
connected vertices, which only draws itself and does nothing more.
Note that this scenario does not require a custom scene node in Irrlicht.
Instead one would create a mesh from the geometry and pass it to a
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
scene node in a simple setting.
To allow our scene node to be inserted into the Irrlicht
Engine scene, the class we create needs to be derived from the
irr::scene::ISceneNode class and has to override some methods.
*/
class CSampleSceneNode : public scene::ISceneNode
{
/*
First, we declare some member variables:
The bounding box, 4 vertices, and the material of the tetrahedron.
*/
core::aabbox3d<f32> Box;
video::S3DVertex Vertices[4];
video::SMaterial Material;
public:
/*
The parameters of the constructor specify the parent of the scene node,
a pointer to the scene manager, and an id of the scene node.
In the constructor we call the parent class' constructor,
set some properties of the material, and create the 4 vertices of
the tetrahedron.
*/
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;
Material.Thickness=0.f;
Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
video::SColor(255,0,255,255), 0, 1);
Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
video::SColor(255,255,0,255), 1, 1);
Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
video::SColor(255,255,255,0), 1, 0);
Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
video::SColor(255,0,255,0), 0, 0);
/*
The Irrlicht Engine needs to know the bounding box of a scene node.
It will use it for automatic culling and other things. Hence, we
need to create a bounding box from the 4 vertices we use.
If you do not want the engine to use the box for automatic culling,
and/or don't want to create the box, you could also call
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
*/
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos);
}
/*
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
method of every scene node in the scene is called by the scene manager.
If the scene node wishes to draw itself, it may register itself in the
scene manager to be drawn. This is necessary to tell the scene manager
when it should call irr::scene::ISceneNode::render(). For
example, normal scene nodes render their content one after another,
while stencil buffer shadows would like to be drawn after all other
scene nodes. And camera or light scene nodes need to be rendered before
all other scene nodes (if at all). So here we simply register the
scene node to render normally. If we would like to let it be rendered
like cameras or light, we would have to call
SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
method of the base class, which lets all the child scene nodes of this node
register themselves.
*/
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
/*
In the render() method most of the interesting stuff happens: The
Scene node renders itself. We override this method and draw the
tetrahedron.
*/
virtual void render()
{
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
so you have to pass the 3 corresponding indices for each triangle to
tell which of the vertices should be used for it. */
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
/*
And finally we create three small additional methods.
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
amount of materials in this scene node (our tetrahedron only has one
material), and irr::scene::ISceneNode::getMaterial() returns the
material at an index. Because we have only one material, we can
return that and assume that no one ever calls getMaterial() with an index
greater than 0.
*/
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};
/*
That's it. The Scene node is done. Now we start the engine,
create the scene node and a camera, and look at the result.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<u32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
// set window caption, get some pointers, create a camera
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
/*
Create our scene node. I don't check the result of calling new, as it
should throw an exception rather than returning 0 on failure. Because
the new node will create itself with a reference count of 1, and then
will have another reference added by its parent scene node when it is
added to the scene, I need to drop my reference to it. Best practice is
to drop it only *after* I have finished using it, regardless of what
the reference count of the object is after creation.
*/
CSampleSceneNode *myNode =
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
/*
To animate something in this boring scene consisting only of one
tetrahedron, and to show that you now can use your scene node like any
other scene node in the engine, we add an animator to the scene node,
which rotates the node a little bit.
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
should be checked.
*/
scene::ISceneNodeAnimator* anim =
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
if(anim)
{
myNode->addAnimator(anim);
/*
I'm done referring to anim, so must
irr::IReferenceCounted::drop() this reference now because it
was produced by a createFoo() function. As I shouldn't refer to
it again, ensure that I can't by setting to 0.
*/
anim->drop();
anim = 0;
}
/*
I'm done with my CSampleSceneNode object, and so must drop my reference.
This won't delete the object, yet, because it is still attached to the
scene graph, which prevents the deletion until the graph is deleted or the
custom scene node is removed from it.
*/
myNode->drop();
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
/*
Now draw everything and finish.
*/
u32 frames=0;
while(device->run())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
if (++frames==100) // don't update more often, setWindowCaption can be expensive
{
core::stringw str = L"Irrlicht Engine [";
str += driver->getName();
str += L"] FPS: ";
str += (s32)driver->getFPS();
device->setWindowCaption(str.c_str());
frames=0;
}
}
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

File diff suppressed because one or more lines are too long

@ -0,0 +1,56 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 04.Movement
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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<Option type="1" />
<Option compiler="gcc" />
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<Compiler>
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<Option type="1" />
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Name="VCManagedWrapperGeneratorTool"/>
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Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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Name="Release|Win32"
OutputDirectory=".\Release"
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ConfigurationType="1"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<FileConfiguration
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@ -0,0 +1,268 @@
/** Example 004 Movement
This tutorial shows how to move and animate SceneNodes. The
basic concept of SceneNodeAnimators is shown as well as manual
movement of nodes using the keyboard. We'll demonstrate framerate
independent movement, which means moving by an amount dependent
on the duration of the last run of the Irrlicht loop.
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
As always, include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
/*
To receive events like mouse and keyboard input, or GUI events like
"button has been clicked", we need an object which is derived from the
irr::IEventReceiver object. There is only one method to override:
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
when an event happens. What we really want to know is whether a key is being
held down, and so we will remember the current state of each key.
*/
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
/*
Always return false by default. If you return true you tell the engine
that you handled this event completely and the Irrlicht should not
process it any further. So for example if you return true for all
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
to it's GUI system.
*/
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
}
private:
// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
/*
The event receiver for keeping the pressed keys is ready, the actual responses
will be made inside the render loop, right before drawing the scene. So lets
create an irr::IrrlichtDevice and the scene node we want to move. We also
create some additional scene nodes to show different possibilities to move and
animate scene nodes.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
/*
Create the event receiver. Take care that the pointer to it has to
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
reference counted.
*/
MyEventReceiver receiver;
// create device
IrrlichtDevice* device = createDevice(driverType,
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
const io::path mediaPath = getExampleMediaPath();
/*
Create the node which will be moved with the WSAD keys. We create a
sphere node, which is a built-in geometry primitive. We place the node
at (0,0,30) and assign a texture to it to let it look a little bit more
interesting. Because we have no dynamic lights in this scene we disable
lighting for each model (otherwise the models would be black).
*/
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
if (sphereNode)
{
sphereNode->setPosition(core::vector3df(0,0,30));
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
}
/*
Now we create another node, movable using a scene node animator. Scene
node animators modify scene nodes and can be attached to any scene node
like mesh scene nodes, billboards, lights and even camera scene nodes.
Scene node animators are not only able to modify the position of a
scene node, they can also animate the textures of an object for
example. We create a cube scene node and attach a 'fly circle' scene
node animator to it, letting this node fly around our sphere scene node.
*/
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
if (cubeNode)
{
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
if (anim)
{
cubeNode->addAnimator(anim);
anim->drop();
}
}
/*
The last scene node we add is a b3d model of a walking ninja. Is shows the
use of a 'fly straight' animator to move the node between two points.
*/
scene::IAnimatedMeshSceneNode* ninjaNode =
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
if (ninjaNode)
{
scene::ISceneNodeAnimator* anim =
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
core::vector3df(-100,0,60), 3500, true);
if (anim)
{
ninjaNode->addAnimator(anim);
anim->drop();
}
/*
To make the model look right we disable lighting, set the
frames between which the animation should loop, rotate the
model around 180 degrees, and adjust the animation speed and
the texture. To set the correct animation (frames and speed), we
would also be able to just call
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
animation instead of "setFrameLoop" and "setAnimationSpeed",
But that only works with MD2 animations, while this can be used to
start other animations. For MD2 it's usually good advice not to use
hardcoded frame-numbers...
*/
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
ninjaNode->setFrameLoop(0, 13);
ninjaNode->setAnimationSpeed(15);
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
ninjaNode->setRotation(core::vector3df(0,-90,0));
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
}
/*
To be able to look at and move around in this scene, we create a first
person shooter style camera and make the mouse cursor invisible.
*/
smgr->addCameraSceneNodeFPS();
device->getCursorControl()->setVisible(false);
/*
Add a colorful irrlicht logo
*/
device->getGUIEnvironment()->addImage(
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,20));
/*
Lets draw the scene and also write the current frames per second and the
name of the driver to the caption of the window.
*/
int lastFPS = -1;
// In order to do frame rate independent movement, we have to know
// how long it was since the last frame
u32 then = device->getTimer()->getTime();
// This is the movement speed in units per second.
const f32 MOVEMENT_SPEED = 5.f;
while(device->run())
{
// Work out a frame delta time.
const u32 now = device->getTimer()->getTime();
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
then = now;
if ( sphereNode )
{
/* Check if keys W, S, A or D are being held down, and move the
sphere node around respectively. */
core::vector3df nodePosition = sphereNode->getPosition();
if(receiver.IsKeyDown(irr::KEY_KEY_W))
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
if(receiver.IsKeyDown(irr::KEY_KEY_A))
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
sphereNode->setPosition(nodePosition);
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
smgr->drawAll(); // draw the 3d scene
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
tmp += driver->getName();
tmp += L"] fps: ";
tmp += fps;
device->setWindowCaption(tmp.c_str());
lastFPS = fps;
}
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 05.UserInterface
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -0,0 +1,55 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 05 User Interface" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/UserInterface" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/UserInterface" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="GL" />
<Add library="X11" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

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