forked from Mirrorlandia_minetest/irrlicht
21302d038a
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6249 dfc29bdd-3216-0410-991c-e03cc46cb475
499 lines
14 KiB
C++
499 lines
14 KiB
C++
/** Example 017 Helloworld mobile for WinCE 6. DEPRECATED
|
|
This was Example 017 Helloworld mobile for WinCE 6.
|
|
But WinCE6 support has been removed for Irrlicht 1.9.
|
|
If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.
|
|
|
|
Sources still kept for now as it compiles on other platform too. And we might use this example again
|
|
once we support Windows RT.
|
|
*/
|
|
|
|
#include <irrlicht.h>
|
|
|
|
#if defined ( _IRR_WINDOWS_ )
|
|
#include <windows.h>
|
|
#endif
|
|
|
|
using namespace irr;
|
|
using namespace core;
|
|
using namespace scene;
|
|
using namespace video;
|
|
using namespace io;
|
|
using namespace gui;
|
|
|
|
#pragma comment(lib, "Irrlicht.lib")
|
|
|
|
class EventReceiver_basic : public IEventReceiver
|
|
{
|
|
private:
|
|
IrrlichtDevice *Device;
|
|
public:
|
|
EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
|
|
|
|
virtual bool OnEvent(const SEvent& event)
|
|
{
|
|
if (event.EventType == EET_GUI_EVENT)
|
|
{
|
|
s32 id = event.GUIEvent.Caller->getID();
|
|
|
|
switch(event.GUIEvent.EventType)
|
|
{
|
|
case EGET_BUTTON_CLICKED:
|
|
if (id == 2)
|
|
{
|
|
Device->closeDevice();
|
|
return true;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
class CSampleSceneNode : public ISceneNode
|
|
{
|
|
aabbox3d<f32> Box;
|
|
S3DVertex Vertices[4];
|
|
SMaterial Material;
|
|
public:
|
|
|
|
CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
|
: ISceneNode(parent, mgr, id)
|
|
{
|
|
Material.Wireframe = false;
|
|
Material.Lighting = false;
|
|
|
|
Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
|
|
Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
|
|
Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
|
|
Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
|
|
Box.reset(Vertices[0].Pos);
|
|
for (s32 i=1; i<4; ++i)
|
|
Box.addInternalPoint(Vertices[i].Pos);
|
|
}
|
|
virtual void OnRegisterSceneNode()
|
|
{
|
|
if (IsVisible)
|
|
SceneManager->registerNodeForRendering(this);
|
|
|
|
ISceneNode::OnRegisterSceneNode();
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
|
|
IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
|
|
driver->setMaterial(Material);
|
|
driver->setTransform(ETS_WORLD, AbsoluteTransformation);
|
|
driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
|
|
}
|
|
|
|
virtual const aabbox3d<f32>& getBoundingBox() const
|
|
{
|
|
return Box;
|
|
}
|
|
|
|
virtual u32 getMaterialCount()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
virtual SMaterial& getMaterial(u32 i)
|
|
{
|
|
return Material;
|
|
}
|
|
};
|
|
|
|
/*!
|
|
Startup a Windows Mobile Device
|
|
*/
|
|
IrrlichtDevice *startup()
|
|
{
|
|
// both software and burnings video can be used
|
|
E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
|
|
|
|
// create device
|
|
IrrlichtDevice *device = 0;
|
|
|
|
// Use window mode on PC
|
|
device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false );
|
|
if ( 0 == device )
|
|
return 0;
|
|
|
|
IVideoDriver* driver = device->getVideoDriver();
|
|
ISceneManager* smgr = device->getSceneManager();
|
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
|
|
|
// set the filesystem relative to the executable
|
|
#if defined (_IRR_WINDOWS_)
|
|
{
|
|
wchar_t buf[255];
|
|
GetModuleFileNameW ( 0, buf, 255 );
|
|
|
|
io::path base = buf;
|
|
base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
|
|
device->getFileSystem()->addFileArchive ( base );
|
|
}
|
|
#endif
|
|
|
|
IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
|
|
rect<s32>(140,15,200,30), false, false, 0, 100 );
|
|
|
|
guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit");
|
|
|
|
// add irrlicht logo
|
|
guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
|
|
core::position2d<s32>(0,-2));
|
|
return device;
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
int run ( IrrlichtDevice *device )
|
|
{
|
|
while(device->run())
|
|
if (device->isWindowActive())
|
|
{
|
|
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
|
|
device->getSceneManager()->drawAll();
|
|
device->getGUIEnvironment()->drawAll();
|
|
device->getVideoDriver()->endScene ();
|
|
|
|
IGUIElement *stat = device->getGUIEnvironment()->
|
|
getRootGUIElement()->getElementFromId ( 100 );
|
|
if ( stat )
|
|
{
|
|
stringw str = L"FPS: ";
|
|
str += (s32)device->getVideoDriver()->getFPS();
|
|
|
|
stat->setText ( str.c_str() );
|
|
}
|
|
}
|
|
|
|
device->drop();
|
|
return 0;
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
int example_customscenenode()
|
|
{
|
|
// create device
|
|
IrrlichtDevice *device = startup();
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
// create engine and camera
|
|
EventReceiver_basic receiver(device);
|
|
device->setEventReceiver(&receiver);
|
|
|
|
IVideoDriver* driver = device->getVideoDriver();
|
|
ISceneManager* smgr = device->getSceneManager();
|
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
|
|
|
|
|
smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
|
|
|
|
CSampleSceneNode *myNode =
|
|
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
|
|
|
ISceneNodeAnimator* anim =
|
|
smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
|
|
|
|
if(anim)
|
|
{
|
|
myNode->addAnimator(anim);
|
|
anim->drop();
|
|
anim = 0; // As I shouldn't refer to it again, ensure that I can't
|
|
}
|
|
|
|
myNode->drop();
|
|
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
|
|
|
|
return run ( device );
|
|
}
|
|
|
|
class EventReceiver_terrain : public IEventReceiver
|
|
{
|
|
public:
|
|
|
|
EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
|
|
Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
|
|
{
|
|
Skybox->setVisible(true);
|
|
Skydome->setVisible(false);
|
|
}
|
|
|
|
bool OnEvent(const SEvent& event)
|
|
{
|
|
if (event.EventType == EET_GUI_EVENT)
|
|
{
|
|
s32 id = event.GUIEvent.Caller->getID();
|
|
|
|
switch(event.GUIEvent.EventType)
|
|
{
|
|
case EGET_BUTTON_CLICKED:
|
|
if (id == 2)
|
|
{
|
|
Device->closeDevice();
|
|
return true;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
// check if user presses the key 'W' or 'D'
|
|
if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
|
|
{
|
|
switch (event.KeyInput.Key)
|
|
{
|
|
case irr::KEY_KEY_W: // switch wire frame mode
|
|
Terrain->setMaterialFlag(video::EMF_WIREFRAME,
|
|
!Terrain->getMaterial(0).Wireframe);
|
|
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
|
|
return true;
|
|
case irr::KEY_KEY_P: // switch wire frame mode
|
|
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
|
|
!Terrain->getMaterial(0).PointCloud);
|
|
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
|
|
return true;
|
|
case irr::KEY_KEY_D: // toggle detail map
|
|
Terrain->setMaterialType(
|
|
Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
|
|
video::EMT_DETAIL_MAP : video::EMT_SOLID);
|
|
return true;
|
|
case irr::KEY_KEY_S: // toggle skies
|
|
showBox=!showBox;
|
|
Skybox->setVisible(showBox);
|
|
Skydome->setVisible(!showBox);
|
|
return true;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
IrrlichtDevice *Device;
|
|
scene::ISceneNode* Terrain;
|
|
scene::ISceneNode* Skybox;
|
|
scene::ISceneNode* Skydome;
|
|
bool showBox;
|
|
};
|
|
|
|
|
|
/*
|
|
The start of the main function starts like in most other example. We ask the user
|
|
for the desired renderer and start it up. This time with the advanced parameter handling.
|
|
*/
|
|
int example_terrain()
|
|
{
|
|
// create device
|
|
IrrlichtDevice *device = startup();
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
/*
|
|
First, we add standard stuff to the scene: A nice irrlicht engine
|
|
logo, a small help text, a user controlled camera, and we disable
|
|
the mouse cursor.
|
|
*/
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
|
|
|
|
|
//set other font
|
|
//env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
|
|
|
|
// add some help text
|
|
env->addStaticText(
|
|
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
|
|
core::rect<s32>(5,250,235,320), true, true, 0, -1, true);
|
|
|
|
// add camera
|
|
scene::ICameraSceneNode* camera =
|
|
smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
|
|
|
|
camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
|
|
camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
|
|
camera->setFarValue(42000.0f);
|
|
|
|
// disable mouse cursor
|
|
device->getCursorControl()->setVisible(false);
|
|
|
|
/*
|
|
Here comes the terrain renderer scene node: We add it just like any
|
|
other scene node to the scene using
|
|
ISceneManager::addTerrainSceneNode(). The only parameter we use is a
|
|
file name to the heightmap we use. A heightmap is simply a gray scale
|
|
texture. The terrain renderer loads it and creates the 3D terrain from
|
|
it.
|
|
|
|
To make the terrain look more big, we change the scale factor of
|
|
it to (40, 4.4, 40). Because we don't have any dynamic lights in the
|
|
scene, we switch off the lighting, and we set the file
|
|
terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
|
|
second texture, called detail map. At last, we set the scale values for
|
|
the texture: The first texture will be repeated only one time over the
|
|
whole terrain, and the second one (detail map) 20 times.
|
|
*/
|
|
|
|
// add terrain scene node
|
|
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
|
|
"../../media/terrain-heightmap.bmp",
|
|
0, // parent node
|
|
-1, // node id
|
|
core::vector3df(0.f, 0.f, 0.f), // position
|
|
core::vector3df(0.f, 0.f, 0.f), // rotation
|
|
core::vector3df(40.f, 4.4f, 40.f), // scale
|
|
video::SColor ( 255, 255, 255, 255 ), // vertexColor
|
|
5, // maxLOD
|
|
scene::ETPS_17, // patchSize
|
|
4 // smoothFactor
|
|
);
|
|
|
|
if ( terrain )
|
|
{
|
|
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
|
|
terrain->setMaterialTexture(0,
|
|
driver->getTexture("../../media/terrain-texture.jpg"));
|
|
terrain->setMaterialTexture(1,
|
|
driver->getTexture("../../media/detailmap3.jpg"));
|
|
|
|
terrain->setMaterialType(video::EMT_DETAIL_MAP);
|
|
|
|
terrain->scaleTexture(1.0f, 20.0f);
|
|
//terrain->setDebugDataVisible ( true );
|
|
|
|
/*
|
|
To be able to do collision with the terrain, we create a triangle selector.
|
|
If you want to know what triangle selectors do, just take a look into the
|
|
collision tutorial. The terrain triangle selector works together with the
|
|
terrain. To demonstrate this, we create a collision response animator
|
|
and attach it to the camera, so that the camera will not be able to fly
|
|
through the terrain.
|
|
*/
|
|
|
|
// create triangle selector for the terrain
|
|
scene::ITriangleSelector* selector
|
|
= smgr->createTerrainTriangleSelector(terrain, 0);
|
|
terrain->setTriangleSelector(selector);
|
|
|
|
// create collision response animator and attach it to the camera
|
|
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
|
|
selector, camera, core::vector3df(60,100,60),
|
|
core::vector3df(0,0,0),
|
|
core::vector3df(0,50,0));
|
|
selector->drop();
|
|
camera->addAnimator(anim);
|
|
anim->drop();
|
|
|
|
/* If you need access to the terrain data you can also do this directly via the following code fragment.
|
|
*/
|
|
scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
|
|
terrain->getMeshBufferForLOD(*buffer, 0);
|
|
video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
|
|
// Work on data or get the IndexBuffer with a similar call.
|
|
buffer->drop(); // When done drop the buffer again.
|
|
}
|
|
|
|
/*
|
|
To make the user be able to switch between normal and wireframe mode,
|
|
we create an instance of the event receiver from above and let Irrlicht
|
|
know about it. In addition, we add the skybox which we already used in
|
|
lots of Irrlicht examples and a skydome, which is shown mutually
|
|
exclusive with the skybox by pressing 'S'.
|
|
*/
|
|
|
|
// create skybox and skydome
|
|
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
|
|
driver->getTexture("../../media/irrlicht2_up.jpg"),
|
|
driver->getTexture("../../media/irrlicht2_dn.jpg"),
|
|
driver->getTexture("../../media/irrlicht2_lf.jpg"),
|
|
driver->getTexture("../../media/irrlicht2_rt.jpg"),
|
|
driver->getTexture("../../media/irrlicht2_ft.jpg"),
|
|
driver->getTexture("../../media/irrlicht2_bk.jpg"));
|
|
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
|
|
|
|
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
|
|
|
|
// create event receiver
|
|
EventReceiver_terrain receiver( device, terrain, skybox, skydome);
|
|
device->setEventReceiver(&receiver);
|
|
|
|
return run ( device );
|
|
}
|
|
|
|
/*
|
|
*/
|
|
int example_helloworld()
|
|
{
|
|
// create device
|
|
IrrlichtDevice *device = startup();
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
IVideoDriver* driver = device->getVideoDriver();
|
|
ISceneManager* smgr = device->getSceneManager();
|
|
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
|
|
|
IAnimatedMesh* mesh = smgr->getMesh("../../media/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("../../media/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));
|
|
|
|
EventReceiver_basic receiver(device);
|
|
device->setEventReceiver(&receiver);
|
|
|
|
return run ( device );
|
|
|
|
}
|
|
|
|
#if defined (_IRR_WINDOWS_)
|
|
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
|
#endif
|
|
|
|
/*
|
|
*/
|
|
int main()
|
|
{
|
|
example_helloworld ();
|
|
example_customscenenode();
|
|
//example_terrain();
|
|
}
|
|
|
|
/*
|
|
**/
|