mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 03:33:49 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
182 lines
11 KiB
HTML
182 lines
11 KiB
HTML
<html>
|
|
<head>
|
|
<title>Irrlicht Engine Tutorial</title>
|
|
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
|
</head>
|
|
|
|
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
|
<tr>
|
|
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
|
<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
|
<b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td>
|
|
</tr>
|
|
<tr bgcolor="#eeeeff">
|
|
<td height="90" colspan="2"> <div align="left">
|
|
<p>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, 1.HelloWorld, if you haven't done this yet.<br>
|
|
The result of this example will look like this:</p>
|
|
<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br>
|
|
</p>
|
|
</div></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
|
<tr>
|
|
<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
|
|
<font color="#FFFFFF"><b>Lets start!</b></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
|
<p>Lets start like the HelloWorld example: We include the irrlicht header
|
|
files and an additional file to be able<br>
|
|
to ask the user for a driver type using the console.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td>
|
|
</tr>
|
|
</table>
|
|
<p>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::'.<br>
|
|
There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
|
|
'gui'. Unlike in the HelloWorld example, we do not a '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. Code just like you want to.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>using namespace irr;</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>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:</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
|
|
</tr>
|
|
</table>
|
|
|
|
</div>
|
|
<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
|
|
because its shorter to write.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>int main()<br>{</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
|
|
The difference now is that we ask the user to select which hardware accelerated
|
|
driver to use. The Software device would be too slow to draw a huge Quake
|
|
3 map, but just for the fun of it, we make this decision possible too.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br>
|
|
char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
|
|
</tr>
|
|
</table>
|
|
<p>Get a pointer to the video driver and the SceneManager so that we do
|
|
not always have to write device->getVideoDriver() and device->getSceneManager().</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
|
|
packed into .pk3 files wich are nothing other than .zip files. So we add
|
|
the .pk3 file to our FileSystem. After it was added, we are able to read
|
|
from the files in that archive as they would directly be stored on disk.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>Now we can load the mesh by calling getMesh(). We get a pointer returned
|
|
to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
|
|
they are only a huge chunk of static geometry with some materials attached.
|
|
Hence the IAnimated mesh consists of only one frame,<br>
|
|
so we get the "first frame" of the "animation", which
|
|
is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
|
|
The OctTree optimizes the scene a little bit, trying to draw only geometry
|
|
which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
|
|
which would draw always the complete geometry of the mesh, without optimization.
|
|
Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
|
|
and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
|
|
method in the IVideoDriver class). Note that this optimization with the
|
|
Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0;
|
|
|
|
if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>Because the level was modelled not around the origin (0,0,0), we translate
|
|
the whole level a little bit.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>Now we only need a Camera to look at the Quake 3 map. And we want to
|
|
create a user controlled camera. There are some different cameras available
|
|
in the Irrlicht engine. For example the Maya Camera which can be controlled
|
|
compareable to the camera in Maya: Rotate with left mouse button pressed,
|
|
Zoom with both buttons pressed,<br>
|
|
translate with right mouse button pressed. This could be created with
|
|
addCameraSceneNodeMaya(). But for this example, we want to create a camera
|
|
which behaves like the ones in first person shooter games (FPS):</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>device->getCursorControl()->setVisible(false);</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>We have done everything, so lets draw it. We also write the current frames
|
|
per second and the drawn primitives to the caption of the window. The
|
|
'if (device->isWindowActive())' line is optional, but prevents the
|
|
engine render to set the position of the mouse cursor after task switching
|
|
when other program are active.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>int lastFPS = -1;</pre>
|
|
<pre>while(device->run())
|
|
{
|
|
driver->beginScene(true, true, video::SColor(0,200,200,200));
|
|
smgr->drawAll();
|
|
driver->endScene();</pre>
|
|
<pre> int fps = driver->getFPS();</pre>
|
|
<pre> if (lastFPS != fps)
|
|
{
|
|
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;
|
|
}
|
|
}</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>In the end, delete the Irrlicht device.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre> device->drop();<br> return 0;<br>}</pre> </td>
|
|
</tr>
|
|
</table>
|
|
<p>That's it. Compile and play around with the program. </p></td>
|
|
</tr>
|
|
</table>
|
|
<p> </p>
|
|
<p> </p>
|
|
</body>
|
|
</html>
|