Merge revision 4977:5180 from trunk to ogl-es.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5181 dfc29bdd-3216-0410-991c-e03cc46cb475
master
nadro 2015-11-12 22:32:01 +00:00
parent 58fa0cf341
commit ce6b7562ce
577 changed files with 34065 additions and 49051 deletions

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@ -8,6 +8,44 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
--------------------------
Changes in 1.9 (not yet released)
- Fix first calculation of the camerascenenode boundingsphere.
- Fix bug with ignored opening brace in .X files with DeclData section. Thx @Alin for bugreport and patch.
- Fix problem with OpenGL textures cache.
- Add clear buffer flags and marked some methods used for clear buffers as deprecated.
- Fix: CGUIImage no longer scales wrong when working with textures which don't have the original image size.
- Fix CSoftwareTexture2 calculation for OriginalSize of ITexture. It was returning the changed texture size instead of the original one before.
- Fix skinned meshes not playing their last frame. Also clarified animation documentation to describe current behavior more exactly.
- Add IWriteFile::flush interface (thx @ JLouisB for the patch).
- CLightSceneNode::updateAbsolutePosition does now light recalculations. This is to fix using animators with lights.
- Fix collada export for objects with rotations around more than 1 axis.
- Add ISceneNodeAnimatorCameraMaya::setTargetMinDistance and getTargetMinDistance.
- Add override font to IGUITreeView
- CGUIComboBox now updates selection-list when font changes while it's open (thx @ rubixcuber for bugreport)
- CAnimatedMeshSceneNode::setMesh does now set the animation speed again to that of the mesh (had been changed in 1.7, but not for obvious reasons)
- .x meshloader regards now AnimTicksPerSecond (thx @qian for a test-model and bugreport)
- Interface getMeshType moved from IAnimatedMesh up to IMesh.
- Add b3d mesh-writer. Static writer written by Hendu, support for animated meshes added by JLouisB, testing and bugfixes by CuteAlien.
- Node-collision functions of SceneCollisionManager like getSceneNodeFromScreenCoordinatesBB will now ignore collisions against empty boundingboxes.
- Cameras return again an empty boundingbox (at 0,0,0) instead of returning the frustum boundingbox (was changed in very old Irrlicht version).
You can access the frustum boundingbox through the frustum itself.
This means cameras no longer show up in the node-collision of the SceneCollisionManager (showing up there because of their frustum bounding-box was too confusing).
- Fix problem in IrrlichtDevice::setResizable on X11 that caused window titlebars to hide occasionally under the taskbar in some systems (Ubuntu, Mint).
- Added new IRenderTarget interface.
- Replace the swprintf and snprintf defines by swprintf_irr and snprintf_irr to avoid conflicts with the standard libraries (and other libraries).
- XBox support removed as it would need DX8 (this was about the original XBox).
- Support for Direct3D 8 removed after svn revision 5052 due to lack of maintenance.
- _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX removed. This was a bugfix for VS2003 (in combination with .NET) which we haven't supported in a while.
- VS 2005 support removed after svn revision 5048.
- WinCE 6 supported removed after svn revision 5046.
- NVidia CG support removed after svn revision 5045 due to lack of maintenance. NVidia has also stopped supporting this.
- TA burningvideo:
enabled triangle fan again so that skybox works.[need more testmeshes if other trianglefan than skybox doesn't work]
correct vc2013 project files for x64,static lib
correct alphablend vs add [was broken]
- Add a new core::rect constructor which takes a dimension parameter and set's left-top to 0.
- mtl (obj) format reader and write now regards texture scaling and translation. (thx @thanhle for noticing and patch proposal).
- Added Visual Studio 2013 project files.
- Added new color formats: ECF_R8, ECF_R8G8, ECF_D16, ECF_D32, ECF_D24S8.
- Can now enable/disable backround drawing for IGUITable.
- Bugfix: Cloning CBillboardSceneNode now copies colors and sizes.
- EditBox works now with numpad on X11
@ -84,9 +122,28 @@ Changes in 1.9 (not yet released)
- Add IColladaMeshWriter::findGeometryNameForNode
- Add getters IGUIButton::isDrawBorderEnabled and IGUIButton::isDrawBackgroundEnabled
--------------------------
Changes in 1.8.2
- changed CSkyBoxSceneNode to drawIndexedTriangleList instead of drawIndexedTriangleFan (because software renderers don't have fans.. and i needed the demo functionable)
- added x64 to vs2008 project ( buildAllExamples_v9 ) [paths: obj64, win64-visualstudio]
- burningvideo: getMaxTextureSize adjusted [ changed meaning of SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE
- burningvideo: mipmaplevel adjusted ( not that bad bokeh...(sometimes) )
--------------------------
Changes in 1.8.4
- Tests give now a warning when stabilizing screenshots failed. Aslo trying more often now (a hack as taking screenshots otherwise fails often in windowed mode on some systems).
--------------------------
Changes in 1.8.3 (13.9.2015)
- Fix the fix for compiling on GCC5 (thanks to est31 for report and patch)
--------------------------
Changes in 1.8.2 (30.8.2015)
- Add VS2013 project files
- Fix compiling with IRR_LINUX_XCURSOR_
- Fix compiling with NO_IRR_COMPILE_WITH_LIBJPEG_ (thx to anontypist for report and patch).
- Fix compiling on GCC5 on MinGW (thanks to Slipxy for finding the bug and to osense for reporting it).
- Fix loading of .X and .B3D models with non-normalized quaternion rotations (thanks to JLouisB for a test-model).
- Fix compiling on Free BSD (thanks to leper for reporting and patch)
- Fix bug with multiple SetPixelFormat calls. (reported and fixed by anontypist)
- Fix bug related to memory release in PNG image loader. Thanks elephoenix for it.
- Fix crash in CGUIListBox when users pressed end key folled by any other key in an empty, focused list box (thanks at porcus for report and patch).

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@ -1,230 +0,0 @@
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View File

@ -43,6 +43,7 @@ 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>
#include "exampleHelper.h"
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
@ -77,7 +78,7 @@ of the console window, which pops up when starting a program with main(). This
is done by the second pragma. We could also use the WinMain method, though
losing platform independence then.
*/
#ifdef _IRR_WINDOWS_
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
@ -95,10 +96,9 @@ int main()
parameters:
- deviceType: Type of the device. This can currently be the Null-device,
one of the two software renderers, D3D8, D3D9, or OpenGL. In this
one of the two software renderers, D3D9, or OpenGL. In this
example we use EDT_SOFTWARE, but to try out, you might want to
change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9, or EDT_OPENGL.
change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
- windowSize: Size of the Window or screen in FullScreenMode to be
created. In this example we use 640x480.
@ -153,6 +153,11 @@ int main()
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform.
*/
const io::path mediaPath = getExampleMediaPath();
/*
To show something interesting, we load a Quake 2 model and display it.
We only have to get the Mesh from the Scene Manager with getMesh() and add
@ -165,7 +170,7 @@ int main()
other supported file format. By the way, that cool Quake 2 model
called sydney was modelled by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
@ -185,7 +190,7 @@ int main()
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
@ -210,7 +215,7 @@ int main()
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver->beginScene(true, true, SColor(255,100,101,140));
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();

View File

@ -1,59 +0,0 @@
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Name=Irrlicht Example 02 Quake3Map
UnitCount=1
Type=1
Ver=1
ObjFiles=
Includes=..\..\include
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Compiler=
CppCompiler=
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
IsCpp=1
Icon=
ExeOutput=../../bin/Win32-gcc
ObjectOutput=obj
OverrideOutput=1
OverrideOutputName=02.Quake3Map.exe
HostApplication=
Folders=
CommandLine=
IncludeVersionInfo=0
SupportXPThemes=0
CompilerSet=0
CompilerSettings=0000000000000000000000
UseCustomMakefile=0
CustomMakefile=
[Unit1]
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CompileCpp=1
Folder=Projekt1
Compile=1
Link=1
Priority=1000
OverrideBuildCmd=0
BuildCmd=
[VersionInfo]
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Minor=1
Release=1
Build=1
LanguageID=1033
CharsetID=1252
CompanyName=
FileVersion=
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
InternalName=
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LegalTrademarks=
OriginalFilename=
ProductName=
ProductVersion=
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View File

@ -28,21 +28,25 @@
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@ -28,25 +28,25 @@
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@ -0,0 +1,235 @@
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View File

@ -13,7 +13,8 @@ and an additional file to be able to ask the user for a driver type using the
console.
*/
#include <irrlicht.h>
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
/*
As already written in the HelloWorld example, in the Irrlicht Engine everything
@ -47,36 +48,12 @@ int main()
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.
Instead of copying this whole code into your app, you can simply include
driverChoice.h from Irrlicht's include directory. The function
driverChoiceConsole does exactly the same.
*/
// ask user for driver
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\
" (a) OpenGL ES 2.x\n (b) OpenGL ES 1.x\n (c) OpenGL 1.x-4.x\n"\
" (d) Direct3D 9.0c\n (e) Direct3D 8.1\n"\
" (f) Burning's Software Renderer\n (g) Software Renderer\n"\
" (h) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_OGLES2; break;
case 'b': driverType = video::EDT_OGLES1; break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_DIRECT3D9;break;
case 'e': driverType = video::EDT_DIRECT3D8;break;
case 'f': driverType = video::EDT_BURNINGSVIDEO;break;
case 'g': driverType = video::EDT_SOFTWARE; break;
case 'h': driverType = video::EDT_NULL; break;
default: return 1;
}
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device and exit if creation failed
@ -101,7 +78,7 @@ int main()
we are able to read from the files in that archive as if they are
directly stored on the disk.
*/
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
/*
Now we can load the mesh by calling
@ -176,7 +153,7 @@ int main()
{
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,200,200,200));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
smgr->drawAll();
driver->endScene();

View File

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@ -244,7 +244,7 @@ int main()
u32 frames=0;
while(device->run())
{
driver->beginScene(true, true, video::SColor(0,100,100,100));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
smgr->drawAll();

View File

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View File

@ -19,6 +19,7 @@ and tell the linker to link with the .lib file.
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -87,6 +88,8 @@ int main()
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
@ -98,7 +101,7 @@ int main()
if (node)
{
node->setPosition(core::vector3df(0,0,30));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
}
@ -115,7 +118,7 @@ int main()
if (n)
{
n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
n->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
n->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
@ -131,7 +134,7 @@ int main()
a b3d model, which uses a 'fly straight' animator to run between to points.
*/
scene::IAnimatedMeshSceneNode* anms =
smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"));
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
if (anms)
{
@ -164,7 +167,7 @@ int main()
anms->setScale(core::vector3df(2.f,2.f,2.f));
anms->setRotation(core::vector3df(0,-90,0));
// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
// anms->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
}
@ -180,7 +183,7 @@ int main()
Add a colorful irrlicht logo
*/
device->getGUIEnvironment()->addImage(
driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,20));
gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText(
@ -224,7 +227,7 @@ int main()
node->setPosition(nodePosition);
driver->beginScene(true, true, video::SColor(255,113,113,133));
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)

View File

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@ -12,6 +12,7 @@ and a pointer to a listbox.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -21,7 +22,7 @@ using namespace video;
using namespace io;
using namespace gui;
#ifdef _IRR_WINDOWS_
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
@ -198,6 +199,8 @@ int main()
video::IVideoDriver* driver = device->getVideoDriver();
IGUIEnvironment* env = device->getGUIEnvironment();
const io::path mediaPath = getExampleMediaPath();
/*
To make the font a little bit nicer, we load an external font
and set it as the new default font in the skin.
@ -206,7 +209,7 @@ int main()
*/
IGUISkin* skin = env->getSkin();
IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
@ -264,7 +267,7 @@ int main()
/*
And at last, we create a nice Irrlicht Engine logo in the top left corner.
*/
env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo2.png"),
position2d<int>(10,10));
@ -275,7 +278,7 @@ int main()
while(device->run() && driver)
if (device->isWindowActive())
{
driver->beginScene(true, true, SColor(0,200,200,200));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
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View File

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View File

@ -11,6 +11,7 @@ and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -41,6 +42,8 @@ int main()
video::IVideoDriver* driver = device->getVideoDriver();
const io::path mediaPath = getExampleMediaPath();
/*
All 2d graphics in this example are put together into one texture,
2ddemo.png. Because we want to draw colorkey based sprites, we need to
@ -54,7 +57,7 @@ int main()
e.g. all black pixels transparent. Please note that
makeColorKeyTexture just creates an alpha channel based on the color.
*/
video::ITexture* images = driver->getTexture("../../media/2ddemo.png");
video::ITexture* images = driver->getTexture(mediaPath + "2ddemo.png");
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
/*
@ -66,7 +69,7 @@ int main()
*/
gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
gui::IGUIFont* font2 =
device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp");
device->getGUIEnvironment()->getFont(mediaPath + "fonthaettenschweiler.bmp");
core::rect<s32> imp1(349,15,385,78);
core::rect<s32> imp2(387,15,423,78);
@ -90,7 +93,7 @@ int main()
{
u32 time = device->getTimer()->getTime();
driver->beginScene(true, true, video::SColor(255,120,102,136));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));
/*
First, we draw 3 sprites, using the alpha channel we

View File

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View File

@ -12,6 +12,7 @@ following code starts up the engine and loads the level, as per tutorial 2.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -53,7 +54,9 @@ int main()
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
const io::path mediaPath = getExampleMediaPath();
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
scene::IMeshSceneNode* q3node = 0;
@ -153,7 +156,7 @@ int main()
// Add the billboard.
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
@ -167,13 +170,13 @@ int main()
video::SMaterial material;
// Add an MD2 node, which uses vertex-based animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/faerie.md2"),
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture("../../media/faerie2.bmp"));
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
@ -185,7 +188,7 @@ int main()
selector->drop(); // We're done with this selector, so drop it now.
// And this B3D file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"),
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
@ -199,7 +202,7 @@ int main()
selector->drop();
// This X files uses skeletal animation, but without skinning.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/dwarf.x"),
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
@ -211,7 +214,7 @@ int main()
// And this mdl file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/yodan.mdl"),
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
@ -242,7 +245,7 @@ int main()
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
// Unlight any currently highlighted scene node

View File

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@ -28,21 +28,25 @@
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@ -28,25 +28,25 @@
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@ -0,0 +1,235 @@
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OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
LinkIncremental="0"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="main.cpp"
>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BasicRuntimeChecks="3"
/>
</FileConfiguration>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,230 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="08.SpecialFX_vc9"
ProjectGUID="{C869BF55-B9D6-4980-BC92-60FA0CF8411A}"
RootNamespace="SpecialFX_vc9"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Release/SpecialFX.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/SpecialFX.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="3079"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
LinkIncremental="0"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
ProgramDatabaseFile=".\Release/SpecialFx.pdb"
SubSystem="1"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Debug/SpecialFX.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="3079"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
LinkIncremental="0"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
SubSystem="1"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="main.cpp"
>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BasicRuntimeChecks="3"
/>
</FileConfiguration>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,17 +0,0 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

View File

@ -1,2 +0,0 @@
APP_MODULES := SFX
APP_PLATFORM :=android-9

View File

@ -13,14 +13,9 @@ runs slow on your hardware.
*/
#include <irrlicht.h>
#ifndef _IRR_ANDROID_PLATFORM_
# include <iostream>
# include "driverChoice.h"
#else
# include "CAndroidAssetFileArchive.h"
# include <android/log.h>
# include <android_native_app_glue.h>
#endif
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -28,17 +23,8 @@ using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
#endif
#ifndef _IRR_ANDROID_PLATFORM_
int main()
#else
void android_main(struct android_app* app)
#endif
{
#ifdef _IRR_ANDROID_PLATFORM_
app_dummy();
const bool shadows = false;
video::E_DRIVER_TYPE driverType=video::EDT_OGLES1;
#else
// ask if user would like shadows
char i;
printf("Please press 'y' if you want to use realtime shadows.\n");
@ -50,46 +36,25 @@ void android_main(struct android_app* app)
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
{
#ifdef _IRR_ANDROID_PLATFORM_
return;
#else
return 1;
#endif
}
#endif
/*
Create device and exit if creation failed. We make the stencil flag
optional to avoid slow screen modes for runs without shadows.
*/
#ifdef _IRR_ANDROID_PLATFORM_
struct irr::SIrrlichtCreationParameters p;
p.DriverType = driverType;
// The android app object is needed by the irrlicht device.
p.PrivateData = app;
p.WindowSize = core::dimension2d<u32>(1280,800);
IrrlichtDevice *device = createDeviceEx(p);
#else
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<u32>(640, 480),
16, false, shadows);
#endif
16, false, shadows);
if (device == 0)
{
#ifdef _IRR_ANDROID_PLATFORM_
return;
#else
return 1; // could not create selected driver.
#endif
}
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
scene::ISceneNode* node = 0;
const io::path mediaPath = getExampleMediaPath();
/*
For our environment, we load a .3ds file. It is a small room I modelled
@ -105,29 +70,15 @@ void android_main(struct android_app* app)
off too with this code.
*/
#ifdef _IRR_ANDROID_PLATFORM_
scene::IAnimatedMesh* mesh = smgr->getMesh("media/room.3ds");
#else
scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds");
#endif
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
if (mesh)
{
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
((scene::IAnimatedMeshSceneNode*)node)->addShadowVolumeSceneNode();
scene::ISceneNode* node = 0;
#ifdef _IRR_ANDROID_PLATFORM_
node->setMaterialTexture(0, driver->getTexture("media/wall.jpg"));
#else
node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg"));
#endif
node->getMaterial(0).SpecularColor.set(0,0,0,0);
}
}
node = smgr->addAnimatedMeshSceneNode(mesh);
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.jpg"));
node->getMaterial(0).SpecularColor.set(0,0,0,0);
/*
Now, for the first special effect: Animated water. It works like this:
@ -140,30 +91,19 @@ void android_main(struct android_app* app)
want to.
*/
mesh = 0;//smgr->addHillPlaneMesh( "myHill",
// core::dimension2d<f32>(20,20),
// core::dimension2d<u32>(40,40), 0, 0,
// core::dimension2d<f32>(0,0),
// core::dimension2d<f32>(10,10));
mesh = smgr->addHillPlaneMesh( "myHill",
core::dimension2d<f32>(20,20),
core::dimension2d<u32>(40,40), 0, 0,
core::dimension2d<f32>(0,0),
core::dimension2d<f32>(10,10));
if (mesh)
{
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
if (node)
{
node->setPosition(core::vector3df(0,7,0));
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
node->setPosition(core::vector3df(0,7,0));
#ifdef _IRR_ANDROID_PLATFORM_
node->setMaterialTexture(0, driver->getTexture("media/stones.jpg"));
node->setMaterialTexture(1, driver->getTexture("media/water.jpg"));
#else
node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg"));
node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg"));
#endif
node->setMaterialTexture(0, driver->getTexture(mediaPath + "stones.jpg"));
node->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
}
}
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
/*
The second special effect is very basic, I bet you saw it already in
@ -176,70 +116,17 @@ void android_main(struct android_app* app)
node = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
if (node)
{
scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);
node->addAnimator(anim);
anim->drop();
}
scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);
node->addAnimator(anim);
anim->drop();
// attach billboard to light
node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));
if (node)
{
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
#ifdef _IRR_ANDROID_PLATFORM_
node->setMaterialTexture(0, driver->getTexture("media/particlewhite.bmp"));
#else
node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
#endif
}
/*
Next we add a volumetric light node, which adds a glowing fake area light to
the scene. Like with the billboards and particle systems we also assign a
texture for the desired effect, though this time we'll use a texture animator
to create the illusion of a magical glowing area effect.
*/
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
32, // Subdivisions on U axis
32, // Subdivisions on V axis
video::SColor(0, 255, 255, 255), // foot color
video::SColor(0, 0, 0, 0)); // tail color
if (n)
{
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
n->setPosition(core::vector3df(-120,50,40));
// load textures for animation
core::array<video::ITexture*> textures;
for (s32 g=7; g > 0; --g)
{
core::stringc tmp;
#ifdef _IRR_ANDROID_PLATFORM_
tmp = "media/portal";
#else
tmp = "../../media/portal";
#endif
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp.c_str() );
textures.push_back(t);
}
// create texture animator
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
// add the animator
n->addAnimator(glow);
// drop the animator because it was created with a create() function
glow->drop();
}
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
node->setMaterialTexture(0, driver->getTexture(mediaPath + "particlewhite.bmp"));
/*
The next special effect is a lot more interesting: A particle system.
@ -278,7 +165,7 @@ void android_main(struct android_app* app)
// create a particle system
scene::IParticleSystemSceneNode* ps =
scene::IParticleSystemSceneNode* ps =
smgr->addParticleSystemSceneNode(false);
if (ps)
@ -305,10 +192,49 @@ void android_main(struct android_app* app)
ps->setScale(core::vector3df(2,2,2));
ps->setMaterialFlag(video::EMF_LIGHTING, false);
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp"));
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fire.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
}
/*
Next we add a volumetric light node, which adds a glowing fake area light to
the scene. Like with the billboards and particle systems we also assign a
texture for the desired effect, though this time we'll use a texture animator
to create the illusion of a magical glowing area effect.
*/
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
32, // Subdivisions on U axis
32, // Subdivisions on V axis
video::SColor(0, 255, 255, 255), // foot color
video::SColor(0, 0, 0, 0)); // tail color
if (n)
{
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
n->setPosition(core::vector3df(-120,50,40));
// load textures for animation
core::array<video::ITexture*> textures;
for (s32 g=7; g > 0; --g)
{
core::stringc tmp(mediaPath);
tmp += "portal";
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp.c_str() );
textures.push_back(t);
}
// create texture animator
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
// add the animator
n->addAnimator(glow);
// drop the animator because it was created with a create() function
glow->drop();
}
/*
As our last special effect, we want a dynamic shadow be casted from an
animated character. For this we load a DirectX .x model and place it
@ -327,11 +253,7 @@ void android_main(struct android_app* app)
// add animated character
#ifdef _IRR_ANDROID_PLATFORM_
mesh = smgr->getMesh("media/dwarf.x");
#else
mesh = smgr->getMesh("../../media/dwarf.x");
#endif
mesh = smgr->getMesh(mediaPath + "dwarf.x");
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
@ -363,7 +285,7 @@ void android_main(struct android_app* app)
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
@ -385,12 +307,7 @@ void android_main(struct android_app* app)
device->drop();
#ifdef _IRR_ANDROID_PLATFORM_
return;
#else
return 0;
#endif
return 0;
}
/*

View File

@ -1,59 +0,0 @@
[Project]
FileName=example.dev
Name=Irrlicht Example 09 Mesh Viewer
UnitCount=1
Type=1
Ver=1
ObjFiles=
Includes=..\..\include
Libs=
PrivateResource=
ResourceIncludes=
MakeIncludes=
Compiler=
CppCompiler=
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
IsCpp=1
Icon=
ExeOutput=../../bin/Win32-gcc
ObjectOutput=obj
OverrideOutput=1
OverrideOutputName=09.MeshViewer.exe
HostApplication=
Folders=
CommandLine=
IncludeVersionInfo=0
SupportXPThemes=0
CompilerSet=0
CompilerSettings=0000000000000000000000
UseCustomMakefile=0
CustomMakefile=
[Unit1]
FileName=main.cpp
CompileCpp=1
Folder=Projekt1
Compile=1
Link=1
Priority=1000
OverrideBuildCmd=0
BuildCmd=
[VersionInfo]
Major=0
Minor=1
Release=1
Build=1
LanguageID=1033
CharsetID=1252
CompanyName=
FileVersion=
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
InternalName=
LegalCopyright=
LegalTrademarks=
OriginalFilename=
ProductName=
ProductVersion=
AutoIncBuildNr=0

View File

@ -28,21 +28,25 @@
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">

View File

@ -28,25 +28,25 @@
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">

View File

@ -0,0 +1,235 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>09.Meshviewer</ProjectName>
<ProjectGuid>{2AE24484-22FC-481B-9A40-7CD0DA5C8E06}</ProjectGuid>
<RootNamespace>Meshviewer</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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@ -15,6 +15,7 @@ tutorial, we use a lot stuff from the gui namespace.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
using namespace gui;
@ -239,7 +240,6 @@ void loadModel(const c8* fn)
else
{
scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
animModel->setAnimationSpeed(30);
Model = animModel;
}
Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
@ -756,7 +756,7 @@ int main(int argc, char* argv[])
video::SColorf(1.0f,1.0f,1.0f),2000);
smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
// add our media directory as "search path"
Device->getFileSystem()->addFileArchive("../../media/");
Device->getFileSystem()->addFileArchive(getExampleMediaPath());
/*
The next step is to read the configuration file. It is stored in the xml
@ -997,7 +997,7 @@ int main(int argc, char* argv[])
if (Device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(150,50,50,50));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(150,50,50,50));
smgr->drawAll();
env->drawAll();

View File

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@ -1,12 +1,12 @@
/** Example 010 Shaders
This tutorial shows how to use shaders for D3D8, D3D9, OpenGL, and Cg with the
This tutorial shows how to use shaders for D3D9, and OpenGL with the
engine and how to create new material types with them. It also shows how to
disable the generation of mipmaps at texture loading, and how to use text scene
nodes.
This tutorial does not explain how shaders work. I would recommend to read the
D3D, OpenGL, or Cg documentation, to search a tutorial, or to read a book about
D3D or OpenGL, documentation, to search a tutorial, or to read a book about
this.
At first, we need to include all headers and do the stuff we always do, like in
@ -15,6 +15,7 @@ nearly all other tutorials:
#include <irrlicht.h>
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -42,7 +43,6 @@ the variable name as parameter instead of the register index.
IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;
bool UseCgShaders = false;
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
@ -169,10 +169,6 @@ int main()
if (i == 'y')
{
UseHighLevelShaders = true;
printf("Please press 'y' if you want to use Cg shaders.\n");
std::cin >> i;
if (i == 'y')
UseCgShaders = true;
}
}
@ -188,16 +184,18 @@ int main()
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
const io::path mediaPath = getExampleMediaPath();
/*
Now for the more interesting parts. If we are using Direct3D, we want
to load vertex and pixel shader programs, if we have OpenGL, we want to
use ARB fragment and vertex programs. I wrote the corresponding
programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, d3d9.vs,
opengl.ps and opengl.vs. We only need the right filenames now. This is
done in the following switch. Note, that it is not necessary to write
the shaders into text files, like in this example. You can even write
the shaders directly as strings into the cpp source file, and use later
addShaderMaterial() instead of addShaderMaterialFromFiles().
programs down into the files d3d9.ps, d3d9.vs, opengl.ps and opengl.vs.
We only need the right filenames now. This is done in the following switch.
Note, that it is not necessary to write the shaders into text files,
like in this example. You can even write the shaders directly as strings
into the cpp source file, and use later addShaderMaterial() instead of
addShaderMaterialFromFiles().
*/
io::path vsFileName; // filename for the vertex shader
@ -205,21 +203,16 @@ int main()
switch(driverType)
{
case video::EDT_DIRECT3D8:
psFileName = "../../media/d3d8.psh";
vsFileName = "../../media/d3d8.vsh";
break;
case video::EDT_DIRECT3D9:
if (UseHighLevelShaders)
{
// Cg can also handle this syntax
psFileName = "../../media/d3d9.hlsl";
psFileName = mediaPath + "d3d9.hlsl";
vsFileName = psFileName; // both shaders are in the same file
}
else
{
psFileName = "../../media/d3d9.psh";
vsFileName = "../../media/d3d9.vsh";
psFileName = mediaPath + "d3d9.psh";
vsFileName = mediaPath + "d3d9.vsh";
}
break;
@ -234,22 +227,13 @@ int main()
case video::EDT_OPENGL:
if (UseHighLevelShaders)
{
if (!UseCgShaders)
{
psFileName = "../../media/opengl.frag";
vsFileName = "../../media/opengl.vert";
}
else
{
// Use HLSL syntax for Cg
psFileName = "../../media/d3d9.hlsl";
vsFileName = psFileName; // both shaders are in the same file
}
psFileName = mediaPath + "opengl.frag";
vsFileName = mediaPath + "opengl.vert";
}
else
{
psFileName = "../../media/opengl.psh";
vsFileName = "../../media/opengl.vsh";
psFileName = mediaPath + "opengl.psh";
vsFileName = mediaPath + "opengl.vsh";
}
break;
}
@ -322,12 +306,10 @@ int main()
if (UseHighLevelShaders)
{
// Choose the desired shader type. Default is the native
// shader type for the driver, for Cg pass the special
// enum value EGSL_CG
const video::E_GPU_SHADING_LANGUAGE shadingLanguage =
UseCgShaders ? video::EGSL_CG:video::EGSL_DEFAULT;
// shader type for the driver
const video::E_GPU_SHADING_LANGUAGE shadingLanguage = video::EGSL_DEFAULT;
// create material from high level shaders (hlsl, glsl or cg)
// create material from high level shaders (hlsl, glsl)
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
@ -364,7 +346,7 @@ int main()
scene::ISceneNode* node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,0,0));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
@ -385,7 +367,7 @@ int main()
node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,-10,50));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialFlag(video::EMF_BLEND_OPERATION, true);
node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
@ -407,7 +389,7 @@ int main()
node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,50,25));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER",
video::SColor(255,255,255,255), node);
@ -423,12 +405,12 @@ int main()
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
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"));
driver->getTexture(mediaPath + "irrlicht2_up.jpg"),
driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
@ -448,7 +430,7 @@ int main()
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,0,0,0));
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,0,0,0));
smgr->drawAll();
driver->endScene();

View File

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@ -28,21 +28,25 @@
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View File

@ -10,6 +10,7 @@ nearly all other tutorials.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -38,7 +39,7 @@ public:
// set a nicer font
gui::IGUISkin* skin = env->getSkin();
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
gui::IGUIFont* font = env->getFont(getExampleMediaPath() + "fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
@ -198,8 +199,10 @@ int main()
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
const io::path mediaPath = getExampleMediaPath();
// add irrlicht logo
env->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
core::position2d<s32>(10,10));
// add camera
@ -228,7 +231,7 @@ int main()
IMeshManipulator::makePlanarTextureMapping() method.
*/
scene::IAnimatedMesh* roomMesh = smgr->getMesh("../../media/room.3ds");
scene::IAnimatedMesh* roomMesh = smgr->getMesh(mediaPath + "room.3ds");
scene::ISceneNode* room = 0;
scene::ISceneNode* earth = 0;
@ -256,14 +259,14 @@ int main()
*/
video::ITexture* normalMap =
driver->getTexture("../../media/rockwall_height.bmp");
driver->getTexture(mediaPath + "rockwall_height.bmp");
if (normalMap)
driver->makeNormalMapTexture(normalMap, 9.0f);
/*
// The Normal Map and the displacement map/height map in the alpha channel
video::ITexture* normalMap =
driver->getTexture("../../media/rockwall_NRM.tga");
driver->getTexture(mediaPath + "rockwall_NRM.tga");
*/
/*
But just setting color and normal map is not everything. The
@ -283,7 +286,7 @@ int main()
room = smgr->addMeshSceneNode(tangentMesh);
room->setMaterialTexture(0,
driver->getTexture("../../media/rockwall.jpg"));
driver->getTexture(mediaPath + "rockwall.jpg"));
room->setMaterialTexture(1, normalMap);
// Stones don't glitter..
@ -311,7 +314,7 @@ int main()
// add earth sphere
scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
scene::IAnimatedMesh* earthMesh = smgr->getMesh(mediaPath + "earth.x");
if (earthMesh)
{
//perform various task with the mesh manipulator
@ -334,7 +337,7 @@ int main()
earth->setPosition(core::vector3df(-70,130,45));
// load heightmap, create normal map from it and set it
video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.jpg");
video::ITexture* earthNormalMap = driver->getTexture(mediaPath + "earthbump.jpg");
if (earthNormalMap)
{
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
@ -381,7 +384,7 @@ int main()
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlegreen.jpg"));
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlegreen.jpg"));
/*
Now the same again, with the second light. The difference is that we
@ -412,7 +415,7 @@ int main()
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlered.bmp"));
// add particle system
scene::IParticleSystemSceneNode* ps =
@ -439,7 +442,7 @@ int main()
// adjust some material settings
ps->setMaterialFlag(video::EMF_LIGHTING, false);
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fireball.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
MyEventReceiver receiver(room, earth, env, driver);
@ -454,7 +457,7 @@ int main()
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
env->drawAll();

View File

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@ -16,6 +16,7 @@ toggles between solid and detail mapped material.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
@ -118,12 +119,14 @@ int main()
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
const io::path mediaPath = getExampleMediaPath();
// add irrlicht logo
env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo2.png"),
core::position2d<s32>(10,10));
//set other font
env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
env->getSkin()->setFont(env->getFont(mediaPath + "fontlucida.png"));
// add some help text
env->addStaticText(
@ -160,7 +163,7 @@ int main()
// add terrain scene node
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
"../../media/terrain-heightmap.bmp",
mediaPath + "terrain-heightmap.bmp",
0, // parent node
-1, // node id
core::vector3df(0.f, 0.f, 0.f), // position
@ -175,9 +178,9 @@ int main()
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
terrain->setMaterialTexture(0,
driver->getTexture("../../media/terrain-texture.jpg"));
driver->getTexture(mediaPath + "terrain-texture.jpg"));
terrain->setMaterialTexture(1,
driver->getTexture("../../media/detailmap3.jpg"));
driver->getTexture(mediaPath + "detailmap3.jpg"));
terrain->setMaterialType(video::EMT_DETAIL_MAP);
@ -226,13 +229,13 @@ int main()
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->getTexture(mediaPath + "irrlicht2_up.jpg"),
driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture(mediaPath + "skydome.jpg"),16,8,0.95f,2.0f);
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
@ -249,7 +252,7 @@ int main()
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0 );
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
env->drawAll();

View File

@ -1,59 +0,0 @@
[Project]
FileName=example.dev
Name=Irrlicht Example 13 Render To Texture
UnitCount=1
Type=1
Ver=1
ObjFiles=
Includes=..\..\include
Libs=
PrivateResource=
ResourceIncludes=
MakeIncludes=
Compiler=
CppCompiler=
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
IsCpp=1
Icon=
ExeOutput=../../bin/Win32-gcc
ObjectOutput=obj
OverrideOutput=1
OverrideOutputName=13.RenderToTexture.exe
HostApplication=
Folders=
CommandLine=
IncludeVersionInfo=0
SupportXPThemes=0
CompilerSet=0
CompilerSettings=0000000000000000000000
UseCustomMakefile=0
CustomMakefile=
[Unit1]
FileName=main.cpp
CompileCpp=1
Folder=Projekt1
Compile=1
Link=1
Priority=1000
OverrideBuildCmd=0
BuildCmd=
[VersionInfo]
Major=0
Minor=1
Release=1
Build=1
LanguageID=1033
CharsetID=1252
CompanyName=
FileVersion=
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
InternalName=
LegalCopyright=
LegalTrademarks=
OriginalFilename=
ProductName=
ProductVersion=
AutoIncBuildNr=0

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