irrlicht/examples/16.Quake3MapShader/main.cpp

360 lines
11 KiB
C++

/*
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.
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 <iostream>
/*
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 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.
*/
using namespace irr;
using namespace scene;
/*
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:
*/
#pragma comment(lib, "Irrlicht.lib")
//! produces a serie of screenshots
class CScreenShotFactory : public IEventReceiver
{
public:
CScreenShotFactory( IrrlichtDevice *device, const c8 * templateName )
{
// store pointer to device so we can use it
Device = device;
// start with zero
Number = 0;
Filename.reserve ( 256 );
FilenameTemplate = templateName;
}
bool OnEvent(SEvent event)
{
// check if user presses the key F9
if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_F9 &&
event.KeyInput.PressedDown == false)
{
video::IImage* image = Device->getVideoDriver()->createScreenShot();
if (image)
{
sprintf ( (c8*) Filename.c_str() ,
"%s_shot%04d.jpg",
FilenameTemplate.c_str (),
Number++
);
Device->getVideoDriver()->writeImageToFile(image, Filename.c_str(), 85 );
image->drop();
}
}
return false;
}
private:
IrrlichtDevice *Device;
u32 Number;
core::stringc Filename;
core::stringc FilenameTemplate;
};
/*
Ok, lets start.
*/
int IRRCALLCONV main(int argc, char* argv[])
{
/*
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.
*/
// ask user for driver
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
}
// create device and exit if creation failed
core::dimension2di videoDim ( 800,600 );
IrrlichtDevice *device = createDevice(driverType, videoDim, 32, false );
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 write device->getVideoDriver() and
device->getSceneManager().
*/
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
//! add our private media directory to the file system
device->getFileSystem()->addFolderFileArchive("../../media/");
/*
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.
*/
device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
//device->getFileSystem()->addFolderFileArchive("/baseq3/");
/*
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,
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 consisting of lots of geometry.
*/
scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) smgr->getMesh("maps/20kdm2.bsp");
//scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) smgr->getMesh("maps/q3dm14.bsp");
// create an event receiver for making screenshots
CScreenShotFactory screenshotFactory ( device, "20kdm2" );
device->setEventReceiver ( &screenshotFactory );
/*
add the geometry mesh to the Scene ( polygon & patches )
The Geometry mesh is optimised for faster drawing
*/
scene::ISceneNode* node = 0;
if ( mesh )
{
scene::IMesh *geometry = mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY );
node = smgr->addMeshSceneNode ( geometry );
}
/*
now construct SceneNodes for each Shader
The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
and the Shader ID is stored in the MaterialParameters
mostly dark looking skulls and moving lava.. or green flashing tubes?
*/
if ( mesh )
{
// the additional mesh can be quite huge and is unoptimized
scene::IMesh * additional_mesh = mesh->getMesh ( quake3::E_Q3_MESH_ITEMS );
for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
{
IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
const video::SMaterial &material = meshBuffer->getMaterial();
//! The ShaderIndex is stored in the material parameter
s32 shaderIndex = (s32) material.MaterialTypeParam2;
// the meshbuffer can be rendered without additional support, or it has no shader
const quake3::SShader *shader = mesh->getShader ( shaderIndex );
if ( 0 == shader )
{
continue;
}
// we can dump the shader to the console in it's original but already parsed layout
// in a pretty printers way.. commented out, because the console would be full...
// quake3::dumpShader ( Shader );
// Now add the MeshBuffer(s) with the current Shader to the Manager
smgr->addQuake3SceneNode ( meshBuffer, shader );
}
// original mesh is not needed anymore
mesh->releaseMesh ( quake3::E_Q3_MESH_ITEMS );
}
/*
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,
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).
*/
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
/*
so we need a good starting Position in the level.
we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"
we choose a random launch
*/
if ( mesh )
{
const quake3::tQ3EntityList &entityList = mesh->getEntityList ();
quake3::SEntity search;
search.name = "info_player_deathmatch";
s32 index = entityList.binary_search_const ( search );
if ( index >= 0 )
{
const quake3::SVarGroup *group;
s32 notEndList;
do
{
group = entityList[ index ].getGroup(1);
u32 parsepos = 0;
core::vector3df pos = quake3::getAsVector3df ( group->get ( "origin" ), parsepos );
parsepos = 0;
f32 angle = quake3::getAsFloat ( group->get ( "angle"), parsepos );
core::vector3df target ( 0.f, 0.f, 1.f );
target.rotateXZBy ( angle, core::vector3df () );
camera->setPosition ( pos );
camera->setTarget ( pos + target );
index += 1;
notEndList = ( index < (s32) entityList.size () &&
entityList[index].name == search.name &&
(device->getTimer()->getRealTime() >> 3 ) & 1
);
} while ( notEndList );
}
}
/*
The mouse cursor needs not to be visible, so we make it invisible.
*/
device->getCursorControl()->setVisible(false);
// load the engine logo
gui::IGUIEnvironment* env = device->getGUIEnvironment();
env->addImage(driver->getTexture("irrlichtlogo2.png"),core::position2d<s32>(10, 10));
// show the driver logo
core::position2di pos ( videoDim.Width - 128, videoDim.Height - 64 );
switch ( driverType )
{
case video::EDT_BURNINGSVIDEO:
env->addImage(driver->getTexture("burninglogo.png"),pos );
break;
case video::EDT_OPENGL:
env->addImage(driver->getTexture("opengllogo.png"),pos );
break;
case video::EDT_DIRECT3D8:
case video::EDT_DIRECT3D9:
env->addImage(driver->getTexture("directxlogo.png"),pos );
break;
}
/*
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.
*/
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,20,20,40));
smgr->drawAll();
env->drawAll();
driver->endScene();
int fps = driver->getFPS();
//if (lastFPS != fps)
{
io::IAttributes * attr = smgr->getParameters();
s32 calls = attr->getAttributeAsInt ( "calls" );
s32 culled = attr->getAttributeAsInt ( "culled" );
core::stringw str = L"Q3 [";
str += driver->getName();
str += "] FPS:";
str += fps;
str += " Cull:";
str += calls;
str += "/";
str += culled;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}