360 lines
11 KiB
C++
360 lines
11 KiB
C++
/*
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This Tutorial shows how to load a Quake 3 map into the
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engine, create a SceneNode for optimizing the speed of
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rendering and how to create a user controlled camera.
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Lets start like the HelloWorld example: We include
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the irrlicht header files and an additional file to be able
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to ask the user for a driver type using the console.
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*/
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#include <irrlicht.h>
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#include <iostream>
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/*
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As already written in the HelloWorld example, in the Irrlicht
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Engine, everything can be found in the namespace 'irr'.
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To get rid of the irr:: in front of the name of every class,
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we tell the compiler that we use that namespace from now on,
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and we will not have to write that 'irr::'.
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There are 5 other sub namespaces 'core', 'scene', 'video',
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'io' and 'gui'. Unlike in the HelloWorld example,
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we do not a 'using namespace' for these 5 other namespaces
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because in this way you will see what can be found in which
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namespace. But if you like, you can also include the namespaces
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like in the previous example. Code just like you want to.
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*/
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using namespace irr;
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using namespace scene;
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/*
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Again, to be able to use the Irrlicht.DLL file, we need to link with the
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Irrlicht.lib. We could set this option in the project settings, but
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to make it easy, we use a pragma comment lib:
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*/
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#pragma comment(lib, "Irrlicht.lib")
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//! produces a serie of screenshots
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class CScreenShotFactory : public IEventReceiver
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{
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public:
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CScreenShotFactory( IrrlichtDevice *device, const c8 * templateName )
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{
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// store pointer to device so we can use it
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Device = device;
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// start with zero
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Number = 0;
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Filename.reserve ( 256 );
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FilenameTemplate = templateName;
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}
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bool OnEvent(SEvent event)
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{
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// check if user presses the key F9
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if (event.EventType == EET_KEY_INPUT_EVENT &&
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event.KeyInput.Key == KEY_F9 &&
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event.KeyInput.PressedDown == false)
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{
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video::IImage* image = Device->getVideoDriver()->createScreenShot();
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if (image)
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{
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sprintf ( (c8*) Filename.c_str() ,
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"%s_shot%04d.jpg",
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FilenameTemplate.c_str (),
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Number++
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);
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Device->getVideoDriver()->writeImageToFile(image, Filename.c_str(), 85 );
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image->drop();
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}
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}
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return false;
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}
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private:
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IrrlichtDevice *Device;
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u32 Number;
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core::stringc Filename;
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core::stringc FilenameTemplate;
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};
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/*
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Ok, lets start.
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*/
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int IRRCALLCONV main(int argc, char* argv[])
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{
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/*
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Like in the HelloWorld example, we create an IrrlichtDevice with
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createDevice(). The difference now is that we ask the user to select
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which hardware accelerated driver to use. The Software device would be
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too slow to draw a huge Quake 3 map, but just for the fun of it, we make
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this decision possible too.
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*/
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// ask user for driver
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video::E_DRIVER_TYPE driverType;
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printf("Please select the driver you want for this example:\n"\
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" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
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" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
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" (f) NullDevice\n (otherKey) exit\n\n");
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char i;
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std::cin >> i;
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switch(i)
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{
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case 'a': driverType = video::EDT_DIRECT3D9;break;
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case 'b': driverType = video::EDT_DIRECT3D8;break;
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case 'c': driverType = video::EDT_OPENGL; break;
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case 'd': driverType = video::EDT_SOFTWARE; break;
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case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
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case 'f': driverType = video::EDT_NULL; break;
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default: return 1;
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}
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// create device and exit if creation failed
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core::dimension2di videoDim ( 800,600 );
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IrrlichtDevice *device = createDevice(driverType, videoDim, 32, false );
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if (device == 0)
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return 1; // could not create selected driver.
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/*
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Get a pointer to the video driver and the SceneManager so that
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we do not always have to write device->getVideoDriver() and
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device->getSceneManager().
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*/
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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//! add our private media directory to the file system
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device->getFileSystem()->addFolderFileArchive("../../media/");
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/*
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To display the Quake 3 map, we first need to load it. Quake 3 maps
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are packed into .pk3 files wich are nothing other than .zip files.
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So we add the .pk3 file to our FileSystem. After it was added,
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we are able to read from the files in that archive as they would
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directly be stored on disk.
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*/
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device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
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//device->getFileSystem()->addFolderFileArchive("/baseq3/");
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/*
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Now we can load the mesh by calling getMesh(). We get a pointer returned
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to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
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they are only a huge chunk of static geometry with some materials
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attached. Hence the IAnimated mesh consists of only one frame,
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so we get the "first frame" of the "animation", which is our quake level
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and create an OctTree scene node with it, using addOctTreeSceneNode().
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The OctTree optimizes the scene a little bit, trying to draw only geometry
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which is currently visible. An alternative to the OctTree would be a
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AnimatedMeshSceneNode, which would draw always the complete geometry of
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the mesh, without optimization. Try it out: Write addAnimatedMeshSceneNode
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instead of addOctTreeSceneNode and compare the primitives drawed by the
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video driver. (There is a getPrimitiveCountDrawed() method in the
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IVideoDriver class). Note that this optimization with the Octree is only
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useful when drawing huge meshes consisting of lots of geometry.
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*/
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scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) smgr->getMesh("maps/20kdm2.bsp");
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//scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) smgr->getMesh("maps/q3dm14.bsp");
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// create an event receiver for making screenshots
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CScreenShotFactory screenshotFactory ( device, "20kdm2" );
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device->setEventReceiver ( &screenshotFactory );
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/*
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add the geometry mesh to the Scene ( polygon & patches )
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The Geometry mesh is optimised for faster drawing
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*/
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scene::ISceneNode* node = 0;
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if ( mesh )
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{
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scene::IMesh *geometry = mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY );
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node = smgr->addMeshSceneNode ( geometry );
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}
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/*
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now construct SceneNodes for each Shader
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The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
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and the Shader ID is stored in the MaterialParameters
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mostly dark looking skulls and moving lava.. or green flashing tubes?
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*/
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if ( mesh )
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{
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// the additional mesh can be quite huge and is unoptimized
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scene::IMesh * additional_mesh = mesh->getMesh ( quake3::E_Q3_MESH_ITEMS );
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for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
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{
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IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
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const video::SMaterial &material = meshBuffer->getMaterial();
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//! The ShaderIndex is stored in the material parameter
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s32 shaderIndex = (s32) material.MaterialTypeParam2;
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// the meshbuffer can be rendered without additional support, or it has no shader
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const quake3::SShader *shader = mesh->getShader ( shaderIndex );
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if ( 0 == shader )
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{
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continue;
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}
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// we can dump the shader to the console in it's original but already parsed layout
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// in a pretty printers way.. commented out, because the console would be full...
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// quake3::dumpShader ( Shader );
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// Now add the MeshBuffer(s) with the current Shader to the Manager
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smgr->addQuake3SceneNode ( meshBuffer, shader );
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}
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// original mesh is not needed anymore
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mesh->releaseMesh ( quake3::E_Q3_MESH_ITEMS );
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}
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/*
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Now we only need a Camera to look at the Quake 3 map.
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And we want to create a user controlled camera. There are some
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different cameras available in the Irrlicht engine. For example the
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Maya Camera which can be controlled compareable to the camera in Maya:
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Rotate with left mouse button pressed, Zoom with both buttons pressed,
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translate with right mouse button pressed. This could be created with
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addCameraSceneNodeMaya(). But for this example, we want to create a
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camera which behaves like the ones in first person shooter games (FPS).
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*/
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
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/*
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so we need a good starting Position in the level.
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we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"
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we choose a random launch
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*/
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if ( mesh )
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{
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const quake3::tQ3EntityList &entityList = mesh->getEntityList ();
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quake3::SEntity search;
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search.name = "info_player_deathmatch";
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s32 index = entityList.binary_search_const ( search );
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if ( index >= 0 )
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{
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const quake3::SVarGroup *group;
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s32 notEndList;
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do
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{
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group = entityList[ index ].getGroup(1);
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u32 parsepos = 0;
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core::vector3df pos = quake3::getAsVector3df ( group->get ( "origin" ), parsepos );
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parsepos = 0;
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f32 angle = quake3::getAsFloat ( group->get ( "angle"), parsepos );
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core::vector3df target ( 0.f, 0.f, 1.f );
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target.rotateXZBy ( angle, core::vector3df () );
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camera->setPosition ( pos );
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camera->setTarget ( pos + target );
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index += 1;
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notEndList = ( index < (s32) entityList.size () &&
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entityList[index].name == search.name &&
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(device->getTimer()->getRealTime() >> 3 ) & 1
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);
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} while ( notEndList );
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}
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}
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/*
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The mouse cursor needs not to be visible, so we make it invisible.
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*/
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device->getCursorControl()->setVisible(false);
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// load the engine logo
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gui::IGUIEnvironment* env = device->getGUIEnvironment();
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env->addImage(driver->getTexture("irrlichtlogo2.png"),core::position2d<s32>(10, 10));
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// show the driver logo
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core::position2di pos ( videoDim.Width - 128, videoDim.Height - 64 );
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switch ( driverType )
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{
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case video::EDT_BURNINGSVIDEO:
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env->addImage(driver->getTexture("burninglogo.png"),pos );
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break;
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case video::EDT_OPENGL:
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env->addImage(driver->getTexture("opengllogo.png"),pos );
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break;
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case video::EDT_DIRECT3D8:
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case video::EDT_DIRECT3D9:
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env->addImage(driver->getTexture("directxlogo.png"),pos );
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break;
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}
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/*
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We have done everything, so lets draw it. We also write the current
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frames per second and the drawn primitives to the caption of the
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window. The 'if (device->isWindowActive())' line is optional, but
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prevents the engine render to set the position of the mouse cursor
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after task switching when other program are active.
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*/
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int lastFPS = -1;
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(true, true, video::SColor(255,20,20,40));
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smgr->drawAll();
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env->drawAll();
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driver->endScene();
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int fps = driver->getFPS();
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//if (lastFPS != fps)
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{
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io::IAttributes * attr = smgr->getParameters();
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s32 calls = attr->getAttributeAsInt ( "calls" );
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s32 culled = attr->getAttributeAsInt ( "culled" );
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core::stringw str = L"Q3 [";
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str += driver->getName();
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str += "] FPS:";
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str += fps;
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str += " Cull:";
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str += calls;
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str += "/";
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str += culled;
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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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}
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}
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/*
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In the end, delete the Irrlicht device.
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*/
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device->drop();
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return 0;
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}
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