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- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2148 dfc29bdd-3216-0410-991c-e03cc46cb475 |
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readme.txt |
readme.txt
========================================================================== The Irrlicht Engine SDK version 1.5 ========================================================================== Welcome the Irrlicht Engine SDK. Content of this file: 1. Directory Structure Overview 2. How To Start 3. Requirements 4. Release Notes 5. License 6. Contact ========================================================================== 1. Directory Structure Overview ========================================================================== You will find some directories after uncompressing the archive of the SDK. These are: \bin The compiled library Irrlicht.DLL and some compiled demo and example applications, just start them to see the Irrlicht Engine in action. Windows only. \doc Documentation of the Irrlicht Engine. \examples Examples and tutorials showing how to use the engine with C++. \example.net Examples and tutorials showing how to use the engine with .NET languages. \exporters Exporters and tools for various 3D modelling packages. There is a readme file with more details in the directory. \include Header files to include when programming with the engine. \lib Libs to link with your programs when using the engine. \media Graphics and sound resources for the demo applications and examples. \source The source code of the Irrlicht Engine. This code is not needed to develop applications with the engine, but it is included to enable recompilation and debugging, if necessary. \tools Useful tools (with sourcecode) for the engine. ========================================================================== 2. How to start ========================================================================== To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio directory, and start some applications. There should also be an application named Demo.exe which should show the most interesting features of Irrlicht. To start developing own applications and games with the engine take a look at the 01.HelloWorld example in the \examples directory. There is also a .html file with a tutorial which should be easily comprehensible. The Irrlicht Engine is a static lib under linux. A precompiled version can be generated from the sources using the Makefile in source/Irrlicht. Unzip the file source.zip in the /source directory. Run 'make' in the newly created subfolder source/Irrlicht. After this you should be able to 'make' all example applications in /examples. You can run the examples directly from the directory they are created in. It is also possible to use Irrlicht as shared object (libIrrlicht.so.versionNumber). Use the proper makefile target for this by running 'make sharedlib' in the source folder. See the Makefile for details. For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will build the libIrrlicht.a library necessary to create the apps. ========================================================================== 3. Requirements ========================================================================== You can use one of the following compilers/IDEs to develop applications with Irrlicht or recompile the engine. However, other compilers/IDEs may work as well, we simply didn't test them. * gcc 3.3 * gcc 3.4 * gcc 4.x * Visual Studio.NET 2003 (7.1) * Visual Studio 2005 (8.0) * Visual Studio 2008 (9.0) * Code::Blocks 1.0 (& gcc or visual studio toolkit) * DevC++ 5.0 & gcc (project files included) If you ever want to (re)compile the engine yourself (which means you don't want to use the precompiled version) you need the following: * Windows: * Needed: PlatformSDK (which usually comes with all IDEs, download it separately for MSVC Express 2005) * Optional: DirectX SDK, for D3D9 support * Optional: DirectX SDK prior to May 2006, for D3D8 support * Linux: * Needed: XServer with include files * Optional: OpenGL headers and libraries (libGL.so), for OpenGL support * GLX + XF86VidMode or XRandr extension (X11 support libraries, the latter two for fullscreen mode) * OSX: * Needed: XCode and Cocoa framework * Needed: OpenGL headers and libraries ========================================================================== 4. Release Notes ========================================================================== Informations about changes in this new version of the engine can be found in changes.txt. Please note that the textures, 3D models and levels are copyright by their authors and not covered by the Irrlicht engine license. ========================================================================== 5. License ========================================================================== The license of the Irrlicht Engine is based on the zlib/libpng license. Even though this license does not require you to mention that you are using the Irrlicht Engine in your product, an acknowledgement would be highly appreciated. Please note that the Irrlicht Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng. This means that if you use the Irrlicht Engine in your product, you must acknowledge somewhere in your documentation that you've used the IJG code and libpng. It would also be nice to mention that you use the Irrlicht Engine and the zlib. See the README files in the jpeglib and the zlib for further informations. The Irrlicht Engine License =========================== Copyright (C) 2002-2009 Nikolaus Gebhardt This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgement in the product documentation would be appreciated but is not required. 2. Altered source versions must be clearly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. ========================================================================== 6. Contact ========================================================================== If you have problems, questions or suggestions, please visit the official homepage of the Irrlicht Engine: http://irrlicht.sourceforge.net You will find forums, bugtrackers, patches, tutorials, and other stuff which will help you out. If want to contact the team of the engine, please send an email to Nikolaus Gebhardt: irrlicht@users.sourceforge.net Please also not that parts of the engine have been written or contributed by other people. Especially: (There are probably more people, sorry if I forgot one. See http://irrlicht.sourceforge.net/author.html for more informations) Christian Stehno (hybrid) Contribution Coordinator/Developer Gareth Davidson (bitplane) Developer/ Forum admin Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things Colin MacDonald (rogerborg) Dean Wadsworth (varmint) OSX port maintainer and game developer Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff Jam Takes care of moderating the forums and keeps them clean from those evil spammers. Etienne Petitjean wrote the MacPort of the engine Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email. Julio Gorg<72> Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' Andy Spurgeon Wrote the Dev-Cpp tutorial. Andr<64> Simon Wrote the Codewarrior tutorial. KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine. Jon Pry Wrote the code to load compressed TGA files. Matthew Couch Wrote the tokamak integration tutorial. Max Winkel Wrote the splitscreen tutorial. Gorgon Zola Wrote the ODE integration tutorial. Dean P. Macri Sent in code for curved surfaces and PCX Loading. Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux. Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs. Mario Gruber Suggested triangle fan drawing and sent in code for this. Ariaci Spotted out a bug in the ATI driver. Dr Andros C Bragianos Improved texture mapping in cube scene node. Philipp Dortmann Sent in code for stencil buffer support for OpenGL. Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org Vash TheStampede Sent code for missing Draw2DLine() implementations MattyBoy XBOX support suggestions Oliver Klems createImageFromData() method suggestion/implementation Jox really, really a lot of bug fixes, and the LMTS file loader Zola Quaternion method additions Tomasz Nowakowski various bug fixes Nicholas Bray stencil shadow bug fixes with OpenGL REAPER mouswheel events for scrollbar Calimero various bug fixes like vector2d operators Haddock bugfix in the linked list G.o.D XML parser fix Erik Zilli Translated some of the tutorials from my stuttering english into real english. :) Martin Piskernig Linux bugfixing and testing Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it. Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it. Murphy McCauley OCT file loader, MIM tools Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports Zhuck Dimitry My3D Tools Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht rt Wrote the original .png loader for Irrlicht Salvatore Russo Wrote the original .dmf loader for Irrlicht Vox Various bug reports and fixes atomice Contributed code for a ms3d loader enhancement William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL. Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more) Michael Zoech Improved GLSL support Greg Roelofs Created the zlib and libpng Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng The Independent JPEG Group Created JPEG lib