/** The test loads a texture, renders it using draw2dimage, loads another
	texture and renders the first one again. Due to the texture cache this
	can lead to rendering of the second texture in second place. */
static bool runTestWithDriver(E_DRIVER_TYPE driverType)
{
	IrrlichtDevice *device = createDevice( driverType, dimension2d<s32>(160, 120), 32);
	if (!device)
		return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager * smgr = device->getSceneManager();

	ITexture* tex1 = driver->getTexture("../media/wall.bmp");

	(void)smgr->addCameraSceneNode();

	driver->beginScene(true, true, SColor(255,100,101,140));
	driver->draw2DImage(tex1, position2di(0,0));
	driver->endScene();

	driver->getTexture("../media/tools.png");

	driver->beginScene(true, true, SColor(255,100,101,140));
	driver->draw2DImage(tex1, position2di(0,0));
	driver->endScene();

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-textureRenderStates.png", 100);

	device->drop();

	return result;
}
	//! draws the element and its children
	void CGUIImage::draw()
	{
		if (!IsVisible)
			return;

		IGUISkin* skin = Environment->getSkin();
		IVideoDriver* driver = Environment->getVideoDriver();

		if (Texture)
		{
			if (ScaleImage)
			{
				const ColourValue Colors[] = { Color, Color, Color, Color };

				driver->draw2DImage(Texture, AbsoluteRect,
					rect<SINT32>(Position2d(0, 0), dimension2di(Texture->getOriginalSize())),
					&AbsoluteClippingRect, Colors, UseAlphaChannel);
			}
			else
			{
				driver->draw2DImage(Texture, AbsoluteRect.UpperLeftCorner,
					rect<SINT32>(Position2d(0, 0), dimension2di(Texture->getOriginalSize())),
					&AbsoluteClippingRect, Color, UseAlphaChannel);
			}
		}
		else
		{
			skin->draw2DRectangle(this, skin->getColor(EGDC_3D_DARK_SHADOW), AbsoluteRect, &AbsoluteClippingRect);
		}

		IGUIElement::draw();
	}
/** The result should be as follows: We have three times the same image, a billboard with a cube and the text in front.
They are replicated three times, one centered in the screen without viewport, one in the upper left (qurter screen) and
one on the right (half screen). The latter is stretched due to the changed aspect ratio.
The two viewport scenes get the texture drawn over the center as well, using draw2dimage. This should mark the proper
image position with the top left corner of the texture.
Finally, each scene has a checkbox drawn at the left side, vertically centered. This will show whether GUI elements adhere
to viewports as well. */
static bool viewPortText(E_DRIVER_TYPE driverType)
{
	IrrlichtDevice *device = createDevice( driverType, dimension2d<u32>(160, 120), 32);
	if (!device)
		return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager * smgr = device->getSceneManager();
	IGUIEnvironment* env = smgr->getGUIEnvironment();

	stabilizeScreenBackground(driver);

	env->addCheckBox(true, core::recti(10,60,28,82));

	logTestString("Testing driver %ls\n", driver->getName());

	IBillboardSceneNode * bnode = smgr->addBillboardSceneNode(0,dimension2d<f32>(32,32),core::vector3df(0,0,10));
	bnode->setMaterialFlag(video::EMF_LIGHTING, false);
	bnode->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
	bnode->setMaterialTexture(0, driver->getTexture("../media/fire.bmp"));

	smgr->addTextSceneNode(device->getGUIEnvironment()->getBuiltInFont(), L"TEST", video::SColor(255,255,255,255), 0);
	smgr->addCubeSceneNode();
	smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

	driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
	smgr->drawAll();
	env->drawAll();
	driver->setViewPort(rect<s32>(0,0,160/2,120/2));
	smgr->drawAll();
	env->drawAll();
	driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
	driver->setViewPort(rect<s32>(160/2,0,160,120));
	smgr->drawAll();
	env->drawAll();
	driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2));
	driver->endScene(); 

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-viewPortText.png", 98.71f);

	device->closeDevice();
	device->run();
	device->drop();

	return result;
}
// zobrazi plynule animaci s pruhledností, uvodního obrázku
void playIntroImage(irr::IrrlichtDevice *dev, irr::core::string<char> imagePath, u32 speed)
{
    IVideoDriver* driver = dev->getVideoDriver();
    ISceneManager* smgr = dev->getSceneManager();
    IGUIEnvironment* guienv = dev->getGUIEnvironment();

    ITexture* image = driver->getTexture(imagePath);

    core::dimension2d<u32> screenSize = driver->getScreenSize();
    core::dimension2d<u32> imageSize(image->getSize().Width, image->getSize().Height);

    u32 start_time = dev->getTimer()->getTime();
    u32 alpha = 0;
    bool up = true;
    bool done = false;
    while (dev->run() && !done)
    {
        driver->beginScene(true, true, SColor(255, 0, 0, 0)); // zacnu, s cernym pozadim

        if (alpha < 255 && up) // z 0% -> 100%
        {
            u32 now_time = dev->getTimer()->getTime();
            if (now_time - start_time > speed)
            {
                alpha++;
                start_time = now_time;
            }
        }
        else // z 100% -> 0%
        {
            up = false;
        }
        if (!up && alpha > 0)
        {
            u32 now_time = dev->getTimer()->getTime();
            if (now_time - start_time > speed)
            {
                alpha--;
                start_time = now_time;
            }
        }
        if (!up && alpha == 0) // konec animace, ukoncit smycku
        {
            done = true;
        }
        // vykresleni obrazku, pouziti vypoctu velikosti a centrování
        driver->draw2DImage(image, position2d<s32>((screenSize.Width - imageSize.Width) / 2, (screenSize.Height - imageSize.Height) / 2), core::rect<s32>(0, 0, imageSize.Width, imageSize.Height), 0, SColor(alpha, 255, 255, 255), true);

        driver->endScene();
    }
}
/** Test the behaviour of makeColorKeyTexture() using both 16 bit (software)
	and 32 bit (Burning) textures, with the new behaviour and the legacy
	behaviour. */
static bool doTestWith(E_DRIVER_TYPE driverType,
						bool zeroTexels)
{
	IrrlichtDevice *device = createDevice( driverType,
											dimension2d<u32>(160, 120), 32);
	if (!device)
		return false;

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager * smgr = device->getSceneManager();

	// Draw a cube background so that we can check that the keying is working.
	ISceneNode * cube = smgr->addCubeSceneNode(50.f, 0, -1, vector3df(0, 0, 60));
	cube->setMaterialTexture(0, driver->getTexture("../media/wall.bmp"));
	cube->setMaterialFlag(video::EMF_LIGHTING, false);

	ITexture * Texture = device->getVideoDriver()->getTexture("../media/portal2.bmp");

	device->getVideoDriver()->makeColorKeyTexture(Texture,
												  position2d<s32>(64,64),
												  zeroTexels);
	device->getVideoDriver()->makeColorKeyTexture(Texture,
												  position2d<s32>(64,64),
												  zeroTexels);
	(void)smgr->addCameraSceneNode();

	driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
	smgr->drawAll();

	driver->draw2DImage(Texture,
						position2di(40, 40),
						rect<s32>(0, 0, Texture->getSize().Width, Texture->getSize().Height),
						0,
						SColor(255,255,255,255),
						true);
	driver->endScene();

	char screenshotName[256];
	(void)snprintf_irr(screenshotName, 256, "-makeColorKeyTexture-%s.png",
		zeroTexels? "old" : "new");

	bool result = takeScreenshotAndCompareAgainstReference(driver, screenshotName);

	device->closeDevice();
	device->run();
	device->drop();

	return result;
}
Beispiel #6
0
int main()
{
    device = createDevice(EDT_OPENGL, dimension2d<u32>(screenWidth, screenHeight), 16,
                                          false, false, false, 0);
    if (!device)
        return 1;

    IVideoDriver* driver = device->getVideoDriver();

    MyEventReceiver receiver;
    device->setEventReceiver(&receiver);

    image = driver->getTexture("/home/fuyajun/Documents/irrlicht-1.7.2/media/fireball.bmp");

    position.set(0,0);
    direction.set(1,1);

    u32 then = device->getTimer()->getTime();

    while (device->run())
    {
        const u32 now = device->getTimer()->getTime();
        const f32 deltaTime = (f32)(now - then);
        then = now;

        update(deltaTime);

        driver->beginScene(true, true, SColor(255,255,255,255));

        driver->draw2DImage(image, position2d<s32>((s32)position.X, (s32)position.Y), rect<s32>(0, 0, 32, 32), 0, SColor(255, 255, 255, 255), true);

        driver->endScene();

        core::stringw str = L"x: ";
        str += target.X;
        str += ", y: ";
        str += target.Y;
        str += ", posX: ";
        str += position.X;
        str += ", posY: ";
        str += position.Y;

        device->setWindowCaption(str.c_str());
    }

    device->drop();

    return 0;
}
Beispiel #7
0
void SSGUIStatusBar::draw()
{
	IVideoDriver *driver = Environment->getVideoDriver();

	if (!IsVisible)
		return;

	if (Background)
	{
		driver->draw2DImage(Background, AbsoluteRect.UpperLeftCorner, rect<s32>(position2d<s32>(0,0), Background->getOriginalSize()), 0, SColor(255,255,255,255), true);

		IGUIElement *ElementUnderCursor = Environment->getRootGUIElement()->getElementFromPoint(CursorControl->getPosition());

		s32 index = -1;
		
		while (ElementUnderCursor && ElementUnderCursor != this && ElementUnderCursor != Environment->getRootGUIElement() && index == -1)
		{
			index = RegisteredElements.binary_search(ElementUnderCursor);

			if (ElementUnderCursor != this && index == -1)
				ElementUnderCursor = ElementUnderCursor->getParent();
		}

		if (index >= 0 || ElementUnderCursor == this)
		{
			if (ElementUnderCursor->getType() == EGUIET_BUTTON)
				Label.Text = ((SSGUIButton*)ElementUnderCursor)->getHelpText().c_str();
			if (ElementUnderCursor->getType() == EGUIET_SCROLL_BAR)
				Label.Text = ((SSGUIScrollBar*)ElementUnderCursor)->getHelpText().c_str();
			if (ElementUnderCursor->getType() == EGUIET_WINDOW)
				Label.Text = ((SSGUISatelliteInfoWindow*)ElementUnderCursor)->getHelpText().c_str();
			if (ElementUnderCursor == this)
				Label.Text = HelpText.c_str();

			if (Label.Text)
				Label.Font->draw(Label.Text, Label.Rect, Label.Color, false, true);
		}
		else
			Label.Text = 0;
	}
}
Beispiel #8
0
int _tmain(int argc, _TCHAR* argv[])
{
    irr::IrrlichtDevice *pIrrDevice = createDevice(EDT_OPENGL,
        dimension2d<u32>(800,600),
        16,
        false,
        false,
        false);

    CString csImageTestPath(utils::GetGamePath() + L"res\\images\\brick0.png");
    CString csFontTestPath(utils::GetGamePath() + L"res\\fonts\\msyh.ttf");

    IVideoDriver* pIrrDriver = pIrrDevice->getVideoDriver();
    ITexture* Images = pIrrDriver->getTexture((LPCTSTR)csImageTestPath);
    ISceneManager* scene_mgr = pIrrDevice->getSceneManager();
    ISceneNode* cube = scene_mgr->addCubeSceneNode(100.0f);
    cube->setMaterialTexture(0, Images);
    cube->setMaterialFlag(video::EMF_LIGHTING, false);
    scene::ICameraSceneNode* camera = scene_mgr->addCameraSceneNode(0,
        core::vector3df(700,700,-700),
        core::vector3df(0,0,0));
    f32 iYPos = 0;

    pIrrDevice->setWindowCaption(L"hehehe");

    while (pIrrDevice->run())
    {
        pIrrDriver->beginScene(true, true, SColor(255,0,0,0));
        pIrrDriver->draw2DImage(Images, position2d<s32>(0,0),
            rect<s32>(0,0,800,600), 0,
            SColor(255,255,255,255), true);
        scene_mgr->drawAll();
        cube->setPosition(core::vector3df(0, iYPos, -700));
        pIrrDriver->endScene();
    }

    pIrrDevice->drop();
    return 0;
}
	//! draws the element and its children
	void CGUIButton::draw()
	{
		if (!IsVisible)
			return;

		IGUISkin* skin = Environment->getSkin();
		IVideoDriver* driver = Environment->getVideoDriver();

		// todo:	move sprite up and text down if the pressed state has a sprite
		const Position2d spritePos = AbsoluteRect.getCenter();

		if (!Pressed)
		{
			if (DrawBorder)
				skin->draw3DButtonPaneStandard(this, AbsoluteRect, &AbsoluteClippingRect);

			if (Image)
			{
				Position2d pos = spritePos;
				pos.x -= ImageRect.getWidth() / 2;
				pos.y -= ImageRect.getHeight() / 2;

				driver->draw2DImage(Image,
					ScaleImage ? AbsoluteRect :
					recti(pos, ImageRect.getSize()),
					ImageRect, &AbsoluteClippingRect,
					0, UseAlphaChannel);
			}
		}
		else
		{
			if (DrawBorder)
				skin->draw3DButtonPanePressed(this, AbsoluteRect, &AbsoluteClippingRect);

			if (PressedImage)
			{
				Position2d pos = spritePos;
				pos.x -= PressedImageRect.getWidth() / 2;
				pos.y -= PressedImageRect.getHeight() / 2;

				if (Image == PressedImage && PressedImageRect == ImageRect)
				{
					pos.x += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
					pos.y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
				}
				driver->draw2DImage(PressedImage,
					ScaleImage ? AbsoluteRect :
					recti(pos, PressedImageRect.getSize()),
					PressedImageRect, &AbsoluteClippingRect,
					0, UseAlphaChannel);
			}
		}

		if (SpriteBank)
		{
			// pressed / unpressed animation
			UINT32 state = Pressed ? (UINT32)EGBS_BUTTON_DOWN : (UINT32)EGBS_BUTTON_UP;
			if (ButtonSprites[state].Index != -1)
			{
				SpriteBank->draw2DSprite(ButtonSprites[state].Index, spritePos,
					&AbsoluteClippingRect, ButtonSprites[state].Color, ClickTime, Timer::getTime(),
					ButtonSprites[state].Loop, true);
			}

			// focused / unfocused animation
			state = Environment->hasFocus(this) ? (UINT32)EGBS_BUTTON_FOCUSED : (UINT32)EGBS_BUTTON_NOT_FOCUSED;
			if (ButtonSprites[state].Index != -1)
			{
				SpriteBank->draw2DSprite(ButtonSprites[state].Index, spritePos,
					&AbsoluteClippingRect, ButtonSprites[state].Color, FocusTime, Timer::getTime(),
					ButtonSprites[state].Loop, true);
			}

			// mouse over / off animation
			if (isEnabled())
			{
				state = Environment->getHovered() == this ? (UINT32)EGBS_BUTTON_MOUSE_OVER : (UINT32)EGBS_BUTTON_MOUSE_OFF;
				if (ButtonSprites[state].Index != -1)
				{
					SpriteBank->draw2DSprite(ButtonSprites[state].Index, spritePos,
						&AbsoluteClippingRect, ButtonSprites[state].Color, HoverTime, Timer::getTime(),
						ButtonSprites[state].Loop, true);
				}
			}
		}

		if (Text.size())
		{
			IGUIFont* font = getActiveFont();

			rect<SINT32> rect = AbsoluteRect;
			if (Pressed)
			{
				rect.UpperLeftCorner.x += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_X);
				rect.UpperLeftCorner.y += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y);
			}

			if (font)
				font->draw(Text, rect,
				skin->getColor(isEnabled() ? EGDC_BUTTON_TEXT : EGDC_GRAY_TEXT),
				true, true, &AbsoluteClippingRect);
		}

		IGUIElement::draw();
	}
Beispiel #10
0
int main()
{


/*		shadowDimen = dimension2du(1024,1024);
		shadowDimen = dimension2du(2048,2048);
		shadowDimen = dimension2du(4096,4096);
		shadowDimen = dimension2du(2048,2048);
		filterType = EFT_NONE;
		filterType = EFT_4PCF;
		filterType = EFT_8PCF;
		filterType = EFT_4PCF;
*/
	dimension2du shadowDimen = dimension2du(1024,1024);
    E_FILTER_TYPE filterType = EFT_4PCF;
    filterType = EFT_NONE;
////


IrrlichtDevice* device = createDevice(EDT_OPENGL,dimension2du(800,600),32);

ISceneManager* smgr = device->getSceneManager();
IVideoDriver* driver = device->getVideoDriver();

ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0,100,.5);
cam->setPosition(vector3df(0,10,0));

// Create the effect handler, passing the device and RTT size (as a dimension2d) .
effectHandler* effect = new effectHandler(device,shadowDimen);


ITerrainSceneNode* terrain = smgr->addTerrainSceneNode("media/terrain.bmp",0,-1,vector3df(0,0,0),vector3df(0,0,0),vector3df(1,1,1),SColor(255,255,255,255),1,ETPS_33);
terrain->setMaterialTexture(0,driver->getTexture("media/terrain.jpg"));
terrain->setMaterialTexture(1, driver->getTexture("media/detailmap.jpg"));
terrain->scaleTexture(1,10);
terrain->setScale(core::vector3df(4, 0.01f, 4));
terrain->setPosition(vector3df(-120,-1.5f,-120));
terrain->setMaterialType(EMT_DETAIL_MAP);

// Make the terrain recieve a shadow with the specified filter type.
// (NOTE: 12PCF is only available in Direct3D9, all others work with OpenGL)
effect->addShadowToNode(terrain,filterType);

IAnimatedMeshSceneNode* sydney;
IAnimatedMesh* sydneymesh = smgr->getMesh("media/dwarf.x");

for(int g = 0;g < 1;g++)
{
	for(int v = 0;v < 3;v++)
	{
		sydney = smgr->addAnimatedMeshSceneNode(sydneymesh);
		sydney->setScale(vector3df(0.05f,0.05f,0.05f));
		sydney->setPosition(vector3df(g * 4,0.5f,v * 4));
		sydney->setMaterialFlag(EMF_NORMALIZE_NORMALS,true);

		sydney->setAutomaticCulling(EAC_FRUSTUM_BOX);

		sydney->setMaterialType(EMT_SOLID);

		// Add the nodes to the depth pass so that they cast a shadow.
		effect->addNodeToDepthPass(sydney);

	}
}


effect->getLightCamera()->addAnimator(smgr->createFlyCircleAnimator(sydney->getPosition() + vector3df(0,15,0),25,0.0002f));

effect->getLightCamera()->setNearValue(5);

effect->setMaxShadowDistanceFromLight(120);

smgr->addLightSceneNode(effect->getLightCamera());


MyEventReceiver receiver(cam);
device->setEventReceiver(&receiver);

// Parent a sphere to the light camera so we can see its position.
smgr->addSphereSceneNode(1,8,effect->getLightCamera())->setMaterialFlag(EMF_LIGHTING,false);



while(device->run())
{
	wchar_t tmp[255];
	swprintf(tmp,255,L"Shadow Map Demo (FPS: %d)",driver->getFPS());
	device->setWindowCaption(tmp);

	driver->beginScene(true,true,SColor(0,0,0,0));

	// Point the light camera at one of the nodes as it rotates around them.
	effect->setLightTarget(sydney->getPosition());

	// Update the effect  handler, remember to always do this BEFORE smgr->drawAll and AFTER beginscene!
	effect->update();

	smgr->drawAll();

	// If user wishes we can display the shadow map to the screen. (May not work in OpenGL)
	if(disp2d)
		driver->draw2DImage(effect->getShadowMapTexture(),position2d<s32>(0,0));

	driver->endScene();
	//	device->sleep(5);
}

device->drop();
return 0;
}
void StateNetwork::Draw()
{
	IVideoDriver* pDriver = Irrdevice::GetInstance()->GetVideoDriver();
	pDriver->draw2DImage(m_pBackGround,core::position2d<s32>(0,0),core::rect<s32>(0,0,800,600));
}