/** 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;
}
Example #2
0
int main(int argc, char** argv)
{
    IrrlichtDevice* device = createDevice(video::EDT_OPENGL, dimension2d<u32>(800, 600), 16, false, false, false, 0);
    
    if (!device) {
        return 1;
    }
    
    
    device->setWindowCaption(L"boxes");
    
    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();
    
    IMeshSceneNode* cube = smgr->addCubeSceneNode();
    
    smgr->addCameraSceneNode(0);
    
    while (device->run()) {
        driver->beginScene();
        
        smgr->drawAll();
        
        driver->endScene();
    }
    
    return 0;
}
Example #3
0
int main(int argc, char** argv) {
  IrrlichtDevice *device=createDevice(EDT_OPENGL,dimension2d<s32>(1024,600),16,false,false,false,0);

  device->setWindowCaption(L"FollowPathAnimator");

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

  smgr->loadScene("data/irrOdeMarble_level_.xml");
  ICameraSceneNode *pCam=smgr->addCameraSceneNode(NULL,vector3df(0.0f,0.0f,0.0f),vector3df(1.0f,0.0f,0.0f));

  CFollowPathAnimator *myAnimator=new CFollowPathAnimator(device,"pathToFollow",120,500);
  pCam->addAnimator(myAnimator);
  myAnimator->setCamParameter(pCam);

  while(device->run()) {
    driver->beginScene(true, true, SColor(0,200,200,200));

    smgr->drawAll();
    guienv->drawAll();

    driver->endScene();
  }

  device->drop();
  return 0;
}
Example #4
0
int main()
{
	IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->createSceneManager();

	ITimer* timer = device->getTimer();
	timer->reset();

	// test
	XMFLOAT4 plane(0, 1.0f, 0, 0);
	XMFLOAT3 p(1.0f, 3.0f, -2.0f);
	XMFLOAT3 p2 = math::ComputeMirrorPointAboutPlane(plane, p);
	std::cout << p2.x << "," << p2.y << "," << p2.z << std::endl;

	const f32 color[] = { 0, 1.0f, 0, 1.0f };
	while (device->run()) {
		driver->beginScene(true, true, color);

		float dt = timer->tick();
		smgr->update(dt);
		smgr->drawAll();

		driver->endScene();
	}

	smgr->destroy();
	device->drop();
	return 0;
}
Example #5
0
int main()
{

	IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600);
	IVideoDriver* driver = device->getVideoDriver();
	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");

	IInputDriver* input = device->getInputDriver();

	ISceneManager* smgr = setupScene(device);
	driver->setDeferredShading(true);
	ITimer* timer = device->getTimer();
	timer->reset();

	const f32 color[] = { 0, 0, 0, 1.0f };
	while (device->run()) {
		float dt = timer->tick();
		if (input->keyDown(GVK_ESCAPE))
			break;

		smgr->update(dt);
		driver->beginScene(true, true, color);
		smgr->drawAll();
		driver->endScene();
	}

	smgr->destroy();
	device->drop();

	return 0;
}
Example #6
0
void CIrrWindow::irrUpdate()
{
	// draw document
	IVideoDriver* driver = m_driver;
	ISceneManager* smgr = m_smgr;

	// tick device
	m_device->getTimer()->tick();

	// update particle
	m_particleObject->updateObject();

	// draw 3d scene
	driver->beginScene( true, true, 0, getIView()->getVideoData() );
		
	// draw all scene
	smgr->drawAll();	
	
	int fps = driver->getFPS();
	core::stringw text(L"fps: ");
	text += fps;
	text += L" frame/second";

	irr::gui::IGUIFont* font = smgr->getGUIEnvironment()->getBuiltInFont();
	font->draw( text.c_str(), core::recti( 10, 10, 200, 20), video::SColor(255, 255,0,0) );

	// end scene
	driver->endScene();

}
Example #7
0
// drawDocument
// draw documen by frame
void CDocument::drawDocument()
{
	// draw document
	IVideoDriver* driver = getIView()->getDriver();
	ISceneManager* smgr = getIView()->getSceneMgr();

	// draw 3d scene
	driver->beginScene( true, true, SColor(255,30,30,30), getIView()->getVideoData() );
		
	// draw all scene
	smgr->drawAll();

	// controller draw imp
	CControllerManager::getInstance()->getCurrentController()->render();
	
	int fps = driver->getFPS();
	core::stringw text(L"fps: ");
	text += fps;
	text += L" frame/second \n";

	int primitiveDraw =	driver->getPrimitiveCountDrawn();
	text += L"primitive: ";
	text += primitiveDraw;

	irr::gui::IGUIFont* font = smgr->getGUIEnvironment()->getBuiltInFont();
	font->draw( text.c_str(), core::recti( 10, 10, 200, 20), video::SColor(255, 255,0,0) );

	// end scene
	driver->endScene();
}
Example #8
0
/** Tests the Burning Video driver */
bool burningsVideo(void)
{
    IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO,
										core::dimension2di(160,120), 32);
    if (!device)
        return false;

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

    smgr->addCubeSceneNode(10.f, 0, -1, core::vector3df(0.f, 0.f, 20.f));
    smgr->addCameraSceneNode();
    // Test that ambient lighting works when there are no other lights in the scene
    smgr->setAmbientLight(video::SColorf(.7f, .1f, .1f, 1.f));

    bool result = false;
    device->run();
	if (driver->beginScene(true, true, video::SColor(0, 80, 80, 80)))
	{
		smgr->drawAll();
		driver->endScene();
		result = takeScreenshotAndCompareAgainstReference(driver, "-ambient-lighting.png", 100);
	}

    device->drop();

    return result;
}
 int main()
 {
    IrrlichtDevice* irrDevice   = createDevice(EDT_OPENGL,dimension2d<s32>(800,600),32,false,false,false,0);
    IVideoDriver*   irrVideo    = irrDevice->getVideoDriver();
    ISceneManager*  irrSceneMgr = irrDevice->getSceneManager();
    TMovie* movie = new TMovie(irrDevice->getTimer());
    movie->LoadMovie("Mymovie.avi");
    irrVideo->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
    u32 w = movie->getMovieWidth();
    u32 h = movie->getMovieHeight();
    ITexture* movTxtr = irrVideo->addTexture(dimension2d<s32>(w<513?512:1024,h<513?512:1024),"imovie"); 
    irrSceneMgr->addCameraSceneNode(0, vector3df(0,0,-20), vector3df(0,0,0));
    CSampleSceneNode* myNode = new CSampleSceneNode(irrSceneMgr->getRootSceneNode(), irrSceneMgr, 666);
    myNode->setMaterialTexture( 0, movTxtr);
    myNode->drop();
    ISceneNodeAnimator* anim = irrSceneMgr->createRotationAnimator(vector3df(0,0.1f,0));
    myNode->addAnimator(anim);
    anim->drop();
 
    while(irrDevice->run())
     {
        irrVideo->beginScene(true, true, SColor(0,200,200,200));
                  if (movie->NextMovieFrame())
                    movie->DrawMovie(0,0,movTxtr);
                  irrSceneMgr->drawAll();
        irrVideo->endScene();
     }       
    irrDevice->drop();

    return 0;
}
Example #10
0
int main()
{

   IrrlichtDevice *device =
      createDevice( video::EDT_OPENGL, dimension2d<u32>(800, 600));


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

        smgr->addCameraSceneNode(0, vector3df(0,10,-10), vector3df(0,5,0));

        IAnimatedMesh* mesh = smgr->getMesh("ninja.b3d");
   IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
   node->setMaterialFlag(EMF_LIGHTING, false);
   node->setMaterialTexture( 0, driver->getTexture("nskinrd.jpg") );
        node->setRotation(vector3df(0,180,0)); // let ninja be in front to us

        node->setJointMode(EJUOR_CONTROL); // tell irrlicht that you want to control joint positions

        IBoneSceneNode* bone = node->getJointNode("Joint10"); // create IBoneSceneNode and select the desired bone

   while(device->run()) {
            bone->setRotation(bone->getRotation() + vector3df(1,0,0)); // rotate bone

            driver->beginScene();
            smgr->drawAll();
            driver->endScene();
   }


   device->drop();

   return 0;
}
Example #11
0
static bool runTestWithDriver(E_DRIVER_TYPE driverType)
{
	IrrlichtDevice *device = createDevice( driverType, dimension2d<s32>(640, 480));
	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();
	
	// Draw a cube to check that the pixels' alpha 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);
	(void)smgr->addCameraSceneNode();

	driver->beginScene(true, true, SColor(255,100,101,140));
	smgr->drawAll();

	// Test for offscreen values as well as onscreen.
	for(s32 x = -10; x < 650; ++x)
	{
		s32 y = 480 * x / 640;
		driver->drawPixel((u32)x, (u32)y, SColor(255, 255 * x / 640, 255 * (640 - x) / 640, 0));
		y = 480 - y;
		driver->drawPixel((u32)x, (u32)y, SColor(255 * x / 640, 0, 255, 255));
	}

	driver->endScene();

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-drawPixel.jpg");

	device->drop();

	return result;
}
bool testTransparentVertexAlphaMore(E_DRIVER_TYPE driverType)
{
	IrrlichtDevice *device = createDevice(driverType, dimension2d<u32>(160, 120));
	if (!device)
		return true;

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

	if (driver->getColorFormat() != video::ECF_A8R8G8B8)
	{
		device->closeDevice();
		device->run();
		device->drop();
		return true;
	}

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

	IAnimatedMesh* mesh = smgr->getMesh("../media/sydney.md2");
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
	IMeshSceneNode* cube = smgr->addCubeSceneNode(10.0f,0,-1,vector3df(-5,3,-15));

	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setFrameLoop(0, 310);
		node->setMaterialTexture( 0, driver->getTexture("../media/sydney.bmp") );
	}
	if (cube)
	{
		cube->getMaterial(0).MaterialType = EMT_TRANSPARENT_VERTEX_ALPHA;
		cube->setMaterialTexture(0, driver->getTexture("../media/wall.bmp"));
		cube->setMaterialFlag(EMF_LIGHTING, false);
		smgr->getMeshManipulator()->setVertexColorAlpha(cube->getMesh(),128);
	}
	// second cube without texture
	cube = smgr->addCubeSceneNode(10.0f,0,-1,vector3df(5,3,-15));
	if (cube)
	{
		cube->getMaterial(0).MaterialType = EMT_TRANSPARENT_VERTEX_ALPHA;
		cube->setMaterialFlag(EMF_LIGHTING, false);
		smgr->getMeshManipulator()->setVertexColorAlpha(cube->getMesh(),128);
	}

	smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

	driver->beginScene(true, true, SColor(0,200,200,200));
	smgr->drawAll();
	driver->endScene();

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-transparentVertexAlphaChannelMore.png", 99.18f);

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

	return result;
}
Example #13
0
int main()
{
    // we'll use the OGL driver
	IrrlichtDevice *device =
		createDevice(EDT_OPENGL, dimension2du(640, 480), 16,
			false, false, false, 0);

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

    // load sydney
	IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
    // squash her!
	CSquashingMeshSceneNode* node = new CSquashingMeshSceneNode( mesh->getMesh(0), 0, smgr, 0 );


	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setPosition( vector3df(0,0,50));
		node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
	}

	smgr->addCameraSceneNodeFPS();

    int lastFPS = -1;

	while(device->run())
	{
		driver->beginScene(true, true, SColor(255,100,101,140));

        node->render();
        node->OnPostRender(device->getTimer()->getTime());

		smgr->drawAll();
		guienv->drawAll();

		driver->endScene();

		int fps = driver->getFPS();
		if (lastFPS != fps)
		{
			core::stringw str = L"Irrlicht Mesh Deformation Contest [";
			str += driver->getName();
			str += "] FPS:";
			str += fps;

			device->setWindowCaption(str.c_str());
			lastFPS = fps;
		}


	}

	device->drop();

	return 0;
}
Example #14
0
int main()
{
	int rows = 10, colums = 10;
	printf("Number of stack rows: ");
	cin >> rows;
	printf("\nNumber of stack colums: ");
	cin >> colums;
	CReceiver receiver;
	IrrlichtDevice *device = createDevice(EDT_DIRECT3D9, dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
	IVideoDriver *driver = device->getVideoDriver();
	ISceneManager *smgr = device->getSceneManager();
	IGUIEnvironment *guienv = device->getGUIEnvironment();
	device->setWindowCaption(L"HelloWorld");
	irrBulletWorld * world = createIrrBulletWorld(device, true, true);
	world->setDebugMode(EPDM_DrawAabb | EPDM_DrawContactPoints);
	world->setGravity(core::vector3df(0, -10, 0));
	createWorld(rows, colums, device, world);
	scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
	camera->setPosition(core::vector3df(50, 15, 200));
	u32 then = device->getTimer()->getTime();
	while (device->run())
	{
		const u32 now = device->getTimer()->getTime();
		const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // в секундах
		then = now;
		if (receiver.isMouseDown(EMIE_RMOUSE_PRESSED_DOWN))
		{
			core::vector3df pos(camera->getPosition().X, camera->getPosition().Y, camera->getPosition().Z);
			scene::ISceneNode *Node = smgr->addCubeSceneNode();
			Node->setScale(core::vector3df(0.2, 0.2, 0.2));
			Node->setPosition(pos);
			Node->setMaterialFlag(video::EMF_LIGHTING, false);
			Node->setMaterialTexture(0, driver->getTexture("../rockwall.jpg"));
			ICollisionShape *shape = new IBoxShape(Node, 1, true);
			IRigidBody *body = world->addRigidBody(shape);
			body->setDamping(0.2, 0.2);
			body->setFriction(0.4f);
			body->setGravity(core::vector3df(0, -10, 0));
			core::vector3df rot = camera->getRotation();
			core::matrix4 mat;
			mat.setRotationDegrees(rot);
			core::vector3df forwardDir(core::vector3df(mat[8], mat[9], mat[10]) * 120);
			body->setLinearVelocity(forwardDir);
		}

		driver->beginScene(true, true, video::SColor(255, 100, 101, 140));
		world->stepSimulation(frameDeltaTime, 120);
		world->debugDrawWorld(true);
		world->debugDrawProperties(true);
		smgr->drawAll();
		guienv->drawAll();
		driver->endScene();

		if (world) delete world;
		device->drop();
		return 0;
	}
}
Example #15
0
int main()
{
    //创建设备,颜色深度16,
    IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<u32>(640, 480), 16,
                 false/*不全屏*/, false/*关闭stencil buffer*/, false/*不与视频同步*/, 0);

    if (!device)
        return 1;

    device->setWindowCaption(L"不停变化的背景色");

    IVideoDriver* driver = device->getVideoDriver();

    f32 bg_r = 255.0f;
    f32 bg_g = 255.0f;
    f32 bg_b = 255.0f;

    bool fadeOut = true;

    int lastFPS = -1;

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

    const f32 fadeRate = 0.1f;

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

        if (bg_r <= 0.0f) fadeOut = false;
        else if (bg_r >= 255.0f) fadeOut = true;

        if (fadeOut)
        {
            bg_r-= fadeRate * frameDeltaTime;
            bg_g-= fadeRate * frameDeltaTime;
            bg_b-= fadeRate * frameDeltaTime;
        }
        else
        {
            bg_r+= fadeRate * frameDeltaTime;
            bg_g+= fadeRate * frameDeltaTime;
            bg_b+= fadeRate * frameDeltaTime;
        }

        driver->beginScene(true, true, SColor(255, (u32)bg_r, (u32)bg_g, (u32)bg_b));

        driver->endScene();
    }

    device->drop();

    return 0;
}
Example #16
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Lens Flare", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node2->setMaterialFlag( EMF_LIGHTING, false );
	node2->setMD2Animation( scene::EMAT_STAND );
	node2->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	node2->setPosition( vector3df( 20.0f, 0.0f, 0.0f ) );
	ICameraSceneNode* cam = smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );

	ISceneNode* sun = smgr->addSphereSceneNode( 50.0f, 16 );
	sun->setPosition( vector3df( 0.0f, 50.0f, 1000.0f ) );
	sun->setMaterialFlag( EMF_LIGHTING, false );
	sun->setMaterialTexture( 0, driver->getTexture("sun.png") );
	// Interesting stuff

	// As before, we make a renderer
	IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	// Now make a flare effect:
	// (render from, output size, sun scene node)
	// can also use a vector instead of a scene node - when using a scene node the position will follow node automatically
	CLensFlarePostProc* ppFlare1 = new CLensFlarePostProc( ppRenderer, dimension2di( 1024, 512 ), driver->getTexture("flare.png"), sun, 50.0f );
	CLensFlarePostProc* ppFlare2 = new CLensFlarePostProc( ppFlare1, dimension2di( 1024, 512 ), driver->getTexture("flare.png"), vector3df( -2000.0f, 50.0f, 1000.0f ) );
	ppFlare2->setQuality( PPQ_CRUDE ); // Setting the quality to crude avoids pixel checking, which is slow (expecially when more than one lens flare), so if you use >1 flare, set most of them to crude.

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		cam->setPosition( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, -70.0f ) );
		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		ppFlare2->render( NULL );
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppFlare1;
	delete ppFlare2;
	delete ppRenderer;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #17
0
// this test draws lines of different lengths and compares
// them with pixel placement
// grey pixels denote start and end of the white drawn lines
// black pixels only make those grey points better visible
// yellow and magenta lines should start and end next toa black pixel,
// yellow one right to the last black pixel down, magenta below the last
// black pixel to the right
// white lines are always double drawn, lines back and forth.
static bool drawLine(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();

	stabilizeScreenBackground(driver);

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

	device->getSceneManager()->addCameraSceneNode();

	driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
	// horizontal lines
	for (u32 i=0; i<20; ++i)
	{
		driver->draw2DLine(core::vector2di(10,10+3*i), core::vector2di(10+2*i,10+3*i));
		// mark start point
		driver->drawPixel(9,10+3*i+1, video::SColor(0xff000000));
		driver->drawPixel(10,10+3*i+1, video::SColor(0xff888888));
		driver->drawPixel(11,10+3*i+1, video::SColor(0xff000000));
		// mark end point
		driver->drawPixel(9+2*i,10+3*i+1, video::SColor(0xff000000));
		driver->drawPixel(10+2*i,10+3*i+1, video::SColor(0xff888888));
		driver->drawPixel(11+2*i,10+3*i+1, video::SColor(0xff000000));
		driver->draw2DLine(core::vector2di(10+2*i,10+3*i+2), core::vector2di(10,10+3*i+2));
	}
	// vertical lines
	for (u32 i=0; i<20; ++i)
	{
		driver->draw2DLine(core::vector2di(11+3*i,10), core::vector2di(11+3*i,10+2*i));
		// mark start point
		driver->drawPixel(11+3*i+1,9, video::SColor(0xff000000));
		driver->drawPixel(11+3*i+1,10, video::SColor(0xff888888));
		driver->drawPixel(11+3*i+1,11, video::SColor(0xff000000));
		// mark end point
		driver->drawPixel(11+3*i+1,9+2*i, video::SColor(0xff000000));
		driver->drawPixel(11+3*i+1,10+2*i, video::SColor(0xff888888));
		driver->drawPixel(11+3*i+1,11+2*i, video::SColor(0xff000000));
		driver->draw2DLine(core::vector2di(11+3*i+2,10+2*i), core::vector2di(11+3*i+2, 10));
	}
	// diagonal lines
	driver->draw2DLine(core::vector2di(14,14),core::vector2di(50,68), video::SColor(0xffffff00));
	driver->draw2DLine(core::vector2di(15,14),core::vector2di(69,50), video::SColor(0xffff00ff));
	driver->endScene();

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

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

	return result;
}
Example #18
0
int main()
{
	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;
	IApplication* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->createSceneManager();
	IMeshManager* meshManager = driver->getMeshManager();

	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");
	//resourceGroupManager->loadResourceGroup("General");

	XMFLOAT3 vertices[4];
	vertices[0] = XMFLOAT3(-10.0f, 0.0f, 10.0f);
	vertices[1] = XMFLOAT3(10.0f, 0.0f, 10.0f);
	vertices[2] = XMFLOAT3(-10.0f, 0.0f, -10.0f);
	vertices[3] = XMFLOAT3(10.0f, 0.0f, -10.0f);

	ISimpleMesh* mesh = meshManager->createSimpleMesh("pointlist", EVF_POSITION, 
		vertices, NULL, 4, sizeof(XMFLOAT3), 0, math::SAxisAlignedBox(), false);
	IMeshNode* meshNode = smgr->addMeshNode(mesh, nullptr, nullptr);
	meshNode->setMaterialName("test/ts_material");
	meshNode->setNeedCulling(false);

	ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
	char caption[200];

	ITimer* timer = device->getTimer();
	timer->reset();

	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		float dt = timer->tick() * 0.001f;
		updateCamera(camera, dt);

		smgr->update(dt);
		smgr->drawAll();

		driver->endScene();

		sprintf(caption, "FPS:%f", getFps(dt));
		device->setWindowCaption(caption);
	}

	device->drop();

	return 0;
}
Example #19
0
/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
bool b3dAnimation(void)
{
	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<s32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

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

	IAnimatedMesh* mesh = smgr->getMesh("../media/ninja.b3d");
	IAnimatedMeshSceneNode* node1;
	IAnimatedMeshSceneNode* node2;
	assert(mesh);

	bool result = false;
	if(mesh)
	{
		node1 = smgr->addAnimatedMeshSceneNode(mesh);
		assert(node1);

		if(node1)
		{
			node1->setPosition(vector3df(-3, -3, 10));
			node1->setMaterialFlag(EMF_LIGHTING, false);
			node1->setAnimationSpeed(0.f);
		}

		node2 = smgr->addAnimatedMeshSceneNode(mesh);
		assert(node2);
		if(node2)
		{
			node2->setPosition(vector3df(3, -3, 10));
			node2->setMaterialFlag(EMF_LIGHTING, false);
			node2->setAnimationSpeed(0.f);
			node2->setCurrentFrame(62.f);
		}

		(void)smgr->addCameraSceneNode();

		// Just jump to the last frame since that's all we're interested in.
		device->run();
		driver->beginScene(true, true, SColor(255, 255, 255, 0));
		smgr->drawAll();
		driver->endScene();

		result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png");
	}

	device->drop();

	return result;
}
Example #20
0
// this test draws alternating white and black borders with
// increasing thickness. Intended use of this test is to ensure
// the corect pixel alignment within the render window.
static bool pixelAccuracy(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();

	stabilizeScreenBackground(driver);

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

	device->getSceneManager()->addCameraSceneNode();

	driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140));
	u32 start=0;
	for (u32 count=1; count<10; ++count)
	{
		for (u32 j=0; j<count; ++j)
		{
			for (u32 x=0; x<100-start; ++x)
			{
				driver->drawPixel(start+x, start, (count%2==1)?0xffffffff:0xff000000);
			}
			++start;
		}
	}
	start=0;
	for (u32 count=1; count<10; ++count)
	{
		for (u32 j=0; j<count; ++j)
		{
			for (u32 x=0; x<100-start; ++x)
			{
				driver->drawPixel(start, start+x, (count%2==1)?0xffffffff:0xff000000);
			}
			++start;
		}
	}
	for (u32 x=0; x<100; ++x)
	{
		driver->drawPixel(x, x, 0xffff0000);
	}
	driver->endScene();

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

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

	return result;
}
Example #21
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Custom Effect (Old Monitor)", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );

	// Interesting stuff

	IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	CEffectPostProc* ppMine = new CEffectPostProc( ppRenderer, dimension2di( 1024, 512 ), GL_OLDMONITOR, DX_OLDMONITOR, EPST_PS_1_2, EPST_PS_2_0, EMT_SOLID, PPF_FROMCODE, 1.0f );
	// Notes:
	//	EPST_PS_1_2	shows the minimum version required to run your shader - usually EPST_PS_1_1 for simple things
	//	EMT_SOLID	can be changed to EMT_TRANSPARENT_ALPHA_CHANNEL, EMT_TRANSPARENT_ALPHA_CHANNEL_REF, etc. If this is done, the first texture is copied to the screen, then the second drawn on top using your shader. This is much faster than using 2 dynamic textures in one shader (not sure why) so use it when you can if you have 2 inputs
	//	1.0f		is where your parameters go
	// Remember to use setTimer if your effect uses the time variable:
	ppMine->setTimer( device->getTimer( ) );
	// I hate this next line, but it needs to be set correctly to prevent MAJOR slowdown in Irrlicht when running in Direct3D mode.
	// (if not called, your shader will have all parameters set to 0. If called with values too high, your app will slow significantly)
	// Note: this is ONLY needed with custom shaders
	ppMine->setRequiredVariables( 1, true, true ); // (number of input parameters, uses time?, uses randNum?)

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		// The monitor effect needs to know how strong it should be
		ppMine->setParameters( min_( 1.0f, device->getTimer( )->getTime( ) * 0.0002f ) );

		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		ppMine->render( NULL );
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppMine;
	delete ppRenderer;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #22
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Mixing Scenes", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );
	// Set up the second scene, object & camera - this time, use a different texture and camera angle to show some change
	ISceneManager* smgr2 = smgr->createNewSceneManager( false );
	ISceneNode* rootnode2 = smgr2->getRootSceneNode( );
	IAnimatedMeshSceneNode* node2 = smgr2->addAnimatedMeshSceneNode( smgr2->getMesh( "sydney.md2" ), rootnode2 );
	node2->setMaterialFlag( EMF_LIGHTING, false );
	node2->setMD2Animation( scene::EMAT_STAND );
	node2->setMaterialTexture( 0, driver->getTexture("fireball.bmp") );
	smgr2->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 10.0f, 5.0f, 0.0f ) );

	// Interesting stuff (see previous example for full details)
	IPostProc* ppRenderer1 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	IPostProc* ppRenderer2 = new CRendererPostProc( smgr2, dimension2di( 1024, 512 ), true, true, SColor( 255u, 0u, 0u, 0u ) );
	// PP_OVERLAY takes a multiplication parameter - setting this to 1.0 does a simple add, 2.0 doubles the second texture's luminosity, etc.
	CEffectPostProc* ppOverlay = new CEffectPostProc( ppRenderer1, dimension2di( 1024, 512 ), PP_OVERLAY, 2.0f );
	// The constructor can only take 1 input, but PP_OVERLAY needs 2, so set the other one now;
	ppOverlay->setInput( 1, ppRenderer2 );

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		// We only need to tell the final node to render - it will automatically render both scenes
		ppOverlay->render( NULL );
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppRenderer1;
	delete ppRenderer2;
	delete ppOverlay;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #23
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Multiple Renders", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );

	// Interesting stuff
	// This time, we make 2 renderers for the same scene
	IPostProc* ppRenderer1 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	IPostProc* ppRenderer2 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	CEffectPostProc* ppBlur = new CEffectPostProc( ppRenderer2, dimension2di( 1024, 512 ), PP_BLUR, 0.005f );
	CEffectPostProc* ppOverlay = new CEffectPostProc( ppRenderer1, dimension2di( 1024, 512 ), PP_OVERLAY, 1.0f );
	ppOverlay->setInput( 1, ppBlur );

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );

		// Because we want to have each scene render differently, we need to render them manually between changes:
		node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
		ppRenderer1->preRender( ); // Note: preRender not render, and no NULL

		node->setMaterialTexture( 0, driver->getTexture("fireball.bmp") );
		// We could call ppRender2->preRender() here, but it isn't necessary since the overlay will do that for us anyway
		ppOverlay->render( NULL );

		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppOverlay;
	delete ppBlur;
	delete ppRenderer1;
	delete ppRenderer2;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #24
0
// 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();
    }
}
Example #25
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Transitions", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );
	// Set up the second scene, object & camera - this time, use a different texture and camera angle to show some change
	ISceneManager* smgr2 = smgr->createNewSceneManager( false );
	ISceneNode* rootnode2 = smgr2->getRootSceneNode( );
	IAnimatedMeshSceneNode* node2 = smgr2->addAnimatedMeshSceneNode( smgr2->getMesh( "sydney.md2" ), rootnode2 );
	node2->setMaterialFlag( EMF_LIGHTING, false );
	node2->setMD2Animation( scene::EMAT_STAND );
	node2->setMaterialTexture( 0, driver->getTexture("fireball.bmp") );
	smgr2->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 10.0f, 5.0f, 0.0f ) );

	// Interesting stuff
	IPostProc* ppRenderer1 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	IPostProc* ppRenderer2 = new CRendererPostProc( smgr2, dimension2di( 1024, 512 ), true, true, SColor( 255u, 0u, 0u, 0u ) );
	CTransitionPostProc* ppTransition = new CTransitionPostProc( ppRenderer1, ppRenderer2, dimension2di( 1024, 512 ), driver->getTexture("terrain-heightmap.bmp") );
//	ppTransition->setQuality( PPQ_CRUDE );

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		ppTransition->setBlend( sinf( device->getTimer( )->getTime( ) * 0.0005f - 2.0f ) * 2.0f + 0.5f );

		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		ppTransition->render( NULL );
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppTransition;
	delete ppRenderer1;
	delete ppRenderer2;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #26
0
//! Tests lightmaps under all drivers that support them
static bool runTestWithDriver(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();

    logTestString("Testing driver %ls\n", driver->getName());
    if (driver->getDriverAttributes().getAttributeAsInt("MaxTextures")<2)
    {
        device->closeDevice();
        device->run();
        device->drop();
        return true;
    }

    stabilizeScreenBackground(driver);

    bool result = true;
    bool added = device->getFileSystem()->addFileArchive("../media/map-20kdm2.pk3");
    assert_log(added);

    if(added)
    {
        ISceneNode * node = smgr->addOctreeSceneNode(smgr->getMesh("20kdm2.bsp")->getMesh(0), 0, -1, 1024);
        assert_log(node);

        if (node)
        {
            node->setMaterialFlag(EMF_LIGHTING, false);
            node->setPosition(core::vector3df(-1300,-820,-1249));
            node->setScale(core::vector3df(1, 5, 1));

            (void)smgr->addCameraSceneNode(0, core::vector3df(0,0,0), core::vector3df(40,100,30));

            driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,255,255,0));
            smgr->drawAll();
            driver->endScene();

            result = takeScreenshotAndCompareAgainstReference(driver, "-lightmaps.png", 96);
        }
    }

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

    return result;
}
Example #27
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Splitscreen", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );
	// Set up the second scene, object & camera - this time, use a different texture and camera angle to show some change
	ISceneManager* smgr2 = smgr->createNewSceneManager( false );
	ISceneNode* rootnode2 = smgr2->getRootSceneNode( );
	IAnimatedMeshSceneNode* node2 = smgr2->addAnimatedMeshSceneNode( smgr2->getMesh( "sydney.md2" ), rootnode2 );
	node2->setMaterialFlag( EMF_LIGHTING, false );
	node2->setMD2Animation( scene::EMAT_STAND );
	node2->setMaterialTexture( 0, driver->getTexture("fireball.bmp") );
	smgr2->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 10.0f, 5.0f, 0.0f ) );

	// Interesting stuff
	IPostProc* ppRenderer1 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	IPostProc* ppRenderer2 = new CRendererPostProc( smgr2, dimension2di( 1024, 512 ), true, true, SColor( 255u, 0u, 0u, 0u ) );
	// Splitscreen objects can be given up to 4 views. The rects at the end are optional - if not given, an arrangement will be created to fit the given number of views
	CSplitPostProc* ppSplit = new CSplitPostProc( ppRenderer1, ppRenderer2, dimension2di( 1024, 512 ), rect<f32>( -0.5f, -1.0f, 0.5f, 0.0f ), rect<f32>( -0.7f, 0.0f, 0.3f, 1.0f ) );
	ppSplit->setVoidColor( SColor( 255u, 128u, 128u, 128u ) ); // Change the colour shown where there are no views. Call setVoidColor() to use no color (slightly faster, but should only be used if the views entirely cover the screen)

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		ppSplit->render( NULL );
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppRenderer1;
	delete ppSplit;
	delete ppRenderer2;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #28
0
static bool loadScene(void)
{
	IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO,
										core::dimension2du(160,120), 32);
	if (!device)
		return false;

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	// load scene from example, with correct relative path
	device->getFileSystem()->changeWorkingDirectoryTo("results");
	smgr->loadScene("../../media/example.irr");
	smgr->addCameraSceneNode(0, core::vector3df(0,0,-50));
	device->getFileSystem()->changeWorkingDirectoryTo("..");

	bool result = false;
	device->run();
	device->getTimer()->setTime(666);	// scene has animations and current scene seems to be saved at that time ... really - best result with just that number :-)
	if (driver->beginScene(true, true, video::SColor(0, 80, 80, 80)))
	{
		smgr->drawAll();
		driver->endScene();
		// we need to be very sloppy, because the animators will produce a different
		// start depending on the actual loading time. 97% seems to be safe, as removing
		// an object produces values around 95%
		result = takeScreenshotAndCompareAgainstReference(driver, "-loadScene.png", 97.4f);
		if (!result)
			logTestString("Rendering the loaded scene failed.\n");
	}

	ISceneNode* node = smgr->getSceneNodeFromId(128);
	if (!node)
		result=false;
	else if (result) // only check if scene was correctly loaded
	{
		result &= (node->getChildren().size()==0);
		if (!result)
			logTestString("Node has an illegal child node.\n");
		device->getSceneManager()->loadScene("results/scene2.irr", 0, node);
		result &= (node->getChildren().size()!=0);
		if (!result)
			logTestString("Loading second scene as child failed.\n");
	}

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

	return result;
}
Example #29
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"Single Effect", rect<s32>( 10, 10, 260, 22 ), true );
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
	node->setMaterialFlag( EMF_LIGHTING, false );
	node->setMD2Animation( scene::EMAT_STAND );
	node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
	smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );

	// Interesting stuff

	// We make 2 objects - a scene renderer, and a blur. both render to textures with size 1024x512 (always use powers of 2)
	// When setting up the renderer, the parameters are:
	// SceneManager to render, size of output, clearBackBuffer?, clearZBuffer?, background colour
	IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
	// When setting up the effect, the parameters are:
	// Input, size of output, effect ID (see CEffectPostProc.h for full list), effect parameters (in this case, blur size)
	CEffectPostProc* ppBlur = new CEffectPostProc( ppRenderer, dimension2di( 1024, 512 ), PP_BLUR, 0.01f );
	// Change to a better quality - not all shaders will respect these, but they can be used to hint the rendering standard required.
	ppBlur->setQuality( PPQ_GOOD );
	// Options (worst to best): PPQ_CRUDE, PPQ_FAST, PPQ_DEFAULT, PPQ_GOOD, PPQ_BEST
	// You can also call setOverallQuality( PPQ_WHATEVER ) to change the quality of all effects which are in the chain.

	// These variables aren't important - they are just for showing the FPS
	wchar_t tmp[255]; u8 t = 0u;

	while( device->run( ) ) {
		// What's happened to beginScene? well we want to use beginScene( false, false ) for speed, but this makes Irrlicht complain (wrongly) when using Direct3D9, so use ( false, true ) in that case.
		driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
		// The rendering is as normal, except smgr->drawAll(); is replaced with this line:
		ppBlur->render( NULL ); // NULL = render to screen. Can also take a texture to render to, or no parameter (renders to an internal texture)
		guienv->drawAll( );
		driver->endScene( );

		// Show the current FPS
		if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
	}

	delete ppBlur;
	delete ppRenderer;

	// Back to boring stuff
	device->drop();
	return 0;
}
Example #30
0
int main()
{
    IrrlichtDevice *device =
        createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
            false, false, false, 0);

    if (!device)
        return 1;

    device->setWindowCaption(L"Have a go here: Chapter 3");

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

    IAnimatedMesh* mesh = smgr->getMesh("/home/fuyajun/Documents/irrlicht-1.7.2/media/sydney.md2");
    if (!mesh)
    {
        device->drop();
        return 1;
    }
    IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );

    MyAnimationEndCallback animEndCallback;

    //连续动画
    if (node)
    {
        node->setMaterialFlag(EMF_LIGHTING, false);
        node->setMD2Animation(scene::EMAT_STAND);
        node->setMaterialTexture( 0, driver->getTexture("/home/fuyajun/Documents/irrlicht-1.7.2/media/sydney.bmp") );

        node->setLoopMode(false);
        node->setAnimationEndCallback(&animEndCallback);
    }

    smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

    while(device->run())
    {
        driver->beginScene(true, true, SColor(255,100,101,140));

        smgr->drawAll();

        driver->endScene();
    }

    device->drop();
    return 0;
}