Exemple #1
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;
}
// ----------------------------------------------------------------------------
ISceneNode* CheckLineHandler::startPlacingNew()
{
    std::list<CheckLine>::iterator it = m_check_lines.begin();
    while (it != m_check_lines.end() && it->active) it++;
    m_check_lines.erase(it, m_check_lines.end());

    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    m_clip.n1 = sm->addSphereSceneNode(0.2, 16, 0, ANOTHER_MAGIC_NUMBER);
    
    return m_clip.n1;

} // startPlacingNew
// ----------------------------------------------------------------------------
ISceneNode* CheckLineHandler::place()
{
    if (m_clip.n2)
    {
        m_clip.active = true;
        m_check_lines.push_back(m_clip);
        m_clip.n1 = 0;
        m_clip.n2 = 0;
        m_clip.active = true;
        return 0;
    }
    
    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    m_clip.n2 = sm->addSphereSceneNode(0.2,16,0,ANOTHER_MAGIC_NUMBER);
    return m_clip.n2;
} // place
Exemple #4
0
int main()
{
	
	srand(time(NULL));
	int numPlayers = 4;

	//Setup irrlicht
	MyEventReceiver Receiver;
	IrrlichtDevice *device = createDevice(EDT_OPENGL,dimension2d<u32>(SCREENX,SCREENY),32,FULLSCREEN,false,false,&Receiver);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();

	//Load key config
	Receiver.KeyConfig.loadFromFile("KeyConfig.txt");

	//Generate maze
	MazeGenerator MG;
	/*
	MG.NewSize(495,497,495,497);
	MG.Generate("DrunkenWalk2",500,numPlayers);//500,numPlayers);
	MG.Minimise();
	MG.MinimalSolids(false);

	MG.ConvertLoneToCover();*/


	MG.MapFromFile("Maps/01g.txt", "Maps/01m.txt", "Maps/01e.txt");
	vector<int> PlayerStartPos;
	PlayerStartPos.push_back(10);
	PlayerStartPos.push_back(11);
	PlayerStartPos.push_back(12);
	PlayerStartPos.push_back(13);
	MG.ParseForPlayerStartPositions(PlayerStartPos);

	//Setup textures
	ITexture *FloorTexture = driver->getTexture("Textures/Floor.png");
	ITexture *WallTexture = driver->getTexture("Textures/Wall.png");
	ITexture *CoverTexture = driver->getTexture("Textures/Cover.png");

	//Import maze
	MazeRenderer MR;
	MR.CreateFromMazeGenerator( MG, smgr );
	MR.SetTextures( FloorTexture, WallTexture, CoverTexture );

	//Setup camera
	GameCamera gameCam(70);
	gameCam.camera = smgr->addCameraSceneNode();
	gameCam.camera->setPosition( vector3df( (MR.XSize/2)*MR.TileSize, 40, (MR.YSize/2)*MR.TileSize ) );
	gameCam.camera->setRotation( vector3df(0,90,90));

	//Create players (4) for testing
	//Have to use an array as you can't copy boost::threads which pushing into vectors does
	

	EntityManager PlayerManager(numPlayers);

	//Textures
	ITexture* PlayerTexture[4];
	PlayerTexture[0] = driver->getTexture("Textures/Player1.png");
	PlayerTexture[1] = driver->getTexture("Textures/Player2.png");
	PlayerTexture[2] = driver->getTexture("Textures/Player3.png");
	PlayerTexture[3] = driver->getTexture("Textures/Player4.png");

	//Names
	vector<std::string> PlayerName;
	PlayerName.push_back("Motoko");
	PlayerName.push_back("Saito");
	PlayerName.push_back("Batou");
	PlayerName.push_back("Togusa");

	//use this method to get starting cells for an enemy group
	vector<v2d> vv = GetFreeCells(MG.Convert(),MG.StartX,MG.StartY,4);
	
	//HUD test
	hud HUD(guienv,dimension2d<s32>(SCREENX,SCREENY),"Font\\myfont.xml");

	for (int i = 0; i < numPlayers; i++ )
	{
		PlayerManager.GetEntity(i)->Construct(smgr,MG.Convert(), PlayerTexture[i]);
		PlayerManager.GetEntity(i)->Stats.Name = PlayerName[i];
		PlayerManager.GetEntity(i)->Stats.MaxHealth = 100;
		PlayerManager.GetEntity(i)->Stats.RestoreAll();
		PlayerManager.GetEntity(i)->X = MG.XStarts[i];
		PlayerManager.GetEntity(i)->Y = MG.YStarts[i];
		PlayerManager.GetEntity(i)->Stats.MovementSteps = 5+i;
		PlayerManager.GetEntity(i)->ReachableTile = driver->getTexture("Textures/TurnReachable.png");
		PlayerManager.GetEntity(i)->UnreachableTile = driver->getTexture("Textures/TurnUnreachable.png");
		PlayerManager.GetEntity(i)->Stats.RealFiringDistance = 100;
		PlayerManager.GetEntity(i)->CellShootable = driver->getTexture("Textures/CellShootable.png");
		PlayerManager.GetEntity(i)->CellShootableCover = driver->getTexture("Textures/CellShootableCover.png");
		PlayerManager.GetEntity(i)->Position();
		path filename = "Avatars/";
		filename.append(PlayerName[i].c_str());
		filename.append(".png");
		PlayerManager.GetEntity(i)->Avatar = driver->getTexture( filename );

		//test stats
		PlayerManager.GetEntity(i)->Stats.Accuracy = 100;
		PlayerManager.GetEntity(i)->Stats.Attack = 100;
		PlayerManager.GetEntity(i)->Stats.AttackVariance = 0;
		PlayerManager.GetEntity(i)->Stats.Defense = 0;
		PlayerManager.GetEntity(i)->Stats.DefenseVariance = 0;
	}


	// Create the 3D cursor
	ISceneNode *Cursor = smgr->addSphereSceneNode(4);

	//Setup AI
	int numEnemies = 1;
	EntityManager EnemyManager(numEnemies);

	//Textures (none for now)

	//Need to keep track of all entity positions, so they don't get placed ontop of each other
	vector<Entity*> EntityList( PlayerManager.GetEntityList() );
	for (int i = 0; i < numEnemies; i++)
	{
		EnemyManager.GetEntity(i)->Construct(smgr,MG.Convert(), driver->getTexture("Textures/Enemy.png"));
		EnemyManager.GetEntity(i)->Stats.Name = PlayerName[i];
		EnemyManager.GetEntity(i)->Stats.MaxHealth = 100;
		EnemyManager.GetEntity(i)->Stats.RestoreAll();
		EnemyManager.GetEntity(i)->Stats.MovementSteps = 5+i;
		EnemyManager.GetEntity(i)->Stats.RealFiringDistance = 100;
		EnemyManager.GetEntity(i)->Stats.Attack = 50;
		EnemyManager.GetEntity(i)->Stats.Accuracy = 100;

		//Stats

		//steup random position
		EnemyManager.GetEntity(i)->AI_SetRandomDestination(EntityList);
		EnemyManager.GetEntity(i)->X = EnemyManager.GetEntity(i)->AI_DestinationX;
		EnemyManager.GetEntity(i)->Y = EnemyManager.GetEntity(i)->AI_DestinationY; //new path will be created
		EnemyManager.GetEntity(i)->Position();

		EnemyManager.GetEntity(i)->AI_State = AI::Patrol;
		EnemyManager.GetEntity(i)->isAI = true;

		EntityList.push_back(EnemyManager.GetEntity(i));
	}

	bool rkf = false;

	//Game loop
	while (device->run())
	{
		//Create a list of all entities
		EntityList.clear();
		vector<Entity*> EnemyList( EnemyManager.GetEntityList() );
		EntityList.insert( EntityList.end(), EnemyList.begin(), EnemyList.end() );

		/* * * * * * * * * * * * * * */
		/* Player switching module   */
		/* * * * * * * * * * * * * * */
		for (int i = 0; i < PlayerManager.Size; i++)
			PlayerManager.GetEntity(i)->CheckIfDead();

		PlayerManager.ManageCharacterSwitching(Receiver);

		/* * * * * * * * * * * */
		/* Pathfinding module  */
		/* * * * * * * * * * * */
		PlayerManager.GetCurrentEntity()->UpdatePathDisplayTimer();
		if (Receiver.MouseState.LeftButtonDown && PlayerManager.GetCurrentEntity()->NewPathDisplayTimer < 1)
			PlayerManager.GetCurrentEntity()->CreatePathToDestination(EntityList,smgr,Receiver,Cursor->getPosition(),dimension2d<s32>(MR.XSize,MR.YSize),MG.Convert());

		/* * * * * * * * * * * * * */
		/* Update position module  */
		/* * * * * * * * * * * * * */
		PlayerManager.GetCurrentEntity()->Position();

		/* * * * * * * * * * * */
		/* Follow path module  */
		/* * * * * * * * * * * */
		if (Receiver.IsKeyDown(Receiver.KeyConfig.FOLLOW_PATH))
			PlayerManager.GetCurrentEntity()->FollowPath(EntityList);

		/* * * * * * * * * */
		/* End turn module */
		/* * * * * * * * * */
		if (Receiver.IsKeyDown(Receiver.KeyConfig.END_TURN) && !rkf)
		{
			rkf = true;
			PlayerManager.EndTurn();
			EnemyManager.AI_StartTurn(EntityList, PlayerManager, smgr, Receiver, irr::core::dimension2d<s32>(MR.XSize,MR.YSize), MG.Convert(), MR.MetaTriangleSelector, MR.MetaCoverTriangleSelector);
			PlayerManager.StartTurn();
		}
		else if (!Receiver.IsKeyDown(Receiver.KeyConfig.END_TURN))
			rkf = false;

		/* * * * * * * * */
		/* Cursor module */
		/* * * * * * * * */
		Cursor->setPosition( vftovi(MouseTo3D( Receiver, MR.CollisionManager, MR.TriSelector))  );

		/* * * * * * * * */
		/* Camera module */
		/* * * * * * * * */
		gameCam.Update(Receiver,PlayerManager.GetCurrentEntity()->Node);

		/* * * * * * * * * * * * */
		/* Stats monitor module  */
		/* * * * * * * * * * * * */
		for (int i=0;i<PlayerManager.Size;i++)
			PlayerManager.GetEntity(i)->Stats.MonitorAll();

		
		/* * * * * * * * * * */
		/* Draw scene module */
		/* * * * * * * * * * */
		driver->beginScene(true,true,SColor(255,100,101,140));
		

		smgr->drawAll();
		guienv->drawAll();
		HUD.Draw(guienv,PlayerManager.GetCurrentEntity()->Stats,PlayerManager.GetCurrentEntity()->Avatar);
		//HUD.DrawAIDebug(guienv,*EnemyManager.GetEntity(0),PlayerManager);
		driver->endScene();

		
		/* * * * * * * */
		/* Menu module */
		/* * * * * * * */
		if (Receiver.IsKeyDown(Receiver.KeyConfig.MENU))
			return 0;

		/* * * * * * * * * * * * */
		/* Firing display module */
		/* * * * * * * * * * * * */
		if (!Receiver.IsKeyDown(KEY_KEY_S)) 
			PlayerManager.GetCurrentEntity()->ShootDisplayKeyFlag = false;
		else 
		{
			PlayerManager.GetCurrentEntity()->ShootDisplayKeyFlag = true;
			PlayerManager.GetCurrentEntity()->DisplayAllCellsThatCanBeShotUsingThreads(smgr,MR.CollisionManager,MR.MetaTriangleSelector,MR.MetaCoverTriangleSelector);
		}

		/* * * * * * * * * */
		/* Firing module * */
		/* * * * * * * * * */
		if (Receiver.MouseState.RightButtonDown && !PlayerManager.GetCurrentEntity()->RightMouseFlag)
		{
			PlayerManager.GetCurrentEntity()->RightMouseFlag = true;

			//second playerManager needs to replaced with enemyManager when in place, the function will also need to be edited
			FireAtTarget(Receiver, PlayerManager, EnemyManager, MR, smgr, Cursor);
		}
		else if (!Receiver.MouseState.RightButtonDown)
			PlayerManager.GetCurrentEntity()->RightMouseFlag = false;
	}

	return 0;
}
Exemple #5
0
int main()
{



	IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1024, 768), 32, false, false, true, 0);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();

	smgr->addCameraSceneNodeFPS();

    const s32 randLength = 1024;
    srand(device->getTimer()->getRealTime());


    //Creating the grid for unit measure, etc
    u32 tileNumber = 128;
	IAnimatedMesh* groundMesh = smgr->addHillPlaneMesh("", dimension2d<float>(8,8),dimension2d<u32>(tileNumber,tileNumber),0,0.0f,dimension2df(0,0),dimension2df(tileNumber,tileNumber));
    IAnimatedMeshSceneNode * groundNode = smgr->addAnimatedMeshSceneNode(groundMesh);
    groundNode->setMaterialTexture(0,driver->getTexture("../media/grid2.png"));
    groundNode->setMaterialFlag(EMF_LIGHTING,false);
    groundNode->setPosition(vector3df(0,-2,0));


    //obstacles for stuff
    EntityGroup obstacles;

    for(int i = 0; i < 20; i++)
    {
        ISceneNode* s = smgr->addSphereSceneNode(20);
        IrrlichtBaseEntity * e = new IrrlichtBaseEntity(s);
        s->setPosition(vector3df(rand()%randLength - (randLength/2),0,rand()%randLength - (randLength/2)));
        obstacles.push_back(e);
    }

    //Nodes for vehicles
    ISceneNode * cube = smgr->addCubeSceneNode(4);
    ISceneNode * cube2 = smgr->addCubeSceneNode(4);
    cube->setMaterialFlag(EMF_LIGHTING,false);
    cube->setMaterialTexture(0,driver->getTexture("../media/v1-solid.png"));
    cube2->setMaterialFlag(EMF_LIGHTING,false);
    cube2->setMaterialTexture(0,driver->getTexture("../media/v2-solid.png"));

    //Creating the actual vehicles
    IrrlichtMobileEntity * Entity1 = new IrrlichtMobileEntity(cube ,vector3df(0,0,0), 1, 90, 40);
    IrrlichtMobileEntity * Entity2 = new IrrlichtMobileEntity(cube2,vector3df(0,0,300), 1, 100, 50);

    //Creating the steering conrollers, constructor also sets steering on entity
    SimpleSteeringController* Entity1Steering = new SimpleSteeringController(Entity1);
    SimpleSteeringController * Entity2Steering = new SimpleSteeringController(Entity2);

    //Setting up other params for behaviors
    Entity1Steering->SetObstacles(obstacles);
    Entity1Steering->SetHideTarget(Entity2);
    Entity1Steering->SetBehaviorFlag(EBF_HIDE,true);
    Entity1Steering->SetBehaviorFlag(EBF_AVOID,true);

    Entity2Steering->SetObstacles(obstacles);
    Entity2Steering->SetPursuitTarget(Entity1);
    Entity2Steering->SetBehaviorFlag(EBF_PURSUIT,true);
    Entity2Steering->SetBehaviorFlag(EBF_AVOID,true);

    //vars for tracking time between frames. This allows framerate independent motion state updates.
    u32 then = device->getTimer()->getTime();
    float timeUpdate = 0;

    while(device->run())
	{
	    const u32 now = device->getTimer()->getTime();
        const float frameDeltaTime = (float)(now - then) / 1000.f; // Time in seconds
        then = now;
        timeUpdate += frameDeltaTime;

        if(timeUpdate > 1)
        {
            core::stringw str = L"desteer v0.0.1  FPS: ";
            str += (s32)driver->getFPS();
			device->setWindowCaption(str.c_str());
			timeUpdate = 0;
		}

        //Do behavior updates before the rendering.
        Entity1->Update(frameDeltaTime);
        Entity2->Update(frameDeltaTime);

        driver->beginScene(true, true, SColor(255,100,101,140));
            smgr->drawAll();
		driver->endScene();
	}
    //Clean up irrlicht.
	device->drop();

	return 0;
}
Exemple #6
0
int main(int argc, char **argv) {

	// Help?
	if (argv[1] && argv[1][0] == '-') die(helpmsg);

	putenv((char *) "vblank_mode=0"); // No vsync for us, thanks.

	MyEventReceiver *r = new MyEventReceiver();
	IrrlichtDevice *dev = createDevice(EDT_OPENGL, core::dimension2d<u32>(1024,768), 32,
				false, false, false, r);
	if (!dev) die("Can't initialize Irrlicht");

	IVideoDriver *drv = dev->getVideoDriver();
	ISceneManager *smgr = dev->getSceneManager();
	IGPUProgrammingServices *gpu = drv->getGPUProgrammingServices();
	ICameraSceneNode *cam = NULL;
	ITexture *pic = NULL;
	IMeshSceneNode *ball = NULL;
	bool showpic = false;

	IReadFile *areamap = createMemoryReadFile(AreaMap33, sizeof(AreaMap33), "AreaMap33", false);
	if (!areamap) die("Failed to load areamap");
	ITexture *areamaptex = drv->getTexture(areamap);
	areamap->drop();

	// If there's an argument, assume it is a pic to load; otherwise, draw a sphere

	if (argv[1] && access(argv[1], R_OK) == 0) {
		showpic = true;
		pic = drv->getTexture(argv[1]);
		if (!pic) die("Can't load image");

		cam = smgr->addCameraSceneNode();
	} else {
		cam = smgr->addCameraSceneNodeMaya();
		cam->setTarget(vector3df(0, 0, 0));
		ball = smgr->addSphereSceneNode(40, 8);

		int ballshader = gpu->addHighLevelShaderMaterial(rnd,0,EVST_VS_1_1,0);
		ball->setMaterialType((E_MATERIAL_TYPE) ballshader);

		ISceneNodeAnimator *cool = smgr->createRotationAnimator(vector3df(-0.1, 0.1, -0.1));
		ball->addAnimator(cool);
		cool->drop();
	}

	// Set up static defines, RTTs, quads
	dimension2d<u32> screensize = drv->getScreenSize();
	char defines[128];
	snprintf(defines, 128,
		"#define PIXEL_SIZE vec2(1.0f / %u.0, 1.0f / %u.0)\n"
		"#define MAX_SEARCH_STEPS 8.0\n#define MAX_DISTANCE 33.0\n",
		screensize.Width, screensize.Height);

	ITexture *rt1 = drv->addRenderTargetTexture(screensize, "rt1", ECF_A8R8G8B8);
	ITexture *rt2 = drv->addRenderTargetTexture(screensize, "rt2", ECF_A8R8G8B8);
	ITexture *rt3 = drv->addRenderTargetTexture(screensize, "rt3", ECF_A8R8G8B8);
	if (!rt1 || !rt2 || !rt3) die("No RTT");

	ScreenQuad *def = new ScreenQuad(drv);
	ScreenQuad *sq = new ScreenQuad(drv);
	ScreenQuad *sq2 = new ScreenQuad(drv);
	ScreenQuad *sq3 = new ScreenQuad(drv);
	ScreenQuad *norm = new ScreenQuad(drv);
	if (showpic) def->SetTexture(pic);
	sq->SetTexture(rt1);
	sq->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
	norm->SetTexture(rt1);
	norm->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);

	sq2->SetTexture(rt2);
	sq2->SetTexture(rt2, 1);
	sq2->SetTexture(areamaptex, 2);
	sq2->GetMaterial().TextureLayer[2].BilinearFilter = false;

	sq3->SetTexture(rt3);
	sq3->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
	sq3->SetTexture(rt1,1);
	state_t state = MLAA_OFF;

	stringc tmp1, tmp2;
	tmp1 = defines;
	tmp1 += offsetvs;
	tmp2 = defines;
	tmp2 += color1fs;

	// Load shaders
	int edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str());
	sq->SetMaterialType((E_MATERIAL_TYPE) edge);

	tmp2 = defines;
	tmp2 += blend2fs;

	blendcb *bcb = new blendcb();
	edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str(),0,EPST_PS_1_1,bcb);
	sq2->SetMaterialType((E_MATERIAL_TYPE) edge);

	tmp2 = defines;
	tmp2 += neigh3fs;

	neighcb *ncb = new neighcb();
	edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str(),0,EPST_PS_1_1,ncb);
	sq3->SetMaterialType((E_MATERIAL_TYPE) edge);

	// Record start time
	int lastfps = -1, minfps = 10000;
	unsigned long long total_frames = 0, fxtimer = 0, tmplong, onframes = 0;
	struct timeval starttime, tick1, tick2;
	float glsltime = 0;
	gettimeofday(&starttime, NULL);
	wchar_t cap[20];
	glEnable(GL_STENCIL_TEST);
	unsigned char firstrun = 1; // To avoid the glsl compiler in the timing

	// Main loop
	while (dev->run()) {

		gettimeofday(&tick1, NULL);
		drv->beginScene();

		switch (state) {
			case MLAA_OFF:
				if (showpic) def->Render(false);
				else smgr->drawAll();
			break;
			case MLAA_ON:
				if (showpic) def->Render(rt1);
				else {
					drv->setRenderTarget(rt1);
					smgr->drawAll();
				}


				glClear(GL_STENCIL_BUFFER_BIT);
				glStencilFunc(GL_ALWAYS, 1, ~0);
				glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
				sq->Render(rt2);

				glStencilFunc(GL_EQUAL, 1, ~0);
				glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
				sq2->Render(rt3);
				drv->setRenderTarget(rt1, false, false);

				// Overlay the smoothed edges on the initial image
				sq3->Render(false);

				// Blit the final image to the framebuffer
				glStencilFunc(GL_ALWAYS, 1, ~0);
				norm->Render();

			break;
		}

		drv->endScene();

		if (state == MLAA_ON) {
			gettimeofday(&tick2, NULL);
			if (!firstrun) {
				tmplong = (tick2.tv_sec - tick1.tv_sec) * 10000;
				tmplong += (tick2.tv_usec - tick1.tv_usec) / 100;
				fxtimer += tmplong;

				onframes++;
			} else {
				firstrun = 0;

				glsltime = tick2.tv_sec - tick1.tv_sec;
				glsltime += (tick2.tv_usec - tick1.tv_usec) / 1000000.0;
			}
		}

		int fps = drv->getFPS();
		if (minfps > fps) minfps = fps;
		if (lastfps != fps) {
			swprintf(cap, 20, L"%d fps, MLAA %s", fps, state == MLAA_ON ? "on" : "off");
			dev->setWindowCaption(cap);
			lastfps = fps;
		}

		if (r->IsKeyDown(KEY_KEY_M)) {
			if (state == MLAA_ON) state = MLAA_OFF;
			else state = MLAA_ON;

			lastfps++;
		}

		usleep(1); // 16?
		total_frames++;
	}

	dev->drop();
	delete ncb;
	delete bcb;
	delete def;
	delete sq;
	delete sq2;
	delete sq3;
	delete norm;
	delete r;

	struct timeval endtime;
	gettimeofday(&endtime, NULL);
	float sec = endtime.tv_sec - starttime.tv_sec;
	sec += ((float) endtime.tv_usec - starttime.tv_usec) / 1000000;
	printf("\nRan %.3fs, ", sec);
	sec -= glsltime;

	printf("average fps %.2f, min %d\n", (float) total_frames/sec, minfps);

	if (onframes) {
		printf("\nAverage on fps %.2f, average off fps %.2f\n\n", (float) onframes/(fxtimer/10000.0),
					(float) (total_frames - onframes)/(sec - (fxtimer/10000.0)));

//		printf("MLAA took on average %.1fms\n", (float) (fxtimer / onframes) / 10.0);
	}

	return 0;
}
Exemple #7
0
int main()
{

    MyEventReceiver receiver;

    IrrlichtDevice *device =
        createDevice( video::EDT_OPENGL, dimension2d<u32>(1280, 800), 16,
        false, false, false, &receiver);

    if (!device)
        return 1;

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

    scene::ISceneNode* o = smgr->addSphereSceneNode(20);
    //o->setMaterialFlag(video::EMF_LIGHTING, false);
    o->setPosition(core::vector3df(0,0,0));
    SMaterial &m = o->getMaterial(0);
    m.EmissiveColor = SColor(255, 255, 0, 0);


    vector3df sssPos(0, 60, 0);

    scene::ISceneNode* sss = smgr->addCubeSceneNode(30);
    sss->setMaterialFlag(video::EMF_LIGHTING, true);
    //sss->setMaterialTexture(0, driver->getTexture("wall.bmp"));
    sss->setPosition(sssPos);
    SMaterial &sssm = sss->getMaterial(0);
    sssm.EmissiveColor = SColor(100, 255, 255, 255);


    scene::ISceneNode*  hp = smgr->addSphereSceneNode(10);
    SMaterial &hpm = hp->getMaterial(0);
    hpm.EmissiveColor = SColor(255, 0, 0, 255);
    scene::ISceneNode*  hd = smgr->addSphereSceneNode(10);
    SMaterial &hdm = hd->getMaterial(0);
    hdm.EmissiveColor = SColor(255, 0, 0, 100);


    scene::ISceneNode* node[10];
    for (int i = 0; i < 10; ++i)
    {
        node[i] = smgr->addSphereSceneNode(5);
        //node[i]->setMaterialFlag(video::EMF_LIGHTING, false);
        node[i]->setVisible(false);
        SMaterial &m = node[i]->getMaterial(0);
        m.EmissiveColor = SColor(255, 255, 0, 0);
    }

    scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS();

    vector3df camPos(0,0,200);
    vector3df camshift(0,0,0);

    cam->setPosition(camPos);
    cam->setTarget(core::vector3df(0,0,0));

    u32 then = device->getTimer()->getTime();
    const f32 MOVEMENT_SPEED = 50.f;



    irr::video::S3DVertex m_cPlaneVertices[4];
    irr::u16 m_iPlaneIndices[6];

    m_cPlaneVertices[0] = irr::video::S3DVertex(-100.0f, -100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 0.0f, 0.0f);
    m_cPlaneVertices[1] = irr::video::S3DVertex(-100.0f,  100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 0.0f, 1.0f);
    m_cPlaneVertices[2] = irr::video::S3DVertex( 100.0f,  100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 1.0f, 1.0f);
    m_cPlaneVertices[3] = irr::video::S3DVertex( 100.0f, -100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 1.0f, 0.0f);

    m_iPlaneIndices[0] = 0;
    m_iPlaneIndices[1] = 2;
    m_iPlaneIndices[2] = 1;
    m_iPlaneIndices[3] = 0;
    m_iPlaneIndices[4] = 3;
    m_iPlaneIndices[5] = 2;


    SMaterial m_cRenderMaterial;
    m_cRenderMaterial.Wireframe = false;
    m_cRenderMaterial.Lighting = false;
    m_cRenderMaterial.TextureLayer[0].TextureWrapU = irr::video::ETC_CLAMP;
    m_cRenderMaterial.TextureLayer[0].TextureWrapV = irr::video::ETC_CLAMP;
    
    ITexture      *m_pRenderTexture = 0;

    CvCapture *capture;
    IplImage *frame;
    char AviFileName[]="Accel World.mp4";
    capture = cvCaptureFromAVI(AviFileName);

    if (driver->queryFeature(irr::video::EVDF_RENDER_TO_TARGET))
    {
        m_pRenderTexture = driver->addRenderTargetTexture(irr::core::dimension2d<irr::u32>((irr::u32)(720), (irr::u32)(480)));
        m_cRenderMaterial.setTexture(0, m_pRenderTexture);
    }

//     m_pRenderTexture = driver->getTexture("wall.bmp");
//     m_cRenderMaterial.setTexture(0, m_pRenderTexture);

    while(device->run())
    {
        const u32 now = device->getTimer()->getTime();
        const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
        then = now;

        if(receiver.IsKeyDown(irr::KEY_KEY_W))
            camshift.Z -= MOVEMENT_SPEED * frameDeltaTime;
        else if(receiver.IsKeyDown(irr::KEY_KEY_S))
            camshift.Z += MOVEMENT_SPEED * frameDeltaTime;

        if(receiver.IsKeyDown(irr::KEY_KEY_A))
            camshift.X -= MOVEMENT_SPEED * frameDeltaTime;
        else if(receiver.IsKeyDown(irr::KEY_KEY_D))
            camshift.X += MOVEMENT_SPEED * frameDeltaTime;

        if(receiver.IsKeyDown(irr::KEY_KEY_X))
            camshift.Y -= MOVEMENT_SPEED * frameDeltaTime;
        else if(receiver.IsKeyDown(irr::KEY_SPACE))
            camshift.Y += MOVEMENT_SPEED * frameDeltaTime;

        cam->setPosition(camPos + camshift);


        driver->beginScene(true, true, SColor(255,0,0,0));




        driver->setRenderTarget(m_pRenderTexture, true, true, irr::video::SColor(0,0,0,0));
        
        if(cvGrabFrame(capture))
        {
            frame=cvRetrieveFrame(capture);

            void* pBits = m_pRenderTexture->lock();
            u32  Pitch = m_pRenderTexture->getPitch();  

            int wmin= Pitch;
//             for(int h=0; h< 100; h++) 
//                 memcpy((char*)pBits+((h)*wmin),(char*)frame->imageDataOrigin + h * wmin, wmin);

            char* tmp = new char[frame->imageSize + 720 * 480];
            for (int i = 0; i < 480; ++i)
            {
                for (int j = 0; j < 720; ++j)
                {
                    tmp[(i * 720 + j) * 4] = frame->imageDataOrigin[(i * 720 + j) * 3];
                    tmp[(i * 720 + j) * 4 + 1] = frame->imageDataOrigin[(i * 720 + j) * 3 + 1];
                    tmp[(i * 720 + j) * 4 + 2] = frame->imageDataOrigin[(i * 720 + j) * 3 + 2];
                    tmp[(i * 720 + j) * 4 + 3] = 255;
                }
            }

            memcpy(pBits,tmp, frame->imageSize + 720 * 480);

            delete []tmp;

            m_pRenderTexture->unlock();

        }

        driver->setRenderTarget(0, false, false, irr::video::SColor(0,100,100,100));

        //driver->setTransform(video::ETS_VIEW, core::matrix4());
        driver->setTransform(video::ETS_WORLD, core::matrix4());
        //driver->setTransform(video::ETS_PROJECTION, core::matrix4());

        driver->setMaterial(m_cRenderMaterial);
        driver->drawIndexedTriangleList(m_cPlaneVertices, 4, m_iPlaneIndices, 2);

        



        smgr->drawAll();

        driver->endScene();
    }

    //controller.removeListener(listener);
    device->drop();

    return 0;
}
Exemple #8
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;
}