// 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(); }
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(); }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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"Combined Effects", 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 (see previous example for full details) IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) ); CEffectPostProc* ppInvert = new CEffectPostProc( ppRenderer, dimension2di( 1024, 512 ), PP_INVERT ); // The second effect is made exactly the same way, but takes ppInvert as the input instead of ppRenderer CEffectPostProc* ppBlur = new CEffectPostProc( ppInvert, dimension2di( 1024, 512 ), PP_BLUR, 0.01f ); // delete ppInvert; // 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 ); ppBlur->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 ); } } // The effects can be deleted in any order delete ppBlur; delete ppInvert; delete ppRenderer; // Back to boring stuff device->drop(); return 0; }
bool render() { static s32 lastFPS = -1; if (irrDevice == NULL) { return false; } if (!irrDevice->run()) { irrDevice->drop(); irrDevice = NULL; return false; } getGameSceneMgr()->update(getTime()); driver->beginScene(true, true, video::SColor(255,113,113,133)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); const s32 fps = driver->getFPS(); if (lastFPS != fps) { const char * camName = irrDevice->getSceneManager()->getActiveCamera()->getName(); core::stringw str = L"stat: cam - "; str += camName; str += " FPS:"; str += fps; irrDevice->setWindowCaption(str.c_str()); lastFPS = fps; } return true; }
bool Editor::run(IrrlichtDevice* irr_device,Configuration* conf){ // Do Irrlicht Stuff _device = irr_device; IVideoDriver* driver = GetDevice()->getVideoDriver(); ISceneManager* smgr = GetDevice()->getSceneManager(); IGUIEnvironment* guienv = GetDevice()->getGUIEnvironment(); GetDevice()->setEventReceiver(this); if (!conf->getSettingAsBool("fullscreen")) GetDevice()->setResizable(true); // Project and state Project* proj = new Project(); _state = new EditorState(GetDevice(),proj,conf); // Menu State MenuState* ms = new MenuState(GetState()); GetState()->SetMenu(ms); // Add editor modes GetState()->AddMode(new NBEditor(GetState())); // Set up project proj->AddNode(new Node(GetDevice(),GetState())); proj->SelectNode(0); // Load user interface LoadScene(); GetState()->Menu()->init(); GetState()->Mode()->load(); printf("Complete!\n"); int LastX = driver->getScreenSize().Width; if (!GetState()->Settings()->getSettingAsBool("hide_sidebar")) LastX -= 256; int LastY = driver->getScreenSize().Height; int lastFPS = -1; while (GetDevice()->run()){ if (GetState()->NeedsClose()){ GetDevice()->closeDevice(); return true; } driver->beginScene(true, true, irr::video::SColor(255,150,150,150)); int ResX = driver->getScreenSize().Width; if (!GetState()->Settings()->getSettingAsBool("hide_sidebar")) ResX -= 256; int ResY = driver->getScreenSize().Height; if (currentWindow == -1) { // Draw Camera 0 if (camera[0]){ smgr->setActiveCamera(camera[0]); rect<s32> offset = rect<s32>(0,0,ResX/2,ResY/2); driver->setViewPort(offset); smgr->drawAll(); if (GetState()->Mode()) GetState()->Mode()->viewportTick(EVIEW_PERS, driver, offset); } // Draw Camera 1 if (camera[1]){ smgr->setActiveCamera(camera[1]); rect<s32> offset = rect<s32>(ResX/2,0,ResX,ResY/2); driver->setViewPort(offset); smgr->drawAll(); if (GetState()->Mode()) GetState()->Mode()->viewportTick(EVIEW_XZ, driver, offset); } // Draw Camera 2 if (camera[2]){ smgr->setActiveCamera(camera[2]); rect<s32> offset = rect<s32>(0,ResY/2,ResX/2,ResY); driver->setViewPort(offset); smgr->drawAll(); if (GetState()->Mode()) GetState()->Mode()->viewportTick(EVIEW_XY, driver, offset); } // Draw Camera 3 if (camera[3]){ smgr->setActiveCamera(camera[3]); rect<s32> offset = rect<s32>(ResX/2,ResY/2,ResX,ResY); driver->setViewPort(offset); smgr->drawAll(); if (GetState()->Mode()) GetState()->Mode()->viewportTick(EVIEW_ZY, driver, offset); } // Draw GUI driver->setViewPort(rect<s32>(0,0,driver->getScreenSize().Width,driver->getScreenSize().Height)); driver->draw2DLine(vector2d<irr::s32>(0,ResY/2),vector2d<irr::s32>(ResX,ResY/2),SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(0,ResY/2-1),vector2d<irr::s32>(ResX,ResY/2-1),SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2,0),vector2d<irr::s32>(ResX/2,ResY),SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2+1,0),vector2d<irr::s32>(ResX/2+1,ResY),SColor(175,255,255,255)); }else if (camera[currentWindow]){ smgr->setActiveCamera(camera[currentWindow]); driver->setViewPort(rect<s32>(0,0,ResX,ResY)); smgr->drawAll(); if (GetState()->Mode()) GetState()->Mode()->viewportTick((VIEWPORT)currentWindow, driver, rect<s32>(0,0,ResX,ResY)); driver->setViewPort(rect<s32>(0,0,driver->getScreenSize().Width,driver->getScreenSize().Height)); } if (GetState()->Menu()) GetState()->Menu()->draw(driver); if (GetState()->Mode()) GetState()->Mode()->draw(driver); guienv->drawAll(); driver->endScene(); int fps = driver->getFPS(); if (lastFPS != fps) { irr::core::stringw str = L"Nodebox Editor [FPS: "; str += fps; str += "]"; GetDevice()->setWindowCaption(str.c_str()); lastFPS = fps; } if (LastX != ResX || LastY != ResY){ printf("Adjusting FOV to new screen size...\n"); LastX = ResX; LastY = ResY; camera[0]->setAspectRatio((float)ResX/(float)ResY); // reset matrix matrix4 projMat; irr::f32 orth_w = (float)ResX / (float)ResY; orth_w = 3 * orth_w; projMat.buildProjectionMatrixOrthoLH(orth_w,3,1,100); for (int i=1;i<4;i++){ if (camera[i]){ camera[i]->remove(); camera[i]=NULL; } } // Remake cameras camera[1]=smgr->addCameraSceneNode(target,vector3df(0,2,-0.01),vector3df(0,0,0)); camera[1]->setProjectionMatrix(projMat,true); camera[2]=smgr->addCameraSceneNode(target,vector3df(0,0,-5),vector3df(0,0,0)); camera[2]->setProjectionMatrix(projMat,true); camera[3]=smgr->addCameraSceneNode(target,vector3df(-5,0,0),vector3df(0,0,0)); camera[3]->setProjectionMatrix(projMat,true); } } return true; }
int main() { IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1200, 800), 32, false, true, false, 0); PhysicsContext odeContext; std::vector<PlaceableObject> objects; odeContext.sceneWidth = 512; odeContext.sceneHeight = 512; lineWidth = odeContext.sceneWidth; SetupOde(odeContext); if (!device) return 1; device->setWindowCaption(L"REPO prototype"); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); SetupCamera(smgr, device); SetupGui(guienv); AddActors(smgr, driver, odeContext, objects ); SetupLightsAndShadows(smgr, driver); //---------------- auto scale = 80; AddTerrain(odeContext, driver, smgr, scale); //---------------- auto infotext = guienv->addStaticText(L"Irrlicht", rect<s32>(10, 10, 200, 40), true); auto frameCounter = 0; while(device->run()) { driver->beginScene(true, true, SColor(255, 0, 0, 0)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); core::stringw strFps = L"FPS: "; strFps += (s32)driver->getFPS(); infotext->setText(strFps.c_str()); if (frameCounter % 1 == 0) { SimulationStep(odeContext); UpdateActors(objects); } frameCounter++; } device->drop(); return 0; }
int main( ) { // Boring stuff: set up the scene, object & camera as usual // To make things more interesting, we add many Sydneys and a textured floor this time 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"Sandbox", rect<s32>( 10, 10, 260, 22 ), true ); IAnimatedMesh* mesh = smgr->getMesh("sydney.md2"); IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices( ); u32 matid; switch( driver->getDriverType( ) ) { case EDT_OPENGL: matid = gpu->addHighLevelShaderMaterial( GL_V_MAT, "main", EVST_VS_1_1, GL_PLAIN, "main", EPST_PS_1_1, new CTexturesShaderCallback( ), EMT_SOLID, 1 ); break; case EDT_DIRECT3D8: case EDT_DIRECT3D9: default: matid = gpu->addHighLevelShaderMaterial( DX_V_MAT, "main", EVST_VS_1_1, DX_PLAIN, "main", EPST_PS_2_0, new CTexturesShaderCallback( ), EMT_SOLID, 0 ); } for( u8 x = 0u; x != 2u; ++ x ) for( u8 i = 0u; i != 5u; ++ i ) { IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") ); node->setMaterialType( (E_MATERIAL_TYPE) matid ); node->setPosition( vector3df( -x * 20.0f, 0.0f, i * 40.0f ) ); } ISceneNode* nodeF = smgr->addTerrainSceneNode( "terrain-heightmap.bmp" ); nodeF->setMaterialFlag(EMF_LIGHTING, false); nodeF->setMaterialTexture( 0, driver->getTexture("terrain-heightmap.bmp") ); nodeF->setPosition( vector3df( -512.0f, -50.0f, -512.0f ) ); nodeF->setScale( vector3df( 4.0f, 0.2f, 4.0f ) ); nodeF->setMaterialType( (E_MATERIAL_TYPE) matid ); ICameraSceneNode* cam1 = smgr->addCameraSceneNode( 0, vector3df( 0.0f, 0.0f, -40.0f ), vector3df( 0.0f, 5.0f, 50.0f ) ); IPostProc* ppRenderer1 = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255, 130u, 180u, 230u ) ); CWaterPostProc* ppWater = new CWaterPostProc( ppRenderer1, dimension2di( 1024, 512 ), -22.0f ); ppWater->setTimer( device->getTimer( ) ); wchar_t tmp[255]; u8 t = 0u; while( device->run( ) ) { // cam1->setPosition( vector3df( 40.0f, 60.0f - (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.1f, -40.0f ) ); cam1->setPosition( vector3df( (device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.1f, -40.0f ) ); // cam1->setTarget( vector3df( (device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.1f, 0.0f ) ); // cam1->setTarget( cam1->getPosition( ) + vector3df( 0.0f, 0.0f, 10.0f ) ); // cam1->setTarget( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, 50.0f ) ); driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 ); ppWater->render( NULL ); guienv->drawAll( ); driver->endScene( ); if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); } } delete ppWater; delete ppRenderer1; // Back to boring stuff device->drop(); return 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; }
int main( ) { // Boring stuff: set up the scene, object & camera as usual // To make things more interesting, we add many Sydneys and a textured floor this time 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"Heat Haze (with Depth dependence)", rect<s32>( 10, 10, 260, 22 ), true ); IAnimatedMesh* mesh = smgr->getMesh("sydney.md2"); ISceneManager* smgr2 = smgr->createNewSceneManager( false ); ISceneNode* rootnode2 = smgr2->getRootSceneNode( ); IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices( ); u32 matid, matid2; switch( driver->getDriverType( ) ) { case EDT_OPENGL: matid = gpu->addHighLevelShaderMaterial( GL_V_MAT, "main", EVST_VS_1_1, GL_PLAIN, "main", EPST_PS_1_1, new CTexturesShaderCallback( ), EMT_SOLID, 1 ); matid2 = gpu->addHighLevelShaderMaterial( GL_V_MAT, "main", EVST_VS_1_1, GL_HEATSOURCE, "main", EPST_PS_1_1, new CTexturesShaderCallback( ), EMT_TRANSPARENT_ALPHA_CHANNEL, 1 ); break; case EDT_DIRECT3D8: case EDT_DIRECT3D9: default: matid = gpu->addHighLevelShaderMaterial( DX_V_MAT, "main", EVST_VS_1_1, DX_PLAIN, "main", EPST_PS_2_0, new CTexturesShaderCallback( ), EMT_SOLID, 0 ); matid2 = gpu->addHighLevelShaderMaterial( DX_V_MAT, "main", EVST_VS_1_1, DX_HEATSOURCE, "main", EPST_PS_2_0, new CTexturesShaderCallback( ), EMT_TRANSPARENT_ALPHA_CHANNEL, 0 ); } for( u8 x = 0u; x != 2u; ++ x ) for( u8 i = 0u; i != 5u; ++ i ) { IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") ); node->setMaterialType( (E_MATERIAL_TYPE) matid ); node->setPosition( vector3df( -x * 20.0f, 0.0f, i * 40.0f ) ); ISceneNode* node2 = smgr2->addBillboardSceneNode( rootnode2, dimension2df( 30.0f, 80.0f ), vector3df( -x * 20.0f, 30.0f, i * 40.0f ) ); node2->setMaterialFlag(EMF_LIGHTING, false); node2->setMaterialType( EMT_TRANSPARENT_ADD_COLOR ); node2->setMaterialTexture( 0, driver->getTexture("fireball.bmp") ); node2->setMaterialType( (E_MATERIAL_TYPE) matid2 ); } ISceneNode* nodeF = smgr->addMeshSceneNode( smgr->addHillPlaneMesh( "", dimension2df( 200.0f, 200.0f ), dimension2d<u32>( 10, 10 ), NULL, 0.0f, dimension2df( 0.0f, 0.0f ), dimension2df( 100.0f, 100.0f ) ) ); nodeF->setMaterialFlag(EMF_LIGHTING, false); nodeF->setMaterialTexture( 0, driver->getTexture("terrain-heightmap.bmp") ); nodeF->setPosition( vector3df( 0.0f, -22.0f, 0.0f ) ); nodeF->setMaterialType( (E_MATERIAL_TYPE) matid ); ICameraSceneNode* cam1 = smgr->addCameraSceneNode( 0, vector3df( 40.0f, 60.0f, -40.0f ), vector3df( 0.0f, 5.0f, 50.0f ) ); ICameraSceneNode* cam2 = smgr2->addCameraSceneNode( rootnode2, vector3df( 40.0f, 60.0f, -40.0f ), vector3df( 0.0f, 5.0f, 50.0f ) ); 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 ) ); CEffectPostProc* ppHaze = new CEffectPostProc( ppRenderer1, dimension2di( 1024, 512 ), PP_HAZEDEPTH ); ppHaze->setInput( 1, ppRenderer2 ); ppHaze->setTimer( device->getTimer( ) ); // These variables aren't important - they are just for showing the FPS wchar_t tmp[255]; u8 t = 0u; while( device->run( ) ) { cam1->setPosition( vector3df( 40.0f, 60.0f - (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.1f, -40.0f ) ); cam1->setTarget( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, 50.0f ) ); cam2->setPosition( cam1->getPosition( ) ); cam2->setTarget( cam1->getTarget( ) ); cam2->setUpVector( cam1->getUpVector( ) ); driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 ); ppHaze->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 ppHaze; delete ppRenderer1; delete ppRenderer2; // Back to boring stuff device->drop(); return 0; }
int main( ) { // Boring stuff: set up the scene, object & camera as usual // To make things more interesting, we add many Sydneys and a textured floor this time 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"Depth of Field", rect<s32>( 10, 10, 260, 22 ), true ); IAnimatedMesh* mesh = smgr->getMesh("sydney.md2"); // Create the required material. This is a simple shader which draws the texture with no lights. // Use GL_PLAIN1 / DX_PLANE1 or GL_PLAIN2 / DX_PLANE2 to support 1 or 2 basic point-lights u32 matid; IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices( ); switch( driver->getDriverType( ) ) { case EDT_OPENGL: matid = gpu->addHighLevelShaderMaterial( GL_V_MAT, "main", EVST_VS_1_1, GL_PLAIN, "main", EPST_PS_1_1, new CTexturesShaderCallback( ), EMT_SOLID, 1 ); break; case EDT_DIRECT3D8: case EDT_DIRECT3D9: default: matid = gpu->addHighLevelShaderMaterial( DX_V_MAT, "main", EVST_VS_1_1, DX_PLAIN, "main", EPST_PS_2_0, new CTexturesShaderCallback( ), EMT_SOLID, 0 ); } for( u8 x = 0u; x != 2u; ++ x ) for( u8 i = 0u; i != 5u; ++ i ) { IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") ); node->setMaterialType( (E_MATERIAL_TYPE) matid ); node->setPosition( vector3df( -x * 20.0f, 0.0f, i * 40.0f ) ); } ISceneNode* node2 = smgr->addMeshSceneNode( smgr->addHillPlaneMesh( "", dimension2df( 200.0f, 200.0f ), dimension2d<u32>( 10, 10 ), NULL, 0.0f, dimension2df( 0.0f, 0.0f ), dimension2df( 100.0f, 100.0f ) ) ); node2->setMaterialFlag(EMF_LIGHTING, false); node2->setMaterialTexture( 0, driver->getTexture("terrain-heightmap.bmp") ); node2->setMaterialType( (E_MATERIAL_TYPE) matid ); node2->setPosition( vector3df( 0.0f, -22.0f, 0.0f ) ); ICameraSceneNode* cam = smgr->addCameraSceneNode( 0, vector3df( 40.0f, 60.0f, -40.0f ), vector3df( 0.0f, 5.0f, 50.0f ) ); IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) ); CEffectPostProc* ppBlurDOF = new CEffectPostProc( ppRenderer, dimension2di( 1024, 512 ), PP_BLURDOF ); // We could set parameters on creation, but no need since we will animate it anyway. // Parameters are: near blur, near focus, far focus, far blur, blur level // You can also use PP_BLURDOFNEAR or PP_BLURDOFFAR to have only near or far blurring // These variables aren't important - they are just for showing the FPS wchar_t tmp[255]; u8 t = 0u; while( device->run( ) ) { // Change the camera angle cam->setTarget( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, 0.0f ) ); // Animate the depth of field: f32 p = sinf( device->getTimer( )->getTime( ) * 0.0005f ) * 0.5f - 0.2f; ppBlurDOF->setParameters( p * 100.0f + 80.0f, p * 100.0f + 110.0f, p * 100.0f + 160.0f, p * 100.0f + 240.0f, 0.01f ); driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 ); ppBlurDOF->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 ppBlurDOF; delete ppRenderer; // Back to boring stuff device->drop(); return 0; }
int main() { // ask user for driver video::E_DRIVER_TYPE driverType=driverChoiceConsole(); if (driverType==video::EDT_COUNT) return 1; // create device and exit if creation failed Device = createDevice(driverType, core::dimension2d<u32>(640, 480)); if(Device == NULL) return 1; IVideoDriver *Driver = Device->getVideoDriver(); IGUIEnvironment* env = Device->getGUIEnvironment(); ISceneManager *Scene = Device->getSceneManager(); Scene->addCameraSceneNode(0, vector3df(0,10,-40), vector3df(0,0,0)); MyEventReceiver receiver; Device->setEventReceiver(&receiver); // Load fonts fonts[0] = env->getFont(FONTPATH1, SIZE_FONT_NORMAL); fonts[1] = env->getFont(FONTPATH1, SIZE_FONT_BIG); fonts[2] = env->getFont(FONTPATH2, SIZE_FONT_NORMAL); fonts[3] = env->getFont(FONTPATH2, SIZE_FONT_BIG); fonts[4] = env->getFont(FONTPATH3, SIZE_FONT_NORMAL); fonts[5] = env->getFont(FONTPATH3, SIZE_FONT_BIG); for( int i = 0; i < 6; ++i ) { fonts[i]->setBatchLoadSize(1); fonts[i]->setMaxPageTextureSize( dimension2du(512, 512) ); } font = fonts[0]; font2 = fonts[1]; skin = env->getSkin(); skin->setFont(font); txtTrans = env->addStaticText(L"Transparency:", rect<s32>(50,20,250,40), true); IGUIScrollBar* scrollbar = env->addScrollBar(true, rect<s32>(50, 45, 250, 60), 0, 104); scrollbar->setMax(255); SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)0); scrollbar->setPos(col.getAlpha()); txtLog = env->addStaticText(L"Logging ListBox:", rect<s32>(50,80,250,100), true); listbox = env->addListBox(rect<s32>(50, 110, 250, 180)); btnQuit = env->addButton(rect<s32>(10,210,100,240), 0, 101, L"Quit"); btnNew = env->addButton(rect<s32>(10,250,100,290), 0, 102, L"New Window"); btnFile = env->addButton(rect<s32>(10,300,100,340), 0, 103, L"Open File"); edtName = env->addEditBox(L"",rect<s32>(300,60,580,80)); edtName->setMax(40); edtMemo = env->addEditBox(L"",rect<s32>(300,100,580,450)); edtMemo->setMultiLine(true); edtMemo->setTextAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT); lstLang = env->addListBox(rect<s32>(10, 400, 250, 470),0,120); lstLang->addItem(L"Arial"); lstLang->addItem(L"Times Roman"); lstLang->addItem(L"MS-Gothic(Japanese)"); lstLang->setSelected(0); int lastFPS = -1; while(Device->run()) { Driver->beginScene(true, true, SColor(0,64,64,128)); Scene->drawAll(); env->drawAll(); if (!lang){ font2->draw(L"Hello TrueType",rect<s32>(250,20,640,100),SColor(255,255,64,64),true); } else { //font2->draw(jtxtHello,rect<s32>(250,20,640,100),SColor(255,255,64,64),true); font2->draw(zhtwHello,rect<s32>(100,100,640,100),SColor(255,255,64,64),false); } Driver->endScene(); int fps = Driver->getFPS(); if (lastFPS != fps) { wchar_t tmp[1024]; swprintf(tmp, L"Irrlicht TrueType Demo (fps:%d)", fps); Device->setWindowCaption(tmp); lastFPS = fps; } } Device->drop(); return 0; }
bool Editor::run(IrrlichtDevice* irr_device, Configuration* conf, bool editor_is_installed) { // Do Irrlicht Stuff device = irr_device; IVideoDriver *driver = device->getVideoDriver(); ISceneManager *smgr = device->getSceneManager(); IGUIEnvironment *guienv = device->getGUIEnvironment(); device->setEventReceiver(this); device->setWindowCaption(L"Node Box Editor"); if (!conf->getBool("fullscreen")) { device->setResizable(true); } // Project and state Project *proj = new Project(); state = new EditorState(device, proj, conf); state->isInstalled = editor_is_installed; // Menu State state->menu = new MenuState(state); // Add editor modes state->AddMode(new NBEditor(state)); state->AddMode(new NodeEditor(state)); state->AddMode(new TextureEditor(state)); // Set up project proj->AddNode(state, true, false); proj->media.debug(); // Load user interface LoadScene(); state->SelectMode(0); int LastX = driver->getScreenSize().Width; if (!state->settings->getBool("hide_sidebar")) { LastX -= 256; } int LastY = driver->getScreenSize().Height; #ifdef _DEBUG int lastFPS = -1; #endif bool dosleep = state->settings->getBool("use_sleep"); u32 last = std::clock(); double dtime = 0; while (device->run()) { if (state->NeedsClose()) { device->closeDevice(); return true; } driver->beginScene(true, true, irr::video::SColor(255, 150, 150, 150)); int ResX = driver->getScreenSize().Width; if (!state->settings->getBool("hide_sidebar")) ResX -= 256; int ResY = driver->getScreenSize().Height; if (currentWindow == -1) { bool newmoused = (state->mousedown && !click_handled); viewportTick(VIEW_TL, rect<s32>(0, 0, ResX/2, ResY/2), newmoused, !middle_click_handled); viewportTick(VIEW_TR, rect<s32>(ResX/2, 0, ResX, ResY/2), newmoused, !middle_click_handled); viewportTick(VIEW_BL, rect<s32>(0, ResY/2, ResX/2, ResY ), newmoused, !middle_click_handled); viewportTick(VIEW_BR, rect<s32>(ResX/2, ResY/2, ResX, ResY ), newmoused, !middle_click_handled); // Draw separating lines driver->setViewPort(rect<s32>(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height)); driver->draw2DLine(vector2d<irr::s32>(0, ResY/2), vector2d<irr::s32>(ResX, ResY/2), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(0, ResY/2-1), vector2d<irr::s32>(ResX, ResY/2-1), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2, 0), vector2d<irr::s32>(ResX/2, ResY), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2+1, 0), vector2d<irr::s32>(ResX/2+1, ResY), SColor(175,255,255,255)); } else if (camera[currentWindow]) { viewportTick((Viewport)currentWindow, rect<s32>(0, 0, ResX, ResY), (state->mousedown && !click_handled), !middle_click_handled); } if (state->menu) { state->menu->draw(driver); } if (state->Mode()) { state->Mode()->draw(driver); } if (state->project && state->project->GetCurrentNode()) { vector3df pos = vector3df( (f32)state->project->GetCurrentNode()->position.X, (f32)state->project->GetCurrentNode()->position.Y, (f32)state->project->GetCurrentNode()->position.Z ); target->setPosition(pos); } guienv->drawAll(); if (state->menu->dialog) state->menu->dialog->draw(driver); driver->endScene(); #ifdef _DEBUG int fps = driver->getFPS(); if (lastFPS != fps) { irr::core::stringw str = L"Node Box Editor [FPS: "; str += fps; str += "]"; device->setWindowCaption(str.c_str()); lastFPS = fps; } #endif if (LastX != ResX || LastY != ResY) { LastX = ResX; LastY = ResY; recreateCameras(); } // Update if (state->Mode()) { state->Mode()->update(dtime); } // Do sleep unsigned int now = std::clock(); if (dosleep) { u32 sleeptime = int(double(1000) / double(60)) - (now - last); if (sleeptime > 0 && sleeptime < 200) device->sleep(sleeptime); } dtime = double(now - last) / 1000; last = now; click_handled = true; middle_click_handled = true; } return true; }
int App::run(std::tr1::function<void()> tester) { using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace ctrl; IVideoDriver* driver = IrrDevice::i().d()->getVideoDriver(); int lastFPS = -1; time_t t0 = realtime(), t1, t2, t3, t4, t5, t6, t7, t8, t9, t10; while( IrrDevice::i().run() && !quit_ ) { //if( IrrDevice::i().d()->isWindowActive() ) //comment: temp for double tasking //{ //comment: temp for double tasking // if( global_timer_.lock()->isStopped() ) //comment: temp for double tasking // global_timer_.lock()->start(); //comment: temp for double tasking //if( update_block() ) continue; MastEventReceiver::i().endEventProcess(); t1 = realtime(); InputMgr::i().updateAll(); t2 = realtime(); EventDispatcher::i().dispatch(); t3 = realtime(); driver->beginScene(true, true, video::SColor(0,0,0,0)); t4 = realtime(); if( tester ) tester(); else master_presenter_->cycle(); t5 = realtime(); trans_->cycle(); t6 = realtime(); InputMgr::i().redrawAll(); t7 = realtime(); audio::Sound::i().cycle(); t8 = realtime(); view::SFX::i().cleanup(); //newly added, clean up effects pool every cycle. t9 = realtime(); driver->endScene(); t10 = realtime(); MastEventReceiver::i().startEventProcess(); //FPS for debug int fps = driver->getFPS(); if( fps != lastFPS ) { core::stringw str(L"FPS: "); str += fps; IrrDevice::i().d()->setWindowCaption( str.c_str() ); lastFPS = fps; } if( temp_presenter_ ) { //hand over master presenter here "safely." master_presenter_ = temp_presenter_; temp_presenter_.reset(); } time_t elapsed_time = realtime() - t0; if( elapsed_time > 17 && elapsed_time < 500 ) { std::cout << "frame time spike: " << elapsed_time << "\n"; printf(" -- App: event(%ld) maspre(%ld) %ld %ld %ld %ld %ld %ld %ld %ld\n", t3-t2, t5-t4, t1-t0, t2-t1, t4-t3, t6-t5, t7-t6, t8-t7, t9-t8, t10-t9); } if( elapsed_time < 16 ) { // temp: locked at 60 fps if possible #if defined(WIN32) || defined(_WIN32) //Sleep(15 - elapsed_time); Sleep(1); #else //usleep((15 - elapsed_time) * 1000); usleep(1); #endif while( realtime() - t0 <= 16 ); } t0 = realtime(); //printf("t0: %ld\n", t0); //} //comment: temp for double tasking //else //comment: temp for double tasking //if( !timer_->isStopped() ) //comment: temp for double tasking //timer_->stop(); //comment: temp for double tasking } std::cout << "App main loop has ended." << std::endl; if( master_presenter_ ) //hack: make the recollection of master_presenter_ faster. master_presenter_.reset(); return 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; }
int main() { const int nRobots = 2; //given robot numbers will be controlled by humans vector<int> humanBrainIds; //humanBrainIds.push_back(1); //humanBrainIds.push_back(0); //-- device ------------------------------------------------------------// IrrlichtDevice* device; device = createDevice( EDT_OPENGL, //driverType windowSize, 16, //bits false, false, //stencilbuffer false, //vsync NULL //receiver ); //advanced device params //SIrrlichtCreationParameters params; //params.DeviceType = EIDT_CONSOLE; //params.DriverType = EDT_OPENGL; //params.WindowSize = windowSize; //device = createDeviceEx(params); if (device == 0) return EXIT_FAILURE; // could not create selected driver. IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); //-- lights ------------------------------------------------------------// //ambient light //smgr->setAmbientLight( SColorf(1.0f,1.0f,1.0f,1.0f) ); //smgr->setAmbientLight( SColorf(.3f,.3f,.3f,1.0f) ); //diffusive light SLight light_data; light_data.AmbientColor = SColorf(.3,.3,.3); //light_data.Attenuation = vector3df(.3,.3,.3); //Attenuation cte, linear quadratic TODO ?? light_data.DiffuseColor = SColorf(.0,.0,.0); light_data.SpecularColor = SColorf(.0,.0,.0); light_data.CastShadows = true; light_data.Radius = 100.0f; light_data.Type = ELT_DIRECTIONAL; //ELT_POINT point light, it has a position in space and radiates light in all directions //ELT_SPOT spot light, it has a position in space, a direction, and a limited cone of influence //ELT_DIRECTIONAL directional light, coming from a direction from an infinite distance ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(.5f,.0f,.5f)); light->setLightData(light_data); //-- objects ------------------------------------------------------------// IMesh* mesh; ISceneNode * node; float HEIGHT=1000.f, WIDTH=1.f; //height between center/sky == height bottom/center //large so that scene looks 2d on interactive test mode. //on automatic mode, only middle pixel row is taken, so this does not matter //outter boundary //square node = smgr->addCubeSceneNode( 2.f*WIDTH, // width 0, // parent -1, // id vector3df(0, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f)*-1.f // scale. *-1 turns it inside out. to use both faces make two cubes. ); //circle //mesh = smgr->getGeometryCreator()->createCylinderMesh( //1.f, //radius //1., //length //50, //tesselation //SColor(0,0,0,255), //color //false, //closeTop //0.f //oblique //); //node = smgr->addMeshSceneNode( //mesh, //0, //ISceneNode * parent //-1, //s32 id //vector3df(0, -HEIGHT, 0), //const core::vector3df & position //vector3df(0, 0, 0), //const core::vector3df & rotation //vector3df(1.0f, 2.f*HEIGHT, 1.0f) //const core::vector3df & scale //); node->getMaterial(0).AmbientColor.set(0,0,0,0); node->getMaterial(0).DiffuseColor.set(0,0,0,0); //node->getMaterial(0).SpecularColor.set(255,255,255,255); //node->getMaterial(0).Shininess = 20.0f; //node->getMaterial(0).EmissiveColor.set(0,0,0,0); //node->setMaterialFlag(EMF_WIREFRAME,true); //wireframe only //left cube node = smgr->addCubeSceneNode( 0.2, // width 0, // parent -1, // id vector3df(-.3, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f) // scale ); node->getMaterial(0).AmbientColor.set(0,255,0,0); node->getMaterial(0).DiffuseColor.set(0,255,0,0); //right cube node = smgr->addCubeSceneNode( .2f, // width 0, // parent -1, // id vector3df(.3, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f) // scale ); node->getMaterial(0).AmbientColor.set(0,0,255,0); node->getMaterial(0).DiffuseColor.set(0,0,255,0); //cylinder //mesh = smgr->getGeometryCreator()->createCylinderMesh( //.1f, //radius //1., //length //50, //tesselation //SColor(), //color //false, //closeTop //0.f //oblique //); //node = smgr->addMeshSceneNode( //mesh, //0, //ISceneNode * parent //-1, //s32 id //vector3df(0, -HEIGHT, 0), //const core::vector3df & position //vector3df(0, 0, 0), //const core::vector3df & rotation //vector3df(1.0f, 2.*HEIGHT, 1.0f) //const core::vector3df & scale //); //node->getMaterial(0).AmbientColor.set(0,0,0,255); //node->getMaterial(0).DiffuseColor.set(0,0,0,255); //sphere //node = smgr->addSphereSceneNode( //0.1, // radius //50, // poly count //0, // parent //FruitID, // id //vector3df(0, 0, 0), // center //vector3df(0, 0, 0), // rotation //vector3df(1.0f, 1.0f, 1.0f) // scale //); //node->getMaterial(0).AmbientColor.set(0,0,0,255); //node->getMaterial(0).DiffuseColor.set(0,0,0,255); //node->getMaterial(0).Lighting = true; //-- collision ------------------------------------------------------------// /* Put everything we want to do collision checking with inside the meta selector. */ IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); array<ISceneNode *> nodes; smgr->getSceneNodesFromType(ESNT_ANY, nodes); // Find all nodes for (u32 i=0; i < nodes.size(); ++i) { ISceneNode * node = nodes[i]; ITriangleSelector * selector = 0; switch(node->getType()) { case ESNT_CUBE: case ESNT_ANIMATED_MESH: // Because the selector won't animate with the mesh, // and is only being used for camera collision, we'll just use an approximate // bounding box instead of ((IAnimatedMeshSceneNode*)node)->getMesh(0) selector = smgr->createTriangleSelectorFromBoundingBox(node); break; case ESNT_MESH: case ESNT_SPHERE: // Derived from IMeshSceneNode selector = smgr->createTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node); break; case ESNT_TERRAIN: selector = smgr->createTerrainTriangleSelector((ITerrainSceneNode*)node); break; case ESNT_OCTREE: selector = smgr->createOctreeTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node); break; default: // Don't create a selector for this node type break; } if(selector) { // Add it to the meta selector, which will take a reference to it meta->addTriangleSelector(selector); // And drop my reference to it, so that the meta selector owns it. selector->drop(); } } //-- robots ------------------------------------------------------------// //create robots Fly2D::Brain* brains[nRobots]; //all to a default type //for ( int i=0; i<nRobots; i++ ) //{ //brains[i] = new Fly2D::BrainForward; ////brains[i] = new Fly2D::BrainCircle(); //} brains[0] = new Fly2D::BrainForward; brains[1] = new Fly2D::BrainForward; //decide human control vector<Fly2D::BrainHuman*> hBrains; for ( vector<int>::iterator i = humanBrainIds.begin(); i != humanBrainIds.end(); ++i ) { if ( *i > nRobots ) { cerr << "no such robot: " << *i << endl; exit(EXIT_FAILURE); } delete brains[*i]; Fly2D::BrainHuman* hBrain = new Fly2D::BrainHuman; brains[*i] = hBrain; hBrains.push_back(hBrain); } Fly2D::ReceiverHuman hReceiver = Fly2D::ReceiverHuman( hBrains ); device->setEventReceiver( &hReceiver ); Robot* robots[nRobots]; robots[0] = new Fly2D::Robot( *device, *meta, *brains[0], vector3df(0,0,-0.5f), vector3df(0,0, 0.5f), 0.01 ); robots[1] = new Fly2D::Robot( *device, *meta, *brains[1], vector3df(0,0,0.5f), vector3df(0,0, -0.5f), 0.01 ); meta->drop(); // As soon as we're done with the selector, drop it. //-- run ------------------------------------------------------------// //TEST vector3df oldpos, oldtarget; //END TEST int nFrames = 0; ITimer* timer = device->getTimer(); int t0 = timer->getTime(); int w = driver->getScreenSize().Width; int h = driver->getScreenSize().Height; int dh = h/nRobots; int observeRobot = 0; while(device->run()) { //if (device->isWindowActive()) //only work if window has focus. //draw driver->setViewPort(rect<s32>(0,0,w,h)); driver->beginScene(true,true,0); for(int i=0; i<nRobots; i++) { driver->setViewPort(rect<s32>(0,dh*i,w,dh*(i+1))); //only part of window gets drawn into smgr->setActiveCamera(robots[i]->camera); smgr->drawAll(); //draws on window scene of active camera robots[i]->update(); } driver->endScene(); //TEST //if //( //robots[observeRobot].getPosition() != oldpos //|| robots[observeRobot].getTarget() != oldtarget //) //oldpos = robots[observeRobot].getPosition(); //oldtarget = robots[observeRobot].getTarget(); cout << robots[observeRobot]->str(); //FPS info //cout << "frame no:" << endl << nFrames << endl;; //cout << "average fps:" << endl << 1000*nFrames/(float)(timer->getTime()-t0) << endl; //nFrames++; cout << "fps:" << endl << driver->getFPS() << endl; //END TEST } device->drop(); return 0; }
int main(int argc, char **argv) { BSPdungeon dun(50,50,5); IrrlichtDevice *device =createDevice( video::EDT_OPENGL, dimension2d<u32>(1280,720), 16,false, false, false, 0); if (!device) return 1; device->setWindowCaption(L"Pangolin Kwest"); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); smgr->setAmbientLight(video::SColorf(0.1,0.1,0.1,1)); ILightSceneNode* mylight1 = smgr->addLightSceneNode( 0, core::vector3df(00,00,00), video::SColorf(0.3f,0.3f,0.3f), 30.0f, 1 ); //IGUIFont* myfont=guienv->getFont("./myfont.xml"); //if(myfont==0)exit(93); //guienv->addMessageBox(L"Alertz!",L"You pangolin are been createrized. You totalleh ready to bash monstaz etc.!"); mylight1->enableCastShadow(true); //guienv->addStaticText(L"Pangolin Kwest 3D",rect<s32>(10,10,260,22), true); //------------------------------------------- int x,y,z; for(x=0;x<50;x++){ for(y=0;y<50;y++){ if(dun.map[x][y]==NIL){ for(z=0;z<3;z++){ ISceneNode* cueb=smgr->addCubeSceneNode(10); cueb->setMaterialFlag(EMF_LIGHTING, true); cueb->setMaterialTexture( 0, driver->getTexture("media/stdwall.jpg") ); // cueb->getMaterial(0).getTextureMatrix(0).setTextureTranslate(0.25,0.5); // cueb->getMaterial(0).getTextureMatrix(0).setTextureScale(0.0625,0.0625); cueb->setPosition(vector3df(x*10,z*10,y*10)); } } // ISceneNode* cueb=smgr->addCubeSceneNode(10); // cueb->setMaterialFlag(EMF_LIGHTING, true); // cueb->setMaterialTexture( 0, driver->getTexture("media/stdfloor.jpg") ); // cueb->setPosition(vector3df(x*10,-10,y*10)); ISceneNode* cueb=smgr->addCubeSceneNode(10); cueb->setMaterialFlag(EMF_LIGHTING, true); cueb->setMaterialTexture( 0, driver->getTexture("media/stdup.jpg") ); cueb->setPosition(vector3df(x*10,30,y*10)); } } ISceneNode* cueb=smgr->addCubeSceneNode(500); cueb->setMaterialFlag(EMF_LIGHTING, true); cueb->setMaterialTexture( 0, driver->getTexture("media/stdfloor.jpg") ); cueb->setPosition(vector3df(250,-255,250)); //cueb->getMaterial(0).getTextureMatrix(0).setTextureTranslate(0.25,0.5); cueb->getMaterial(0).getTextureMatrix(0).setTextureScale(50,50); //cueb->setScale(vector3df(0,-5,0)); //cueb->addshadowVolumeSceneNode(); //------------------------------------------- int lastFPS; //smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); ICameraSceneNode* mycam; mycam=smgr->addCameraSceneNodeFPS(0,100.0f,0.025f); mycam->setFOV(45); mylight1->setParent(mycam); while(device->run()) { //mylight1->setPosition(); //mylight1-> driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); int fps = driver->getFPS(); if (lastFPS != fps) { core::stringw str = L"Pangolin Kwest 3D ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } } device->drop(); return 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; }
/* Ok, now the main-function: First, we initialize the device, get the SourceManager and VideoDriver, load an animated mesh from .md2 and a map from .pk3. Because that's old stuff, I won't explain every step. Just take care of the maps position. */ int main() { // ask user for driver video::E_DRIVER_TYPE driverType=driverChoiceConsole(); if (driverType==video::EDT_COUNT) return 1; //Instance of the EventReceiver MyEventReceiver receiver; //Initialise the engine IrrlichtDevice *device = createDevice(driverType, dimension2du(ResX,ResY), 32, fullScreen, false, false, &receiver); if (!device) return 1; ISceneManager *smgr = device->getSceneManager(); IVideoDriver *driver = device->getVideoDriver(); //Load model IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2"); if (!model) return 1; IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model); //Load texture if (model_node) { ITexture *texture = driver->getTexture("../../media/sydney.bmp"); model_node->setMaterialTexture(0,texture); model_node->setMD2Animation(scene::EMAT_RUN); //Disable lighting (we've got no light) model_node->setMaterialFlag(EMF_LIGHTING,false); } //Load map device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp"); if (map) { ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0)); //Set position map_node->setPosition(vector3df(-850,-220,-850)); } /* Now we create our four cameras. One is looking at the model from the front, one from the top and one from the side. In addition there's a FPS-camera which can be controlled by the user. */ // Create 3 fixed and one user-controlled cameras //Front camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0)); //Top camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0)); //Left camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0)); //User-controlled camera[3] = smgr->addCameraSceneNodeFPS(); // don't start at sydney's position if (camera[3]) camera[3]->setPosition(core::vector3df(-50,0,-50)); /* Create a variable for counting the fps and hide the mouse: */ //Hide mouse device->getCursorControl()->setVisible(false); //We want to count the fps int lastFPS = -1; /* There wasn't much new stuff - till now! Only by defining four cameras, the game won't be splitscreen. To do this you need several steps: - Set the viewport to the whole screen - Begin a new scene (Clear screen) - The following 3 steps are repeated for every viewport in the splitscreen - Set the viewport to the area you wish - Activate the camera which should be "linked" with the viewport - Render all objects - If you have a GUI: - Set the viewport the whole screen - Display the GUI - End scene Sounds a little complicated, but you'll see it isn't: */ while(device->run()) { //Set the viewpoint to the whole screen and begin scene driver->setViewPort(rect<s32>(0,0,ResX,ResY)); driver->beginScene(true,true,SColor(255,100,100,100)); //If SplitScreen is used if (SplitScreen) { //Activate camera1 smgr->setActiveCamera(camera[0]); //Set viewpoint to the first quarter (left top) driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2)); //Draw scene smgr->drawAll(); //Activate camera2 smgr->setActiveCamera(camera[1]); //Set viewpoint to the second quarter (right top) driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2)); //Draw scene smgr->drawAll(); //Activate camera3 smgr->setActiveCamera(camera[2]); //Set viewpoint to the third quarter (left bottom) driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY)); //Draw scene smgr->drawAll(); //Set viewport the last quarter (right bottom) driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY)); } //Activate camera4 smgr->setActiveCamera(camera[3]); //Draw scene smgr->drawAll(); driver->endScene(); /* As you can probably see, the image is rendered for every viewport seperately. That means, that you'll loose much performance. Ok, if you're aksing "How do I have to set the viewport to get this or that screen?", don't panic. It's really easy: In the rect-function you define 4 coordinates: - X-coordinate of the corner left top - Y-coordinate of the corner left top - X-coordinate of the corner right bottom - Y-coordinate of the corner right bottom That means, if you want to split the screen into 2 viewports you would give the following coordinates: - 1st viewport: 0,0,ResX/2,ResY - 2nd viewport: ResX/2,0,ResX,ResY If you didn't fully understand, just play arround with the example to check out what happens. Now we just view the current fps and shut down the engine, when the user wants to: */ //Get and show fps if (driver->getFPS() != lastFPS) { lastFPS = driver->getFPS(); core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: "; tmp += lastFPS; tmp += ")"; device->setWindowCaption(tmp.c_str()); } } //Delete device device->drop(); return 0; }
bool Editor::run(IrrlichtDevice* irr_device,Configuration* conf) { // Do Irrlicht Stuff device = irr_device; IVideoDriver *driver = device->getVideoDriver(); ISceneManager *smgr = device->getSceneManager(); IGUIEnvironment *guienv = device->getGUIEnvironment(); device->setEventReceiver(this); device->setWindowCaption(L"Node Box Editor"); if (!conf->getBool("fullscreen")) { device->setResizable(true); } // Project and state Project *proj = new Project(); state = new EditorState(device, proj, conf); // Menu State state->menu = new MenuState(state); // Add editor modes state->AddMode(new NBEditor(state)); state->AddMode(new NodeEditor(state)); // Set up project proj->AddNode(state, true, false); // Load user interface LoadScene(); state->SelectMode(0); int LastX = driver->getScreenSize().Width; if (!state->settings->getBool("hide_sidebar")) { LastX -= 256; } int LastY = driver->getScreenSize().Height; #ifdef _DEBUG int lastFPS = -1; #endif bool dosleep = state->settings->getBool("use_sleep"); u32 last = std::clock(); double dtime = 0; while (device->run()) { if (state->NeedsClose()) { device->closeDevice(); return true; } driver->beginScene(true, true, irr::video::SColor(255, 150, 150, 150)); int ResX = driver->getScreenSize().Width; if (!state->settings->getBool("hide_sidebar")) ResX -= 256; int ResY = driver->getScreenSize().Height; if (currentWindow == -1) { // Draw Camera 0 if (camera[0]) { smgr->setActiveCamera(camera[0]); rect<s32> offset = rect<s32>(0, 0, ResX/2, ResY/2); driver->setViewPort(offset); smgr->drawAll(); if (state->Mode()) state->Mode()->viewportTick(VIEW_PERS, driver, offset); } // Draw Camera 1 if (camera[1]) { smgr->setActiveCamera(camera[1]); rect<s32> offset = rect<s32>(ResX/2, 0, ResX, ResY/2); driver->setViewPort(offset); smgr->drawAll(); if (state->Mode()) state->Mode()->viewportTick(VIEW_XZ, driver, offset); } // Draw Camera 2 if (camera[2]) { smgr->setActiveCamera(camera[2]); rect<s32> offset = rect<s32>(0, ResY/2, ResX/2, ResY); driver->setViewPort(offset); smgr->drawAll(); if (state->Mode()) state->Mode()->viewportTick(VIEW_XY, driver, offset); } // Draw Camera 3 if (camera[3]) { smgr->setActiveCamera(camera[3]); rect<s32> offset = rect<s32>(ResX/2, ResY/2, ResX, ResY); driver->setViewPort(offset); smgr->drawAll(); if (state->Mode()) state->Mode()->viewportTick(VIEW_ZY, driver, offset); } // Draw GUI driver->setViewPort(rect<s32>(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height)); driver->draw2DLine(vector2d<irr::s32>(0, ResY/2), vector2d<irr::s32>(ResX, ResY/2), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(0, ResY/2-1), vector2d<irr::s32>(ResX, ResY/2-1), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2, 0), vector2d<irr::s32>(ResX/2, ResY), SColor(175,255,255,255)); driver->draw2DLine(vector2d<irr::s32>(ResX/2+1, 0), vector2d<irr::s32>(ResX/2+1, ResY), SColor(175,255,255,255)); } else if (camera[currentWindow]) { smgr->setActiveCamera(camera[currentWindow]); driver->setViewPort(rect<s32>(0, 0, ResX, ResY)); smgr->drawAll(); if (state->Mode()) { state->Mode()->viewportTick((Viewport) currentWindow, driver, rect<s32>(0, 0, ResX, ResY)); } driver->setViewPort(rect<s32>(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height)); } if (state->menu) { state->menu->draw(driver); } if (state->Mode()) { state->Mode()->draw(driver); } if (state->project && state->project->GetCurrentNode()) { vector3df pos = vector3df( state->project->GetCurrentNode()->position.X, state->project->GetCurrentNode()->position.Y, state->project->GetCurrentNode()->position.Z ); target->setPosition(pos); camera[0]->setTarget(pos); camera[1]->setTarget(pos); camera[2]->setTarget(pos); camera[3]->setTarget(pos); } guienv->drawAll(); driver->endScene(); #ifdef _DEBUG int fps = driver->getFPS(); if (lastFPS != fps) { irr::core::stringw str = L"Node Box Editor [FPS: "; str += fps; str += "]"; device->setWindowCaption(str.c_str()); lastFPS = fps; } #endif if (LastX != ResX || LastY != ResY) { LastX = ResX; LastY = ResY; camera[0]->setAspectRatio((float)ResX / (float)ResY); // reset matrix matrix4 projMat; irr::f32 orth_w = (float)ResX / (float)ResY; orth_w = 3 * orth_w; projMat.buildProjectionMatrixOrthoLH(orth_w,3,1,100); for (int i = 1; i < 4; i++) { if (camera[i]) { camera[i]->remove(); camera[i] = NULL; } } // Remake cameras camera[1] = smgr->addCameraSceneNode(target, vector3df(0, 2, -0.01), vector3df(0, 0, 0)); camera[1]->setProjectionMatrix(projMat, true); camera[2] = smgr->addCameraSceneNode(target, vector3df(0, 0, -5), vector3df(0, 0, 0)); camera[2]->setProjectionMatrix(projMat, true); camera[3] = smgr->addCameraSceneNode(target, vector3df(-5, 0, 0), vector3df(0, 0, 0)); camera[3]->setProjectionMatrix(projMat, true); } // Update if (state->Mode()) { state->Mode()->update(dtime); } // Do sleep unsigned int now = std::clock(); if (dosleep) { u32 sleeptime = int(double(1000) / double(65)) - (now - last); if (sleeptime > 0 && sleeptime < 200) device->sleep(sleeptime); } dtime = double(now - last) / 1000; last = now; } return true; }