示例#1
0
// ----------------------------------------------------------------------------
ISceneNode* Track::loadItem(stringc name)
{
    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    ISceneNode* node = 0;
    if (name == "banana")
    {
        node = sm->addAnimatedMeshSceneNode(sm->getMesh("models/banana.b3d"));
        node->setName("banana");
    }
    if (name == "item")
    {
        node = sm->addAnimatedMeshSceneNode(sm->getMesh("models/gift-box.b3d"));
        node->setName("item");
    }
    if (name == "small-nitro")
    {
        node = sm->addAnimatedMeshSceneNode(sm->getMesh("models/nitrotank-small.b3d"));
        node->setName("small-nitro");
    }
    if (name == "big-nitro")
    {
        node = sm->addAnimatedMeshSceneNode(sm->getMesh("models/nitrotank-big.b3d"));
        node->setName("big-nitro");
    }
    return node;
} // loadItem
示例#2
0
/** This won't test render results. Currently, not all mesh loaders are tested. */
bool meshLoaders(void)
{
	IrrlichtDevice *device = createDevice( EDT_NULL, dimension2d<u32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

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

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

	bool result = (mesh != 0);

	if (mesh)
	{
		if (mesh != smgr->getMesh("../media/ninja.b3d"))
		{
			logTestString("Loading from same file results in different meshes!");
				result=false;
		}
	}

	device->drop();

	return result;
}
示例#3
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;
}
示例#4
0
int main()
{

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


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

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

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

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

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

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

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


   device->drop();

   return 0;
}
bool testTransparentVertexAlphaMore(E_DRIVER_TYPE driverType)
{
	IrrlichtDevice *device = createDevice(driverType, dimension2d<u32>(160, 120));
	if (!device)
		return true;

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

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

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

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

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

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

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

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

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

	return result;
}
示例#6
0
int main()
{
    // we'll use the OGL driver
	IrrlichtDevice *device =
		createDevice(EDT_OPENGL, dimension2du(640, 480), 16,
			false, false, false, 0);

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

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


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

	smgr->addCameraSceneNodeFPS();

    int lastFPS = -1;

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

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

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

		driver->endScene();

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

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


	}

	device->drop();

	return 0;
}
示例#7
0
/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
bool b3dAnimation(void)
{
	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<s32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

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

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

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

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

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

		(void)smgr->addCameraSceneNode();

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

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

	device->drop();

	return result;
}
示例#8
0
Car::Car(vector3df position,
		   f64 radius,
		   vector3df velocity,
		   f64 maxSpeed,
		   vector3df heading,
		   f64 mass,
		   vector3df scale,
		   f64 turnRate,
		   f64 maxForce)
	: MovingEntity(position, radius, velocity, maxSpeed, heading, mass, scale, turnRate, maxForce),
  	  m_pSceneNode(null),
	  m_pStateMachine(null),
	  m_p2DSprite(null),
	  m_pCarPhaysics(null),
	  m_pMesh(null)
{
	// get ready state machine
	 m_pStateMachine = new StateMachine<Car>(this);
    
	// start from nothing
    m_pStateMachine->ChangeState(IdleCar::Instance());

	// get ready sprite
	ISceneManager* pSmgr = IrrDvc.GetSmgr();
	IVideoDriver* pDriver = IrrDvc.GetDriver();
	m_p2DSprite = pSmgr->addBillboardSceneNode();
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
	video::ITexture* pTexture = pDriver->getTexture("Rsrc/car.tga");
	// shkim, TODO.
	// why should I grap this texture here? as a result, get(+1)->grab(+1)->drop(-1) will give reference count as 1. 
	// that means nobody know when I release texture after using at all. how do I figure it out?
	// answer is, keeping texture resource during Proc life time. it means loading texture at Proc initializing time and releasing them at Proc releasing time.
	// for doing that, need to use grab/drop pair after getTexture()
	pTexture->grab();
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true);
	m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, true);
	m_p2DSprite->setSize(dimension2df(scale.X, scale.Y));
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(ID());	

	// get ready 3d scene node
#ifdef DRAW_CAR_3D_MODEL // shkim, do not draw mode now
	m_pMesh = pSmgr->getMesh("Rsrc/cube.xml");
	m_pSceneNode = pSmgr->addAnimatedMeshSceneNode(m_pMesh);
	m_pSceneNode->setPosition(vector3df(0.f, 0.f, 0.f));
	m_pSceneNode->setRotation(vector3df(0.f, 0.f, 0.f));
	m_pSceneNode->setScale(vector3df(4.f, 8.f, 1.f));
	m_pSceneNode->setMaterialFlag(EMF_LIGHTING, false);
#endif // DRAW_CAR_3D_MODEL
	// get ready physics model
	m_pCarPhaysics = new iforce2d_TopdownCar(&Box2dWld.GetWorld());	
}
示例#9
0
    static i3DObject * createObject(_string name, _string meshName) 
    {
        ISceneManager* smgr = irrDevice->getSceneManager();
        IAnimatedMesh* mesh = smgr->getMesh(meshName);
        if (mesh == NULL)
        {
			printf("failed to load %s\n", meshName);
            return NULL;
        }

        return new CIrr3DObject(smgr, name, mesh);
    }
示例#10
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;
}
示例#11
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;
}
示例#12
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;
}
示例#13
0
//! Tests lightmaps under all drivers that support them
static bool runTestWithDriver(E_DRIVER_TYPE driverType)
{
    IrrlichtDevice *device = createDevice( driverType, dimension2d<u32>(160, 120), 32);
    if (!device)
        return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs

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

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

    stabilizeScreenBackground(driver);

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

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

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

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

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

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

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

    return result;
}
示例#14
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;
}
示例#15
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;
}
示例#16
0
ISceneNode* MySceneManager::addRunWaySceneNode( const core::vector3df& position /*= core::vector3df( 0 )*/,
	f32 interval /*= 200*/, f32 width /*= 300*/,
	const core::vector3df& colorFrom /*= core::vector3df( 0, 63, 255 )*/, const core::vector3df& colorTo /*= core::vector3df( 255, 255, 0 )*/,
	s32 numOfArrows /*= 15 */ )
{
	MyIrrlichtEngine* pEngine = MyIrrlichtEngine::GetEngine();
	ISceneManager* smgr = pEngine->GetSceneManager();
	IVideoDriver* driver = pEngine->GetVideoDriver();
	u32 TimeMs = pEngine->GetDevice()->getTimer()->getTime();
	f32 delay = 100;

	// 跑道根节点
	ISceneNode* runWay = smgr->addEmptySceneNode();
	runWay->setPosition( position );
	// 供复制的节点
	ISceneNode* node = smgr->addMeshSceneNode( smgr->getMesh( "../media/UnitModel/UnitPlane.obj" ), runWay );
	node->setScale( vector3df( 90, 176, 1 ) );
	node->setRotation( vector3df( 0, 45, 0 ) );
	node->setMaterialTexture( 0, driver->getTexture( "../media/UIResource/Game/arrow.png" ) );
	node->setMaterialFlag( EMF_BACK_FACE_CULLING, false );
	// 节点临时变量
	ISceneNode* copy;
	// Shader
	SceneNodeShader shader;
	// 色彩偏移量
	vector3df colorOffset = ( colorTo - colorFrom ) / (f32)numOfArrows;
	// 右跑道
	for( int i=0; i<numOfArrows; i++ )
	{
		copy = node->clone();
		copy->setPosition( vector3df( width / 2.f, 0, interval * i ) );
		RunWayBlink* ani = new RunWayBlink( (u32)(delay * i), (f32)i, colorFrom, colorOffset );
		copy->addAnimator( ani );
		ani->drop();
	}
	node->setRotation( vector3df( 0, 45, 180 ) );
	// 左跑道
	for( int i=0; i<numOfArrows; i++ )
	{
		copy = node->clone();
		copy->setPosition( vector3df( -width / 2.f, 0, interval * i ) );
		RunWayBlink* ani = new RunWayBlink( (u32)(delay * i), (f32)i, colorFrom, colorOffset );
		copy->addAnimator( ani );
		ani->drop();
	}
	node->setVisible( false );

	return runWay;
	//return CreateRunWay( position, interval, width, colorFrom, colorTo, numOfArrows );
}
示例#17
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;
}
示例#18
0
int main()
{
    IrrlichtDevice *device =
        createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
            false, false, false, 0);

    if (!device)
        return 1;

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

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

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

    MyAnimationEndCallback animEndCallback;

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

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

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

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

        smgr->drawAll();

        driver->endScene();
    }

    device->drop();
    return 0;
}
示例#19
0
int example_helloworld()
{
	// create device
	IrrlichtDevice *device = startup();
	if (device == 0)
		return 1; // could not create selected driver.

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

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

	/*
	To let the mesh look a little bit nicer, we change its material. We
	disable lighting because we do not have a dynamic light in here, and
	the mesh would be totally black otherwise. Then we set the frame loop,
	such that the predefined STAND animation is used. And last, we apply a
	texture to the mesh. Without it the mesh would be drawn using only a
	color.
	*/
	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation(scene::EMAT_STAND);
		node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
	}

	/*
	To look at the mesh, we place a camera into 3d space at the position
	(0, 30, -40). The camera looks from there to (0,5,0), which is
	approximately the place where our md2 model is.
	*/
	smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

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

	return run ( device );

}
示例#20
0
int main()
{
	eventReceiver receiver;
	IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1366, 768), 16,true, false, false,&receiver);
	device->setWindowCaption(L"(WhizGeek || Mclightning).com");
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();

	scene::ICameraSceneNode* kam= smgr->addCameraSceneNode(NULL,vector3df(0,0,200),vector3df(0,0,0));
	
	//kam->setPosition(vector3df(0,0,200));

	ISceneNode* kutu=smgr->addCubeSceneNode(50,0,2,vector3df(50,0,0));
	ISceneNode* kutu2=smgr->addCubeSceneNode(50,0,2,vector3df(-50,0,0));
	ITexture *duvar=driver->getTexture("wall.jpg");
	kutu->setMaterialTexture(0,duvar);
	kutu->setMaterialFlag(video::EMF_LIGHTING, false);
	kutu2->setMaterialTexture(0,duvar);
	kutu2->setMaterialFlag(video::EMF_LIGHTING, false);

		IAnimatedMesh* mesh = smgr->getMesh("sydney.md2");
		IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation(scene::EMAT_STAND);
		node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
		node->setRotation(vector3df(0,270,0));
		
	irFinder ir("test",true,230,255);
	CvPoint in;
	while(device->run())
	{		
		if(receiver.IsKeyDown(KEY_ESCAPE))
		{
			device->drop();
			return 0;
		}
		driver->beginScene(true, true, SColor(255,0,0,255));
		in=ir.yenile();
		//node->setPosition(vector3df(30*in.x/320,30*(240-in.y)/240,0));
		kam->setPosition(vector3df(in.x-160,(240-in.y),200));
		smgr->drawAll();
		driver->endScene();
	}
	device->drop();
}
示例#21
0
/** At the moment, this just verifies that the last frame of the animation produces the expected bitmap. */
bool md2Animation(void)
{
	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

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

	IAnimatedMesh* mesh = smgr->getMesh("../media/sydney.md2");
	IAnimatedMeshSceneNode* node;
	assert(mesh);

	if(mesh)
	{
		node = smgr->addAnimatedMeshSceneNode(mesh);
		assert(node);

		if(node)
		{
			node->setPosition(vector3df(20, 0, 30));
			node->setMaterialFlag(EMF_LIGHTING, false);
			node->setMaterialTexture(0, driver->getTexture("../media/sydney.bmp"));
			node->setLoopMode(false);

			(void)smgr->addCameraSceneNode();

			// Just jump to the last frame since that's all we're interested in.
			node->setMD2Animation(EMAT_DEATH_FALLBACK);
			node->setCurrentFrame((f32)(node->getEndFrame()));
			device->run();
			driver->beginScene(true, true, SColor(255, 255, 255, 0));
			smgr->drawAll();
			driver->endScene();
		}
	}

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-md2Animation.png");
	device->drop();

	return result;
}
示例#22
0
int main( ) {
	// Boring stuff: set up the scene, object & camera as usual
	IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
	IVideoDriver* driver = device->getVideoDriver( );
	ISceneManager* smgr = device->getSceneManager( );
	IGUIEnvironment* guienv = device->getGUIEnvironment( );
	device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
	guienv->addStaticText( L"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;
}
示例#23
0
int main()
{
	IrrlichtDevice *device =
	                createDevice( video::EDT_OPENGL, dimension2d<u32>(640, 480), 16,
	                        false, false, false, 0);

	if (!device)
		cout<<"error";
	else
	{
		device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
		IVideoDriver* driver = device->getVideoDriver();
		ISceneManager* smgr = device->getSceneManager();
		IGUIEnvironment* guienv = device->getGUIEnvironment();
		guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
		                rect<s32>(10,10,260,22), true);
        IAnimatedMesh* mesh = smgr->getMesh("sydney.md2");
        if (!mesh)
        {
                device->drop();
                return 1;
        }
        IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
        if (node)
        {
                node->setMaterialFlag(EMF_LIGHTING, false);
                node->setMD2Animation(scene::EMAT_STAND);
                node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
        }
        smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
        while(device->run())
        {
            driver->beginScene(true, true, SColor(255,100,101,140));

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

            driver->endScene();
        }
        device->drop();

	}
	cout<<"hello world2";
}
示例#24
0
GameFieldNeo::GameFieldNeo()
	: BaseGameEntity(BaseGameEntity::GetNextValidID(), vector3df(0.f, 0.f, 0.f), 0.f, vector3df(1.f, 1.f, 1.f))	  
{
	// get ready scene node
	ISceneManager* pSmgr = IrrDvc.GetSmgr();
	m_pMesh = pSmgr->getMesh("Rsrc/Cube.dae");
	if (m_pMesh)
	{
		m_pSceneNode = pSmgr->addAnimatedMeshSceneNode(m_pMesh);
		m_pSceneNode->setScale(vector3df(10.f, 10.f, 10.f));
		m_pSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);		
	}	

	scene::ISceneNodeAnimator* pAnim = pSmgr->createRotationAnimator(core::vector3df(1,1,1));
	if (pAnim)
	{
		m_pSceneNode->addAnimator(pAnim);
		pAnim->drop();
	}
}
示例#25
0
static bool drawScaledOctree(void)
{
	bool result = false;
	IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
	if (!device)
		return false;

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

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

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

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

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

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

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

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

	return result;
}
示例#26
0
F14::F14(vector3df position, vector3df rotation, IrrlichtDevice *device)
{
	this->device = device;

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

	//Set the airplane attributes
	weight = 100;
	armor = 100;
	health = 100;
	bulletDamage = 8;
	speed = 10;
	
	//Create the Airplane's scene node
	mesh = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../media/meshes/f14.x"),0, 1, position, rotation);

	//Turn off dynamic lighting
	mesh->setMaterialFlag(video::EMF_LIGHTING, false);
		
	//Set the plane's texture
	mesh->setMaterialTexture(0, driver->getTexture("../media/textures/f14texture.jpg"));

}
示例#27
0
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
	/*
	The most important function of the engine is the createDevice()
	function. The IrrlichtDevice is created by it, which is the root
	object for doing anything with the engine. createDevice() has 7
	parameters:

	- deviceType: Type of the device. This can currently be the Null-device,
	   one of the two software renderers, D3D9, or OpenGL. In this
	   example we use EDT_SOFTWARE, but to try out, you might want to
	   change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.

	- windowSize: Size of the Window or screen in FullScreenMode to be
	   created. In this example we use 640x480.

	- bits: Amount of color bits per pixel. This should be 16 or 32. The
	   parameter is often ignored when running in windowed mode.

	- fullscreen: Specifies if we want the device to run in fullscreen mode
	   or not.

	- stencilbuffer: Specifies if we want to use the stencil buffer (for
	   drawing shadows).

	- vsync: Specifies if we want to have vsync enabled, this is only useful
	   in fullscreen mode.

	- eventReceiver: An object to receive events. We do not want to use this
	   parameter here, and set it to 0.

	Always check the return value to cope with unsupported drivers,
	dimensions, etc.
	*/
	IrrlichtDevice *device =
		createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
			false, false, false, 0);

	if (!device)
		return 1;

	/*
	Set the caption of the window to some nice text. Note that there is an
	'L' in front of the string. The Irrlicht Engine uses wide character
	strings when displaying text.
	*/
	device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");

	/*
	Get a pointer to the VideoDriver, the SceneManager and the graphical
	user interface environment, so that we do not always have to write
	device->getVideoDriver(), device->getSceneManager(), or
	device->getGUIEnvironment().
	*/
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();

	/*
	We add a hello world label to the window, using the GUI environment.
	The text is placed at the position (10,10) as top left corner and
	(260,22) as lower right corner.
	*/
	guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
		rect<s32>(10,10,260,22), true);

	/*
	Get a media path dedicated for your platform.
	*/
	const io::path mediaPath = getExampleMediaPath();

	/*
	To show something interesting, we load a Quake 2 model and display it.
	We only have to get the Mesh from the Scene Manager with getMesh() and add
	a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
	check the return value of getMesh() to become aware of loading problems
	and other errors.

	Instead of writing the filename sydney.md2, it would also be possible
	to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
	other supported file format. By the way, that cool Quake 2 model
	called sydney was modelled by Brian Collins.
	*/
	IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
	if (!mesh)
	{
		device->drop();
		return 1;
	}
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );

	/*
	To let the mesh look a little bit nicer, we change its material. We
	disable lighting because we do not have a dynamic light in here, and
	the mesh would be totally black otherwise. Then we set the frame loop,
	such that the predefined STAND animation is used. And last, we apply a
	texture to the mesh. Without it the mesh would be drawn using only a
	color.
	*/
	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation(scene::EMAT_STAND);
		node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
	}

	/*
	To look at the mesh, we place a camera into 3d space at the position
	(0, 30, -40). The camera looks from there to (0,5,0), which is
	approximately the place where our md2 model is.
	*/
	smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

	/*
	Ok, now we have set up the scene, lets draw everything: We run the
	device in a while() loop, until the device does not want to run any
	more. This would be when the user closes the window or presses ALT+F4
	(or whatever keycode closes a window).
	*/
	while(device->run())
	{
		/*
		Anything can be drawn between a beginScene() and an endScene()
		call. The beginScene() call clears the screen with a color and
		the depth buffer, if desired. Then we let the Scene Manager and
		the GUI Environment draw their content. With the endScene()
		call everything is presented on the screen.
		*/
		driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));

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

		driver->endScene();
	}

	/*
	After we are done with the render loop, we have to delete the Irrlicht
	Device created before with createDevice(). In the Irrlicht Engine, you
	have to delete all objects you created with a method or function which
	starts with 'create'. The object is simply deleted by calling ->drop().
	See the documentation at irr::IReferenceCounted::drop() for more
	information.
	*/
	device->drop();

	return 0;
}
示例#28
0
/*
This is the main method. We can use void main() on every platform.
On Windows platforms, we could also use the WinMain method
if we would want to get rid of the console window, which pops up when
starting a program with main(), but to keep this example simple,
we use main().
*/
int main(int argc, char** argv)
{
    /*
    The most important function of the engine is the 'createDevice'
    function. The Irrlicht Device can be created with it, which is the
    root object for doing everything with the engine.
    createDevice() has 7 paramters:
    deviceType: Type of the device. This can currently be the Null-device,
       the Software device, DirectX8, DirectX9, or OpenGL. In this example we use
       EDT_SOFTWARE, but to try out, you might want to change it to
       EDT_NULL, EDT_DIRECTX8 , EDT_DIRECTX9, or EDT_OPENGL.
    windowSize: Size of the Window or FullscreenMode to be created. In this
       example we use 640x480.
    bits: Amount of bits per pixel when in fullscreen mode. This should
       be 16 or 32. This parameter is ignored when running in windowed mode.
    fullscreen: Specifies if we want the device to run in fullscreen mode
       or not.
    stencilbuffer: Specifies if we want to use the stencil buffer for drawing shadows.
    vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen
      mode.
    eventReceiver: An object to receive events. We do not want to use this
       parameter here, and set it to 0.
    */

    IrrlichtDevice *device =
        createDevice(EDT_SOFTWARE, dimension2d<s32>(640, 480), 16,
            false, false, false, 0);

    /*
    Set the caption of the window to some nice text. Note that there is
    a 'L' in front of the string. The Irrlicht Engine uses wide character
    strings when displaying text.
    */
    device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");

    /*
    Get a pointer to the video driver, the SceneManager and the
    graphical user interface environment, so that
    we do not always have to write device->getVideoDriver(),
    device->getSceneManager() and device->getGUIEnvironment().
    */
    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();
    IGUIEnvironment* guienv = device->getGUIEnvironment();

    /*
    We add a hello world label to the window, using the GUI environment.
    */
    guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
        rect<int>(10,10,200,22), true);

    /*
    To display something interesting, we load a Quake 2 model
    and display it. We only have to get the Mesh from the Scene
    Manager (getMesh()) and add a SceneNode to display the mesh.
    (addAnimatedMeshSceneNode()). Instead of writing the filename
    sydney.md2, it would also be possible to load a Maya object file
    (.obj), a complete Quake3 map (.bsp) or a Milshape file (.ms3d).
    By the way, that cool Quake 2 model called sydney was modelled
    by Brian Collins.
    */
    IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
    IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );

    /*
    To let the mesh look a little bit nicer, we change its material a
    little bit: We disable lighting because we do not have a dynamic light
    in here, and the mesh would be totally black. Then we set the frame
    loop, so that the animation is looped between the frames 0 and 310.
    And at last, we apply a texture to the mesh. Without it the mesh
    would be drawn using only a color.
    */
    if (node)
    {
        node->setMaterialFlag(EMF_LIGHTING, false);
        node->setFrameLoop(0, 310);
        node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
    }

    /*
    To look at the mesh, we place a camera into 3d space at the position
    (0, 30, -40). The camera looks from there to (0,5,0).
    */
    smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));

    /*
    Ok, now we have set up the scene, lets draw everything:
    We run the device in a while() loop, until the device does not
    want to run any more. This would be when the user closed the window
    or pressed ALT+F4 in windows.
    */
    while(device->run())
    {
        /*
        Anything can be drawn between a beginScene() and an endScene()
        call. The beginScene clears the screen with a color and also the
        depth buffer if wanted. Then we let the Scene Manager and the
        GUI Environment draw their content. With the endScene() call
        everything is presented on the screen.
        */
        driver->beginScene(true, true, SColor(0,200,200,200));

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

        driver->endScene();
    }

    /*
    After we are finished, we have to delete the Irrlicht Device
    created before with createDevice(). In the Irrlicht Engine,
    you will have to delete all objects you created with a method or
    function which starts with 'create'. The object is simply deleted
    by calling ->drop().
    See the documentation at
    http://irrlicht.sourceforge.net//docu/classirr_1_1IUnknown.html#a3
    for more information.
    */
    device->drop();

    return 0;
}
示例#29
0
// Tests B3D animations.
bool b3dAnimation(void)
{
	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

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

	ISkinnedMesh* mesh = (ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
	assert(mesh);

	bool result = false;
	if (!mesh)
		return false;

	IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
	assert(node1);

	/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
	if(node1)
	{
		node1->setPosition(vector3df(-3, -3, 10));
		node1->setMaterialFlag(EMF_LIGHTING, false);
		node1->setAnimationSpeed(0.f);
		node1->setCurrentFrame(10.f);
		node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
	}

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

	(void)smgr->addCameraSceneNode();

	// Just jump to the last frame since that's all we're interested in.
	device->run();
	driver->beginScene(true, true, SColor(255, 60, 60, 60));
	smgr->drawAll();
	driver->endScene();

	result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png");
	if (node2)
		node2->remove();

	/** Now test if bones are correctly positioned. */
	node1->setDebugDataVisible(scene::EDS_SKELETON);
	node1->setPosition(vector3df(1, -5, 8));
	node1->setRotation(core::vector3df(0,180,0));
	node1->updateAbsolutePosition();
	for (u32 i=0; i<node1->getJointCount(); ++i)
	{
		smgr->addCubeSceneNode(1.f,0,-1,node1->getJointNode(i)->getAbsolutePosition());
//		smgr->addCubeSceneNode(1.f,node1->getJointNode(i));
	}

	// Simple render call
	device->run();
	driver->beginScene(true, true, SColor(255, 60, 60, 60));
	smgr->drawAll();
	driver->endScene();

	result &= takeScreenshotAndCompareAgainstReference(driver, "-b3dJointPosition.png");

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

	return result;
}
示例#30
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;
}