123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499 |
- /** Example 017 Helloworld mobile for WinCE 6. DEPRECATED
- This was Example 017 Helloworld mobile for WinCE 6.
- But WinCE6 support has been removed for Irrlicht 1.9.
- If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.
- Sources still kept for now as it compiles on other platform too. And we might use this example again
- once we support Windows RT.
- */
- #include <irrlicht.h>
- #if defined ( _IRR_WINDOWS_ )
- #include <windows.h>
- #endif
- using namespace irr;
- using namespace core;
- using namespace scene;
- using namespace video;
- using namespace io;
- using namespace gui;
- #pragma comment(lib, "Irrlicht.lib")
- class EventReceiver_basic : public IEventReceiver
- {
- private:
- IrrlichtDevice *Device;
- public:
- EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
- virtual bool OnEvent(const SEvent& event)
- {
- if (event.EventType == EET_GUI_EVENT)
- {
- s32 id = event.GUIEvent.Caller->getID();
- switch(event.GUIEvent.EventType)
- {
- case EGET_BUTTON_CLICKED:
- if (id == 2)
- {
- Device->closeDevice();
- return true;
- } break;
- }
- }
- return false;
- }
- };
- class CSampleSceneNode : public ISceneNode
- {
- aabbox3d<f32> Box;
- S3DVertex Vertices[4];
- SMaterial Material;
- public:
- CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
- : ISceneNode(parent, mgr, id)
- {
- Material.Wireframe = false;
- Material.Lighting = false;
- Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
- Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
- Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
- Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
- Box.reset(Vertices[0].Pos);
- for (s32 i=1; i<4; ++i)
- Box.addInternalPoint(Vertices[i].Pos);
- }
- virtual void OnRegisterSceneNode()
- {
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
- ISceneNode::OnRegisterSceneNode();
- }
- virtual void render()
- {
- u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
- IVideoDriver* driver = SceneManager->getVideoDriver();
- driver->setMaterial(Material);
- driver->setTransform(ETS_WORLD, AbsoluteTransformation);
- driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
- }
- virtual const aabbox3d<f32>& getBoundingBox() const
- {
- return Box;
- }
- virtual u32 getMaterialCount()
- {
- return 1;
- }
- virtual SMaterial& getMaterial(u32 i)
- {
- return Material;
- }
- };
- /*!
- Startup a Windows Mobile Device
- */
- IrrlichtDevice *startup()
- {
- // both software and burnings video can be used
- E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
- // create device
- IrrlichtDevice *device = 0;
- // Use window mode on PC
- device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false );
- if ( 0 == device )
- return 0;
- IVideoDriver* driver = device->getVideoDriver();
- ISceneManager* smgr = device->getSceneManager();
- IGUIEnvironment* guienv = device->getGUIEnvironment();
- // set the filesystem relative to the executable
- #if defined (_IRR_WINDOWS_)
- {
- wchar_t buf[255];
- GetModuleFileNameW ( 0, buf, 255 );
- io::path base = buf;
- base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
- device->getFileSystem()->addFileArchive ( base );
- }
- #endif
- IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
- rect<s32>(140,15,200,30), false, false, 0, 100 );
- guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit");
- // add irrlicht logo
- guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
- core::position2d<s32>(0,-2));
- return device;
- }
- /*!
- */
- int run ( IrrlichtDevice *device )
- {
- while(device->run())
- if (device->isWindowActive())
- {
- device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
- device->getSceneManager()->drawAll();
- device->getGUIEnvironment()->drawAll();
- device->getVideoDriver()->endScene ();
- IGUIElement *stat = device->getGUIEnvironment()->
- getRootGUIElement()->getElementFromId ( 100 );
- if ( stat )
- {
- stringw str = L"FPS: ";
- str += (s32)device->getVideoDriver()->getFPS();
- stat->setText ( str.c_str() );
- }
- }
- device->drop();
- return 0;
- }
- /*!
- */
- int example_customscenenode()
- {
- // create device
- IrrlichtDevice *device = startup();
- if (device == 0)
- return 1; // could not create selected driver.
- // create engine and camera
- EventReceiver_basic receiver(device);
- device->setEventReceiver(&receiver);
- IVideoDriver* driver = device->getVideoDriver();
- ISceneManager* smgr = device->getSceneManager();
- IGUIEnvironment* guienv = device->getGUIEnvironment();
- smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
- CSampleSceneNode *myNode =
- new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
- ISceneNodeAnimator* anim =
- smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
- if(anim)
- {
- myNode->addAnimator(anim);
- anim->drop();
- anim = 0; // As I shouldn't refer to it again, ensure that I can't
- }
- myNode->drop();
- myNode = 0; // As I shouldn't refer to it again, ensure that I can't
- return run ( device );
- }
- class EventReceiver_terrain : public IEventReceiver
- {
- public:
- EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
- Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
- {
- Skybox->setVisible(true);
- Skydome->setVisible(false);
- }
- bool OnEvent(const SEvent& event)
- {
- if (event.EventType == EET_GUI_EVENT)
- {
- s32 id = event.GUIEvent.Caller->getID();
- switch(event.GUIEvent.EventType)
- {
- case EGET_BUTTON_CLICKED:
- if (id == 2)
- {
- Device->closeDevice();
- return true;
- } break;
- }
- }
- // check if user presses the key 'W' or 'D'
- if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
- {
- switch (event.KeyInput.Key)
- {
- case irr::KEY_KEY_W: // switch wire frame mode
- Terrain->setMaterialFlag(video::EMF_WIREFRAME,
- !Terrain->getMaterial(0).Wireframe);
- Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
- return true;
- case irr::KEY_KEY_P: // switch wire frame mode
- Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
- !Terrain->getMaterial(0).PointCloud);
- Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
- return true;
- case irr::KEY_KEY_D: // toggle detail map
- Terrain->setMaterialType(
- Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
- video::EMT_DETAIL_MAP : video::EMT_SOLID);
- return true;
- case irr::KEY_KEY_S: // toggle skies
- showBox=!showBox;
- Skybox->setVisible(showBox);
- Skydome->setVisible(!showBox);
- return true;
- default:
- break;
- }
- }
- return false;
- }
- private:
- IrrlichtDevice *Device;
- scene::ISceneNode* Terrain;
- scene::ISceneNode* Skybox;
- scene::ISceneNode* Skydome;
- bool showBox;
- };
- /*
- The start of the main function starts like in most other example. We ask the user
- for the desired renderer and start it up. This time with the advanced parameter handling.
- */
- int example_terrain()
- {
- // create device
- IrrlichtDevice *device = startup();
- if (device == 0)
- return 1; // could not create selected driver.
- /*
- First, we add standard stuff to the scene: A nice irrlicht engine
- logo, a small help text, a user controlled camera, and we disable
- the mouse cursor.
- */
- video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();
- gui::IGUIEnvironment* env = device->getGUIEnvironment();
- //set other font
- //env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
- // add some help text
- env->addStaticText(
- L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
- core::rect<s32>(5,250,235,320), true, true, 0, -1, true);
- // add camera
- scene::ICameraSceneNode* camera =
- smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
- camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
- camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
- camera->setFarValue(42000.0f);
- // disable mouse cursor
- device->getCursorControl()->setVisible(false);
- /*
- Here comes the terrain renderer scene node: We add it just like any
- other scene node to the scene using
- ISceneManager::addTerrainSceneNode(). The only parameter we use is a
- file name to the heightmap we use. A heightmap is simply a gray scale
- texture. The terrain renderer loads it and creates the 3D terrain from
- it.
- To make the terrain look more big, we change the scale factor of
- it to (40, 4.4, 40). Because we don't have any dynamic lights in the
- scene, we switch off the lighting, and we set the file
- terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
- second texture, called detail map. At last, we set the scale values for
- the texture: The first texture will be repeated only one time over the
- whole terrain, and the second one (detail map) 20 times.
- */
- // add terrain scene node
- scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
- "../../media/terrain-heightmap.bmp",
- 0, // parent node
- -1, // node id
- core::vector3df(0.f, 0.f, 0.f), // position
- core::vector3df(0.f, 0.f, 0.f), // rotation
- core::vector3df(40.f, 4.4f, 40.f), // scale
- video::SColor ( 255, 255, 255, 255 ), // vertexColor
- 5, // maxLOD
- scene::ETPS_17, // patchSize
- 4 // smoothFactor
- );
- if ( terrain )
- {
- terrain->setMaterialFlag(video::EMF_LIGHTING, false);
- terrain->setMaterialTexture(0,
- driver->getTexture("../../media/terrain-texture.jpg"));
- terrain->setMaterialTexture(1,
- driver->getTexture("../../media/detailmap3.jpg"));
- terrain->setMaterialType(video::EMT_DETAIL_MAP);
- terrain->scaleTexture(1.0f, 20.0f);
- //terrain->setDebugDataVisible ( true );
- /*
- To be able to do collision with the terrain, we create a triangle selector.
- If you want to know what triangle selectors do, just take a look into the
- collision tutorial. The terrain triangle selector works together with the
- terrain. To demonstrate this, we create a collision response animator
- and attach it to the camera, so that the camera will not be able to fly
- through the terrain.
- */
- // create triangle selector for the terrain
- scene::ITriangleSelector* selector
- = smgr->createTerrainTriangleSelector(terrain, 0);
- terrain->setTriangleSelector(selector);
- // create collision response animator and attach it to the camera
- scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
- selector, camera, core::vector3df(60,100,60),
- core::vector3df(0,0,0),
- core::vector3df(0,50,0));
- selector->drop();
- camera->addAnimator(anim);
- anim->drop();
- /* If you need access to the terrain data you can also do this directly via the following code fragment.
- */
- scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
- terrain->getMeshBufferForLOD(*buffer, 0);
- video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
- // Work on data or get the IndexBuffer with a similar call.
- buffer->drop(); // When done drop the buffer again.
- }
- /*
- To make the user be able to switch between normal and wireframe mode,
- we create an instance of the event receiver from above and let Irrlicht
- know about it. In addition, we add the skybox which we already used in
- lots of Irrlicht examples and a skydome, which is shown mutually
- exclusive with the skybox by pressing 'S'.
- */
- // create skybox and skydome
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
- scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
- driver->getTexture("../../media/irrlicht2_up.jpg"),
- driver->getTexture("../../media/irrlicht2_dn.jpg"),
- driver->getTexture("../../media/irrlicht2_lf.jpg"),
- driver->getTexture("../../media/irrlicht2_rt.jpg"),
- driver->getTexture("../../media/irrlicht2_ft.jpg"),
- driver->getTexture("../../media/irrlicht2_bk.jpg"));
- scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
- // create event receiver
- EventReceiver_terrain receiver( device, terrain, skybox, skydome);
- device->setEventReceiver(&receiver);
- return run ( device );
- }
- /*
- */
- 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 );
- }
- #if defined (_IRR_WINDOWS_)
- #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
- #endif
- /*
- */
- int main()
- {
- example_helloworld ();
- example_customscenenode();
- //example_terrain();
- }
- /*
- **/
|