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author | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
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committer | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
commit | 2ae2a551a6290f46734307bbfdafea4b1a2cf2ba (patch) | |
tree | ba2f0b468640e44899fed3df2d4cc58795f4a003 /examples/01.HelloWorld/main.cpp | |
download | irrlicht-2ae2a551a6290f46734307bbfdafea4b1a2cf2ba.tar.xz |
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
Diffstat (limited to 'examples/01.HelloWorld/main.cpp')
-rw-r--r-- | examples/01.HelloWorld/main.cpp | 269 |
1 files changed, 269 insertions, 0 deletions
diff --git a/examples/01.HelloWorld/main.cpp b/examples/01.HelloWorld/main.cpp new file mode 100644 index 0000000..aeb0c57 --- /dev/null +++ b/examples/01.HelloWorld/main.cpp @@ -0,0 +1,269 @@ +/** Example 001 HelloWorld
+
+This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
+to write a simple HelloWorld program with it. The program will show how to use
+the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
+Microsoft Visual Studio is used as an IDE, but you will also be able to
+understand everything if you are using a different one or even another
+operating system than Windows.
+
+You have to include the header file <irrlicht.h> in order to use the engine. The
+header file can be found in the Irrlicht Engine SDK directory \c include. To let
+the compiler find this header file, the directory where it is located has to be
+added in your project as include path. This is different for every IDE and
+compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
+
+- In Visual Studio 2010 select the Menu Project -> Properties. Select the
+ "C/C++" - "General" option, and select the "Additional Include Directories".
+ Add the \c include directory of the Irrlicht engine folder to the list of
+ directories. Now the compiler will find the irrlicht.h header file. We also
+ need the irrlicht.lib to be found, so select "Linker" - "General" and
+ add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
+ to "Additional Library Directories". Which of the 2 Irrlicht versions you
+ chose depends on the target platform for your application (win32 or x64).
+ In your project properties you can see what your active solution platform
+ is, you can use the same one for Irrlicht.
+
+To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
+In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
+Linux) to your Linker input files.
+
+For VisualStudio we can be lazy and use the pragma comment lib.
+We also want to get rid of the console window, which pops up when starting a
+program with main() (instead of WinMain). This is done by the second pragma.
+We could also use the WinMain method, though losing platform independence then.
+*/
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
+#endif
+
+/*
+That's it. With your IDE set up like this, you will now be able to develop
+applications with the Irrlicht Engine.
+
+Lets start!
+
+After we have set up the IDE, the compiler will know where to find the Irrlicht
+Engine header files so we can include it now in our code.
+*/
+#include <irrlicht.h>
+
+/*
+That header just adds the getExampleMediaPath tool-functions to help locating
+the media we need. More about that later below.
+*/
+#include "exampleHelper.h"
+
+/*
+In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
+you want to use a class of the engine, you have to write irr:: before the name
+of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
+To get rid of the irr:: in front of the name of every class, we tell the
+compiler that we use that namespace from now on, and we will not have to write
+irr:: anymore.
+Note that you never should do that in headers - otherwise you will pollute the
+namespace of every file including such a header. So in headers always write
+out the full names including all namespaces.
+*/
+using namespace irr;
+
+/*
+There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
+read a detailed description of them in the documentation by clicking on the top
+menu item 'Namespace List' or by using this link:
+http://irrlicht.sourceforge.net/docu/namespaces.html
+Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
+example simple. Hence, we tell the compiler again that we do not want always to
+write their names.
+*/
+using namespace core;
+using namespace scene;
+using namespace video;
+using namespace io;
+using namespace gui;
+
+/*
+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 the
+ following parameters:
+
+ - driverType: Type of the video driver. This can currently be the Null-device,
+ one of the two software renderers, D3D9, or OpenGL. In this
+ example we use EDT_BURNINGSVIDEO, but to try out, you might want to
+ change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
+ Generally you will want to use OpenGL or Direct3D as they are
+ using your graphic card for calculations instead of the CPU and
+ are way faster (and usually better looking). We just use one of the
+ software renderers here as it even works when your graphic card driver
+ isn't set up for 3d support.
+
+ - 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. More
+ commonly you would chose 32 bit, again we're just playing it safe.
+
+ - fullscreen: Specifies if we want the device to run in fullscreen mode
+ or windowed.
+
+ - stencilbuffer: Specifies if we want to use the stencil buffer (you
+ need it 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 Irrlicht with the burnings software renderer!",
+ rect<s32>(10,10,260,22), true);
+
+ /*
+ Get a media path dedicated for your platform. Finding media files for your
+ applications can be tricky. First you have 2 options - working with relative
+ paths or working with absolute paths.
+
+ On Windows a common solution is that your installer will write a key into
+ the registry with the absolute path of wherever the user installed the
+ media. And in your application you read out that key from the registry.
+ On Linux a common solution is to use config file which is placed in some
+ fixed location (for example in a . file/folder in the user home).
+
+ But you can also work with relative paths - which is what we do here. There
+ is a slight complication with relative paths as they are relative to your
+ current working directory. And that depends on the way your application is
+ started and it might change inside your application. But mostly it will be
+ set to your executable on start so you can ignore that problem while
+ developing.
+
+ When inside VisualStudio the current working directory is set to your
+ project files location unless you overwrite Project properties - Debugging
+ - Working Directory. In Irrlicht examples the media folder is on most
+ platforms ../../media which works for the examples as it's relative to our
+ project files as well as to the binary (.exe) files.
+
+ Whatever you chose to find your base-folder for media - wrap it with some
+ function and then you can improve the code to locate the media later on.
+ */
+ const io::path mediaPath = getExampleMediaPath();
+
+ /*
+ To show something interesting, we load a Quake 2 model and display it.
+ We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
+ to display the mesh with addAnimatedMeshSceneNode(). 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 modeled 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 on your OS).
+ */
+ 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;
+}
+
+/*
+That's it. Compile and run.
+**/
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