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authorMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
committerMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
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tree391064cc6173a6fe75069af2fdc1978af12f623e /examples/16.Quake3MapShader/main.cpp
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+/** Example 016 Quake3 Map Shader Support
+
+This Tutorial shows how to load a Quake 3 map into the
+engine, create a SceneNode for optimizing the speed of
+rendering and how to create a user controlled camera.
+
+Lets start like the HelloWorld example: We include
+the irrlicht header files and an additional file to be able
+to ask the user for a driver type using the console.
+*/
+#include <irrlicht.h>
+#include "driverChoice.h"
+
+/*
+ define which Quake3 Level should be loaded
+*/
+#define IRRLICHT_QUAKE3_ARENA
+//#define ORIGINAL_QUAKE3_ARENA
+//#define CUSTOM_QUAKE3_ARENA
+//#define SHOW_SHADER_NAME
+
+#ifdef ORIGINAL_QUAKE3_ARENA
+ #define QUAKE3_STORAGE_FORMAT addFolderFileArchive
+ #define QUAKE3_STORAGE_1 "/baseq3/"
+ #ifdef CUSTOM_QUAKE3_ARENA
+ #define QUAKE3_STORAGE_2 "/cf/"
+ #define QUAKE3_MAP_NAME "maps/cf.bsp"
+ #else
+ #define QUAKE3_MAP_NAME "maps/q3dm8.bsp"
+ #endif
+#endif
+
+#ifdef IRRLICHT_QUAKE3_ARENA
+ #define QUAKE3_STORAGE_FORMAT addFileArchive
+ #define QUAKE3_STORAGE_1 "../../media/map-20kdm2.pk3"
+ #define QUAKE3_MAP_NAME "maps/20kdm2.bsp"
+#endif
+
+using namespace irr;
+using namespace scene;
+
+/*
+Again, to be able to use the Irrlicht.DLL file, we need to link with the
+Irrlicht.lib. We could set this option in the project settings, but
+to make it easy, we use a pragma comment lib:
+*/
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+
+/*
+A class to produce a series of screenshots
+*/
+class CScreenShotFactory : public IEventReceiver
+{
+public:
+
+ CScreenShotFactory( IrrlichtDevice *device, const c8 * templateName, ISceneNode* node )
+ : Device(device), Number(0), FilenameTemplate(templateName), Node(node)
+ {
+ FilenameTemplate.replace ( '/', '_' );
+ FilenameTemplate.replace ( '\\', '_' );
+ }
+
+ bool OnEvent(const SEvent& event)
+ {
+ // check if user presses the key F9
+ if ((event.EventType == EET_KEY_INPUT_EVENT) &&
+ event.KeyInput.PressedDown)
+ {
+ if (event.KeyInput.Key == KEY_F9)
+ {
+ video::IImage* image = Device->getVideoDriver()->createScreenShot();
+ if (image)
+ {
+ c8 buf[256];
+ snprintf(buf, 256, "%s_shot%04d.jpg",
+ FilenameTemplate.c_str(),
+ ++Number);
+ Device->getVideoDriver()->writeImageToFile(image, buf, 85 );
+ image->drop();
+ }
+ }
+ else
+ if (event.KeyInput.Key == KEY_F8)
+ {
+ if (Node->isDebugDataVisible())
+ Node->setDebugDataVisible(scene::EDS_OFF);
+ else
+ Node->setDebugDataVisible(scene::EDS_BBOX_ALL);
+ }
+ }
+ return false;
+ }
+
+private:
+ IrrlichtDevice *Device;
+ u32 Number;
+ core::stringc FilenameTemplate;
+ ISceneNode* Node;
+};
+
+
+/*
+Ok, lets start.
+*/
+
+int IRRCALLCONV main(int argc, char* argv[])
+{
+ /*
+ Like in the HelloWorld example, we create an IrrlichtDevice with
+ createDevice(). The difference now is that we ask the user to select
+ which hardware accelerated driver to use. The Software device would be
+ too slow to draw a huge Quake 3 map, but just for the fun of it, we make
+ this decision possible too.
+ */
+
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ // create device and exit if creation failed
+ const core::dimension2du videoDim(800,600);
+
+ IrrlichtDevice *device = createDevice(driverType, videoDim, 32, false );
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ const char* mapname=0;
+ if (argc>2)
+ mapname = argv[2];
+ else
+ mapname = QUAKE3_MAP_NAME;
+
+ /*
+ Get a pointer to the video driver and the SceneManager so that
+ we do not always have to write device->getVideoDriver() and
+ device->getSceneManager().
+ */
+ video::IVideoDriver* driver = device->getVideoDriver();
+ scene::ISceneManager* smgr = device->getSceneManager();
+ gui::IGUIEnvironment* gui = device->getGUIEnvironment();
+
+ //! add our private media directory to the file system
+ device->getFileSystem()->addFileArchive("../../media/");
+
+ /*
+ To display the Quake 3 map, we first need to load it. Quake 3 maps
+ are packed into .pk3 files, which are nothing other than .zip files.
+ So we add the .pk3 file to our FileSystem. After it was added,
+ we are able to read from the files in that archive as they would
+ directly be stored on disk.
+ */
+ if (argc>2)
+ device->getFileSystem()->QUAKE3_STORAGE_FORMAT(argv[1]);
+ else
+ device->getFileSystem()->QUAKE3_STORAGE_FORMAT(QUAKE3_STORAGE_1);
+#ifdef QUAKE3_STORAGE_2
+ device->getFileSystem()->QUAKE3_STORAGE_FORMAT(QUAKE3_STORAGE_2);
+#endif
+
+ // Quake3 Shader controls Z-Writing
+ smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
+
+ /*
+ Now we can load the mesh by calling getMesh(). We get a pointer returned
+ to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
+ they are only a huge chunk of static geometry with some materials
+ attached. Hence the IAnimated mesh consists of only one frame,
+ so we get the "first frame" of the "animation", which is our quake level
+ and create an Octree scene node with it, using addOctreeSceneNode().
+ The Octree optimizes the scene a little bit, trying to draw only geometry
+ which is currently visible. An alternative to the Octree would be a
+ AnimatedMeshSceneNode, which would draw always the complete geometry of
+ the mesh, without optimization. Try it out: Write addAnimatedMeshSceneNode
+ instead of addOctreeSceneNode and compare the primitives drawn by the
+ video driver. (There is a getPrimitiveCountDrawed() method in the
+ IVideoDriver class). Note that this optimization with the Octree is only
+ useful when drawing huge meshes consisting of lots of geometry.
+ */
+ scene::IQ3LevelMesh* const mesh =
+ (scene::IQ3LevelMesh*) smgr->getMesh(mapname);
+
+ /*
+ add the geometry mesh to the Scene ( polygon & patches )
+ The Geometry mesh is optimised for faster drawing
+ */
+ scene::ISceneNode* node = 0;
+ if (mesh)
+ {
+ scene::IMesh * const geometry = mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY);
+ node = smgr->addOctreeSceneNode(geometry, 0, -1, 4096);
+ }
+
+ // create an event receiver for making screenshots
+ CScreenShotFactory screenshotFactory(device, mapname, node);
+ device->setEventReceiver(&screenshotFactory);
+
+ /*
+ now construct SceneNodes for each Shader
+ The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
+ and the Shader ID is stored in the MaterialParameters
+ mostly dark looking skulls and moving lava.. or green flashing tubes?
+ */
+ if ( mesh )
+ {
+ // the additional mesh can be quite huge and is unoptimized
+ const scene::IMesh * const additional_mesh = mesh->getMesh(quake3::E_Q3_MESH_ITEMS);
+
+#ifdef SHOW_SHADER_NAME
+ gui::IGUIFont *font = device->getGUIEnvironment()->getFont("../../media/fontlucida.png");
+ u32 count = 0;
+#endif
+
+ for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount(); ++i )
+ {
+ const IMeshBuffer* meshBuffer = additional_mesh->getMeshBuffer(i);
+ const video::SMaterial& material = meshBuffer->getMaterial();
+
+ // The ShaderIndex is stored in the material parameter
+ const s32 shaderIndex = (s32) material.MaterialTypeParam2;
+
+ // the meshbuffer can be rendered without additional support, or it has no shader
+ const quake3::IShader *shader = mesh->getShader(shaderIndex);
+ if (0 == shader)
+ {
+ continue;
+ }
+
+ // we can dump the shader to the console in its
+ // original but already parsed layout in a pretty
+ // printers way.. commented out, because the console
+ // would be full...
+ // quake3::dumpShader ( Shader );
+
+ node = smgr->addQuake3SceneNode(meshBuffer, shader);
+
+#ifdef SHOW_SHADER_NAME
+ count += 1;
+ core::stringw name( node->getName() );
+ node = smgr->addBillboardTextSceneNode(
+ font, name.c_str(), node,
+ core::dimension2d<f32>(80.0f, 8.0f),
+ core::vector3df(0, 10, 0));
+#endif
+ }
+ }
+
+ /*
+ Now we only need a Camera to look at the Quake 3 map. And we want to
+ create a user controlled camera. There are some different cameras
+ available in the Irrlicht engine. For example the Maya Camera which can
+ be controlled comparable to the camera in Maya: Rotate with left mouse
+ button pressed, Zoom with both buttons pressed, translate with right
+ mouse button pressed. This could be created with
+ addCameraSceneNodeMaya(). But for this example, we want to create a
+ camera which behaves like the ones in first person shooter games (FPS).
+ */
+
+ scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
+
+ /*
+ so we need a good starting Position in the level.
+ we can ask the Quake3 Loader for all entities with class_name
+ "info_player_deathmatch"
+ we choose a random launch
+ */
+ if ( mesh )
+ {
+ quake3::tQ3EntityList &entityList = mesh->getEntityList();
+
+ quake3::IEntity search;
+ search.name = "info_player_deathmatch";
+
+ s32 index = entityList.binary_search(search);
+ if (index >= 0)
+ {
+ s32 notEndList;
+ do
+ {
+ const quake3::SVarGroup *group = entityList[index].getGroup(1);
+
+ u32 parsepos = 0;
+ const core::vector3df pos =
+ quake3::getAsVector3df(group->get("origin"), parsepos);
+
+ parsepos = 0;
+ const f32 angle = quake3::getAsFloat(group->get("angle"), parsepos);
+
+ core::vector3df target(0.f, 0.f, 1.f);
+ target.rotateXZBy(angle);
+
+ camera->setPosition(pos);
+ camera->setTarget(pos + target);
+
+ ++index;
+/*
+ notEndList = ( index < (s32) entityList.size () &&
+ entityList[index].name == search.name &&
+ (device->getTimer()->getRealTime() >> 3 ) & 1
+ );
+*/
+ notEndList = index == 2;
+ } while ( notEndList );
+ }
+ }
+
+ /*
+ The mouse cursor needs not to be visible, so we make it invisible.
+ */
+
+ device->getCursorControl()->setVisible(false);
+
+ // load the engine logo
+ gui->addImage(driver->getTexture("irrlichtlogo2.png"),
+ core::position2d<s32>(10, 10));
+
+ // show the driver logo
+ const core::position2di pos(videoDim.Width - 128, videoDim.Height - 64);
+
+ switch ( driverType )
+ {
+ case video::EDT_BURNINGSVIDEO:
+ gui->addImage(driver->getTexture("burninglogo.png"), pos);
+ break;
+ case video::EDT_OPENGL:
+ gui->addImage(driver->getTexture("opengllogo.png"), pos);
+ break;
+ case video::EDT_DIRECT3D8:
+ case video::EDT_DIRECT3D9:
+ gui->addImage(driver->getTexture("directxlogo.png"), pos);
+ break;
+ }
+
+ /*
+ We have done everything, so lets draw it. We also write the current
+ frames per second and the drawn primitives to the caption of the
+ window. The 'if (device->isWindowActive())' line is optional, but
+ prevents the engine render to set the position of the mouse cursor
+ after task switching when other program are active.
+ */
+ int lastFPS = -1;
+
+ while(device->run())
+ if (device->isWindowActive())
+ {
+ driver->beginScene(true, true, video::SColor(255,20,20,40));
+ smgr->drawAll();
+ gui->drawAll();
+ driver->endScene();
+
+ int fps = driver->getFPS();
+ //if (lastFPS != fps)
+ {
+ io::IAttributes * const attr = smgr->getParameters();
+ core::stringw str = L"Q3 [";
+ str += driver->getName();
+ str += "] FPS:";
+ str += fps;
+#ifdef _IRR_SCENEMANAGER_DEBUG
+ str += " Cull:";
+ str += attr->getAttributeAsInt("calls");
+ str += "/";
+ str += attr->getAttributeAsInt("culled");
+ str += " Draw: ";
+ str += attr->getAttributeAsInt("drawn_solid");
+ str += "/";
+ str += attr->getAttributeAsInt("drawn_transparent");
+ str += "/";
+ str += attr->getAttributeAsInt("drawn_transparent_effect");
+#endif
+ device->setWindowCaption(str.c_str());
+ lastFPS = fps;
+ }
+ }
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+ return 0;
+}
+
+/*
+**/