diff options
Diffstat (limited to 'examples/08.SpecialFX')
| -rw-r--r-- | examples/08.SpecialFX/Makefile | 38 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX.cbp | 54 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX.dev | 59 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX.vcproj | 163 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX_vc10.vcxproj | 235 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX_vc11.vcxproj | 235 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX_vc12.vcxproj | 235 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX_vc8.vcproj | 231 | ||||
| -rw-r--r-- | examples/08.SpecialFX/SpecialFX_vc9.vcproj | 230 | ||||
| -rw-r--r-- | examples/08.SpecialFX/main.cpp | 308 | ||||
| -rw-r--r-- | examples/08.SpecialFX/tutorial.html | 210 |
11 files changed, 1998 insertions, 0 deletions
diff --git a/examples/08.SpecialFX/Makefile b/examples/08.SpecialFX/Makefile new file mode 100644 index 0000000..05b68ec --- /dev/null +++ b/examples/08.SpecialFX/Makefile @@ -0,0 +1,38 @@ +# Makefile for Irrlicht Examples
+# It's usually sufficient to change just the target name and source file list
+# and be sure that CXX is set to a valid compiler
+Target = 08.SpecialFX
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
+
+all_linux all_win32:
+ $(warning Building...)
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
+
+clean: clean_linux clean_win32
+ $(warning Cleaning...)
+
+clean_linux clean_win32:
+ @$(RM) $(DESTPATH)
+
+.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/examples/08.SpecialFX/SpecialFX.cbp b/examples/08.SpecialFX/SpecialFX.cbp new file mode 100644 index 0000000..c23c621 --- /dev/null +++ b/examples/08.SpecialFX/SpecialFX.cbp @@ -0,0 +1,54 @@ +<?xml version="1.0" encoding="UTF-8" standalone="yes" ?> +<CodeBlocks_project_file> + <FileVersion major="1" minor="6" /> + <Project> + <Option title="Irrlicht Example 08 Special Effects" /> + <Option pch_mode="0" /> + <Option compiler="gcc" /> + <Build> + <Target title="Windows"> + <Option platforms="Windows;" /> + <Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-g" /> + </Compiler> + <Linker> + <Add directory="../../lib/Win32-gcc" /> + </Linker> + </Target> + <Target title="Linux"> + <Option platforms="Unix;" /> + <Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Compiler> + <Add option="-g" /> + </Compiler> + <Linker> + <Add library="Xxf86vm" /> + <Add library="X11" /> + <Add library="GL" /> + <Add directory="../../lib/Linux" /> + </Linker> + </Target> + </Build> + <VirtualTargets> + <Add alias="All" targets="Windows;Linux;" /> + </VirtualTargets> + <Compiler> + <Add option="-g" /> + <Add directory="../../include" /> + </Compiler> + <Linker> + <Add library="Irrlicht" /> + </Linker> + <Unit filename="main.cpp" /> + <Extensions> + <code_completion /> + <debugger /> + <envvars /> + </Extensions> + </Project> +</CodeBlocks_project_file> diff --git a/examples/08.SpecialFX/SpecialFX.dev b/examples/08.SpecialFX/SpecialFX.dev new file mode 100644 index 0000000..b2c2f26 --- /dev/null +++ b/examples/08.SpecialFX/SpecialFX.dev @@ -0,0 +1,59 @@ +[Project]
+FileName=example.dev
+Name=Irrlicht Example 08 Special Effects
+UnitCount=1
+Type=1
+Ver=1
+ObjFiles=
+Includes=..\..\include
+Libs=
+PrivateResource=
+ResourceIncludes=
+MakeIncludes=
+Compiler=
+CppCompiler=
+Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
+IsCpp=1
+Icon=
+ExeOutput=../../bin/Win32-gcc
+ObjectOutput=obj
+OverrideOutput=1
+OverrideOutputName=08.SpecialFX.exe
+HostApplication=
+Folders=
+CommandLine=
+IncludeVersionInfo=0
+SupportXPThemes=0
+CompilerSet=0
+CompilerSettings=0000000000000000000000
+UseCustomMakefile=0
+CustomMakefile=
+
+[Unit1]
+FileName=main.cpp
+CompileCpp=1
+Folder=Projekt1
+Compile=1
+Link=1
+Priority=1000
+OverrideBuildCmd=0
+BuildCmd=
+
+[VersionInfo]
+Major=0
+Minor=1
+Release=1
+Build=1
+LanguageID=1033
+CharsetID=1252
+CompanyName=
+FileVersion=
+FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
+InternalName=
+LegalCopyright=
+LegalTrademarks=
+OriginalFilename=
+ProductName=
+ProductVersion=
+AutoIncBuildNr=0
+
diff --git a/examples/08.SpecialFX/SpecialFX.vcproj b/examples/08.SpecialFX/SpecialFX.vcproj new file mode 100644 index 0000000..e22266e --- /dev/null +++ b/examples/08.SpecialFX/SpecialFX.vcproj @@ -0,0 +1,163 @@ +<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="7.10"
+ Name="08.SpecialFx"
+ ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
+ SccProjectName=""
+ SccLocalPath="">
+ <Platforms>
+ <Platform
+ Name="Win32"/>
+ </Platforms>
+ <Configurations>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory=".\Release"
+ IntermediateDirectory=".\Release"
+ ConfigurationType="1"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="FALSE"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ InlineFunctionExpansion="1"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
+ StringPooling="TRUE"
+ RuntimeLibrary="4"
+ EnableFunctionLevelLinking="TRUE"
+ UsePrecompiledHeader="2"
+ PrecompiledHeaderFile=".\Release/SpecialFX.pch"
+ AssemblerListingLocation=".\Release/"
+ ObjectFile=".\Release/"
+ ProgramDataBaseFileName=".\Release/"
+ WarningLevel="3"
+ SuppressStartupBanner="TRUE"
+ CompileAs="0"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ ProgramDatabaseFile=".\Release/SpecialFx.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Release/SpecialFX.tlb"
+ HeaderFileName=""/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="NDEBUG"
+ Culture="3079"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory=".\Debug"
+ IntermediateDirectory=".\Debug"
+ ConfigurationType="1"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="FALSE"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="5"
+ UsePrecompiledHeader="2"
+ PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
+ AssemblerListingLocation=".\Debug/"
+ ObjectFile=".\Debug/"
+ ProgramDataBaseFileName=".\Debug/"
+ WarningLevel="3"
+ SuppressStartupBanner="TRUE"
+ DebugInformationFormat="4"
+ CompileAs="0"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="TRUE"
+ ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Debug/SpecialFX.tlb"
+ HeaderFileName=""/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="_DEBUG"
+ Culture="3079"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp">
+ <FileConfiguration
+ Name="Release|Win32">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""/>
+ </FileConfiguration>
+ <FileConfiguration
+ Name="Debug|Win32">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"/>
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
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+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectName>08.SpecialFX</ProjectName>
+ <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid>
+ <RootNamespace>SpecialFX</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
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+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
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+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
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+ <Optimization>MaxSpeed</Optimization>
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+ </ClCompile>
+ <ResourceCompile>
+ <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+ </ResourceCompile>
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+ </ResourceCompile>
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\ No newline at end of file diff --git a/examples/08.SpecialFX/SpecialFX_vc11.vcxproj b/examples/08.SpecialFX/SpecialFX_vc11.vcxproj new file mode 100644 index 0000000..fd669a1 --- /dev/null +++ b/examples/08.SpecialFX/SpecialFX_vc11.vcxproj @@ -0,0 +1,235 @@ +<?xml version="1.0" encoding="utf-8"?>
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
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+ </ProjectConfiguration>
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+ <PropertyGroup Label="Globals">
+ <ProjectName>08.SpecialFX</ProjectName>
+ <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid>
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+ PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
+ AssemblerListingLocation=".\Debug/"
+ ObjectFile=".\Debug/"
+ ProgramDataBaseFileName=".\Debug/"
+ WarningLevel="3"
+ SuppressStartupBanner="true"
+ DebugInformationFormat="4"
+ CompileAs="0"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="_DEBUG"
+ Culture="3079"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="true"
+ ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
+ SubSystem="1"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCWebDeploymentTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp"
+ >
+ <FileConfiguration
+ Name="Release|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ />
+ </FileConfiguration>
+ <FileConfiguration
+ Name="Debug|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"
+ />
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/08.SpecialFX/SpecialFX_vc9.vcproj b/examples/08.SpecialFX/SpecialFX_vc9.vcproj new file mode 100644 index 0000000..29763e5 --- /dev/null +++ b/examples/08.SpecialFX/SpecialFX_vc9.vcproj @@ -0,0 +1,230 @@ +<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="08.SpecialFX_vc9"
+ ProjectGUID="{C869BF55-B9D6-4980-BC92-60FA0CF8411A}"
+ RootNamespace="SpecialFX_vc9"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory=".\Release"
+ IntermediateDirectory=".\Release"
+ ConfigurationType="1"
+ InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="false"
+ CharacterSet="2"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Release/SpecialFX.tlb"
+ HeaderFileName=""
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ InlineFunctionExpansion="1"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
+ StringPooling="true"
+ RuntimeLibrary="0"
+ EnableFunctionLevelLinking="true"
+ UsePrecompiledHeader="0"
+ PrecompiledHeaderFile=".\Release/SpecialFX.pch"
+ AssemblerListingLocation=".\Release/"
+ ObjectFile=".\Release/"
+ ProgramDataBaseFileName=".\Release/"
+ WarningLevel="3"
+ SuppressStartupBanner="true"
+ CompileAs="0"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="NDEBUG"
+ Culture="3079"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ ProgramDatabaseFile=".\Release/SpecialFx.pdb"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory=".\Debug"
+ IntermediateDirectory=".\Debug"
+ ConfigurationType="1"
+ InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="false"
+ CharacterSet="2"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Debug/SpecialFX.tlb"
+ HeaderFileName=""
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
+ AssemblerListingLocation=".\Debug/"
+ ObjectFile=".\Debug/"
+ ProgramDataBaseFileName=".\Debug/"
+ WarningLevel="3"
+ SuppressStartupBanner="true"
+ DebugInformationFormat="4"
+ CompileAs="0"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="_DEBUG"
+ Culture="3079"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="true"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="true"
+ ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp"
+ >
+ <FileConfiguration
+ Name="Release|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ />
+ </FileConfiguration>
+ <FileConfiguration
+ Name="Debug|Win32"
+ >
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"
+ />
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/08.SpecialFX/main.cpp b/examples/08.SpecialFX/main.cpp new file mode 100644 index 0000000..d8f32f7 --- /dev/null +++ b/examples/08.SpecialFX/main.cpp @@ -0,0 +1,308 @@ +/** Example 008 SpecialFX
+
+This tutorials describes how to do special effects. It shows how to use stencil
+buffer shadows, the particle system, billboards, dynamic light, and the water
+surface scene node.
+
+We start like in some tutorials before. Please note that this time, the
+'shadows' flag in createDevice() is set to true, for we want to have a dynamic
+shadow casted from an animated character. If this example runs too slow,
+set it to false. The Irrlicht Engine checks if your hardware doesn't support
+the stencil buffer, and disables shadows by itself, but just in case the demo
+runs slow on your hardware.
+*/
+
+#include <irrlicht.h>
+#include <iostream>
+#include "driverChoice.h"
+
+using namespace irr;
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+int main()
+{
+ // ask if user would like shadows
+ char i;
+ printf("Please press 'y' if you want to use realtime shadows.\n");
+
+ std::cin >> i;
+
+ const bool shadows = (i == 'y');
+
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+
+ /*
+ Create device and exit if creation failed. We make the stencil flag
+ optional to avoid slow screen modes for runs without shadows.
+ */
+
+ IrrlichtDevice *device =
+ createDevice(driverType, core::dimension2d<u32>(640, 480),
+ 16, false, shadows);
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ /*
+ For our environment, we load a .3ds file. It is a small room I modelled
+ with Anim8or and exported into the 3ds format because the Irrlicht
+ Engine does not support the .an8 format. I am a very bad 3d graphic
+ artist, and so the texture mapping is not very nice in this model.
+ Luckily I am a better programmer than artist, and so the Irrlicht
+ Engine is able to create a cool texture mapping for me: Just use the
+ mesh manipulator and create a planar texture mapping for the mesh. If
+ you want to see the mapping I made with Anim8or, uncomment this line. I
+ also did not figure out how to set the material right in Anim8or, it
+ has a specular light color which I don't really like. I'll switch it
+ off too with this code.
+ */
+
+ scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds");
+
+ smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
+
+ scene::ISceneNode* node = 0;
+
+ node = smgr->addAnimatedMeshSceneNode(mesh);
+ node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg"));
+ node->getMaterial(0).SpecularColor.set(0,0,0,0);
+
+ /*
+ Now, for the first special effect: Animated water. It works like this:
+ The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
+ a water surface. And if we let this scene node use a nice material like
+ the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
+ with the next few lines of code. As input mesh, we create a hill plane
+ mesh, without hills. But any other mesh could be used for this, you
+ could even use the room.3ds (which would look really strange) if you
+ want to.
+ */
+
+ mesh = smgr->addHillPlaneMesh( "myHill",
+ core::dimension2d<f32>(20,20),
+ core::dimension2d<u32>(40,40), 0, 0,
+ core::dimension2d<f32>(0,0),
+ core::dimension2d<f32>(10,10));
+
+ node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
+ node->setPosition(core::vector3df(0,7,0));
+
+ node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg"));
+ node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg"));
+
+ node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
+
+ /*
+ The second special effect is very basic, I bet you saw it already in
+ some Irrlicht Engine demos: A transparent billboard combined with a
+ dynamic light. We simply create a light scene node, let it fly around,
+ and to make it look more cool, we attach a billboard scene node to it.
+ */
+
+ // create light
+
+ node = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
+ video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
+ scene::ISceneNodeAnimator* anim = 0;
+ anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);
+ node->addAnimator(anim);
+ anim->drop();
+
+ // attach billboard to light
+
+ node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));
+ node->setMaterialFlag(video::EMF_LIGHTING, false);
+ node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
+ node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
+
+ /*
+ The next special effect is a lot more interesting: A particle system.
+ The particle system in the Irrlicht Engine is quite modular and
+ extensible, but yet easy to use. There is a particle system scene node
+ into which you can put a particle emitter, which makes particles come out
+ of nothing. These emitters are quite flexible and usually have lots of
+ parameters like direction, amount, and color of the particles they
+ create.
+
+ There are different emitters, for example a point emitter which lets
+ particles pop out at a fixed point. If the particle emitters available
+ in the engine are not enough for you, you can easily create your own
+ ones, you'll simply have to create a class derived from the
+ IParticleEmitter interface and attach it to the particle system using
+ setEmitter(). In this example we create a box particle emitter, which
+ creates particles randomly inside a box. The parameters define the box,
+ direction of the particles, minimal and maximal new particles per
+ second, color, and minimal and maximal lifetime of the particles.
+
+ Because only with emitters particle system would be a little bit
+ boring, there are particle affectors which modify particles while
+ they fly around. Affectors can be added to a particle system for
+ simulating additional effects like gravity or wind.
+ The particle affector we use in this example is an affector which
+ modifies the color of the particles: It lets them fade out. Like the
+ particle emitters, additional particle affectors can also be
+ implemented by you, simply derive a class from IParticleAffector and
+ add it with addAffector().
+
+ After we set a nice material to the particle system, we have a cool
+ looking camp fire. By adjusting material, texture, particle emitter,
+ and affector parameters, it is also easily possible to create smoke,
+ rain, explosions, snow, and so on.
+ */
+
+ // create a particle system
+
+ scene::IParticleSystemSceneNode* ps =
+ smgr->addParticleSystemSceneNode(false);
+
+ scene::IParticleEmitter* em = ps->createBoxEmitter(
+ core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
+ core::vector3df(0.0f,0.06f,0.0f), // initial direction
+ 80,100, // emit rate
+ video::SColor(0,255,255,255), // darkest color
+ video::SColor(0,255,255,255), // brightest color
+ 800,2000,0, // min and max age, angle
+ core::dimension2df(10.f,10.f), // min size
+ core::dimension2df(20.f,20.f)); // max size
+
+ ps->setEmitter(em); // this grabs the emitter
+ em->drop(); // so we can drop it here without deleting it
+
+ scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
+
+ ps->addAffector(paf); // same goes for the affector
+ paf->drop();
+
+ ps->setPosition(core::vector3df(-70,60,40));
+ ps->setScale(core::vector3df(2,2,2));
+ ps->setMaterialFlag(video::EMF_LIGHTING, false);
+ ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
+ ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp"));
+ ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
+
+ /*
+ Next we add a volumetric light node, which adds a glowing fake area light to
+ the scene. Like with the billboards and particle systems we also assign a
+ texture for the desired effect, though this time we'll use a texture animator
+ to create the illusion of a magical glowing area effect.
+ */
+ scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
+ 32, // Subdivisions on U axis
+ 32, // Subdivisions on V axis
+ video::SColor(0, 255, 255, 255), // foot color
+ video::SColor(0, 0, 0, 0)); // tail color
+
+ if (n)
+ {
+ n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
+ n->setPosition(core::vector3df(-120,50,40));
+
+ // load textures for animation
+ core::array<video::ITexture*> textures;
+ for (s32 g=7; g > 0; --g)
+ {
+ core::stringc tmp;
+ tmp = "../../media/portal";
+ tmp += g;
+ tmp += ".bmp";
+ video::ITexture* t = driver->getTexture( tmp.c_str() );
+ textures.push_back(t);
+ }
+
+ // create texture animator
+ scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
+
+ // add the animator
+ n->addAnimator(glow);
+
+ // drop the animator because it was created with a create() function
+ glow->drop();
+ }
+
+ /*
+ As our last special effect, we want a dynamic shadow be casted from an
+ animated character. For this we load a DirectX .x model and place it
+ into our world. For creating the shadow, we simply need to call
+ addShadowVolumeSceneNode(). The color of shadows is only adjustable
+ globally for all shadows, by calling ISceneManager::setShadowColor().
+ Voila, here is our dynamic shadow.
+
+ Because the character is a little bit too small for this scene, we make
+ it bigger using setScale(). And because the character is lighted by a
+ dynamic light, we need to normalize the normals to make the lighting on
+ it correct. This is always necessary if the scale of a dynamic lighted
+ model is not (1,1,1). Otherwise it would get too dark or too bright
+ because the normals will be scaled too.
+ */
+
+ // add animated character
+
+ mesh = smgr->getMesh("../../media/dwarf.x");
+ scene::IAnimatedMeshSceneNode* anode = 0;
+
+ anode = smgr->addAnimatedMeshSceneNode(mesh);
+ anode->setPosition(core::vector3df(-50,20,-60));
+ anode->setAnimationSpeed(15);
+
+ // add shadow
+ anode->addShadowVolumeSceneNode();
+ smgr->setShadowColor(video::SColor(150,0,0,0));
+
+ // make the model a little bit bigger and normalize its normals
+ // because of the scaling, for correct lighting
+ anode->setScale(core::vector3df(2,2,2));
+ anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+
+ /*
+ Finally we simply have to draw everything, that's all.
+ */
+
+ scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
+ camera->setPosition(core::vector3df(-50,50,-150));
+ camera->setFarValue(10000.0f); // this increase a shadow visible range.
+
+ // disable mouse cursor
+ device->getCursorControl()->setVisible(false);
+
+ s32 lastFPS = -1;
+
+ while(device->run())
+ if (device->isWindowActive())
+ {
+ driver->beginScene(true, true, 0);
+
+ smgr->drawAll();
+
+ driver->endScene();
+
+ const s32 fps = driver->getFPS();
+
+ if (lastFPS != fps)
+ {
+ core::stringw str = L"Irrlicht Engine - SpecialFX example [";
+ str += driver->getName();
+ str += "] FPS:";
+ str += fps;
+
+ device->setWindowCaption(str.c_str());
+ lastFPS = fps;
+ }
+ }
+
+ device->drop();
+
+ return 0;
+}
+
+/*
+**/
diff --git a/examples/08.SpecialFX/tutorial.html b/examples/08.SpecialFX/tutorial.html new file mode 100644 index 0000000..725473b --- /dev/null +++ b/examples/08.SpecialFX/tutorial.html @@ -0,0 +1,210 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<meta http-equiv="X-UA-Compatible" content="IE=9"/> +<meta name="generator" content="Doxygen 1.8.13"/> +<meta name="viewport" content="width=device-width, initial-scale=1"/> +<title>Tutorial 8: SpecialFX</title> +<html xmlns="http://www.w3.org/1999/xhtml"> +<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit. + Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder. + Feel free to improve :) + --> +<style> +body, table, div, p, dl { + font: 400 14px/22px; +} +body { + background-color: #F0F0F0; + color: black; + margin-left: 5%; + margin-right: 5%; +} +p.reference, p.definition { + font: 400 14px/22px; +} +.title { + font: 400 14px/28px; + font-size: 150%; + font-weight: bold; + margin: 10px 2px; +} +h1, h2, h3, h4, h5, h6 { + -webkit-transition: text-shadow 0.5s linear; + -moz-transition: text-shadow 0.5s linear; + -ms-transition: text-shadow 0.5s linear; + -o-transition: text-shadow 0.5s linear; + transition: text-shadow 0.5s linear; + margin-right: 15px; +} +caption { + font-weight: bold; +} +h3.version { + font-size: 90%; + text-align: center; +} +a { + color: #3D578C; + font-weight: normal; + text-decoration: none; +} +.contents a:visited { + color: #4665A2; +} +a:hover { + text-decoration: underline; +} +a.el { + font-weight: bold; +} +a.code, a.code:visited, a.line, a.line:visited { + color: #4665A2; +} +a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited { + color: #4665A2; +} +pre.fragment { + border: 1px solid #C4CFE5; + background-color: #FBFCFD; + padding: 4px 6px; + margin: 4px 8px 4px 2px; + overflow: auto; + word-wrap: break-word; + font-size: 9pt; + line-height: 125%; + font-family: monospace, fixed; + font-size: 105%; +} +div.fragment { + padding: 0px; + margin: 4px 8px 4px 2px; + background-color: #FBFCFD; + border: 1px solid #C4CFE5; +} +div.line { + font-family: monospace, fixed; + font-size: 13px; + min-height: 13px; + line-height: 1.0; + text-wrap: unrestricted; + white-space: -moz-pre-wrap; /* Moz */ + white-space: -pre-wrap; /* Opera 4-6 */ + white-space: -o-pre-wrap; /* Opera 7 */ + white-space: pre-wrap; /* CSS3 */ + word-wrap: break-word; /* IE 5.5+ */ + text-indent: -53px; + padding-left: 53px; + padding-bottom: 0px; + margin: 0px; + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} +div.contents { + margin-top: 10px; + margin-left: 12px; + margin-right: 8px; +} +div.center { + text-align: center; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; +} +div.center img { + border: 0px; +} +span.keyword { + color: #008000 +} +span.keywordtype { + color: #604020 +} +span.keywordflow { + color: #e08000 +} +span.comment { + color: #800000 +} +span.preprocessor { + color: #806020 +} +span.stringliteral { + color: #002080 +} +span.charliteral { + color: #008080 +} +blockquote { + background-color: #F7F8FB; + border-left: 2px solid #9CAFD4; + margin: 0 24px 0 4px; + padding: 0 12px 0 16px; +} +hr { + height: 0px; + border: none; + border-top: 1px solid #4A6AAA; +} +address { + font-style: normal; + color: #2A3D61; +} +div.header { + background-image:url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} +div.headertitle { + padding: 5px 5px 5px 10px; +} +.image { + text-align: center; +} +.caption { + font-weight: bold; +} +div.zoom { + border: 1px solid #90A5CE; +} +tr.heading h2 { + margin-top: 12px; + margin-bottom: 4px; +} +</style> +</head> +<div id="top"><!-- do not remove this div, it is closed by doxygen! --> +<!--END TITLEAREA--> +<!-- end header part --> +<!-- Generated by Doxygen 1.8.13 --> +</div><!-- top --> +<div class="header"> + <div class="headertitle"> +<div class="title">Tutorial 8: SpecialFX </div> </div> +</div><!--header--> +<div class="contents"> +<div class="textblock"><div class="image"> +<img src="../../media/008shot.jpg" alt="008shot.jpg"/> +</div> + <p>This tutorials describes how to do special effects. It shows how to use stencil buffer shadows, the particle system, billboards, dynamic light, and the water surface scene node.</p> +<p>We start like in some tutorials before. Please note that this time, the 'shadows' flag in createDevice() is set to true, for we want to have a dynamic shadow casted from an animated character. If this example runs too slow, set it to false. The Irrlicht Engine checks if your hardware doesn't support the stencil buffer, and disables shadows by itself, but just in case the demo runs slow on your hardware. </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include <iostream></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask if user would like shadows</span></div><div class="line"> <span class="keywordtype">char</span> i;</div><div class="line"> printf(<span class="stringliteral">"Please press 'y' if you want to use realtime shadows.\n"</span>);</div><div class="line"></div><div class="line"> std::cin >> i;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> <span class="keywordtype">bool</span> shadows = (i == <span class="charliteral">'y'</span>);</div><div class="line"></div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> Create device and exit if creation failed. We make the stencil flag optional to avoid slow screen modes for runs without shadows. </p><div class="fragment"><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice(driverType, core::dimension2d<u32>(640, 480),</div><div class="line"> 16, <span class="keyword">false</span>, shadows);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line">video::IVideoDriver* driver = device->getVideoDriver();</div><div class="line">scene::ISceneManager* smgr = device->getSceneManager();</div></div><!-- fragment --><p> For our environment, we load a .3ds file. It is a small room I modelled with Anim8or and exported into the 3ds format because the Irrlicht Engine does not support the .an8 format. I am a very bad 3d graphic artist, and so the texture mapping is not very nice in this model. Luckily I am a better programmer than artist, and so the Irrlicht Engine is able to create a cool texture mapping for me: Just use the mesh manipulator and create a planar texture mapping for the mesh. If you want to see the mapping I made with Anim8or, uncomment this line. I also did not figure out how to set the material right in Anim8or, it has a specular light color which I don't really like. I'll switch it off too with this code. </p><div class="fragment"><div class="line">scene::IAnimatedMesh* mesh = smgr->getMesh(<span class="stringliteral">"../../media/room.3ds"</span>);</div><div class="line"></div><div class="line">smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);</div><div class="line"></div><div class="line">scene::ISceneNode* node = 0;</div><div class="line"></div><div class="line">node = smgr->addAnimatedMeshSceneNode(mesh);</div><div class="line">node->setMaterialTexture(0, driver->getTexture(<span class="stringliteral">"../../media/wall.jpg"</span>));</div><div class="line">node->getMaterial(0).SpecularColor.set(0,0,0,0);</div></div><!-- fragment --><p> Now, for the first special effect: Animated water. It works like this: The WaterSurfaceSceneNode takes a mesh as input and makes it wave like a water surface. And if we let this scene node use a nice material like the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this with the next few lines of code. As input mesh, we create a hill plane mesh, without hills. But any other mesh could be used for this, you could even use the room.3ds (which would look really strange) if you want to. </p><div class="fragment"><div class="line">mesh = smgr->addHillPlaneMesh( <span class="stringliteral">"myHill"</span>,</div><div class="line"> core::dimension2d<f32>(20,20),</div><div class="line"> core::dimension2d<u32>(40,40), 0, 0,</div><div class="line"> core::dimension2d<f32>(0,0),</div><div class="line"> core::dimension2d<f32>(10,10));</div><div class="line"></div><div class="line">node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);</div><div class="line">node->setPosition(core::vector3df(0,7,0));</div><div class="line"></div><div class="line">node->setMaterialTexture(0, driver->getTexture(<span class="stringliteral">"../../media/stones.jpg"</span>));</div><div class="line">node->setMaterialTexture(1, driver->getTexture(<span class="stringliteral">"../../media/water.jpg"</span>));</div><div class="line"></div><div class="line">node->setMaterialType(video::EMT_REFLECTION_2_LAYER);</div></div><!-- fragment --><p> The second special effect is very basic, I bet you saw it already in some Irrlicht Engine demos: A transparent billboard combined with a dynamic light. We simply create a light scene node, let it fly around, and to make it look more cool, we attach a billboard scene node to it. </p><div class="fragment"><div class="line"><span class="comment">// create light</span></div><div class="line"></div><div class="line">node = smgr->addLightSceneNode(0, core::vector3df(0,0,0),</div><div class="line"> video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);</div><div class="line">scene::ISceneNodeAnimator* anim = 0;</div><div class="line">anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);</div><div class="line">node->addAnimator(anim);</div><div class="line">anim->drop();</div><div class="line"></div><div class="line"><span class="comment">// attach billboard to light</span></div><div class="line"></div><div class="line">node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));</div><div class="line">node->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line">node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);</div><div class="line">node->setMaterialTexture(0, driver->getTexture(<span class="stringliteral">"../../media/particlewhite.bmp"</span>));</div></div><!-- fragment --><p> The next special effect is a lot more interesting: A particle system. The particle system in the Irrlicht Engine is quite modular and extensible, but yet easy to use. There is a particle system scene node into which you can put a particle emitter, which makes particles come out of nothing. These emitters are quite flexible and usually have lots of parameters like direction, amount, and color of the particles they create.</p> +<p>There are different emitters, for example a point emitter which lets particles pop out at a fixed point. If the particle emitters available in the engine are not enough for you, you can easily create your own ones, you'll simply have to create a class derived from the IParticleEmitter interface and attach it to the particle system using setEmitter(). In this example we create a box particle emitter, which creates particles randomly inside a box. The parameters define the box, direction of the particles, minimal and maximal new particles per second, color, and minimal and maximal lifetime of the particles.</p> +<p>Because only with emitters particle system would be a little bit boring, there are particle affectors which modify particles while they fly around. Affectors can be added to a particle system for simulating additional effects like gravity or wind. The particle affector we use in this example is an affector which modifies the color of the particles: It lets them fade out. Like the particle emitters, additional particle affectors can also be implemented by you, simply derive a class from IParticleAffector and add it with addAffector().</p> +<p>After we set a nice material to the particle system, we have a cool looking camp fire. By adjusting material, texture, particle emitter, and affector parameters, it is also easily possible to create smoke, rain, explosions, snow, and so on. </p><div class="fragment"><div class="line"><span class="comment">// create a particle system</span></div><div class="line"></div><div class="line">scene::IParticleSystemSceneNode* ps =</div><div class="line"> smgr->addParticleSystemSceneNode(<span class="keyword">false</span>);</div><div class="line"></div><div class="line">scene::IParticleEmitter* em = ps->createBoxEmitter(</div><div class="line"> core::aabbox3d<f32>(-7,0,-7,7,1,7), <span class="comment">// emitter size</span></div><div class="line"> core::vector3df(0.0f,0.06f,0.0f), <span class="comment">// initial direction</span></div><div class="line"> 80,100, <span class="comment">// emit rate</span></div><div class="line"> video::SColor(0,255,255,255), <span class="comment">// darkest color</span></div><div class="line"> video::SColor(0,255,255,255), <span class="comment">// brightest color</span></div><div class="line"> 800,2000,0, <span class="comment">// min and max age, angle</span></div><div class="line"> core::dimension2df(10.f,10.f), <span class="comment">// min size</span></div><div class="line"> core::dimension2df(20.f,20.f)); <span class="comment">// max size</span></div><div class="line"></div><div class="line">ps->setEmitter(em); <span class="comment">// this grabs the emitter</span></div><div class="line">em->drop(); <span class="comment">// so we can drop it here without deleting it</span></div><div class="line"></div><div class="line">scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();</div><div class="line"></div><div class="line">ps->addAffector(paf); <span class="comment">// same goes for the affector</span></div><div class="line">paf->drop();</div><div class="line"></div><div class="line">ps->setPosition(core::vector3df(-70,60,40));</div><div class="line">ps->setScale(core::vector3df(2,2,2));</div><div class="line">ps->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line">ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, <span class="keyword">false</span>);</div><div class="line">ps->setMaterialTexture(0, driver->getTexture(<span class="stringliteral">"../../media/fire.bmp"</span>));</div><div class="line">ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);</div></div><!-- fragment --><p> Next we add a volumetric light node, which adds a glowing fake area light to the scene. Like with the billboards and particle systems we also assign a texture for the desired effect, though this time we'll use a texture animator to create the illusion of a magical glowing area effect. </p><div class="fragment"><div class="line">scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,</div><div class="line"> 32, <span class="comment">// Subdivisions on U axis</span></div><div class="line"> 32, <span class="comment">// Subdivisions on V axis</span></div><div class="line"> video::SColor(0, 255, 255, 255), <span class="comment">// foot color</span></div><div class="line"> video::SColor(0, 0, 0, 0)); <span class="comment">// tail color</span></div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (n)</div><div class="line">{</div><div class="line"> n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));</div><div class="line"> n->setPosition(core::vector3df(-120,50,40));</div><div class="line"></div><div class="line"> <span class="comment">// load textures for animation</span></div><div class="line"> core::array<video::ITexture*> textures;</div><div class="line"> <span class="keywordflow">for</span> (s32 g=7; g > 0; --g)</div><div class="line"> {</div><div class="line"> core::stringc tmp;</div><div class="line"> tmp = <span class="stringliteral">"../../media/portal"</span>;</div><div class="line"> tmp += g;</div><div class="line"> tmp += <span class="stringliteral">".bmp"</span>;</div><div class="line"> video::ITexture* t = driver->getTexture( tmp.c_str() );</div><div class="line"> textures.push_back(t);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// create texture animator</span></div><div class="line"> scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);</div><div class="line"></div><div class="line"> <span class="comment">// add the animator</span></div><div class="line"> n->addAnimator(glow);</div><div class="line"></div><div class="line"> <span class="comment">// drop the animator because it was created with a create() function</span></div><div class="line"> glow->drop();</div><div class="line">}</div></div><!-- fragment --><p> As our last special effect, we want a dynamic shadow be casted from an animated character. For this we load a DirectX .x model and place it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode(). The color of shadows is only adjustable globally for all shadows, by calling ISceneManager::setShadowColor(). Voila, here is our dynamic shadow.</p> +<p>Because the character is a little bit too small for this scene, we make it bigger using setScale(). And because the character is lighted by a dynamic light, we need to normalize the normals to make the lighting on it correct. This is always necessary if the scale of a dynamic lighted model is not (1,1,1). Otherwise it would get too dark or too bright because the normals will be scaled too. </p><div class="fragment"><div class="line"><span class="comment">// add animated character</span></div><div class="line"></div><div class="line">mesh = smgr->getMesh(<span class="stringliteral">"../../media/dwarf.x"</span>);</div><div class="line">scene::IAnimatedMeshSceneNode* anode = 0;</div><div class="line"></div><div class="line">anode = smgr->addAnimatedMeshSceneNode(mesh);</div><div class="line">anode->setPosition(core::vector3df(-50,20,-60));</div><div class="line">anode->setAnimationSpeed(15);</div><div class="line"></div><div class="line"><span class="comment">// add shadow</span></div><div class="line">anode->addShadowVolumeSceneNode();</div><div class="line">smgr->setShadowColor(video::SColor(150,0,0,0));</div><div class="line"></div><div class="line"><span class="comment">// make the model a little bit bigger and normalize its normals</span></div><div class="line"><span class="comment">// because of the scaling, for correct lighting</span></div><div class="line">anode->setScale(core::vector3df(2,2,2));</div><div class="line">anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, <span class="keyword">true</span>);</div></div><!-- fragment --><p> Finally we simply have to draw everything, that's all. </p><div class="fragment"><div class="line"> scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();</div><div class="line"> camera->setPosition(core::vector3df(-50,50,-150));</div><div class="line"> camera->setFarValue(10000.0f); <span class="comment">// this increase a shadow visible range.</span></div><div class="line"></div><div class="line"> <span class="comment">// disable mouse cursor</span></div><div class="line"> device->getCursorControl()->setVisible(<span class="keyword">false</span>);</div><div class="line"></div><div class="line"> s32 lastFPS = -1;</div><div class="line"></div><div class="line"> <span class="keywordflow">while</span>(device->run())</div><div class="line"> <span class="keywordflow">if</span> (device->isWindowActive())</div><div class="line"> {</div><div class="line"> driver->beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, 0);</div><div class="line"></div><div class="line"> smgr->drawAll();</div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> s32 fps = driver->getFPS();</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (lastFPS != fps)</div><div class="line"> {</div><div class="line"> core::stringw str = L<span class="stringliteral">"Irrlicht Engine - SpecialFX example ["</span>;</div><div class="line"> str += driver->getName();</div><div class="line"> str += <span class="stringliteral">"] FPS:"</span>;</div><div class="line"> str += fps;</div><div class="line"></div><div class="line"> device->setWindowCaption(str.c_str());</div><div class="line"> lastFPS = fps;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents --> +<!-- HTML footer for doxygen 1.8.13--> +<!-- start footer part --> +<p> </p> +</body> +</html> |
