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- /** Example 021 Quake3 Explorer
- This tutorial shows how to load different Quake 3 maps.
- Features:
- - Load BSP archives at runtime from the menu
- - Load a map from the menu. Showing with screenshot
- - Set the VideoDriver at runtime from menu
- - Adjust GammaLevel at runtime
- - Create SceneNodes for the shaders
- - Load EntityList and create entity SceneNodes
- - Create players with weapons and with collision response
- - Play music
- You can download the Quake III Arena demo ( copyright id software )
- at the following location:
- ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe
- Copyright 2006-2011 Burningwater, Thomas Alten
- */
- #include <irrlicht.h>
- #include "driverChoice.h"
- #include "exampleHelper.h"
- #include "q3factory.h"
- #include "sound.h"
- /*
- GameData is used to hold data which is needed to drive the game
- */
- struct GameData
- {
- GameData ( const path &startupDir) :
- retVal(0), StartupDir(startupDir), createExDevice(0), Device(0)
- {
- setDefault ();
- }
- void setDefault ();
- s32 save ( const path &filename );
- s32 load ( const path &filename );
- s32 debugState;
- s32 gravityState;
- s32 flyTroughState;
- s32 wireFrame;
- s32 guiActive;
- s32 guiInputActive;
- f32 GammaValue;
- s32 retVal;
- s32 sound;
- path StartupDir;
- stringw CurrentMapName;
- array<path> CurrentArchiveList;
- vector3df PlayerPosition;
- vector3df PlayerRotation;
- tQ3EntityList Variable;
- Q3LevelLoadParameter loadParam;
- SIrrlichtCreationParameters deviceParam;
- funcptr_createDeviceEx createExDevice;
- IrrlichtDevice *Device;
- };
- /*
- set default settings
- */
- void GameData::setDefault ()
- {
- debugState = EDS_OFF;
- gravityState = 1;
- flyTroughState = 0;
- wireFrame = 0;
- guiActive = 1;
- guiInputActive = 0;
- GammaValue = 1.f;
- // default deviceParam;
- #if defined ( _IRR_WINDOWS_ )
- deviceParam.DriverType = EDT_DIRECT3D9;
- #else
- deviceParam.DriverType = EDT_OPENGL;
- #endif
- deviceParam.WindowSize.Width = 800;
- deviceParam.WindowSize.Height = 600;
- deviceParam.Fullscreen = false;
- deviceParam.Bits = 24;
- deviceParam.ZBufferBits = 16;
- deviceParam.Vsync = false;
- deviceParam.AntiAlias = false;
- // default Quake3 loadParam
- loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
- loadParam.defaultModulate = EMFN_MODULATE_1X;
- loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
- loadParam.verbose = 2;
- loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
- loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
- loadParam.loadAllShaders = 1; // load all scripts in the script directory
- loadParam.loadSkyShader = 0; // load sky shader
- loadParam.alpharef = 1;
- sound = 0;
- CurrentMapName = "";
- CurrentArchiveList.clear ();
- const io::path mediaPath = getExampleMediaPath();
- // Explorer Media directory
- CurrentArchiveList.push_back ( StartupDir + mediaPath );
- // Add the original quake3 files before you load your custom map
- // Most mods are using the original shaders, models&items&weapons
- CurrentArchiveList.push_back("/q/baseq3/");
- CurrentArchiveList.push_back(StartupDir + mediaPath + "map-20kdm2.pk3");
- }
- /*
- Load the current game State from a typical quake3 cfg file
- */
- s32 GameData::load ( const path &filename )
- {
- if (!Device)
- return 0;
- // the quake3 mesh loader can also handle *.shader and *.cfg file
- IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename );
- if (!mesh)
- return 0;
- tQ3EntityList &entityList = mesh->getEntityList ();
- stringc s;
- u32 pos;
- for ( u32 e = 0; e != entityList.size (); ++e )
- {
- //dumpShader ( s, &entityList[e], false );
- //printf ( s.c_str () );
- for ( u32 g = 0; g != entityList[e].getGroupSize (); ++g )
- {
- const SVarGroup *group = entityList[e].getGroup ( g );
- for ( u32 index = 0; index < group->Variable.size (); ++index )
- {
- const SVariable &v = group->Variable[index];
- pos = 0;
- if ( v.name == "playerposition" )
- {
- PlayerPosition = getAsVector3df ( v.content, pos );
- }
- else
- if ( v.name == "playerrotation" )
- {
- PlayerRotation = getAsVector3df ( v.content, pos );
- }
- }
- }
- }
- return 1;
- }
- /*
- Store the current game state in a quake3 configuration file
- */
- s32 GameData::save ( const path &filename )
- {
- return 0; // TODO: Anyone knows why it just returns?
- if (!Device)
- return 0;
- c8 buf[128];
- u32 i;
- // Store current archive for restart
- CurrentArchiveList.clear();
- IFileSystem *fs = Device->getFileSystem();
- for ( i = 0; i != fs->getFileArchiveCount(); ++i )
- {
- CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
- }
- // Store player position and rotation
- ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
- if ( camera )
- {
- PlayerPosition = camera->getPosition ();
- PlayerRotation = camera->getRotation ();
- }
- IWriteFile *file = fs->createAndWriteFile ( filename );
- if (!file)
- return 0;
- snprintf_irr ( buf, 128, "playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n",
- PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y,
- PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y);
- file->write ( buf, (s32) strlen ( buf ) );
- for ( i = 0; i != fs->getFileArchiveCount(); ++i )
- {
- snprintf_irr ( buf, 128, "archive %s\n",stringc ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () );
- file->write ( buf, (s32) strlen ( buf ) );
- }
- file->drop ();
- return 1;
- }
- /*
- Representing a player
- */
- struct Q3Player : public IAnimationEndCallBack
- {
- Q3Player ()
- : Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0)
- {
- animation[0] = 0;
- memset(Anim, 0, sizeof(TimeFire)*4);
- }
- virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node);
- void create ( IrrlichtDevice *device,
- IQ3LevelMesh* mesh,
- ISceneNode *mapNode,
- IMetaTriangleSelector *meta
- );
- void shutdown ();
- void setAnim ( const c8 *name );
- void respawn ();
- void setpos ( const vector3df &pos, const vector3df& rotation );
- ISceneNodeAnimatorCollisionResponse * cam() { return camCollisionResponse ( Device ); }
- IrrlichtDevice *Device;
- ISceneNode* MapParent;
- IQ3LevelMesh* Mesh;
- IAnimatedMeshSceneNode* WeaponNode;
- s32 StartPositionCurrent;
- TimeFire Anim[4];
- c8 animation[64];
- c8 buf[64];
- };
- /* End player
- */
- void Q3Player::shutdown ()
- {
- setAnim ( 0 );
- dropElement (WeaponNode);
- if ( Device )
- {
- ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
- dropElement ( camera );
- Device = 0;
- }
- MapParent = 0;
- Mesh = 0;
- }
- /* create a new player
- */
- void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta )
- {
- setTimeFire ( Anim + 0, 200, FIRED );
- setTimeFire ( Anim + 1, 5000 );
- if (!device)
- return;
- // load FPS weapon to camera
- Device = device;
- Mesh = mesh;
- MapParent = mapNode;
- ISceneManager *smgr = device->getSceneManager ();
- IVideoDriver * driver = device->getVideoDriver();
- ICameraSceneNode* camera = 0;
- core::array<SKeyMap> keyMap;
- keyMap.set_used(12);
- keyMap[0].Action = EKA_MOVE_FORWARD;
- keyMap[0].KeyCode = KEY_UP;
- keyMap[1].Action = EKA_MOVE_FORWARD;
- keyMap[1].KeyCode = KEY_KEY_W;
- keyMap[2].Action = EKA_MOVE_BACKWARD;
- keyMap[2].KeyCode = KEY_DOWN;
- keyMap[3].Action = EKA_MOVE_BACKWARD;
- keyMap[3].KeyCode = KEY_KEY_S;
- keyMap[4].Action = EKA_STRAFE_LEFT;
- keyMap[4].KeyCode = KEY_LEFT;
- keyMap[5].Action = EKA_STRAFE_LEFT;
- keyMap[5].KeyCode = KEY_KEY_A;
- keyMap[6].Action = EKA_STRAFE_RIGHT;
- keyMap[6].KeyCode = KEY_RIGHT;
- keyMap[7].Action = EKA_STRAFE_RIGHT;
- keyMap[7].KeyCode = KEY_KEY_D;
- keyMap[8].Action = EKA_JUMP_UP;
- keyMap[8].KeyCode = KEY_KEY_J;
- keyMap[9].Action = EKA_CROUCH;
- keyMap[9].KeyCode = KEY_KEY_C;
- keyMap[10].Action = EKA_ROTATE_LEFT;
- keyMap[10].KeyCode = KEY_KEY_Q;
- keyMap[11].Action = EKA_ROTATE_RIGHT;
- keyMap[11].KeyCode = KEY_KEY_E;
- camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap.pointer(), keyMap.size(), false, 600.f);
- camera->setName ( "First Person Camera" );
- //camera->setFOV ( 100.f * core::DEGTORAD );
- camera->setFarValue( 20000.f );
- IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh("gun.md2");
- if ( 0 == weaponMesh )
- return;
- if ( weaponMesh->getMeshType() == EAMT_MD2 )
- {
- s32 count = weaponMesh->getAnimationCount();
- for ( s32 i = 0; i != count; ++i )
- {
- snprintf_irr ( buf, 64, "Animation: %s", weaponMesh->getAnimationName(i) );
- device->getLogger()->log(buf, ELL_INFORMATION);
- }
- }
- WeaponNode = smgr->addAnimatedMeshSceneNode(
- weaponMesh,
- smgr->getActiveCamera(),
- 10,
- vector3df( 0, 0, 0),
- vector3df(-90,-90,90)
- );
- WeaponNode->setMaterialFlag(EMF_LIGHTING, false);
- WeaponNode->setMaterialTexture(0, driver->getTexture( "gun.jpg"));
- WeaponNode->setLoopMode ( false );
- WeaponNode->setName ( "tommi the gun man" );
- //create a collision auto response animator
- ISceneNodeAnimator* anim =
- smgr->createCollisionResponseAnimator( meta, camera,
- vector3df(30,45,30),
- getGravity ( "earth" ),
- vector3df(0,40,0),
- 0.0005f
- );
- camera->addAnimator( anim );
- anim->drop();
- if ( meta )
- {
- meta->drop ();
- }
- respawn ();
- setAnim ( "idle" );
- }
- /*
- 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"
- */
- void Q3Player::respawn ()
- {
- if (!Device)
- return;
- ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
- Device->getLogger()->log( "respawn" );
- if (StartPositionCurrent >= Q3StartPosition(Mesh, camera,
- StartPositionCurrent, cam()->getEllipsoidTranslation()))
- StartPositionCurrent = 0;
- else
- ++StartPositionCurrent;
- }
- /*
- set player position from saved coordinates
- */
- void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
- {
- if (!Device)
- return;
- Device->getLogger()->log( "setpos" );
- ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
- if ( camera )
- {
- camera->setPosition ( pos );
- camera->setRotation ( rotation );
- //! New. FPSCamera and animators catches reset on animate 0
- camera->OnAnimate ( 0 );
- }
- }
- /* set the animation of the player and weapon
- */
- void Q3Player::setAnim ( const c8 *name )
- {
- if ( name )
- {
- snprintf_irr ( animation, 64, "%s", name );
- if ( WeaponNode )
- {
- WeaponNode->setAnimationEndCallback ( this );
- WeaponNode->setMD2Animation ( animation );
- }
- }
- else
- {
- animation[0] = 0;
- if ( WeaponNode )
- {
- WeaponNode->setAnimationEndCallback ( 0 );
- }
- }
- }
- // Callback
- void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
- {
- setAnim ( 0 );
- }
- /* GUI elements
- */
- struct GUI
- {
- GUI ()
- {
- memset ( this, 0, sizeof ( *this ) );
- }
- void drop()
- {
- dropElement ( Window );
- dropElement ( Logo );
- }
- IGUIComboBox* VideoDriver;
- IGUIComboBox* VideoMode;
- IGUICheckBox* FullScreen;
- IGUICheckBox* Bit32;
- IGUIScrollBar* MultiSample;
- IGUIButton* SetVideoMode;
- IGUIScrollBar* Tesselation;
- IGUIScrollBar* Gamma;
- IGUICheckBox* Collision;
- IGUICheckBox* Visible_Map;
- IGUICheckBox* Visible_Shader;
- IGUICheckBox* Visible_Fog;
- IGUICheckBox* Visible_Unresolved;
- IGUICheckBox* Visible_Skydome;
- IGUIButton* Respawn;
- IGUITable* ArchiveList;
- IGUIButton* ArchiveAdd;
- IGUIButton* ArchiveRemove;
- IGUIFileOpenDialog* ArchiveFileOpen;
- IGUIButton* ArchiveUp;
- IGUIButton* ArchiveDown;
- IGUIListBox* MapList;
- IGUITreeView* SceneTree;
- IGUIStaticText* StatusLine;
- IGUIImage* Logo;
- IGUIWindow* Window;
- };
- /*
- CQuake3EventHandler controls the game
- */
- class CQuake3EventHandler : public IEventReceiver
- {
- public:
- CQuake3EventHandler( GameData *gameData );
- virtual ~CQuake3EventHandler ();
- void Animate();
- void Render();
- void AddArchive ( const path& archiveName );
- void LoadMap ( const stringw& mapName, s32 collision );
- void CreatePlayers();
- void AddSky( u32 dome, const c8 *texture );
- Q3Player *GetPlayer ( u32 index ) { return &Player[index]; }
- void CreateGUI();
- void SetGUIActive( s32 command);
- bool OnEvent(const SEvent& eve);
- private:
- GameData *Game;
- IQ3LevelMesh* Mesh;
- ISceneNode* MapParent;
- ISceneNode* ShaderParent;
- ISceneNode* ItemParent;
- ISceneNode* UnresolvedParent;
- ISceneNode* BulletParent;
- ISceneNode* FogParent;
- ISceneNode * SkyNode;
- IMetaTriangleSelector *Meta;
- c8 buf[256];
- Q3Player Player[2];
- struct SParticleImpact
- {
- u32 when;
- vector3df pos;
- vector3df outVector;
- };
- array<SParticleImpact> Impacts;
- void useItem( Q3Player * player);
- void createParticleImpacts( u32 now );
- void createTextures ();
- void addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent);
- GUI gui;
- void dropMap ();
- };
- /* Constructor
- */
- CQuake3EventHandler::CQuake3EventHandler( GameData *game )
- : Game(game), Mesh(0), MapParent(0), ShaderParent(0), ItemParent(0), UnresolvedParent(0),
- BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
- {
- buf[0]=0;
- // Also use 16 bit textures for 16 bit RenderDevice
- if ( Game->deviceParam.Bits == 16 )
- {
- game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
- }
- // Quake3 shader controls Z-writing
- game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
- // create internal textures
- createTextures ();
- sound_init ( game->Device );
- Game->Device->setEventReceiver ( this );
- }
- // destructor
- CQuake3EventHandler::~CQuake3EventHandler ()
- {
- Player[0].shutdown ();
- sound_shutdown ();
- Game->save( "explorer.cfg" );
- Game->Device->drop();
- }
- // create runtime textures smog, fog
- void CQuake3EventHandler::createTextures()
- {
- IVideoDriver * driver = Game->Device->getVideoDriver();
- dimension2du dim(64, 64);
- video::IImage* image;
- u32 i;
- for ( i = 0; i != 8; ++i )
- {
- image = driver->createImage ( video::ECF_A8R8G8B8, dim);
- image->fill(SColor(0xFFFFFFFF));
- snprintf_irr ( buf, 64, "smoke_%02d", i );
- driver->addTexture( buf, image );
- image->drop ();
- }
- // fog
- for ( i = 0; i != 1; ++i )
- {
- image = driver->createImage ( video::ECF_A8R8G8B8, dim);
- image->fill(SColor(0xFFFFFFFF));
- snprintf_irr ( buf, 64, "fog_%02d", i );
- driver->addTexture( buf, image );
- image->drop ();
- }
- }
- /*
- create the GUI
- */
- void CQuake3EventHandler::CreateGUI()
- {
- IGUIEnvironment *env = Game->Device->getGUIEnvironment();
- IVideoDriver * driver = Game->Device->getVideoDriver();
- gui.drop();
- // set skin font
- IGUIFont* font = env->getFont("fontlucida.png");
- if (font)
- env->getSkin()->setFont(font);
- env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
- env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
- env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
- env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
- env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
- env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );
- // minimal gui size 800x600
- dimension2d<u32> dim ( 800, 600 );
- gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
- gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
- gui.Window->getCloseButton()->setToolTipText ( L"Quit Quake3 Explorer" );
- // add a status line help text
- gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10),
- false, false, gui.Window, -1, true
- );
- env->addStaticText ( L"VideoDriver:", rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),false, false, gui.Window, -1, false );
- gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window);
- gui.VideoDriver->addItem(L"Direct3D 9.0c", EDT_DIRECT3D9 );
- gui.VideoDriver->addItem(L"OpenGL 1.5", EDT_OPENGL);
- gui.VideoDriver->addItem(L"Software Renderer", EDT_SOFTWARE);
- gui.VideoDriver->addItem(L"Burning's Video (TM) Thomas Alten", EDT_BURNINGSVIDEO);
- gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) );
- gui.VideoDriver->setToolTipText ( L"Use a VideoDriver" );
- env->addStaticText ( L"VideoMode:", rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),false, false, gui.Window, -1, false );
- gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window);
- gui.VideoMode->setToolTipText ( L"Supported Screenmodes" );
- IVideoModeList *modeList = Game->Device->getVideoModeList();
- if ( modeList )
- {
- s32 i;
- for ( i = 0; i != modeList->getVideoModeCount (); ++i )
- {
- u16 d = modeList->getVideoModeDepth ( i );
- if ( d < 16 )
- continue;
- u16 w = modeList->getVideoModeResolution ( i ).Width;
- u16 h = modeList->getVideoModeResolution ( i ).Height;
- u32 val = w << 16 | h;
- if ( gui.VideoMode->getIndexForItemData ( val ) >= 0 )
- continue;
- f32 aspect = (f32) w / (f32) h;
- const c8 *a = "";
- if ( core::equals ( aspect, 1.3333333333f ) ) a = "4:3";
- else if ( core::equals ( aspect, 1.6666666f ) ) a = "15:9 widescreen";
- else if ( core::equals ( aspect, 1.7777777f ) ) a = "16:9 widescreen";
- else if ( core::equals ( aspect, 1.6f ) ) a = "16:10 widescreen";
- else if ( core::equals ( aspect, 2.133333f ) ) a = "20:9 widescreen";
- snprintf_irr ( buf, sizeof ( buf ), "%d x %d, %s",w, h, a );
- gui.VideoMode->addItem ( stringw ( buf ).c_str(), val );
- }
- }
- gui.VideoMode->setSelected ( gui.VideoMode->getIndexForItemData (
- Game->deviceParam.WindowSize.Width << 16 |
- Game->deviceParam.WindowSize.Height ) );
- gui.FullScreen = env->addCheckBox ( Game->deviceParam.Fullscreen, rect<s32>( dim.Width - 400, 64, dim.Width - 300, 80 ), gui.Window,-1, L"Fullscreen" );
- gui.FullScreen->setToolTipText ( L"Set Fullscreen or Window Mode" );
- gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L"32Bit" );
- gui.Bit32->setToolTipText ( L"Use 16 or 32 Bit" );
- env->addStaticText ( L"MultiSample:", rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),false, false, gui.Window, -1, false );
- gui.MultiSample = env->addScrollBar( true, rect<s32>( dim.Width - 150, 64, dim.Width - 70, 80 ), gui.Window,-1 );
- gui.MultiSample->setMin ( 0 );
- gui.MultiSample->setMax ( 8 );
- gui.MultiSample->setSmallStep ( 1 );
- gui.MultiSample->setLargeStep ( 1 );
- gui.MultiSample->setPos ( Game->deviceParam.AntiAlias );
- gui.MultiSample->setToolTipText ( L"Set the MultiSample (disable, 1x, 2x, 4x, 8x )" );
- gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L"set" );
- gui.SetVideoMode->setToolTipText ( L"Set Video Mode with current values" );
- env->addStaticText ( L"Gamma:", rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),false, false, gui.Window, -1, false );
- gui.Gamma = env->addScrollBar( true, rect<s32>( dim.Width - 300, 104, dim.Width - 10, 120 ), gui.Window,-1 );
- gui.Gamma->setMin ( 50 );
- gui.Gamma->setMax ( 350 );
- gui.Gamma->setSmallStep ( 1 );
- gui.Gamma->setLargeStep ( 10 );
- gui.Gamma->setPos ( core::floor32 ( Game->GammaValue * 100.f ) );
- gui.Gamma->setToolTipText ( L"Adjust Gamma Ramp ( 0.5 - 3.5)" );
- Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
- env->addStaticText ( L"Tesselation:", rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),false, false, gui.Window, -1, false );
- gui.Tesselation = env->addScrollBar( true, rect<s32>( dim.Width - 300, 124, dim.Width - 10, 140 ), gui.Window,-1 );
- gui.Tesselation->setMin ( 2 );
- gui.Tesselation->setMax ( 12 );
- gui.Tesselation->setSmallStep ( 1 );
- gui.Tesselation->setLargeStep ( 1 );
- gui.Tesselation->setPos ( Game->loadParam.patchTessellation );
- gui.Tesselation->setToolTipText ( L"How smooth should curved surfaces be rendered" );
- gui.Collision = env->addCheckBox ( true, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L"Collision" );
- gui.Collision->setToolTipText ( L"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard" );
- gui.Visible_Map = env->addCheckBox ( true, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L"Map" );
- gui.Visible_Map->setToolTipText ( L"Show or not show the static part the Level. \nPress F3 on your Keyboard" );
- gui.Visible_Shader = env->addCheckBox ( true, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L"Shader" );
- gui.Visible_Shader->setToolTipText ( L"Show or not show the Shader Nodes. \nPress F4 on your Keyboard" );
- gui.Visible_Fog = env->addCheckBox ( true, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L"Fog" );
- gui.Visible_Fog->setToolTipText ( L"Show or not show the Fog Nodes. \nPress F5 on your Keyboard" );
- gui.Visible_Unresolved = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L"Unresolved" );
- gui.Visible_Unresolved->setToolTipText ( L"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard" );
- gui.Visible_Skydome = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L"Skydome" );
- gui.Visible_Skydome->setToolTipText ( L"Show the or not show the Skydome." );
- //Respawn = env->addButton ( rect<s32>( dim.Width - 260, 90, dim.Width - 10, 106 ), 0,-1, L"Respawn" );
- env->addStaticText ( L"Archives:", rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),false, false, gui.Window, -1, false );
- gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L"add" );
- gui.ArchiveAdd->setToolTipText ( L"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem" );
- gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L"del" );
- gui.ArchiveRemove->setToolTipText ( L"Remove the selected archive from the FileSystem." );
- gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L"up" );
- gui.ArchiveUp->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive up" );
- gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L"down" );
- gui.ArchiveDown->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive down" );
- gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window );
- gui.ArchiveList->addColumn ( L"Type", 0 );
- gui.ArchiveList->addColumn ( L"Real File Path", 1 );
- gui.ArchiveList->setColumnWidth ( 0, 60 );
- gui.ArchiveList->setColumnWidth ( 1, 284 );
- gui.ArchiveList->setToolTipText ( L"Show the attached Archives" );
- env->addStaticText ( L"Maps:", rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),false, false, gui.Window, -1, false );
- gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40 ), gui.Window, -1, true );
- gui.MapList->setToolTipText ( L"Show the current Maps in all Archives.\n Double-Click the Map to start the level" );
- // create a visible Scene Tree
- env->addStaticText ( L"Scenegraph:", rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),false, false, gui.Window, -1, false );
- gui.SceneTree = env->addTreeView( rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ),
- gui.Window, -1, true, true, false );
- gui.SceneTree->setToolTipText ( L"Show the current Scenegraph" );
- gui.SceneTree->getRoot()->clearChildren();
- addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
- IGUIImageList* imageList = env->createImageList( driver->getTexture ( "iconlist.png" ),
- dimension2di( 32, 32 ), true );
- if ( imageList )
- {
- gui.SceneTree->setImageList( imageList );
- imageList->drop ();
- }
- // load the engine logo
- gui.Logo = env->addImage( driver->getTexture("irrlichtlogo3.png"), position2d<s32>(5, 16 ), true, 0 );
- gui.Logo->setToolTipText ( L"The great Irrlicht Engine" );
- AddArchive ( "" );
- }
- /*
- Add an Archive to the FileSystems and updates the GUI
- */
- void CQuake3EventHandler::AddArchive ( const path& archiveName )
- {
- IFileSystem *fs = Game->Device->getFileSystem();
- u32 i;
- if ( archiveName.size () )
- {
- bool exists = false;
- for ( i = 0; i != fs->getFileArchiveCount(); ++i )
- {
- if ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName )
- {
- exists = true;
- break;
- }
- }
- if (!exists)
- {
- fs->addFileArchive(archiveName, true, false);
- }
- }
- // store the current archives in game data
- // show the attached archive in proper order
- if ( gui.ArchiveList )
- {
- gui.ArchiveList->clearRows();
- for ( i = 0; i != fs->getFileArchiveCount(); ++i )
- {
- IFileArchive * archive = fs->getFileArchive ( i );
- u32 index = gui.ArchiveList->addRow(i);
- core::stringw typeName;
- switch(archive->getType())
- {
- case io::EFAT_ZIP:
- typeName = "ZIP";
- break;
- case io::EFAT_GZIP:
- typeName = "gzip";
- break;
- case io::EFAT_FOLDER:
- typeName = "Mount";
- break;
- case io::EFAT_PAK:
- typeName = "PAK";
- break;
- case io::EFAT_TAR:
- typeName = "TAR";
- break;
- default:
- typeName = "archive";
- }
- gui.ArchiveList->setCellText ( index, 0, typeName );
- gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() );
- }
- }
- // browse the archives for maps
- if ( gui.MapList )
- {
- gui.MapList->clear();
- IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank("sprite_q3map");
- if ( 0 == bank )
- bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank("sprite_q3map");
- SGUISprite sprite;
- SGUISpriteFrame frame;
- core::rect<s32> r;
- bank->getSprites().clear();
- bank->getPositions().clear ();
- gui.MapList->setSpriteBank ( bank );
- u32 g = 0;
- core::stringw s;
- // browse the attached file system
- fs->setFileListSystem ( FILESYSTEM_VIRTUAL );
- fs->changeWorkingDirectoryTo ( "/maps/" );
- IFileList *fileList = fs->createFileList ();
- fs->setFileListSystem ( FILESYSTEM_NATIVE );
- for ( i=0; i< fileList->getFileCount(); ++i)
- {
- s = fileList->getFullFileName(i);
- if ( s.find ( ".bsp" ) >= 0 )
- {
- // get level screenshot. reformat texture to 128x128
- path c ( s );
- deletePathFromFilename ( c );
- cutFilenameExtension ( c, c );
- c = path ( "levelshots/" ) + c;
- dimension2du dim ( 128, 128 );
- IVideoDriver * driver = Game->Device->getVideoDriver();
- IImage* image = 0;
- ITexture *tex = 0;
- path filename;
- filename = c + ".jpg";
- if ( fs->existFile ( filename ) )
- image = driver->createImageFromFile( filename );
- if ( 0 == image )
- {
- filename = c + ".tga";
- if ( fs->existFile ( filename ) )
- image = driver->createImageFromFile( filename );
- }
- if ( image )
- {
- IImage* filter = driver->createImage ( video::ECF_R8G8B8, dim );
- image->copyToScalingBoxFilter ( filter, 0 );
- image->drop ();
- image = filter;
- }
- if ( image )
- {
- tex = driver->addTexture ( filename, image );
- image->drop ();
- }
- bank->setTexture ( g, tex );
- r.LowerRightCorner.X = dim.Width;
- r.LowerRightCorner.Y = dim.Height;
- gui.MapList->setItemHeight ( r.LowerRightCorner.Y + 4 );
- frame.rectNumber = bank->getPositions().size();
- frame.textureNumber = g;
- bank->getPositions().push_back(r);
- sprite.Frames.set_used ( 0 );
- sprite.Frames.push_back(frame);
- sprite.frameTime = 0;
- bank->getSprites().push_back(sprite);
- gui.MapList->addItem ( s.c_str (), g );
- g += 1;
- }
- }
- fileList->drop ();
- gui.MapList->setSelected ( -1 );
- IGUIScrollBar * bar = (IGUIScrollBar*)gui.MapList->getElementFromId( 0 );
- if ( bar )
- bar->setPos ( 0 );
- }
- }
- /*
- clears the map in memory
- */
- void CQuake3EventHandler::dropMap ()
- {
- IVideoDriver * driver = Game->Device->getVideoDriver();
- driver->removeAllHardwareBuffers ();
- driver->removeAllTextures ();
- Player[0].shutdown ();
- dropElement ( ItemParent );
- dropElement ( ShaderParent );
- dropElement ( UnresolvedParent );
- dropElement ( FogParent );
- dropElement ( BulletParent );
- Impacts.clear();
- if ( Meta )
- {
- Meta = 0;
- }
- dropElement ( MapParent );
- dropElement ( SkyNode );
- // clean out meshes, because textures are invalid
- // TODO: better texture handling;-)
- IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache();
- cache->clear ();
- Mesh = 0;
- }
- /* Load new map
- */
- void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
- {
- if ( 0 == mapName.size() )
- return;
- dropMap ();
- IFileSystem *fs = Game->Device->getFileSystem();
- ISceneManager *smgr = Game->Device->getSceneManager ();
- IReadFile* file = fs->createMemoryReadFile(&Game->loadParam,
- sizeof(Game->loadParam), L"levelparameter.cfg", false);
- // load cfg file
- smgr->getMesh( file );
- file->drop ();
- // load the actual map
- Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName);
- if ( 0 == Mesh )
- return;
- /*
- add the geometry mesh to the Scene ( polygon & patches )
- The Geometry mesh is optimised for faster drawing
- */
- IMesh *geometry = Mesh->getMesh(E_Q3_MESH_GEOMETRY);
- if ( 0 == geometry || geometry->getMeshBufferCount() == 0)
- return;
- Game->CurrentMapName = mapName;
- //create a collision list
- Meta = 0;
- ITriangleSelector * selector = 0;
- if (collision)
- Meta = smgr->createMetaTriangleSelector();
- //IMeshBuffer *b0 = geometry->getMeshBuffer(0);
- //s32 minimalNodes = b0 ? core::s32_max ( 2048, b0->getVertexCount() / 32 ) : 2048;
- s32 minimalNodes = 2048;
- MapParent = smgr->addOctreeSceneNode(geometry, 0, -1, minimalNodes);
- MapParent->setName ( mapName );
- if ( Meta )
- {
- selector = smgr->createOctreeTriangleSelector( geometry,MapParent, minimalNodes);
- //selector = smgr->createTriangleSelector ( geometry, MapParent );
- Meta->addTriangleSelector( selector);
- selector->drop ();
- }
- // logical parent for the items
- ItemParent = smgr->addEmptySceneNode();
- if ( ItemParent )
- ItemParent->setName ( "Item Container" );
- ShaderParent = smgr->addEmptySceneNode();
- if ( ShaderParent )
- ShaderParent->setName ( "Shader Container" );
- UnresolvedParent = smgr->addEmptySceneNode();
- if ( UnresolvedParent )
- UnresolvedParent->setName ( "Unresolved Container" );
- FogParent = smgr->addEmptySceneNode();
- if ( FogParent )
- FogParent->setName ( "Fog Container" );
- // logical parent for the bullets
- BulletParent = smgr->addEmptySceneNode();
- if ( BulletParent )
- BulletParent->setName ( "Bullet Container" );
- /*
- now construct SceneNodes for each shader
- The objects are stored in the quake mesh E_Q3_MESH_ITEMS
- and the shader ID is stored in the MaterialParameters
- mostly dark looking skulls and moving lava.. or green flashing tubes?
- */
- Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
- Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
- Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
- /*
- Now construct models from entity list
- */
- Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
- }
- /*
- Adds a SceneNode with an icon to the scene tree
- */
- void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
- {
- IGUITreeViewNode* node;
- wchar_t msg[128];
- s32 imageIndex;
- list<ISceneNode*>::ConstIterator it = parent->getChildren().begin();
- for (; it != parent->getChildren().end(); ++it)
- {
- switch ( (*it)->getType () )
- {
- case ESNT_Q3SHADER_SCENE_NODE: imageIndex = 0; break;
- case ESNT_CAMERA: imageIndex = 1; break;
- case ESNT_EMPTY: imageIndex = 2; break;
- case ESNT_MESH: imageIndex = 3; break;
- case ESNT_OCTREE: imageIndex = 3; break;
- case ESNT_ANIMATED_MESH: imageIndex = 4; break;
- case ESNT_SKY_BOX: imageIndex = 5; break;
- case ESNT_BILLBOARD: imageIndex = 6; break;
- case ESNT_PARTICLE_SYSTEM: imageIndex = 7; break;
- case ESNT_TEXT: imageIndex = 8; break;
- default:imageIndex = -1; break;
- }
- if ( imageIndex < 0 )
- {
- swprintf_irr ( msg, 128, L"%hs,%hs",
- Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ),
- (*it)->getName()
- );
- }
- else
- {
- swprintf_irr ( msg, 128, L"%hs",(*it)->getName() );
- }
- node = nodeParent->addChildBack( msg, 0, imageIndex );
- // Add all animators
- list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
- for (; ait != (*it)->getAnimators().end(); ++ait)
- {
- imageIndex = -1;
- swprintf_irr ( msg, 128, L"%hs",
- Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () )
- );
- switch ( (*ait)->getType () )
- {
- case ESNAT_FLY_CIRCLE:
- case ESNAT_FLY_STRAIGHT:
- case ESNAT_FOLLOW_SPLINE:
- case ESNAT_ROTATION:
- case ESNAT_TEXTURE:
- case ESNAT_DELETION:
- case ESNAT_COLLISION_RESPONSE:
- case ESNAT_CAMERA_FPS:
- case ESNAT_CAMERA_MAYA:
- default:
- break;
- }
- node->addChildBack( msg, 0, imageIndex );
- }
- addSceneTreeItem ( *it, node );
- }
- }
- // Adds life!
- void CQuake3EventHandler::CreatePlayers()
- {
- Player[0].create ( Game->Device, Mesh, MapParent, Meta );
- }
- // Adds a skydome to the scene
- void CQuake3EventHandler::AddSky( u32 dome, const c8 *texture)
- {
- ISceneManager *smgr = Game->Device->getSceneManager ();
- IVideoDriver * driver = Game->Device->getVideoDriver();
- bool oldMipMapState = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
- if ( 0 == dome )
- {
- // irrlicht order
- //static const c8*p[] = { "ft", "lf", "bk", "rt", "up", "dn" };
- // quake3 order
- static const c8*p[] = { "ft", "rt", "bk", "lf", "up", "dn" };
- u32 i = 0;
- snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
- SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 );
- if (SkyNode)
- {
- for ( i = 0; i < 6; ++i )
- {
- snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
- SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) );
- }
- }
- }
- else
- if ( 1 == dome )
- {
- snprintf_irr ( buf, 64, "%s.jpg", texture );
- SkyNode = smgr->addSkyDomeSceneNode(
- driver->getTexture( buf ), 32,32,
- 1.f, 1.f, 1000.f, 0, 11);
- }
- else
- if ( 2 == dome )
- {
- snprintf_irr ( buf, 64, "%s.jpg", texture );
- SkyNode = smgr->addSkyDomeSceneNode(
- driver->getTexture( buf ), 16,8,
- 0.95f, 2.f, 1000.f, 0, 11);
- }
- if (SkyNode)
- SkyNode->setName("Skydome");
- //SkyNode->getMaterial(0).ZBuffer = video::EMDF_DEPTH_LESS_EQUAL;
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
- }
- // enable GUI elements
- void CQuake3EventHandler::SetGUIActive( s32 command)
- {
- bool inputState = false;
- ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
- switch ( command )
- {
- case 0: Game->guiActive = 0; inputState = !Game->guiActive; break;
- case 1: Game->guiActive = 1; inputState = !Game->guiActive;;break;
- case 2: Game->guiActive ^= 1; inputState = !Game->guiActive;break;
- case 3:
- if ( camera )
- inputState = !camera->isInputReceiverEnabled();
- break;
- }
- if ( camera )
- {
- camera->setInputReceiverEnabled ( inputState );
- Game->Device->getCursorControl()->setVisible( !inputState );
- }
- if ( gui.Window )
- {
- gui.Window->setVisible ( Game->guiActive != 0 );
- }
- if ( Game->guiActive &&
- gui.SceneTree && Game->Device->getGUIEnvironment()->getFocus() != gui.SceneTree
- )
- {
- gui.SceneTree->getRoot()->clearChildren();
- addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
- }
- Game->Device->getGUIEnvironment()->setFocus ( Game->guiActive ? gui.Window: 0 );
- }
- /*
- Handle game input
- */
- bool CQuake3EventHandler::OnEvent(const SEvent& eve)
- {
- if ( eve.EventType == EET_LOG_TEXT_EVENT )
- {
- return false;
- }
- if ( Game->guiActive && eve.EventType == EET_GUI_EVENT )
- {
- if ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN )
- {
- s32 selected = gui.MapList->getSelected();
- if ( selected >= 0 )
- {
- stringw loadMap = gui.MapList->getListItem ( selected );
- if ( 0 == MapParent || loadMap != Game->CurrentMapName )
- {
- printf ( "Loading map %ls\n", loadMap.c_str() );
- LoadMap ( loadMap , 1 );
- if ( 0 == Game->loadParam.loadSkyShader )
- {
- AddSky ( 1, "skydome2" );
- }
- CreatePlayers ();
- CreateGUI ();
- SetGUIActive ( 0 );
- return true;
- }
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
- {
- Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() );
- Game->CurrentMapName = "";
- AddArchive ( "" );
- }
- else
- if ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
- {
- if ( 0 == gui.ArchiveFileOpen )
- {
- Game->Device->getFileSystem()->setFileListSystem ( FILESYSTEM_NATIVE );
- gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L"Add Game Archive" , false,gui.Window );
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_SELECTED )
- {
- AddArchive ( gui.ArchiveFileOpen->getFileNameP() );
- gui.ArchiveFileOpen = 0;
- }
- else
- if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_DIRECTORY_SELECTED )
- {
- AddArchive ( gui.ArchiveFileOpen->getDirectoryName() );
- }
- else
- if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED )
- {
- gui.ArchiveFileOpen = 0;
- }
- else
- if ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) &&
- eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
- {
- s32 rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1;
- if ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) )
- {
- s32 newIndex = core::s32_clamp ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 );
- AddArchive ( "" );
- gui.ArchiveList->setSelected ( newIndex );
- Game->CurrentMapName = "";
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
- {
- Game->deviceParam.DriverType = (E_DRIVER_TYPE) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() );
- }
- else
- if ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
- {
- u32 val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() );
- Game->deviceParam.WindowSize.Width = val >> 16;
- Game->deviceParam.WindowSize.Height = val & 0xFFFF;
- }
- else
- if ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- Game->deviceParam.Fullscreen = gui.FullScreen->isChecked();
- }
- else
- if ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16;
- }
- else
- if ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
- {
- Game->deviceParam.AntiAlias = gui.MultiSample->getPos();
- }
- else
- if ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
- {
- Game->loadParam.patchTessellation = gui.Tesselation->getPos ();
- }
- else
- if ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
- {
- Game->GammaValue = gui.Gamma->getPos () * 0.01f;
- Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
- }
- else
- if ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
- {
- Game->retVal = 2;
- Game->Device->closeDevice();
- }
- else
- if ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == gui::EGET_ELEMENT_CLOSED )
- {
- Game->Device->closeDevice();
- }
- else
- if ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- // set fly through active
- Game->flyTroughState ^= 1;
- Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
- printf ( "collision %d\n", Game->flyTroughState == 0 );
- }
- else
- if ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- bool v = gui.Visible_Map->isChecked();
- if ( MapParent )
- {
- printf ( "static node set visible %d\n",v );
- MapParent->setVisible ( v );
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- bool v = gui.Visible_Shader->isChecked();
- if ( ShaderParent )
- {
- printf ( "shader node set visible %d\n",v );
- ShaderParent->setVisible ( v );
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
- {
- if ( SkyNode )
- {
- bool v = !SkyNode->isVisible();
- printf ( "skynode set visible %d\n",v );
- SkyNode->setVisible ( v );
- }
- }
- else
- if ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
- {
- Player[0].respawn ();
- }
- return false;
- }
- // fire
- if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_SPACE &&
- eve.KeyInput.PressedDown == false) ||
- (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
- )
- {
- ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
- if ( camera && camera->isInputReceiverEnabled () )
- {
- useItem( Player + 0 );
- }
- }
- // gui active
- if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_F1 &&
- eve.KeyInput.PressedDown == false) ||
- (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
- )
- {
- SetGUIActive ( 2 );
- }
- // check if user presses the key
- if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.PressedDown == false)
- {
- // Escape toggles camera Input
- if ( eve.KeyInput.Key == irr::KEY_ESCAPE )
- {
- SetGUIActive ( 3 );
- }
- else
- if (eve.KeyInput.Key == KEY_F11)
- {
- // screenshot are taken without gamma!
- IImage* image = Game->Device->getVideoDriver()->createScreenShot();
- if (image)
- {
- core::vector3df pos;
- core::vector3df rot;
- ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera ();
- if ( cam )
- {
- pos = cam->getPosition ();
- rot = cam->getRotation ();
- }
- snprintf_irr(buf, 256, "%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg",
- DRIVER_TYPE_NAMES_SHORT[Game->Device->getVideoDriver()->getDriverType()],
- Game->CurrentMapName.c_str(),
- pos.X, pos.Y, pos.Z,
- rot.X, rot.Y, rot.Z
- );
- path filename ( buf );
- filename.replace ( '/', '_' );
- printf ( "screenshot : %s\n", filename.c_str() );
- Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 );
- image->drop();
- }
- }
- else
- if (eve.KeyInput.Key == KEY_F9)
- {
- s32 value = EDS_OFF;
- Game->debugState = ( Game->debugState + 1 ) & 3;
- switch ( Game->debugState )
- {
- case 1: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL; break;
- case 2: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_SKELETON; break;
- }
- /*
- // set debug map data on/off
- debugState = debugState == EDS_OFF ?
- EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL:
- EDS_OFF;
- */
- if ( ItemParent )
- {
- list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin();
- for (; it != ItemParent->getChildren().end(); ++it)
- {
- (*it)->setDebugDataVisible ( value );
- }
- }
- if ( ShaderParent )
- {
- list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin();
- for (; it != ShaderParent->getChildren().end(); ++it)
- {
- (*it)->setDebugDataVisible ( value );
- }
- }
- if ( UnresolvedParent )
- {
- list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin();
- for (; it != UnresolvedParent->getChildren().end(); ++it)
- {
- (*it)->setDebugDataVisible ( value );
- }
- }
- if ( FogParent )
- {
- list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin();
- for (; it != FogParent->getChildren().end(); ++it)
- {
- (*it)->setDebugDataVisible ( value );
- }
- }
- if ( SkyNode )
- {
- SkyNode->setDebugDataVisible ( value );
- }
- }
- else
- if (eve.KeyInput.Key == KEY_F8)
- {
- // set gravity on/off
- Game->gravityState ^= 1;
- Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? "earth" : "none" ) );
- printf ( "gravity %s\n", Game->gravityState ? "earth" : "none" );
- }
- else
- if (eve.KeyInput.Key == KEY_F7)
- {
- // set fly through active
- Game->flyTroughState ^= 1;
- Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
- if ( gui.Collision )
- gui.Collision->setChecked ( Game->flyTroughState == 0 );
- printf ( "collision %d\n", Game->flyTroughState == 0 );
- }
- else
- if (eve.KeyInput.Key == KEY_F2)
- {
- Player[0].respawn ();
- }
- else
- if (eve.KeyInput.Key == KEY_F3)
- {
- if ( MapParent )
- {
- bool v = !MapParent->isVisible ();
- printf ( "static node set visible %d\n",v );
- MapParent->setVisible ( v );
- if ( gui.Visible_Map )
- gui.Visible_Map->setChecked ( v );
- }
- }
- else
- if (eve.KeyInput.Key == KEY_F4)
- {
- if ( ShaderParent )
- {
- bool v = !ShaderParent->isVisible ();
- printf ( "shader node set visible %d\n",v );
- ShaderParent->setVisible ( v );
- if ( gui.Visible_Shader )
- gui.Visible_Shader->setChecked ( v );
- }
- }
- else
- if (eve.KeyInput.Key == KEY_F5)
- {
- if ( FogParent )
- {
- bool v = !FogParent->isVisible ();
- printf ( "fog node set visible %d\n",v );
- FogParent->setVisible ( v );
- if ( gui.Visible_Fog )
- gui.Visible_Fog->setChecked ( v );
- }
- }
- else
- if (eve.KeyInput.Key == KEY_F6)
- {
- if ( UnresolvedParent )
- {
- bool v = !UnresolvedParent->isVisible ();
- printf ( "unresolved node set visible %d\n",v );
- UnresolvedParent->setVisible ( v );
- if ( gui.Visible_Unresolved )
- gui.Visible_Unresolved->setChecked ( v );
- }
- }
- }
- // check if user presses the key C ( for crouch)
- if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_KEY_C )
- {
- // crouch
- ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam ();
- if ( anim && 0 == Game->flyTroughState )
- {
- if ( false == eve.KeyInput.PressedDown )
- {
- // stand up
- anim->setEllipsoidRadius ( vector3df(30,45,30) );
- anim->setEllipsoidTranslation ( vector3df(0,40,0));
- }
- else
- {
- // on your knees
- anim->setEllipsoidRadius ( vector3df(30,20,30) );
- anim->setEllipsoidTranslation ( vector3df(0,20,0));
- }
- return true;
- }
- }
- return false;
- }
- /*
- useItem
- */
- void CQuake3EventHandler::useItem( Q3Player * player)
- {
- ISceneManager* smgr = Game->Device->getSceneManager();
- ICameraSceneNode* camera = smgr->getActiveCamera();
- if (!camera)
- return;
- SParticleImpact imp;
- imp.when = 0;
- // get line of camera
- vector3df start = camera->getPosition();
- if ( player->WeaponNode )
- {
- start.X += 0.f;
- start.Y += 0.f;
- start.Z += 0.f;
- }
- vector3df end = (camera->getTarget() - start);
- end.normalize();
- start += end*20.0f;
- end = start + (end * camera->getFarValue());
- triangle3df triangle;
- line3d<f32> line(start, end);
- // get intersection point with map
- scene::ISceneNode* hitNode;
- if (smgr->getSceneCollisionManager()->getCollisionPoint(
- line, Meta, end, triangle,hitNode))
- {
- // collides with wall
- vector3df out = triangle.getNormal();
- out.setLength(0.03f);
- imp.when = 1;
- imp.outVector = out;
- imp.pos = end;
- player->setAnim ( "pow" );
- player->Anim[1].next += player->Anim[1].delta;
- }
- else
- {
- // doesn't collide with wall
- vector3df start = camera->getPosition();
- if ( player->WeaponNode )
- {
- //start.X += 10.f;
- //start.Y += -5.f;
- //start.Z += 1.f;
- }
- vector3df end = (camera->getTarget() - start);
- end.normalize();
- start += end*20.0f;
- end = start + (end * camera->getFarValue());
- }
- // create fire ball
- ISceneNode* node = 0;
- node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start);
- node->setMaterialFlag(EMF_LIGHTING, false);
- node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture("fireball.bmp"));
- node->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
- node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
- f32 length = (f32)(end - start).getLength();
- const f32 speed = 5.8f;
- u32 time = (u32)(length / speed);
- ISceneNodeAnimator* anim = 0;
- // set flight line
- anim = smgr->createFlyStraightAnimator(start, end, time);
- node->addAnimator(anim);
- anim->drop();
- snprintf_irr ( buf, 64, "bullet: %s on %.1f,%1.f,%1.f",
- imp.when ? "hit" : "nohit", end.X, end.Y, end.Z );
- node->setName ( buf );
- anim = smgr->createDeleteAnimator(time);
- node->addAnimator(anim);
- anim->drop();
- if (imp.when)
- {
- // create impact note
- imp.when = Game->Device->getTimer()->getTime() +
- (time + (s32) ( ( 1.f + Noiser::get() ) * 250.f ));
- Impacts.push_back(imp);
- }
- // play sound
- }
- // rendered when bullets hit something
- void CQuake3EventHandler::createParticleImpacts( u32 now )
- {
- ISceneManager* sm = Game->Device->getSceneManager();
- struct smokeLayer
- {
- const c8 * texture;
- f32 scale;
- f32 minparticleSize;
- f32 maxparticleSize;
- f32 boxSize;
- u32 minParticle;
- u32 maxParticle;
- u32 fadeout;
- u32 lifetime;
- };
- smokeLayer smoke[] =
- {
- { "smoke2.jpg", 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 },
- { "smoke3.jpg", 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 }
- };
- u32 i;
- u32 g;
- s32 factor = 1;
- for ( g = 0; g != 2; ++g )
- {
- smoke[g].minParticle *= factor;
- smoke[g].maxParticle *= factor;
- smoke[g].lifetime *= factor;
- smoke[g].boxSize *= Noiser::get() * 0.5f;
- }
- for ( i=0; i < Impacts.size(); ++i)
- {
- if (now < Impacts[i].when)
- continue;
- // create smoke particle system
- IParticleSystemSceneNode* pas = 0;
- for ( g = 0; g != 2; ++g )
- {
- pas = sm->addParticleSystemSceneNode(false, BulletParent, -1, Impacts[i].pos);
- snprintf_irr ( buf, 64, "bullet impact smoke at %.1f,%.1f,%1.f",
- Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z);
- pas->setName ( buf );
- // create a flat smoke
- vector3df direction = Impacts[i].outVector;
- direction *= smoke[g].scale;
- IParticleEmitter* em = pas->createBoxEmitter(
- aabbox3d<f32>(-4.f,0.f,-4.f,20.f,smoke[g].minparticleSize,20.f),
- direction,smoke[g].minParticle, smoke[g].maxParticle,
- video::SColor(0,0,0,0),video::SColor(0,128,128,128),
- 250,4000, 60);
- em->setMinStartSize (dimension2d<f32>( smoke[g].minparticleSize, smoke[g].minparticleSize));
- em->setMaxStartSize (dimension2d<f32>( smoke[g].maxparticleSize, smoke[g].maxparticleSize));
- pas->setEmitter(em);
- em->drop();
- // particles get invisible
- IParticleAffector* paf = pas->createFadeOutParticleAffector(
- video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout);
- pas->addAffector(paf);
- paf->drop();
- // particle system life time
- ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime);
- pas->addAnimator(anim);
- anim->drop();
- pas->setMaterialFlag(video::EMF_LIGHTING, false);
- pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
- pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
- pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture ));
- }
- // play impact sound
- #ifdef USE_IRRKLANG
- /*
- if (irrKlang)
- {
- audio::ISound* sound =
- irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);
- if (sound)
- {
- // adjust max value a bit to make to sound of an impact louder
- sound->setMinDistance(400);
- sound->drop();
- }
- }
- */
- #endif
- // delete entry
- Impacts.erase(i);
- i--;
- }
- }
- /*
- render
- */
- void CQuake3EventHandler::Render()
- {
- IVideoDriver * driver = Game->Device->getVideoDriver();
- if ( 0 == driver )
- return;
- // TODO: This does not work, yet.
- const bool anaglyph=false;
- if (anaglyph)
- {
- scene::ICameraSceneNode* cameraOld = Game->Device->getSceneManager()->getActiveCamera();
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
- driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
- driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
- driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
- ESNRP_SOLID +
- ESNRP_TRANSPARENT +
- ESNRP_TRANSPARENT_EFFECT +
- ESNRP_SHADOW;
- Game->Device->getSceneManager()->drawAll();
- driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255,0,0,0));
- const vector3df oldPosition = cameraOld->getPosition();
- const vector3df oldTarget = cameraOld->getTarget();
- const matrix4 startMatrix = cameraOld->getAbsoluteTransformation();
- const vector3df focusPoint = (oldTarget -
- cameraOld->getAbsolutePosition()).setLength(10000) +
- cameraOld->getAbsolutePosition() ;
- scene::ICameraSceneNode* camera = cameraOld;//Game->Device->getSceneManager()->addCameraSceneNode();
- //Left eye...
- vector3df pos;
- matrix4 move;
- move.setTranslation( vector3df(-1.5f,0.0f,0.0f) );
- pos=(startMatrix*move).getTranslation();
- driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
- driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
- driver->getOverrideMaterial().EnablePasses =
- ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
- ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
- camera->setPosition(pos);
- camera->setTarget(focusPoint);
- Game->Device->getSceneManager()->drawAll();
- driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255, 0, 0, 0));
- //Right eye...
- move.setTranslation( vector3df(1.5f,0.0f,0.0f) );
- pos=(startMatrix*move).getTranslation();
- driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
- driver->getOverrideMaterial().EnableFlags = EMF_COLOR_MASK;
- driver->getOverrideMaterial().EnablePasses =
- ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
- ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
- camera->setPosition(pos);
- camera->setTarget(focusPoint);
- Game->Device->getSceneManager()->drawAll();
- driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
- driver->getOverrideMaterial().EnableFlags=0;
- driver->getOverrideMaterial().EnablePasses=0;
- if (camera != cameraOld)
- {
- Game->Device->getSceneManager()->setActiveCamera(cameraOld);
- camera->remove();
- }
- else
- {
- camera->setPosition(oldPosition);
- camera->setTarget(oldTarget);
- }
- }
- else
- {
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
- Game->Device->getSceneManager()->drawAll();
- }
- Game->Device->getGUIEnvironment()->drawAll();
- driver->endScene();
- }
- /*
- update the generic scene node
- */
- void CQuake3EventHandler::Animate()
- {
- u32 now = Game->Device->getTimer()->getTime();
- Q3Player * player = Player + 0;
- checkTimeFire ( player->Anim, 4, now );
- // Query Scene Manager attributes
- if ( player->Anim[0].flags & FIRED )
- {
- wchar_t msg[128];
- IVideoDriver * driver = Game->Device->getVideoDriver();
- #ifdef _IRR_SCENEMANAGER_DEBUG
- IAttributes * attr = Game->Device->getSceneManager()->getParameters();
- swprintf_irr ( msg, 128,
- L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
- Game->CurrentMapName.c_str(),
- driver->getName(),
- driver->getFPS (),
- (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
- attr->getAttributeAsInt ( "culled" ),
- attr->getAttributeAsInt ( "calls" ),
- attr->getAttributeAsInt ( "drawn_solid" ),
- attr->getAttributeAsInt ( "drawn_transparent" ),
- attr->getAttributeAsInt ( "drawn_transparent_effect" )
- );
- #else
- swprintf_irr ( msg, 128,
- L"Q3 %s [%ls], FPS:%03d Tri:%.03fm",
- Game->CurrentMapName.c_str(),
- driver->getName(),
- driver->getFPS (),
- (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f )
- );
- #endif
- Game->Device->setWindowCaption( msg );
- swprintf_irr ( msg, 128,
- L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
- L", F8 Gravity on/off, Right Mouse Toggle GUI",
- Game->Device->getVideoDriver()->getFPS ()
- );
- if ( gui.StatusLine )
- gui.StatusLine->setText ( msg );
- player->Anim[0].flags &= ~FIRED;
- }
- // idle..
- if ( player->Anim[1].flags & FIRED )
- {
- if ( strcmp ( player->animation, "idle" ) )
- player->setAnim ( "idle" );
- player->Anim[1].flags &= ~FIRED;
- }
- createParticleImpacts ( now );
- }
- /* The main game states
- */
- void runGame ( GameData *game )
- {
- if ( game->retVal >= 3 )
- return;
- game->Device = (*game->createExDevice) ( game->deviceParam );
- if ( 0 == game->Device)
- {
- // could not create selected driver.
- game->retVal = 0;
- return;
- }
- // create an event receiver based on current game data
- CQuake3EventHandler *eventHandler = new CQuake3EventHandler( game );
- // load stored config
- game->load ( "explorer.cfg" );
- // add our media directory and archive to the file system
- for ( u32 i = 0; i < game->CurrentArchiveList.size(); ++i )
- {
- eventHandler->AddArchive ( game->CurrentArchiveList[i] );
- }
- // Load a map or startup to the GUI
- if ( game->CurrentMapName.size () )
- {
- eventHandler->LoadMap ( game->CurrentMapName, 1 );
- if ( 0 == game->loadParam.loadSkyShader )
- eventHandler->AddSky ( 1, "skydome2" );
- eventHandler->CreatePlayers ();
- eventHandler->CreateGUI ();
- eventHandler->SetGUIActive ( 0 );
- // set player to last position on restart
- if ( game->retVal == 2 )
- {
- eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation );
- }
- }
- else
- {
- // start up empty
- eventHandler->AddSky ( 1, "skydome2" );
- eventHandler->CreatePlayers ();
- eventHandler->CreateGUI ();
- eventHandler->SetGUIActive ( 1 );
- background_music ( "IrrlichtTheme.ogg" );
- }
- game->retVal = 3;
- while( game->Device->run() )
- {
- eventHandler->Animate ();
- eventHandler->Render ();
- //if ( !game->Device->isWindowActive() )
- game->Device->yield();
- }
- game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f );
- delete eventHandler;
- }
- #if defined (_IRR_WINDOWS_) && 0
- #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
- #endif
- /* The main routine, doing all setup
- */
- int IRRCALLCONV main(int argc, char* argv[])
- {
- path prgname(argv[0]);
- GameData game ( deletePathFromPath ( prgname, 1 ) );
- // dynamically load irrlicht
- const c8 * dllName = argc > 1 ? argv[1] : "irrlicht.dll";
- game.createExDevice = load_createDeviceEx ( dllName );
- if ( 0 == game.createExDevice )
- {
- game.retVal = 3;
- printf ( "Could not load %s.\n", dllName );
- return game.retVal; // could not load dll
- }
- // start without asking for driver
- game.retVal = 1;
- do
- {
- // if driver could not created, ask for another driver
- if ( game.retVal == 0 )
- {
- game.setDefault ();
- // ask user for driver
- game.deviceParam.DriverType=driverChoiceConsole();
- if (game.deviceParam.DriverType==video::EDT_COUNT)
- game.retVal = 3;
- }
- runGame ( &game );
- } while ( game.retVal < 3 );
- return game.retVal;
- }
- /*
- **/
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