所有Irr的引擎文件都在Irr命名空间下,Irr命名空间下又分五大模块:
Core:包含一些引擎核心类,包括各种数据结构和自定义的数据结构。
Gui:一些常用的图形用户接口,实现了各种常用控件。
Io:内部的一些输入输出,xml,zip,ini的文件的读取。
Scene:内部主要负责场景管理,包括场景节点,摄像机,粒子系统mesh,公告板,灯光,动画器,天空盒,地形等。
Video:负责对视频驱动的设置,2D,3D渲染都在这里实现,包括纹理,材质,灯光,图片,顶点等渲染属性的控制。
Irrlicht的场景中的所有的东西都是场景节点,统一由sceneManager来管理。
步骤:
1、创建设备。
2、获取场景管理器,视频设备、GUI环境指针,使用他们进行渲染控制。
3、在beginScene和endScene之间drawAll。
4、释放设备。
#include < irrlicht.h >
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
We could set this option in the project settings, but to make it easy, we use a
pragma comment lib for VisualStudio. On Windows platforms, we have to get rid
of the console window, which pops up when starting a program with main(). This
is done by the second pragma. We could also use the WinMain method, though
losing platform independence then.
*/
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
/*
The most important function of the engine is the createDevice()
function. The IrrlichtDevice is created by it, which is the root
object for doing anything with the engine. createDevice() has 7
parameters:
- deviceType: Type of the device. This can currently be the Null-device,
one of the two software renderers, D3D8, D3D9, or OpenGL. In this
example we use EDT_SOFTWARE, but to try out, you might want to
change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9, or EDT_OPENGL.
- windowSize: Size of the Window or screen in FullScreenMode to be
created. In this example we use 640x480.
- bits: Amount of color bits per pixel. This should be 16 or 32. The
parameter is often ignored when running in windowed mode.
- fullscreen: Specifies if we want the device to run in fullscreen mode
or not.
- stencilbuffer: Specifies if we want to use the stencil buffer (for
drawing shadows).
- vsync: Specifies if we want to have vsync enabled, this is only useful
in fullscreen mode.
- eventReceiver: An object to receive events. We do not want to use this
parameter here, and set it to 0.
Always check the return value to cope with unsupported drivers,
dimensions, etc.
*/
IrrlichtDevice * device =
createDevice( video::EDT_SOFTWARE, dimension2d < u32 > ( 640 , 480 ), 16 ,
false , false , false , 0 );
if ( ! device)
return 1 ;
/*
Set the caption of the window to some nice text. Note that there is an
'L' in front of the string. The Irrlicht Engine uses wide character
strings when displaying text.
*/
device -> setWindowCaption(L " Hello World! - Irrlicht Engine Demo " );
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
IVideoDriver * driver = device -> getVideoDriver();
ISceneManager * smgr = device -> getSceneManager();
IGUIEnvironment * guienv = device -> getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv -> addStaticText(L " Hello World! This is the Irrlicht Software renderer! " ,
rect < s32 > ( 10 , 10 , 260 , 22 ), true );
/*
To show something interesting, we load a Quake 2 model and display it.
We only have to get the Mesh from the Scene Manager with getMesh() and add
a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
check the return value of getMesh() to become aware of loading problems
and other errors.
Instead of writing the filename sydney.md2, it would also be possible
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
other supported file format. By the way, that cool Quake 2 model
called sydney was modelled by Brian Collins.
*/
IAnimatedMesh * mesh = smgr -> getMesh( " http://www.cnblogs.com/media/sydney.md2 " );
if ( ! mesh)
{
device -> drop();
return 1 ;
}
IAnimatedMeshSceneNode * node = smgr -> addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node -> setMaterialFlag(EMF_LIGHTING, false );
node -> setMD2Animation(scene::EMAT_STAND);
node -> setMaterialTexture( 0 , driver -> getTexture( " http://www.cnblogs.com/media/sydney.bmp " ) );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr -> addCameraSceneNode( 0 , vector3df( 0 , 30 , - 40 ), vector3df( 0 , 5 , 0 ));
/*
Ok, now we have set up the scene, lets draw everything: We run the
device in a while() loop, until the device does not want to run any
more. This would be when the user closes the window or presses ALT+F4
(or whatever keycode closes a window).
*/
while (device -> run())
{
/*
Anything can be drawn between a beginScene() and an endScene()
call. The beginScene() call clears the screen with a color and
the depth buffer, if desired. Then we let the Scene Manager and
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver -> beginScene( true , true , SColor( 255 , 100 , 101 , 140 ));
smgr -> drawAll();
guienv -> drawAll();
driver -> endScene();
}
/*
After we are done with the render loop, we have to delete the Irrlicht
Device created before with createDevice(). In the Irrlicht Engine, you
have to delete all objects you created with a method or function which
starts with 'create'. The object is simply deleted by calling ->drop().
See the documentation at irr::IReferenceCounted::drop() for more
information.
*/
device -> drop();
return 0 ;
}