Tutorial 1: HelloWorld
This Tutorial shows how to set up the IDE for using the Irrlicht
Engine and how to write a simple HelloWorld program with it. The
program will show how to use the basics of the VideoDriver, the
GUIEnvironment and the SceneManager.
The result of this example will look like this:
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| Setting up the IDE |
To use the engine, we will have to include the
header file <irrlicht.h>, which can be found in the Irrlicht
Engine SDK directory \include. To let the compiler find this
header file, the directory where it is located should be specified
somewhere. This is different for every IDE and compiler. I will
explain how to do this in Microsoft Visual Studio C++ 6.0 and
.NET:
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| Lets start! |
After we have set up the IDE, the compiler will know where
to find the Irrlicht Engine header files so we can include
it now into our code.
In the Irrlicht Engine, everything can be found in the namespace
'irr'. So if you want to use a class of the engine, you'll
have to type an irr:: before the name of the class. For example,
to use the IrrlichtDevice, write: irr::IrrlichtDevice. To
avoid having to put irr:: before of the name of every class,
we tell the compiler that we use that namespace.
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'. To keep this example simple, we don't want to have
to specify the name spaces, Hence:
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:
#pragma comment(lib, "Irrlicht.lib") |
Now the main method: to keep this example simple we use void
main(), which can be used on any platform. However, on Windows
platforms, we could also use the WinMain method if we would
want to get rid of the console window which pops up when starting
a program with main().
The most important function of the engine is the 'createDevice'
function. The Irrlicht Device, which is the root object for
doing everything with the engine, can be created with it.
createDevice() has 7 parameters:
-
deviceType: Type of the device. This can
currently be the Null device, the Software device, Direct3D8,
Direct3D9, or OpenGL. In this example we use EDT_SOFTWARE,
but, to try them out, you might want to change it to EDT_NULL,
EDT_DIRECT3D8, EDT_DIRECT3D9, or EDT_OPENGL.
-
windowSize: Size of the window or full screen
mode to be created. In this example we use 512x384.
-
bits: Number of bits per pixel when in full
screen mode. This should be 16 or 32. This parameter is
ignored when running in windowed mode.
-
fullscreen: Specifies if we want the device
to run in full screen 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 full screen mode.
-
eventReceiver: An object to receive events.
We do not want to use this parameter here, and set it to
0.
IrrlichtDevice *device = createDevice(EDT_SOFTWARE, dimension2d<s32>(512, 384), 16, false, false, false, 0); |
Now we set the caption of the window to some nice text. Note
that there is a 'L' in front of the string: the Irrlicht Engine
uses wide character strings when displaying text.
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); |
Now we store a pointer to the video driver, the SceneManager,
and the graphical user interface environment so that we do not
always have to write device->getVideoDriver(), device->getSceneManager(),
and 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 (200,22) as lower right corner.
guienv->addStaticText(L"Hello World! This is the Irrlicht Software engine!", rect<int>(10,10,200,22), true); |
To display 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(). Instead of loading a Quake2 file
(.md2), it is also possible to load a Maya object file (.obj),
a complete Quake3 map (.bsp), or a Milshape file (.ms3d).
By the way, that cool Quake 2 model called sydney.md2 was modelled
by Brian Collins.
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); |
To make the mesh look a little bit nicer, we change its material
a little bit: we disable lighting because we do not have a dynamic
light in here and the mesh would be totally black. Then we set
the frame loop so that the animation is looped between the frames
0 and 310. Then, at last, we apply a texture to the mesh. Without
it the mesh would be drawn using only a solid color.
if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setFrameLoop(0, 310); node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); }
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To look at the mesh, we place a camera into 3d space at the
position (0, 10, -40). The camera looks from there to (0,5,0).
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); |
Ok. Now that we have set up the scene, let's 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 in Windows.
Everything must be drawn between a beginScene() and an endScene()
call. The beginScene clears the screen with a color and also
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 finished, we have to delete the Irrlicht Device
created earlier with createDevice(). With the Irrlicht Engine,
you should delete all objects you created with a method or function
that starts with 'create'. The object is deleted simply by calling
->drop(). See the documentation
for more information.
device->drop(); return 0;
} |
That's it. Compile and run.
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