Tutorial 6: 2D Graphics
This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
It shows how to draw images, keycolor based sprites, transparent
rectangles and different fonts. You will may consider this useful
if you want to make a 2d game with the engine, or if you want
to draw a cool interface or head up display for your 3d game.
The program which is described here will look like this:
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| Lets start! |
As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
#include <irrlicht.h> #include <iostream>
using namespace irr; #pragma comment(lib, "Irrlicht.lib")
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At first, we let the user select the driver type, then
start up the engine, set a caption, and get a pointer to
the video driver.
int main() { // let user select driver type video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ " (f) NullDevice\n (otherKey) exit\n\n");
char i; std::cin >> i;
switch(i) { case 'a': driverType = video::EDT_DIRECT3D9;break; case 'b': driverType = video::EDT_DIRECT3D8;break; case 'c': driverType = video::EDT_OPENGL; break; case 'd': driverType = video::EDT_SOFTWARE; break; case 'e': driverType = video::EDT_SOFTWARE2;break; case 'f': driverType = video::EDT_NULL; break; default: return 0; }
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<s32>(512, 384)); if (device == 0)
return 1;
device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
video::IVideoDriver* driver = device->getVideoDriver(); |
All 2d graphics in this example are put together into
one texture, 2ddemo.bmp. Because we want to draw colorkey
based sprites, we need to load this texture and tell the
engine, which part of it should be transparent based on
a colorkey. In this example, we don't tell it the color
directly, we just say "Hey Irrlicht Engine, you'll
find the color I want at position (0,0) on the texture.".
Instead, it would be also possible to call driver->makeColorKeyTexture(images,
video::SColor(0,0,0,0)), to make e.g. all black pixels
transparent. Please note, that makeColorKeyTexture just
creates an alpha channel based on the color.
video::ITexture* images = driver->getTexture("../../media/2ddemo.bmp"); driver->makeColorKeyTexture(images, core::position2d<s32>(0,0)); |
To be able to draw some text with two different fonts,
we load them. Ok, we load just one, as first font we just
use the default font which is built into the engine.
Also, we define two rectangles, which specify the position
of the images of the red imps (little flying creatures)
in the texture.
gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont(); gui::IGUIFont* font2 = device->getGUIEnvironment()->getFont(
"../../media/fonthaettenschweiler.bmp"); core::rect<s32> imp1(349,15,385,78);
core::rect<s32> imp2(387,15,423,78); |
Everything is prepared, now we can draw everything in the
draw loop, between the begin scene and end scene calls.
In this example, we are just doing 2d graphics, but it would
be no problem to mix them with 3d graphics. Just try it
out, and draw some 3d vertices or set up a scene with the
scene manager and draw it.
while(device->run() && driver) { if (device->isWindowActive()) { u32 time = device->getTimer()->getTime(); driver->beginScene(true, true, video::SColor(0,120,102,136));
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First, we draw 3 sprites, using the alpha channel we created
with makeColorKeyTexture. The last parameter specifiys that
the drawing method should use thiw alpha channel. The parameter
before the last one specifies a color, with wich the sprite
should be colored. (255,255,255,255) is full white, so the
sprite will look like the original. The third sprite is drawed
colored based on the time.
// draw fire & dragons background world driver->draw2DImage(images, core::position2d<s32>(50,50), core::rect<s32>(0,0,342,224), 0, video::SColor(255,255,255,255), true);
// draw flying imp
driver->draw2DImage(images, core::position2d<s32>(164,125),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,255,255,255), true); // draw second flying imp with colorcylce
driver->draw2DImage(images, core::position2d<s32>(270,105),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,(time) % 255,255,255), true); |
Drawing text is really simple. The code should be self explanatory.
// draw some text if (font) font->draw(L"This is some text.", core::rect<s32>(130,10,300,50), video::SColor(255,255,255,255));
// draw some other text
if (font2)
font2->draw(L"This is some other text.",
core::rect<s32>(130,20,300,60),
video::SColor(255,time % 255,time % 255,255)); |
At last, we draw the Irrlicht Engine logo (without using
a color or an alpha channel) and a transparent 2d Rectangle
at the position of the mouse cursor.
// draw logo driver->draw2DImage(images, core::position2d<s32>(10,10), core::rect<s32>(354,87,442,118)); // draw transparent rect under cursor
core::position2d<s32> m = device->getCursorControl()->getPosition();
driver->draw2DRectangle(video::SColor(100,255,255,255),
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
driver->endScene();
}
} |
That's all, it was not really difficult, I hope.
device->drop();
return 0;
} |
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