172 lines
6.1 KiB
C++
172 lines
6.1 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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//BEGIN_INCLUDE(all)
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#include <jni.h>
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#include <errno.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/sensor.h>
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__))
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#include <irrlicht.h>
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/*
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In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
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you want to use a class of the engine, you have to write irr:: before the name
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of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
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To get rid of the irr:: in front of the name of every class, we tell the
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compiler that we use that namespace from now on, and we will not have to write
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irr:: anymore.
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*/
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using namespace irr;
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/*
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There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
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read a detailed description of them in the documentation by clicking on the top
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menu item 'Namespace List' or by using this link:
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http://irrlicht.sourceforge.net/docu/namespaces.html
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Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
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example simple. Hence, we tell the compiler again that we do not want always to
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write their names.
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*/
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main_2() {
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/*
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The most important function of the engine is the createDevice()
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function. The IrrlichtDevice is created by it, which is the root
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object for doing anything with the engine. createDevice() has 7
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parameters:
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- deviceType: Type of the device. This can currently be the Null-device,
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one of the two software renderers, D3D8, D3D9, or OpenGL. In this
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example we use EDT_SOFTWARE, but to try out, you might want to
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change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
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EDT_DIRECT3D9, or EDT_OPENGL.
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- windowSize: Size of the Window or screen in FullScreenMode to be
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created. In this example we use 640x480.
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- bits: Amount of color bits per pixel. This should be 16 or 32. The
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parameter is often ignored when running in windowed mode.
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- fullscreen: Specifies if we want the device to run in fullscreen mode
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or not.
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- stencilbuffer: Specifies if we want to use the stencil buffer (for
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drawing shadows).
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- vsync: Specifies if we want to have vsync enabled, this is only useful
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in fullscreen mode.
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- eventReceiver: An object to receive events. We do not want to use this
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parameter here, and set it to 0.
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Always check the return value to cope with unsupported drivers,
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dimensions, etc.
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*/
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IrrlichtDevice *device =
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createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
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false, false, false, 0);
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if (!device)
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return ;
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/*
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Set the caption of the window to some nice text. Note that there is an
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'L' in front of the string. The Irrlicht Engine uses wide character
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strings when displaying text.
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*/
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device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
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/*
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Get a pointer to the VideoDriver, the SceneManager and the graphical
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user interface environment, so that we do not always have to write
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device->getVideoDriver(), device->getSceneManager(), or
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device->getGUIEnvironment().
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*/
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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/*
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We add a hello world label to the window, using the GUI environment.
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The text is placed at the position (10,10) as top left corner and
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(260,22) as lower right corner.
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*/
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guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
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rect<s32>(10,10,260,22), true);
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/*
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To look at the mesh, we place a camera into 3d space at the position
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(0, 30, -40). The camera looks from there to (0,5,0), which is
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approximately the place where our md2 model is.
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*/
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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/*
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Ok, now we have set up the scene, lets draw everything: We run the
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device in a while() loop, until the device does not want to run any
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more. This would be when the user closes the window or presses ALT+F4
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(or whatever keycode closes a window).
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*/
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while(device->run())
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{
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/*
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Anything can be drawn between a beginScene() and an endScene()
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call. The beginScene() call clears the screen with a color and
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the depth buffer, if desired. Then we let the Scene Manager and
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the GUI Environment draw their content. With the endScene()
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call everything is presented on the screen.
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*/
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driver->beginScene(true, true, SColor(255,100,101,140));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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/*
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After we are done with the render loop, we have to delete the Irrlicht
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Device created before with createDevice(). In the Irrlicht Engine, you
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have to delete all objects you created with a method or function which
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starts with 'create'. The object is simply deleted by calling ->drop().
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See the documentation at irr::IReferenceCounted::drop() for more
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information.
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*/
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device->drop();
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}
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//END_INCLUDE(all)
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