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authorDavid Walter Seikel2014-01-13 19:47:58 +1000
committerDavid Walter Seikel2014-01-13 19:47:58 +1000
commitf9158592e1478b2013afc7041d9ed041cf2d2f4a (patch)
treeb16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8.1/examples/12.TerrainRendering
parentLibraries readme updated with change markers and more of the Irrlicht changes. (diff)
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
Diffstat (limited to '')
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/Makefile38
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.cbp (renamed from libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.cbp)0
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.dev59
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.vcproj163
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj231
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc11.vcxproj235
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc8.vcproj231
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj230
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/main.cpp285
-rw-r--r--libraries/irrlicht-1.8.1/examples/12.TerrainRendering/tutorial.html122
10 files changed, 1594 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/Makefile b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/Makefile
new file mode 100644
index 0000000..92b529f
--- /dev/null
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/Makefile
@@ -0,0 +1,38 @@
1# Makefile for Irrlicht Examples
2# It's usually sufficient to change just the target name and source file list
3# and be sure that CXX is set to a valid compiler
4Target = 12.TerrainRendering
5Sources = main.cpp
6
7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall
11
12#default target is Linux
13all: all_linux
14
15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64
17endif
18
19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe
25# name of the binary - only valid for targets which set SYSTEM
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27
28all_linux all_win32:
29 $(warning Building...)
30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
31
32clean: clean_linux clean_win32
33 $(warning Cleaning...)
34
35clean_linux clean_win32:
36 @$(RM) $(DESTPATH)
37
38.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.cbp b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.cbp
index a0c93b7..a0c93b7 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.cbp
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.cbp
diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.dev b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.dev
new file mode 100644
index 0000000..678e536
--- /dev/null
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.dev
@@ -0,0 +1,59 @@
1[Project]
2FileName=example.dev
3Name=Irrlicht Example 12 Terrain Rendering
4UnitCount=1
5Type=1
6Ver=1
7ObjFiles=
8Includes=..\..\include
9Libs=
10PrivateResource=
11ResourceIncludes=
12MakeIncludes=
13Compiler=
14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1
17Icon=
18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj
20OverrideOutput=1
21OverrideOutputName=12.TerrainRendering.exe
22HostApplication=
23Folders=
24CommandLine=
25IncludeVersionInfo=0
26SupportXPThemes=0
27CompilerSet=0
28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0
30CustomMakefile=
31
32[Unit1]
33FileName=main.cpp
34CompileCpp=1
35Folder=Projekt1
36Compile=1
37Link=1
38Priority=1000
39OverrideBuildCmd=0
40BuildCmd=
41
42[VersionInfo]
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44Minor=1
45Release=1
46Build=1
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48CharsetID=1252
49CompanyName=
50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName=
53LegalCopyright=
54LegalTrademarks=
55OriginalFilename=
56ProductName=
57ProductVersion=
58AutoIncBuildNr=0
59
diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.vcproj b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.vcproj
new file mode 100644
index 0000000..2200562
--- /dev/null
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering.vcproj
@@ -0,0 +1,163 @@
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2<VisualStudioProject
3 ProjectType="Visual C++"
4 Version="7.10"
5 Name="12.TerrainRendering"
6 ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}"
7 SccProjectName=""
8 SccLocalPath="">
9 <Platforms>
10 <Platform
11 Name="Win32"/>
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13 <Configurations>
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31 AssemblerListingLocation=".\Debug/"
32 ObjectFile=".\Debug/"
33 ProgramDataBaseFileName=".\Debug/"
34 WarningLevel="3"
35 SuppressStartupBanner="TRUE"
36 DebugInformationFormat="4"
37 CompileAs="0"/>
38 <Tool
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46 GenerateDebugInformation="TRUE"
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48 SubSystem="1"
49 TargetMachine="1"/>
50 <Tool
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53 HeaderFileName=""/>
54 <Tool
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63 Culture="3079"/>
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68 <Tool
69 Name="VCWebDeploymentTool"/>
70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration>
75 <Configuration
76 Name="Release|Win32"
77 OutputDirectory=".\Release"
78 IntermediateDirectory=".\Release"
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82 CharacterSet="2">
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95 ObjectFile=".\Release/"
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97 WarningLevel="3"
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100 <Tool
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105 LinkIncremental="0"
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108 ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
109 SubSystem="1"
110 TargetMachine="1"/>
111 <Tool
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131 <Tool
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135 </Configuration>
136 </Configurations>
137 <References>
138 </References>
139 <Files>
140 <File
141 RelativePath="main.cpp">
142 <FileConfiguration
143 Name="Debug|Win32">
144 <Tool
145 Name="VCCLCompilerTool"
146 Optimization="0"
147 AdditionalIncludeDirectories=""
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149 BasicRuntimeChecks="3"/>
150 </FileConfiguration>
151 <FileConfiguration
152 Name="Release|Win32">
153 <Tool
154 Name="VCCLCompilerTool"
155 Optimization="2"
156 AdditionalIncludeDirectories=""
157 PreprocessorDefinitions=""/>
158 </FileConfiguration>
159 </File>
160 </Files>
161 <Globals>
162 </Globals>
163</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
new file mode 100644
index 0000000..c68f9ff
--- /dev/null
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
@@ -0,0 +1,231 @@
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17 <Configuration>Release</Configuration>
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diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc11.vcxproj b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc11.vcxproj
new file mode 100644
index 0000000..d91cb76
--- /dev/null
+++ b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/TerrainRendering_vc11.vcxproj
@@ -0,0 +1,235 @@
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new file mode 100644
index 0000000..d829244
--- /dev/null
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@@ -0,0 +1,285 @@
1/** Example 012 Terrain Rendering
2
3This tutorial will briefly show how to use the terrain renderer of Irrlicht. It
4will also show the terrain renderer triangle selector to be able to do
5collision detection with terrain.
6
7Note that the Terrain Renderer in Irrlicht is based on Spintz'
8GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant
9simple solution for building larger area on small heightmaps -> terrain
10smoothing.
11
12In the beginning there is nothing special. We include the needed header files
13and create an event listener to listen if the user presses a key: The 'W' key
14switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key
15toggles between solid and detail mapped material.
16*/
17#include <irrlicht.h>
18#include "driverChoice.h"
19
20using namespace irr;
21
22#ifdef _MSC_VER
23#pragma comment(lib, "Irrlicht.lib")
24#endif
25
26
27class MyEventReceiver : public IEventReceiver
28{
29public:
30
31 MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
32 Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
33 {
34 Skybox->setVisible(showBox);
35 Skydome->setVisible(!showBox);
36 }
37
38 bool OnEvent(const SEvent& event)
39 {
40 // check if user presses the key 'W' or 'D'
41 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
42 {
43 switch (event.KeyInput.Key)
44 {
45 case irr::KEY_KEY_W: // switch wire frame mode
46 Terrain->setMaterialFlag(video::EMF_WIREFRAME,
47 !Terrain->getMaterial(0).Wireframe);
48 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
49 return true;
50 case irr::KEY_KEY_P: // switch wire frame mode
51 Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
52 !Terrain->getMaterial(0).PointCloud);
53 Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
54 return true;
55 case irr::KEY_KEY_D: // toggle detail map
56 Terrain->setMaterialType(
57 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
58 video::EMT_DETAIL_MAP : video::EMT_SOLID);
59 return true;
60 case irr::KEY_KEY_S: // toggle skies
61 showBox=!showBox;
62 Skybox->setVisible(showBox);
63 Skydome->setVisible(!showBox);
64 return true;
65 case irr::KEY_KEY_X: // toggle debug information
66 showDebug=!showDebug;
67 Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
68 return true;
69 default:
70 break;
71 }
72 }
73
74 return false;
75 }
76
77private:
78 scene::ISceneNode* Terrain;
79 scene::ISceneNode* Skybox;
80 scene::ISceneNode* Skydome;
81 bool showBox;
82 bool showDebug;
83};
84
85
86/*
87The start of the main function starts like in most other example. We ask the
88user for the desired renderer and start it up. This time with the advanced
89parameter handling.
90*/
91int main()
92{
93 // ask user for driver
94 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
95 if (driverType==video::EDT_COUNT)
96 return 1;
97
98 // create device with full flexibility over creation parameters
99 // you can add more parameters if desired, check irr::SIrrlichtCreationParameters
100 irr::SIrrlichtCreationParameters params;
101 params.DriverType=driverType;
102 params.WindowSize=core::dimension2d<u32>(640, 480);
103 IrrlichtDevice* device = createDeviceEx(params);
104
105 if (device == 0)
106 return 1; // could not create selected driver.
107
108
109 /*
110 First, we add standard stuff to the scene: A nice irrlicht engine
111 logo, a small help text, a user controlled camera, and we disable
112 the mouse cursor.
113 */
114
115 video::IVideoDriver* driver = device->getVideoDriver();
116 scene::ISceneManager* smgr = device->getSceneManager();
117 gui::IGUIEnvironment* env = device->getGUIEnvironment();
118
119 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
120
121 // add irrlicht logo
122 env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
123 core::position2d<s32>(10,10));
124
125 //set other font
126 env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
127
128 // add some help text
129 env->addStaticText(
130 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
131 core::rect<s32>(10,421,250,475), true, true, 0, -1, true);
132
133 // add camera
134 scene::ICameraSceneNode* camera =
135 smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
136
137 camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
138 camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
139 camera->setFarValue(42000.0f);
140
141 // disable mouse cursor
142 device->getCursorControl()->setVisible(false);
143
144 /*
145 Here comes the terrain renderer scene node: We add it just like any
146 other scene node to the scene using
147 ISceneManager::addTerrainSceneNode(). The only parameter we use is a
148 file name to the heightmap we use. A heightmap is simply a gray scale
149 texture. The terrain renderer loads it and creates the 3D terrain from
150 it.
151
152 To make the terrain look more big, we change the scale factor of
153 it to (40, 4.4, 40). Because we don't have any dynamic lights in the
154 scene, we switch off the lighting, and we set the file
155 terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
156 second texture, called detail map. At last, we set the scale values for
157 the texture: The first texture will be repeated only one time over the
158 whole terrain, and the second one (detail map) 20 times.
159 */
160
161 // add terrain scene node
162 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
163 "../../media/terrain-heightmap.bmp",
164 0, // parent node
165 -1, // node id
166 core::vector3df(0.f, 0.f, 0.f), // position
167 core::vector3df(0.f, 0.f, 0.f), // rotation
168 core::vector3df(40.f, 4.4f, 40.f), // scale
169 video::SColor ( 255, 255, 255, 255 ), // vertexColor
170 5, // maxLOD
171 scene::ETPS_17, // patchSize
172 4 // smoothFactor
173 );
174
175 terrain->setMaterialFlag(video::EMF_LIGHTING, false);
176
177 terrain->setMaterialTexture(0,
178 driver->getTexture("../../media/terrain-texture.jpg"));
179 terrain->setMaterialTexture(1,
180 driver->getTexture("../../media/detailmap3.jpg"));
181
182 terrain->setMaterialType(video::EMT_DETAIL_MAP);
183
184 terrain->scaleTexture(1.0f, 20.0f);
185
186 /*
187 To be able to do collision with the terrain, we create a triangle selector.
188 If you want to know what triangle selectors do, just take a look into the
189 collision tutorial. The terrain triangle selector works together with the
190 terrain. To demonstrate this, we create a collision response animator
191 and attach it to the camera, so that the camera will not be able to fly
192 through the terrain.
193 */
194
195 // create triangle selector for the terrain
196 scene::ITriangleSelector* selector
197 = smgr->createTerrainTriangleSelector(terrain, 0);
198 terrain->setTriangleSelector(selector);
199
200 // create collision response animator and attach it to the camera
201 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
202 selector, camera, core::vector3df(60,100,60),
203 core::vector3df(0,0,0),
204 core::vector3df(0,50,0));
205 selector->drop();
206 camera->addAnimator(anim);
207 anim->drop();
208
209 /* If you need access to the terrain data you can also do this directly via the following code fragment.
210 */
211 scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
212 terrain->getMeshBufferForLOD(*buffer, 0);
213 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
214 // Work on data or get the IndexBuffer with a similar call.
215 buffer->drop(); // When done drop the buffer again.
216
217 /*
218 To make the user be able to switch between normal and wireframe mode,
219 we create an instance of the event receiver from above and let Irrlicht
220 know about it. In addition, we add the skybox which we already used in
221 lots of Irrlicht examples and a skydome, which is shown mutually
222 exclusive with the skybox by pressing 'S'.
223 */
224
225 // create skybox and skydome
226 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
227
228 scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
229 driver->getTexture("../../media/irrlicht2_up.jpg"),
230 driver->getTexture("../../media/irrlicht2_dn.jpg"),
231 driver->getTexture("../../media/irrlicht2_lf.jpg"),
232 driver->getTexture("../../media/irrlicht2_rt.jpg"),
233 driver->getTexture("../../media/irrlicht2_ft.jpg"),
234 driver->getTexture("../../media/irrlicht2_bk.jpg"));
235 scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
236
237 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
238
239 // create event receiver
240 MyEventReceiver receiver(terrain, skybox, skydome);
241 device->setEventReceiver(&receiver);
242
243 /*
244 That's it, draw everything.
245 */
246
247 int lastFPS = -1;
248
249 while(device->run())
250 if (device->isWindowActive())
251 {
252 driver->beginScene(true, true, 0 );
253
254 smgr->drawAll();
255 env->drawAll();
256
257 driver->endScene();
258
259 // display frames per second in window title
260 int fps = driver->getFPS();
261 if (lastFPS != fps)
262 {
263 core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
264 str += driver->getName();
265 str += "] FPS:";
266 str += fps;
267 // Also print terrain height of current camera position
268 // We can use camera position because terrain is located at coordinate origin
269 str += " Height: ";
270 str += terrain->getHeight(camera->getAbsolutePosition().X,
271 camera->getAbsolutePosition().Z);
272
273 device->setWindowCaption(str.c_str());
274 lastFPS = fps;
275 }
276 }
277
278 device->drop();
279
280 return 0;
281}
282
283/*
284Now you know how to use terrain in Irrlicht.
285**/
diff --git a/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/tutorial.html b/libraries/irrlicht-1.8.1/examples/12.TerrainRendering/tutorial.html
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1<html>
2<head>
3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head>
6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br>
9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr>
11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
12 <td bgcolor="#666699" width="100%">
13<div align="center">
14 <div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div>
15 </div>
16 </td>
17 </tr>
18 <tr bgcolor="#eeeeff">
19 <td height="90" colspan="2">
20 <div align="left">
21 <p> This tutorial will briefly show how to use the terrain renderer of
22 Irrlicht. It will also show the terrain renderer triangle selector to
23 be able to do collision detection with terrain.</p>
24 <p>The program which is described here will look like this:</p>
25 <p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p>
26 <p align="left"><br>
27 Note that the terrain renderer in Irrlicht is based the terrain renderer
28 by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks
29 go to them.</p>
30 </div>
31 </td>
32 </tr>
33</table>
34<br>
35<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
36 <tr>
37 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
38 </tr>
39 <tr>
40 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
41 <div align="left">
42 <p> In the beginning there is nothing special. We include the needed
43 header files and create an event listener to listen if the user presses
44 the 'W' key so we can switch to wireframe mode and if he presses 'D'
45 we toggle to material between solid and detail mapped.</p>
46 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
47 <tr>
48 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br><br>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> MyEventReceiver(scene::ISceneNode* terrain)<br> {<br><font color="#006600"> // store pointer to terrain so we can change its drawing mode<br></font> Terrain = terrain;<br> }<br><br> bool OnEvent(const SEvent& event)<br> {<br> <font color="#006600"> // check if user presses the key 'W' or 'D'</font><br> if (event.EventType == irr::EET_KEY_INPUT_EVENT &amp;&amp; !event.KeyInput.PressedDown)<br> {<br> switch (event.KeyInput.Key)<br> {<br> case irr::KEY_KEY_W:<font color="#006600"> // switch wire frame mode</font><br> Terrain-&gt;setMaterialFlag(video::EMF_WIREFRAME, !Terrain-&gt;getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain-&gt;setMaterialType(<br> Terrain-&gt;getMaterial(0).MaterialType == video::EMT_SOLID ? <br> video::EMT_DETAIL_MAP : video::EMT_SOLID);<br> return true;<br> }<br> }<br> return false;<br> }<br><br>private:<br> scene::ISceneNode* Terrain;<br>};<br><br></pre></td>
49 </tr>
50 </table>
51 <p>The start of the main function starts like in most other example.
52 We ask the user for the desired renderer and start it up. </p>
53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
54 <tr>
55 <td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type<br></font><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><font color="#006600"><br> // create device<br></font> IrrlichtDevice* device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td>
56 </tr>
57 </table>
58 <p> First, we add standard stuff to the scene: A nice irrlicht engine
59 logo, a small help text, a user controlled camera, and we disable
60 the mouse cursor.</p>
61 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
62 <tr>
63 <td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();<br>scene::ISceneManager* smgr = device-&gt;getSceneManager();<br>gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();<br><br>driver-&gt;setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env-&gt;addImage(driver-&gt;getTexture(&quot;../../media/irrlichtlogoalpha.tga&quot;),<br> core::position2d&lt;s32&gt;(10,10));<br>
64<font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env-&gt;addStaticText(<br> L&quot;Press 'W' to change wireframe mode\nPress 'D' to toggle detail map&quot;,<br> core::rect&lt;s32&gt;(10,453,200,475), true, true, 0, -1, true);<br>
65<font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera-&gt;setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera-&gt;setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera-&gt;setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device-&gt;getCursorControl()-&gt;setVisible(false);</pre></td>
66 </tr>
67 </table>
68 <p> Here comes the terrain renderer scene node: We add it just like
69 any other scene node to the scene using ISceneManager::addTerrainSceneNode().
70 The only parameter we use is a file name to the heightmap we use.
71 A heightmap is simply a gray scale texture. The terrain renderer loads
72 it and creates the 3D terrain from it.<br>
73 To make the terrain look more big, we change the scale factor of it
74 to (40, 4.4, 40). Because we don't have any dynamic lights in the
75 scene, we switch off the lighting, and we set the file terrain-texture.jpg
76 as texture for the terrain and detailmap3.jpg as second texture, called
77 detail map. At last, we set the scale values for the texture: The
78 first texture will be repeated only one time over the whole terrain,
79 and the second one (detail map) 20 times. </p>
80 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
81 <tr>
82 <td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode( <br> &quot;../../media/terrain-heightmap.bmp&quot;);<br><br>terrain-&gt;setScale(core::vector3df(40, 4.4f, 40));<br>terrain-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/terrain-texture.jpg&quot;));<br>terrain-&gt;setMaterialTexture(1, driver-&gt;getTexture(&quot;../../media/detailmap3.jpg&quot;));<br> <br>terrain-&gt;setMaterialType(video::EMT_DETAIL_MAP);<br>terrain-&gt;scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td>
83 </tr>
84 </table>
85 <p> To be able to do collision with the terrain, we create a triangle
86 selector. If you want to know what triangle selectors do, just take
87 a look into the collision tutorial. The terrain triangle selector
88 works together with the terrain. To demonstrate this, we create a
89 collision response animator and attach it to the camera, so that the
90 camera will not be able to fly through the terrain. </p>
91 </div>
92 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
93 <tr>
94 <td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector-&gt;drop();<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td>
95 </tr>
96 </table>
97 <p> To make the user be able to switch between normal and wireframe mode,
98 we create an instance of the event reciever from above and let Irrlicht
99 know about it. In addition, we add the skybox which we already used
100 in lots of Irrlicht examples.</p>
101 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
102 <tr>
103 <td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device-&gt;setEventReceiver(&amp;receiver);<br><br><font color="#006600">// create skybox<br></font>driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.jpg&quot;));<br>
104driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td>
105 </tr>
106 </table>
107 <p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p>
108 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
109 <tr>
110 <td><pre> int lastFPS = -1;<br><br> while(device-&gt;run())<br> if (device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, 0 );<br><br> smgr-&gt;drawAll();<br> env-&gt;drawAll();<br><br> driver-&gt;endScene();
111<br><font color="#006600"> // display frames per second in window title
112</font> int fps = driver-&gt;getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L&quot;Terrain Renderer - Irrlicht Engine [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device-&gt;drop();<br> <br> return 0;<br>}</pre></td>
113 </tr>
114 </table>
115 <p>&nbsp; </p>
116 </div>
117 </td>
118 </tr>
119</table>
120<p>&nbsp;</p>
121 </body>
122</html>