diff options
author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
---|---|---|
committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/12.TerrainRendering | |
parent | Add info about changes to Irrlicht. (diff) | |
download | SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2 SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz |
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/12.TerrainRendering')
9 files changed, 1592 insertions, 1592 deletions
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile b/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile index 92b529f..db65195 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile | |||
@@ -1,38 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | 1 | # Makefile for Irrlicht Examples |
2 | # It's usually sufficient to change just the target name and source file list | 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 | 3 | # and be sure that CXX is set to a valid compiler |
4 | Target = 12.TerrainRendering | 4 | Target = 12.TerrainRendering |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | 23 | all_win32 clean_win32: SYSTEM=Win32-gcc |
24 | all_win32 clean_win32: SUF=.exe | 24 | all_win32 clean_win32: SUF=.exe |
25 | # name of the binary - only valid for targets which set SYSTEM | 25 | # name of the binary - only valid for targets which set SYSTEM |
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
27 | 27 | ||
28 | all_linux all_win32: | 28 | all_linux all_win32: |
29 | $(warning Building...) | 29 | $(warning Building...) |
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
31 | 31 | ||
32 | clean: clean_linux clean_win32 | 32 | clean: clean_linux clean_win32 |
33 | $(warning Cleaning...) | 33 | $(warning Cleaning...) |
34 | 34 | ||
35 | clean_linux clean_win32: | 35 | clean_linux clean_win32: |
36 | @$(RM) $(DESTPATH) | 36 | @$(RM) $(DESTPATH) |
37 | 37 | ||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | 38 | .PHONY: all all_win32 clean clean_linux clean_win32 |
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev index 678e536..d6c7357 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev | |||
@@ -1,59 +1,59 @@ | |||
1 | [Project] | 1 | [Project] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 12 Terrain Rendering | 3 | Name=Irrlicht Example 12 Terrain Rendering |
4 | UnitCount=1 | 4 | UnitCount=1 |
5 | Type=1 | 5 | Type=1 |
6 | Ver=1 | 6 | Ver=1 |
7 | ObjFiles= | 7 | ObjFiles= |
8 | Includes=..\..\include | 8 | Includes=..\..\include |
9 | Libs= | 9 | Libs= |
10 | PrivateResource= | 10 | PrivateResource= |
11 | ResourceIncludes= | 11 | ResourceIncludes= |
12 | MakeIncludes= | 12 | MakeIncludes= |
13 | Compiler= | 13 | Compiler= |
14 | CppCompiler= | 14 | CppCompiler= |
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | 15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ |
16 | IsCpp=1 | 16 | IsCpp=1 |
17 | Icon= | 17 | Icon= |
18 | ExeOutput=../../bin/Win32-gcc | 18 | ExeOutput=../../bin/Win32-gcc |
19 | ObjectOutput=obj | 19 | ObjectOutput=obj |
20 | OverrideOutput=1 | 20 | OverrideOutput=1 |
21 | OverrideOutputName=12.TerrainRendering.exe | 21 | OverrideOutputName=12.TerrainRendering.exe |
22 | HostApplication= | 22 | HostApplication= |
23 | Folders= | 23 | Folders= |
24 | CommandLine= | 24 | CommandLine= |
25 | IncludeVersionInfo=0 | 25 | IncludeVersionInfo=0 |
26 | SupportXPThemes=0 | 26 | SupportXPThemes=0 |
27 | CompilerSet=0 | 27 | CompilerSet=0 |
28 | CompilerSettings=0000000000000000000000 | 28 | CompilerSettings=0000000000000000000000 |
29 | UseCustomMakefile=0 | 29 | UseCustomMakefile=0 |
30 | CustomMakefile= | 30 | CustomMakefile= |
31 | 31 | ||
32 | [Unit1] | 32 | [Unit1] |
33 | FileName=main.cpp | 33 | FileName=main.cpp |
34 | CompileCpp=1 | 34 | CompileCpp=1 |
35 | Folder=Projekt1 | 35 | Folder=Projekt1 |
36 | Compile=1 | 36 | Compile=1 |
37 | Link=1 | 37 | Link=1 |
38 | Priority=1000 | 38 | Priority=1000 |
39 | OverrideBuildCmd=0 | 39 | OverrideBuildCmd=0 |
40 | BuildCmd= | 40 | BuildCmd= |
41 | 41 | ||
42 | [VersionInfo] | 42 | [VersionInfo] |
43 | Major=0 | 43 | Major=0 |
44 | Minor=1 | 44 | Minor=1 |
45 | Release=1 | 45 | Release=1 |
46 | Build=1 | 46 | Build=1 |
47 | LanguageID=1033 | 47 | LanguageID=1033 |
48 | CharsetID=1252 | 48 | CharsetID=1252 |
49 | CompanyName= | 49 | CompanyName= |
50 | FileVersion= | 50 | FileVersion= |
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | 51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc |
52 | InternalName= | 52 | InternalName= |
53 | LegalCopyright= | 53 | LegalCopyright= |
54 | LegalTrademarks= | 54 | LegalTrademarks= |
55 | OriginalFilename= | 55 | OriginalFilename= |
56 | ProductName= | 56 | ProductName= |
57 | ProductVersion= | 57 | ProductVersion= |
58 | AutoIncBuildNr=0 | 58 | AutoIncBuildNr=0 |
59 | 59 | ||
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj index 2200562..43fba09 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj | |||
@@ -1,163 +1,163 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="7.10" | 4 | Version="7.10" |
5 | Name="12.TerrainRendering" | 5 | Name="12.TerrainRendering" |
6 | ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}" | 6 | ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}" |
7 | SccProjectName="" | 7 | SccProjectName="" |
8 | SccLocalPath=""> | 8 | SccLocalPath=""> |
9 | <Platforms> | 9 | <Platforms> |
10 | <Platform | 10 | <Platform |
11 | Name="Win32"/> | 11 | Name="Win32"/> |
12 | </Platforms> | 12 | </Platforms> |
13 | <Configurations> | 13 | <Configurations> |
14 | <Configuration | 14 | <Configuration |
15 | Name="Debug|Win32" | 15 | Name="Debug|Win32" |
16 | OutputDirectory=".\Debug" | 16 | OutputDirectory=".\Debug" |
17 | IntermediateDirectory=".\Debug" | 17 | IntermediateDirectory=".\Debug" |
18 | ConfigurationType="1" | 18 | ConfigurationType="1" |
19 | UseOfMFC="0" | 19 | UseOfMFC="0" |
20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
21 | CharacterSet="2"> | 21 | CharacterSet="2"> |
22 | <Tool | 22 | <Tool |
23 | Name="VCCLCompilerTool" | 23 | Name="VCCLCompilerTool" |
24 | Optimization="0" | 24 | Optimization="0" |
25 | AdditionalIncludeDirectories="..\..\include" | 25 | AdditionalIncludeDirectories="..\..\include" |
26 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 26 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
27 | BasicRuntimeChecks="3" | 27 | BasicRuntimeChecks="3" |
28 | RuntimeLibrary="5" | 28 | RuntimeLibrary="5" |
29 | UsePrecompiledHeader="2" | 29 | UsePrecompiledHeader="2" |
30 | PrecompiledHeaderFile=".\Debug/TerrainRendering.pch" | 30 | PrecompiledHeaderFile=".\Debug/TerrainRendering.pch" |
31 | AssemblerListingLocation=".\Debug/" | 31 | AssemblerListingLocation=".\Debug/" |
32 | ObjectFile=".\Debug/" | 32 | ObjectFile=".\Debug/" |
33 | ProgramDataBaseFileName=".\Debug/" | 33 | ProgramDataBaseFileName=".\Debug/" |
34 | WarningLevel="3" | 34 | WarningLevel="3" |
35 | SuppressStartupBanner="TRUE" | 35 | SuppressStartupBanner="TRUE" |
36 | DebugInformationFormat="4" | 36 | DebugInformationFormat="4" |
37 | CompileAs="0"/> | 37 | CompileAs="0"/> |
38 | <Tool | 38 | <Tool |
39 | Name="VCCustomBuildTool"/> | 39 | Name="VCCustomBuildTool"/> |
40 | <Tool | 40 | <Tool |
41 | Name="VCLinkerTool" | 41 | Name="VCLinkerTool" |
42 | OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" | 42 | OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" |
43 | LinkIncremental="0" | 43 | LinkIncremental="0" |
44 | SuppressStartupBanner="TRUE" | 44 | SuppressStartupBanner="TRUE" |
45 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 45 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
46 | GenerateDebugInformation="TRUE" | 46 | GenerateDebugInformation="TRUE" |
47 | ProgramDatabaseFile=".\Debug/TerrainRendering.pdb" | 47 | ProgramDatabaseFile=".\Debug/TerrainRendering.pdb" |
48 | SubSystem="1" | 48 | SubSystem="1" |
49 | TargetMachine="1"/> | 49 | TargetMachine="1"/> |
50 | <Tool | 50 | <Tool |
51 | Name="VCMIDLTool" | 51 | Name="VCMIDLTool" |
52 | TypeLibraryName=".\Debug/TerrainRendering.tlb" | 52 | TypeLibraryName=".\Debug/TerrainRendering.tlb" |
53 | HeaderFileName=""/> | 53 | HeaderFileName=""/> |
54 | <Tool | 54 | <Tool |
55 | Name="VCPostBuildEventTool"/> | 55 | Name="VCPostBuildEventTool"/> |
56 | <Tool | 56 | <Tool |
57 | Name="VCPreBuildEventTool"/> | 57 | Name="VCPreBuildEventTool"/> |
58 | <Tool | 58 | <Tool |
59 | Name="VCPreLinkEventTool"/> | 59 | Name="VCPreLinkEventTool"/> |
60 | <Tool | 60 | <Tool |
61 | Name="VCResourceCompilerTool" | 61 | Name="VCResourceCompilerTool" |
62 | PreprocessorDefinitions="_DEBUG" | 62 | PreprocessorDefinitions="_DEBUG" |
63 | Culture="3079"/> | 63 | Culture="3079"/> |
64 | <Tool | 64 | <Tool |
65 | Name="VCWebServiceProxyGeneratorTool"/> | 65 | Name="VCWebServiceProxyGeneratorTool"/> |
66 | <Tool | 66 | <Tool |
67 | Name="VCXMLDataGeneratorTool"/> | 67 | Name="VCXMLDataGeneratorTool"/> |
68 | <Tool | 68 | <Tool |
69 | Name="VCWebDeploymentTool"/> | 69 | Name="VCWebDeploymentTool"/> |
70 | <Tool | 70 | <Tool |
71 | Name="VCManagedWrapperGeneratorTool"/> | 71 | Name="VCManagedWrapperGeneratorTool"/> |
72 | <Tool | 72 | <Tool |
73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
74 | </Configuration> | 74 | </Configuration> |
75 | <Configuration | 75 | <Configuration |
76 | Name="Release|Win32" | 76 | Name="Release|Win32" |
77 | OutputDirectory=".\Release" | 77 | OutputDirectory=".\Release" |
78 | IntermediateDirectory=".\Release" | 78 | IntermediateDirectory=".\Release" |
79 | ConfigurationType="1" | 79 | ConfigurationType="1" |
80 | UseOfMFC="0" | 80 | UseOfMFC="0" |
81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
82 | CharacterSet="2"> | 82 | CharacterSet="2"> |
83 | <Tool | 83 | <Tool |
84 | Name="VCCLCompilerTool" | 84 | Name="VCCLCompilerTool" |
85 | Optimization="2" | 85 | Optimization="2" |
86 | InlineFunctionExpansion="1" | 86 | InlineFunctionExpansion="1" |
87 | AdditionalIncludeDirectories="..\..\include" | 87 | AdditionalIncludeDirectories="..\..\include" |
88 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 88 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
89 | StringPooling="TRUE" | 89 | StringPooling="TRUE" |
90 | RuntimeLibrary="4" | 90 | RuntimeLibrary="4" |
91 | EnableFunctionLevelLinking="TRUE" | 91 | EnableFunctionLevelLinking="TRUE" |
92 | UsePrecompiledHeader="2" | 92 | UsePrecompiledHeader="2" |
93 | PrecompiledHeaderFile=".\Release/TerrainRendering.pch" | 93 | PrecompiledHeaderFile=".\Release/TerrainRendering.pch" |
94 | AssemblerListingLocation=".\Release/" | 94 | AssemblerListingLocation=".\Release/" |
95 | ObjectFile=".\Release/" | 95 | ObjectFile=".\Release/" |
96 | ProgramDataBaseFileName=".\Release/" | 96 | ProgramDataBaseFileName=".\Release/" |
97 | WarningLevel="3" | 97 | WarningLevel="3" |
98 | SuppressStartupBanner="TRUE" | 98 | SuppressStartupBanner="TRUE" |
99 | CompileAs="0"/> | 99 | CompileAs="0"/> |
100 | <Tool | 100 | <Tool |
101 | Name="VCCustomBuildTool"/> | 101 | Name="VCCustomBuildTool"/> |
102 | <Tool | 102 | <Tool |
103 | Name="VCLinkerTool" | 103 | Name="VCLinkerTool" |
104 | OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" | 104 | OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" |
105 | LinkIncremental="0" | 105 | LinkIncremental="0" |
106 | SuppressStartupBanner="TRUE" | 106 | SuppressStartupBanner="TRUE" |
107 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 107 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
108 | ProgramDatabaseFile=".\Release/TerrainRendering.pdb" | 108 | ProgramDatabaseFile=".\Release/TerrainRendering.pdb" |
109 | SubSystem="1" | 109 | SubSystem="1" |
110 | TargetMachine="1"/> | 110 | TargetMachine="1"/> |
111 | <Tool | 111 | <Tool |
112 | Name="VCMIDLTool" | 112 | Name="VCMIDLTool" |
113 | TypeLibraryName=".\Release/TerrainRendering.tlb" | 113 | TypeLibraryName=".\Release/TerrainRendering.tlb" |
114 | HeaderFileName=""/> | 114 | HeaderFileName=""/> |
115 | <Tool | 115 | <Tool |
116 | Name="VCPostBuildEventTool"/> | 116 | Name="VCPostBuildEventTool"/> |
117 | <Tool | 117 | <Tool |
118 | Name="VCPreBuildEventTool"/> | 118 | Name="VCPreBuildEventTool"/> |
119 | <Tool | 119 | <Tool |
120 | Name="VCPreLinkEventTool"/> | 120 | Name="VCPreLinkEventTool"/> |
121 | <Tool | 121 | <Tool |
122 | Name="VCResourceCompilerTool" | 122 | Name="VCResourceCompilerTool" |
123 | PreprocessorDefinitions="NDEBUG" | 123 | PreprocessorDefinitions="NDEBUG" |
124 | Culture="3079"/> | 124 | Culture="3079"/> |
125 | <Tool | 125 | <Tool |
126 | Name="VCWebServiceProxyGeneratorTool"/> | 126 | Name="VCWebServiceProxyGeneratorTool"/> |
127 | <Tool | 127 | <Tool |
128 | Name="VCXMLDataGeneratorTool"/> | 128 | Name="VCXMLDataGeneratorTool"/> |
129 | <Tool | 129 | <Tool |
130 | Name="VCWebDeploymentTool"/> | 130 | Name="VCWebDeploymentTool"/> |
131 | <Tool | 131 | <Tool |
132 | Name="VCManagedWrapperGeneratorTool"/> | 132 | Name="VCManagedWrapperGeneratorTool"/> |
133 | <Tool | 133 | <Tool |
134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
135 | </Configuration> | 135 | </Configuration> |
136 | </Configurations> | 136 | </Configurations> |
137 | <References> | 137 | <References> |
138 | </References> | 138 | </References> |
139 | <Files> | 139 | <Files> |
140 | <File | 140 | <File |
141 | RelativePath="main.cpp"> | 141 | RelativePath="main.cpp"> |
142 | <FileConfiguration | 142 | <FileConfiguration |
143 | Name="Debug|Win32"> | 143 | Name="Debug|Win32"> |
144 | <Tool | 144 | <Tool |
145 | Name="VCCLCompilerTool" | 145 | Name="VCCLCompilerTool" |
146 | Optimization="0" | 146 | Optimization="0" |
147 | AdditionalIncludeDirectories="" | 147 | AdditionalIncludeDirectories="" |
148 | PreprocessorDefinitions="" | 148 | PreprocessorDefinitions="" |
149 | BasicRuntimeChecks="3"/> | 149 | BasicRuntimeChecks="3"/> |
150 | </FileConfiguration> | 150 | </FileConfiguration> |
151 | <FileConfiguration | 151 | <FileConfiguration |
152 | Name="Release|Win32"> | 152 | Name="Release|Win32"> |
153 | <Tool | 153 | <Tool |
154 | Name="VCCLCompilerTool" | 154 | Name="VCCLCompilerTool" |
155 | Optimization="2" | 155 | Optimization="2" |
156 | AdditionalIncludeDirectories="" | 156 | AdditionalIncludeDirectories="" |
157 | PreprocessorDefinitions=""/> | 157 | PreprocessorDefinitions=""/> |
158 | </FileConfiguration> | 158 | </FileConfiguration> |
159 | </File> | 159 | </File> |
160 | </Files> | 160 | </Files> |
161 | <Globals> | 161 | <Globals> |
162 | </Globals> | 162 | </Globals> |
163 | </VisualStudioProject> | 163 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj index c68f9ff..0b6fe2b 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj | |||
@@ -1,231 +1,231 @@ | |||
1 | <?xml version="1.0" encoding="utf-8"?> | 1 | <?xml version="1.0" encoding="utf-8"?> |
2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | 2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
3 | <ItemGroup Label="ProjectConfigurations"> | 3 | <ItemGroup Label="ProjectConfigurations"> |
4 | <ProjectConfiguration Include="Debug|Win32"> | 4 | <ProjectConfiguration Include="Debug|Win32"> |
5 | <Configuration>Debug</Configuration> | 5 | <Configuration>Debug</Configuration> |
6 | <Platform>Win32</Platform> | 6 | <Platform>Win32</Platform> |
7 | </ProjectConfiguration> | 7 | </ProjectConfiguration> |
8 | <ProjectConfiguration Include="Debug|x64"> | 8 | <ProjectConfiguration Include="Debug|x64"> |
9 | <Configuration>Debug</Configuration> | 9 | <Configuration>Debug</Configuration> |
10 | <Platform>x64</Platform> | 10 | <Platform>x64</Platform> |
11 | </ProjectConfiguration> | 11 | </ProjectConfiguration> |
12 | <ProjectConfiguration Include="Release|Win32"> | 12 | <ProjectConfiguration Include="Release|Win32"> |
13 | <Configuration>Release</Configuration> | 13 | <Configuration>Release</Configuration> |
14 | <Platform>Win32</Platform> | 14 | <Platform>Win32</Platform> |
15 | </ProjectConfiguration> | 15 | </ProjectConfiguration> |
16 | <ProjectConfiguration Include="Release|x64"> | 16 | <ProjectConfiguration Include="Release|x64"> |
17 | <Configuration>Release</Configuration> | 17 | <Configuration>Release</Configuration> |
18 | <Platform>x64</Platform> | 18 | <Platform>x64</Platform> |
19 | </ProjectConfiguration> | 19 | </ProjectConfiguration> |
20 | </ItemGroup> | 20 | </ItemGroup> |
21 | <PropertyGroup Label="Globals"> | 21 | <PropertyGroup Label="Globals"> |
22 | <ProjectName>12.TerrainRendering</ProjectName> | 22 | <ProjectName>12.TerrainRendering</ProjectName> |
23 | <ProjectGuid>{3A5B74E5-6390-43B0-A459-2793B81FFD31}</ProjectGuid> | 23 | <ProjectGuid>{3A5B74E5-6390-43B0-A459-2793B81FFD31}</ProjectGuid> |
24 | <RootNamespace>TerrainRendering</RootNamespace> | 24 | <RootNamespace>TerrainRendering</RootNamespace> |
25 | </PropertyGroup> | 25 | </PropertyGroup> |
26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> | 26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> | 27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
28 | <ConfigurationType>Application</ConfigurationType> | 28 | <ConfigurationType>Application</ConfigurationType> |
29 | <UseOfMfc>false</UseOfMfc> | 29 | <UseOfMfc>false</UseOfMfc> |
30 | <CharacterSet>MultiByte</CharacterSet> | 30 | <CharacterSet>MultiByte</CharacterSet> |
31 | </PropertyGroup> | 31 | </PropertyGroup> |
32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> | 32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
33 | <ConfigurationType>Application</ConfigurationType> | 33 | <ConfigurationType>Application</ConfigurationType> |
34 | <UseOfMfc>false</UseOfMfc> | 34 | <UseOfMfc>false</UseOfMfc> |
35 | <CharacterSet>MultiByte</CharacterSet> | 35 | <CharacterSet>MultiByte</CharacterSet> |
36 | </PropertyGroup> | 36 | </PropertyGroup> |
37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> | 37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
38 | <ConfigurationType>Application</ConfigurationType> | 38 | <ConfigurationType>Application</ConfigurationType> |
39 | <UseOfMfc>false</UseOfMfc> | 39 | <UseOfMfc>false</UseOfMfc> |
40 | <CharacterSet>MultiByte</CharacterSet> | 40 | <CharacterSet>MultiByte</CharacterSet> |
41 | </PropertyGroup> | 41 | </PropertyGroup> |
42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> | 42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
43 | <ConfigurationType>Application</ConfigurationType> | 43 | <ConfigurationType>Application</ConfigurationType> |
44 | <UseOfMfc>false</UseOfMfc> | 44 | <UseOfMfc>false</UseOfMfc> |
45 | <CharacterSet>MultiByte</CharacterSet> | 45 | <CharacterSet>MultiByte</CharacterSet> |
46 | </PropertyGroup> | 46 | </PropertyGroup> |
47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> | 47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
48 | <ImportGroup Label="ExtensionSettings"> | 48 | <ImportGroup Label="ExtensionSettings"> |
49 | </ImportGroup> | 49 | </ImportGroup> |
50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> | 50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> |
51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | 51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> | 52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> |
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diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj index 8a7f2f1..810f08d 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp b/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp index d829244..6603e12 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp | |||
@@ -1,285 +1,285 @@ | |||
1 | /** Example 012 Terrain Rendering | 1 | /** Example 012 Terrain Rendering |
2 | 2 | ||
3 | This tutorial will briefly show how to use the terrain renderer of Irrlicht. It | 3 | This tutorial will briefly show how to use the terrain renderer of Irrlicht. It |
4 | will also show the terrain renderer triangle selector to be able to do | 4 | will also show the terrain renderer triangle selector to be able to do |
5 | collision detection with terrain. | 5 | collision detection with terrain. |
6 | 6 | ||
7 | Note that the Terrain Renderer in Irrlicht is based on Spintz' | 7 | Note that the Terrain Renderer in Irrlicht is based on Spintz' |
8 | GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant | 8 | GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant |
9 | simple solution for building larger area on small heightmaps -> terrain | 9 | simple solution for building larger area on small heightmaps -> terrain |
10 | smoothing. | 10 | smoothing. |
11 | 11 | ||
12 | In the beginning there is nothing special. We include the needed header files | 12 | In the beginning there is nothing special. We include the needed header files |
13 | and create an event listener to listen if the user presses a key: The 'W' key | 13 | and create an event listener to listen if the user presses a key: The 'W' key |
14 | switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key | 14 | switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key |
15 | toggles between solid and detail mapped material. | 15 | toggles between solid and detail mapped material. |
16 | */ | 16 | */ |
17 | #include <irrlicht.h> | 17 | #include <irrlicht.h> |
18 | #include "driverChoice.h" | 18 | #include "driverChoice.h" |
19 | 19 | ||
20 | using namespace irr; | 20 | using namespace irr; |
21 | 21 | ||
22 | #ifdef _MSC_VER | 22 | #ifdef _MSC_VER |
23 | #pragma comment(lib, "Irrlicht.lib") | 23 | #pragma comment(lib, "Irrlicht.lib") |
24 | #endif | 24 | #endif |
25 | 25 | ||
26 | 26 | ||
27 | class MyEventReceiver : public IEventReceiver | 27 | class MyEventReceiver : public IEventReceiver |
28 | { | 28 | { |
29 | public: | 29 | public: |
30 | 30 | ||
31 | MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) : | 31 | MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) : |
32 | Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false) | 32 | Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false) |
33 | { | 33 | { |
34 | Skybox->setVisible(showBox); | 34 | Skybox->setVisible(showBox); |
35 | Skydome->setVisible(!showBox); | 35 | Skydome->setVisible(!showBox); |
36 | } | 36 | } |
37 | 37 | ||
38 | bool OnEvent(const SEvent& event) | 38 | bool OnEvent(const SEvent& event) |
39 | { | 39 | { |
40 | // check if user presses the key 'W' or 'D' | 40 | // check if user presses the key 'W' or 'D' |
41 | if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) | 41 | if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) |
42 | { | 42 | { |
43 | switch (event.KeyInput.Key) | 43 | switch (event.KeyInput.Key) |
44 | { | 44 | { |
45 | case irr::KEY_KEY_W: // switch wire frame mode | 45 | case irr::KEY_KEY_W: // switch wire frame mode |
46 | Terrain->setMaterialFlag(video::EMF_WIREFRAME, | 46 | Terrain->setMaterialFlag(video::EMF_WIREFRAME, |
47 | !Terrain->getMaterial(0).Wireframe); | 47 | !Terrain->getMaterial(0).Wireframe); |
48 | Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); | 48 | Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); |
49 | return true; | 49 | return true; |
50 | case irr::KEY_KEY_P: // switch wire frame mode | 50 | case irr::KEY_KEY_P: // switch wire frame mode |
51 | Terrain->setMaterialFlag(video::EMF_POINTCLOUD, | 51 | Terrain->setMaterialFlag(video::EMF_POINTCLOUD, |
52 | !Terrain->getMaterial(0).PointCloud); | 52 | !Terrain->getMaterial(0).PointCloud); |
53 | Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); | 53 | Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); |
54 | return true; | 54 | return true; |
55 | case irr::KEY_KEY_D: // toggle detail map | 55 | case irr::KEY_KEY_D: // toggle detail map |
56 | Terrain->setMaterialType( | 56 | Terrain->setMaterialType( |
57 | Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? | 57 | Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? |
58 | video::EMT_DETAIL_MAP : video::EMT_SOLID); | 58 | video::EMT_DETAIL_MAP : video::EMT_SOLID); |
59 | return true; | 59 | return true; |
60 | case irr::KEY_KEY_S: // toggle skies | 60 | case irr::KEY_KEY_S: // toggle skies |
61 | showBox=!showBox; | 61 | showBox=!showBox; |
62 | Skybox->setVisible(showBox); | 62 | Skybox->setVisible(showBox); |
63 | Skydome->setVisible(!showBox); | 63 | Skydome->setVisible(!showBox); |
64 | return true; | 64 | return true; |
65 | case irr::KEY_KEY_X: // toggle debug information | 65 | case irr::KEY_KEY_X: // toggle debug information |
66 | showDebug=!showDebug; | 66 | showDebug=!showDebug; |
67 | Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF); | 67 | Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF); |
68 | return true; | 68 | return true; |
69 | default: | 69 | default: |
70 | break; | 70 | break; |
71 | } | 71 | } |
72 | } | 72 | } |
73 | 73 | ||
74 | return false; | 74 | return false; |
75 | } | 75 | } |
76 | 76 | ||
77 | private: | 77 | private: |
78 | scene::ISceneNode* Terrain; | 78 | scene::ISceneNode* Terrain; |
79 | scene::ISceneNode* Skybox; | 79 | scene::ISceneNode* Skybox; |
80 | scene::ISceneNode* Skydome; | 80 | scene::ISceneNode* Skydome; |
81 | bool showBox; | 81 | bool showBox; |
82 | bool showDebug; | 82 | bool showDebug; |
83 | }; | 83 | }; |
84 | 84 | ||
85 | 85 | ||
86 | /* | 86 | /* |
87 | The start of the main function starts like in most other example. We ask the | 87 | The start of the main function starts like in most other example. We ask the |
88 | user for the desired renderer and start it up. This time with the advanced | 88 | user for the desired renderer and start it up. This time with the advanced |
89 | parameter handling. | 89 | parameter handling. |
90 | */ | 90 | */ |
91 | int main() | 91 | int main() |
92 | { | 92 | { |
93 | // ask user for driver | 93 | // ask user for driver |
94 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | 94 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); |
95 | if (driverType==video::EDT_COUNT) | 95 | if (driverType==video::EDT_COUNT) |
96 | return 1; | 96 | return 1; |
97 | 97 | ||
98 | // create device with full flexibility over creation parameters | 98 | // create device with full flexibility over creation parameters |
99 | // you can add more parameters if desired, check irr::SIrrlichtCreationParameters | 99 | // you can add more parameters if desired, check irr::SIrrlichtCreationParameters |
100 | irr::SIrrlichtCreationParameters params; | 100 | irr::SIrrlichtCreationParameters params; |
101 | params.DriverType=driverType; | 101 | params.DriverType=driverType; |
102 | params.WindowSize=core::dimension2d<u32>(640, 480); | 102 | params.WindowSize=core::dimension2d<u32>(640, 480); |
103 | IrrlichtDevice* device = createDeviceEx(params); | 103 | IrrlichtDevice* device = createDeviceEx(params); |
104 | 104 | ||
105 | if (device == 0) | 105 | if (device == 0) |
106 | return 1; // could not create selected driver. | 106 | return 1; // could not create selected driver. |
107 | 107 | ||
108 | 108 | ||
109 | /* | 109 | /* |
110 | First, we add standard stuff to the scene: A nice irrlicht engine | 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 | 111 | logo, a small help text, a user controlled camera, and we disable |
112 | the mouse cursor. | 112 | the mouse cursor. |
113 | */ | 113 | */ |
114 | 114 | ||
115 | video::IVideoDriver* driver = device->getVideoDriver(); | 115 | video::IVideoDriver* driver = device->getVideoDriver(); |
116 | scene::ISceneManager* smgr = device->getSceneManager(); | 116 | scene::ISceneManager* smgr = device->getSceneManager(); |
117 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); | 117 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); |
118 | 118 | ||
119 | driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); | 119 | driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); |
120 | 120 | ||
121 | // add irrlicht logo | 121 | // add irrlicht logo |
122 | env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"), | 122 | env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"), |
123 | core::position2d<s32>(10,10)); | 123 | core::position2d<s32>(10,10)); |
124 | 124 | ||
125 | //set other font | 125 | //set other font |
126 | env->getSkin()->setFont(env->getFont("../../media/fontlucida.png")); | 126 | env->getSkin()->setFont(env->getFont("../../media/fontlucida.png")); |
127 | 127 | ||
128 | // add some help text | 128 | // add some help text |
129 | env->addStaticText( | 129 | env->addStaticText( |
130 | L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome", | 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); | 131 | core::rect<s32>(10,421,250,475), true, true, 0, -1, true); |
132 | 132 | ||
133 | // add camera | 133 | // add camera |
134 | scene::ICameraSceneNode* camera = | 134 | scene::ICameraSceneNode* camera = |
135 | smgr->addCameraSceneNodeFPS(0,100.0f,1.2f); | 135 | smgr->addCameraSceneNodeFPS(0,100.0f,1.2f); |
136 | 136 | ||
137 | camera->setPosition(core::vector3df(2700*2,255*2,2600*2)); | 137 | camera->setPosition(core::vector3df(2700*2,255*2,2600*2)); |
138 | camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); | 138 | camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); |
139 | camera->setFarValue(42000.0f); | 139 | camera->setFarValue(42000.0f); |
140 | 140 | ||
141 | // disable mouse cursor | 141 | // disable mouse cursor |
142 | device->getCursorControl()->setVisible(false); | 142 | device->getCursorControl()->setVisible(false); |
143 | 143 | ||
144 | /* | 144 | /* |
145 | Here comes the terrain renderer scene node: We add it just like any | 145 | Here comes the terrain renderer scene node: We add it just like any |
146 | other scene node to the scene using | 146 | other scene node to the scene using |
147 | ISceneManager::addTerrainSceneNode(). The only parameter we use is a | 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 | 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 | 149 | texture. The terrain renderer loads it and creates the 3D terrain from |
150 | it. | 150 | it. |
151 | 151 | ||
152 | To make the terrain look more big, we change the scale factor of | 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 | 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 | 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 | 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 | 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 | 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. | 158 | whole terrain, and the second one (detail map) 20 times. |
159 | */ | 159 | */ |
160 | 160 | ||
161 | // add terrain scene node | 161 | // add terrain scene node |
162 | scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( | 162 | scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( |
163 | "../../media/terrain-heightmap.bmp", | 163 | "../../media/terrain-heightmap.bmp", |
164 | 0, // parent node | 164 | 0, // parent node |
165 | -1, // node id | 165 | -1, // node id |
166 | core::vector3df(0.f, 0.f, 0.f), // position | 166 | core::vector3df(0.f, 0.f, 0.f), // position |
167 | core::vector3df(0.f, 0.f, 0.f), // rotation | 167 | core::vector3df(0.f, 0.f, 0.f), // rotation |
168 | core::vector3df(40.f, 4.4f, 40.f), // scale | 168 | core::vector3df(40.f, 4.4f, 40.f), // scale |
169 | video::SColor ( 255, 255, 255, 255 ), // vertexColor | 169 | video::SColor ( 255, 255, 255, 255 ), // vertexColor |
170 | 5, // maxLOD | 170 | 5, // maxLOD |
171 | scene::ETPS_17, // patchSize | 171 | scene::ETPS_17, // patchSize |
172 | 4 // smoothFactor | 172 | 4 // smoothFactor |
173 | ); | 173 | ); |
174 | 174 | ||
175 | terrain->setMaterialFlag(video::EMF_LIGHTING, false); | 175 | terrain->setMaterialFlag(video::EMF_LIGHTING, false); |
176 | 176 | ||
177 | terrain->setMaterialTexture(0, | 177 | terrain->setMaterialTexture(0, |
178 | driver->getTexture("../../media/terrain-texture.jpg")); | 178 | driver->getTexture("../../media/terrain-texture.jpg")); |
179 | terrain->setMaterialTexture(1, | 179 | terrain->setMaterialTexture(1, |
180 | driver->getTexture("../../media/detailmap3.jpg")); | 180 | driver->getTexture("../../media/detailmap3.jpg")); |
181 | 181 | ||
182 | terrain->setMaterialType(video::EMT_DETAIL_MAP); | 182 | terrain->setMaterialType(video::EMT_DETAIL_MAP); |
183 | 183 | ||
184 | terrain->scaleTexture(1.0f, 20.0f); | 184 | terrain->scaleTexture(1.0f, 20.0f); |
185 | 185 | ||
186 | /* | 186 | /* |
187 | To be able to do collision with the terrain, we create a triangle selector. | 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 | 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 | 189 | collision tutorial. The terrain triangle selector works together with the |
190 | terrain. To demonstrate this, we create a collision response animator | 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 | 191 | and attach it to the camera, so that the camera will not be able to fly |
192 | through the terrain. | 192 | through the terrain. |
193 | */ | 193 | */ |
194 | 194 | ||
195 | // create triangle selector for the terrain | 195 | // create triangle selector for the terrain |
196 | scene::ITriangleSelector* selector | 196 | scene::ITriangleSelector* selector |
197 | = smgr->createTerrainTriangleSelector(terrain, 0); | 197 | = smgr->createTerrainTriangleSelector(terrain, 0); |
198 | terrain->setTriangleSelector(selector); | 198 | terrain->setTriangleSelector(selector); |
199 | 199 | ||
200 | // create collision response animator and attach it to the camera | 200 | // create collision response animator and attach it to the camera |
201 | scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( | 201 | scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( |
202 | selector, camera, core::vector3df(60,100,60), | 202 | selector, camera, core::vector3df(60,100,60), |
203 | core::vector3df(0,0,0), | 203 | core::vector3df(0,0,0), |
204 | core::vector3df(0,50,0)); | 204 | core::vector3df(0,50,0)); |
205 | selector->drop(); | 205 | selector->drop(); |
206 | camera->addAnimator(anim); | 206 | camera->addAnimator(anim); |
207 | anim->drop(); | 207 | anim->drop(); |
208 | 208 | ||
209 | /* If you need access to the terrain data you can also do this directly via the following code fragment. | 209 | /* If you need access to the terrain data you can also do this directly via the following code fragment. |
210 | */ | 210 | */ |
211 | scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT); | 211 | scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT); |
212 | terrain->getMeshBufferForLOD(*buffer, 0); | 212 | terrain->getMeshBufferForLOD(*buffer, 0); |
213 | video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData(); | 213 | video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData(); |
214 | // Work on data or get the IndexBuffer with a similar call. | 214 | // Work on data or get the IndexBuffer with a similar call. |
215 | buffer->drop(); // When done drop the buffer again. | 215 | buffer->drop(); // When done drop the buffer again. |
216 | 216 | ||
217 | /* | 217 | /* |
218 | To make the user be able to switch between normal and wireframe mode, | 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 | 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 | 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 | 221 | lots of Irrlicht examples and a skydome, which is shown mutually |
222 | exclusive with the skybox by pressing 'S'. | 222 | exclusive with the skybox by pressing 'S'. |
223 | */ | 223 | */ |
224 | 224 | ||
225 | // create skybox and skydome | 225 | // create skybox and skydome |
226 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); | 226 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); |
227 | 227 | ||
228 | scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode( | 228 | scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode( |
229 | driver->getTexture("../../media/irrlicht2_up.jpg"), | 229 | driver->getTexture("../../media/irrlicht2_up.jpg"), |
230 | driver->getTexture("../../media/irrlicht2_dn.jpg"), | 230 | driver->getTexture("../../media/irrlicht2_dn.jpg"), |
231 | driver->getTexture("../../media/irrlicht2_lf.jpg"), | 231 | driver->getTexture("../../media/irrlicht2_lf.jpg"), |
232 | driver->getTexture("../../media/irrlicht2_rt.jpg"), | 232 | driver->getTexture("../../media/irrlicht2_rt.jpg"), |
233 | driver->getTexture("../../media/irrlicht2_ft.jpg"), | 233 | driver->getTexture("../../media/irrlicht2_ft.jpg"), |
234 | driver->getTexture("../../media/irrlicht2_bk.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); | 235 | scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f); |
236 | 236 | ||
237 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); | 237 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); |
238 | 238 | ||
239 | // create event receiver | 239 | // create event receiver |
240 | MyEventReceiver receiver(terrain, skybox, skydome); | 240 | MyEventReceiver receiver(terrain, skybox, skydome); |
241 | device->setEventReceiver(&receiver); | 241 | device->setEventReceiver(&receiver); |
242 | 242 | ||
243 | /* | 243 | /* |
244 | That's it, draw everything. | 244 | That's it, draw everything. |
245 | */ | 245 | */ |
246 | 246 | ||
247 | int lastFPS = -1; | 247 | int lastFPS = -1; |
248 | 248 | ||
249 | while(device->run()) | 249 | while(device->run()) |
250 | if (device->isWindowActive()) | 250 | if (device->isWindowActive()) |
251 | { | 251 | { |
252 | driver->beginScene(true, true, 0 ); | 252 | driver->beginScene(true, true, 0 ); |
253 | 253 | ||
254 | smgr->drawAll(); | 254 | smgr->drawAll(); |
255 | env->drawAll(); | 255 | env->drawAll(); |
256 | 256 | ||
257 | driver->endScene(); | 257 | driver->endScene(); |
258 | 258 | ||
259 | // display frames per second in window title | 259 | // display frames per second in window title |
260 | int fps = driver->getFPS(); | 260 | int fps = driver->getFPS(); |
261 | if (lastFPS != fps) | 261 | if (lastFPS != fps) |
262 | { | 262 | { |
263 | core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; | 263 | core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; |
264 | str += driver->getName(); | 264 | str += driver->getName(); |
265 | str += "] FPS:"; | 265 | str += "] FPS:"; |
266 | str += fps; | 266 | str += fps; |
267 | // Also print terrain height of current camera position | 267 | // Also print terrain height of current camera position |
268 | // We can use camera position because terrain is located at coordinate origin | 268 | // We can use camera position because terrain is located at coordinate origin |
269 | str += " Height: "; | 269 | str += " Height: "; |
270 | str += terrain->getHeight(camera->getAbsolutePosition().X, | 270 | str += terrain->getHeight(camera->getAbsolutePosition().X, |
271 | camera->getAbsolutePosition().Z); | 271 | camera->getAbsolutePosition().Z); |
272 | 272 | ||
273 | device->setWindowCaption(str.c_str()); | 273 | device->setWindowCaption(str.c_str()); |
274 | lastFPS = fps; | 274 | lastFPS = fps; |
275 | } | 275 | } |
276 | } | 276 | } |
277 | 277 | ||
278 | device->drop(); | 278 | device->drop(); |
279 | 279 | ||
280 | return 0; | 280 | return 0; |
281 | } | 281 | } |
282 | 282 | ||
283 | /* | 283 | /* |
284 | Now you know how to use terrain in Irrlicht. | 284 | Now you know how to use terrain in Irrlicht. |
285 | **/ | 285 | **/ |
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html index f3d765f..f81d815 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html | |||
@@ -1,122 +1,122 @@ | |||
1 | <html> | 1 | <html> |
2 | <head> | 2 | <head> |
3 | <title>Irrlicht Engine Tutorial</title> | 3 | <title>Irrlicht Engine Tutorial</title> |
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | 4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> |
5 | </head> | 5 | </head> |
6 | 6 | ||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | 7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> |
8 | <br> | 8 | <br> |
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
10 | <tr> | 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> | 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%"> | 12 | <td bgcolor="#666699" width="100%"> |
13 | <div align="center"> | 13 | <div align="center"> |
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div> | 14 | <div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div> |
15 | </div> | 15 | </div> |
16 | </td> | 16 | </td> |
17 | </tr> | 17 | </tr> |
18 | <tr bgcolor="#eeeeff"> | 18 | <tr bgcolor="#eeeeff"> |
19 | <td height="90" colspan="2"> | 19 | <td height="90" colspan="2"> |
20 | <div align="left"> | 20 | <div align="left"> |
21 | <p> This tutorial will briefly show how to use the terrain renderer of | 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 | 22 | Irrlicht. It will also show the terrain renderer triangle selector to |
23 | be able to do collision detection with terrain.</p> | 23 | be able to do collision detection with terrain.</p> |
24 | <p>The program which is described here will look like this:</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> | 25 | <p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p> |
26 | <p align="left"><br> | 26 | <p align="left"><br> |
27 | Note that the terrain renderer in Irrlicht is based the terrain renderer | 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 | 28 | by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks |
29 | go to them.</p> | 29 | go to them.</p> |
30 | </div> | 30 | </div> |
31 | </td> | 31 | </td> |
32 | </tr> | 32 | </tr> |
33 | </table> | 33 | </table> |
34 | <br> | 34 | <br> |
35 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 35 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
36 | <tr> | 36 | <tr> |
37 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | 37 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> |
38 | </tr> | 38 | </tr> |
39 | <tr> | 39 | <tr> |
40 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 40 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
41 | <div align="left"> | 41 | <div align="left"> |
42 | <p> In the beginning there is nothing special. We include the needed | 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 | 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' | 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> | 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"> | 46 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
47 | <tr> | 47 | <tr> |
48 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<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 && !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->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain->setMaterialType(<br> Terrain->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> | 48 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<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 && !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->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain->setMaterialType(<br> Terrain->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> | 49 | </tr> |
50 | </table> | 50 | </table> |
51 | <p>The start of the main function starts like in most other example. | 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> | 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"> | 53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
54 | <tr> | 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("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> 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<s32>(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td> | 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("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> 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<s32>(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td> |
56 | </tr> | 56 | </tr> |
57 | </table> | 57 | </table> |
58 | <p> First, we add standard stuff to the scene: A nice irrlicht engine | 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 | 59 | logo, a small help text, a user controlled camera, and we disable |
60 | the mouse cursor.</p> | 60 | the mouse cursor.</p> |
61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
62 | <tr> | 62 | <tr> |
63 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver();<br>scene::ISceneManager* smgr = device->getSceneManager();<br>gui::IGUIEnvironment* env = device->getGUIEnvironment();<br><br>driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),<br> core::position2d<s32>(10,10));<br> | 63 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver();<br>scene::ISceneManager* smgr = device->getSceneManager();<br>gui::IGUIEnvironment* env = device->getGUIEnvironment();<br><br>driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),<br> core::position2d<s32>(10,10));<br> |
64 | <font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env->addStaticText(<br> L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",<br> core::rect<s32>(10,453,200,475), true, true, 0, -1, true);<br> | 64 | <font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env->addStaticText(<br> L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",<br> core::rect<s32>(10,453,200,475), true, true, 0, -1, true);<br> |
65 | <font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera->setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera->setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera->setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device->getCursorControl()->setVisible(false);</pre></td> | 65 | <font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera->setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera->setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera->setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device->getCursorControl()->setVisible(false);</pre></td> |
66 | </tr> | 66 | </tr> |
67 | </table> | 67 | </table> |
68 | <p> Here comes the terrain renderer scene node: We add it just like | 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(). | 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. | 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 | 71 | A heightmap is simply a gray scale texture. The terrain renderer loads |
72 | it and creates the 3D terrain from it.<br> | 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 | 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 | 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 | 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 | 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 | 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, | 78 | first texture will be repeated only one time over the whole terrain, |
79 | and the second one (detail map) 20 times. </p> | 79 | and the second one (detail map) 20 times. </p> |
80 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 80 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
81 | <tr> | 81 | <tr> |
82 | <td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( <br> "../../media/terrain-heightmap.bmp");<br><br>terrain->setScale(core::vector3df(40, 4.4f, 40));<br>terrain->setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain->setMaterialTexture(0, driver->getTexture("../../media/terrain-texture.jpg"));<br>terrain->setMaterialTexture(1, driver->getTexture("../../media/detailmap3.jpg"));<br> <br>terrain->setMaterialType(video::EMT_DETAIL_MAP);<br>terrain->scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td> | 82 | <td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( <br> "../../media/terrain-heightmap.bmp");<br><br>terrain->setScale(core::vector3df(40, 4.4f, 40));<br>terrain->setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain->setMaterialTexture(0, driver->getTexture("../../media/terrain-texture.jpg"));<br>terrain->setMaterialTexture(1, driver->getTexture("../../media/detailmap3.jpg"));<br> <br>terrain->setMaterialType(video::EMT_DETAIL_MAP);<br>terrain->scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td> |
83 | </tr> | 83 | </tr> |
84 | </table> | 84 | </table> |
85 | <p> To be able to do collision with the terrain, we create a triangle | 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 | 86 | selector. If you want to know what triangle selectors do, just take |
87 | a look into the collision tutorial. The terrain triangle selector | 87 | a look into the collision tutorial. The terrain triangle selector |
88 | works together with the terrain. To demonstrate this, we create a | 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 | 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> | 90 | camera will not be able to fly through the terrain. </p> |
91 | </div> | 91 | </div> |
92 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 92 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
93 | <tr> | 93 | <tr> |
94 | <td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr->createTerrainTriangleSelector(terrain, 0);<br>terrain->setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector->drop();<br>camera->addAnimator(anim);<br>anim->drop();</pre></td> | 94 | <td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr->createTerrainTriangleSelector(terrain, 0);<br>terrain->setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector->drop();<br>camera->addAnimator(anim);<br>anim->drop();</pre></td> |
95 | </tr> | 95 | </tr> |
96 | </table> | 96 | </table> |
97 | <p> To make the user be able to switch between normal and wireframe mode, | 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 | 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 | 99 | know about it. In addition, we add the skybox which we already used |
100 | in lots of Irrlicht examples.</p> | 100 | in lots of Irrlicht examples.</p> |
101 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 101 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
102 | <tr> | 102 | <tr> |
103 | <td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device->setEventReceiver(&receiver);<br><br><font color="#006600">// create skybox<br></font>driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br> | 103 | <td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device->setEventReceiver(&receiver);<br><br><font color="#006600">// create skybox<br></font>driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br> |
104 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td> | 104 | driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td> |
105 | </tr> | 105 | </tr> |
106 | </table> | 106 | </table> |
107 | <p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p> | 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"> | 108 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
109 | <tr> | 109 | <tr> |
110 | <td><pre> int lastFPS = -1;<br><br> while(device->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, 0 );<br><br> smgr->drawAll();<br> env->drawAll();<br><br> driver->endScene(); | 110 | <td><pre> int lastFPS = -1;<br><br> while(device->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, 0 );<br><br> smgr->drawAll();<br> env->drawAll();<br><br> driver->endScene(); |
111 | <br><font color="#006600"> // display frames per second in window title | 111 | <br><font color="#006600"> // display frames per second in window title |
112 | </font> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Terrain Renderer - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->drop();<br> <br> return 0;<br>}</pre></td> | 112 | </font> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Terrain Renderer - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->drop();<br> <br> return 0;<br>}</pre></td> |
113 | </tr> | 113 | </tr> |
114 | </table> | 114 | </table> |
115 | <p> </p> | 115 | <p> </p> |
116 | </div> | 116 | </div> |
117 | </td> | 117 | </td> |
118 | </tr> | 118 | </tr> |
119 | </table> | 119 | </table> |
120 | <p> </p> | 120 | <p> </p> |
121 | </body> | 121 | </body> |
122 | </html> | 122 | </html> |