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88<div class="title">Tutorial 12: Terrain Rendering </div> </div>
89</div>
90<div class="contents">
91<div class="textblock"><div class="image">
92<img src="012shot.jpg" alt="012shot.jpg"/>
93</div>
94 <p>This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will also show the terrain renderer triangle selector to be able to do collision detection with terrain.</p>
95<p>Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant simple solution for building larger area on small heightmaps -&gt; terrain smoothing.</p>
96<p>In the beginning there is nothing special. We include the needed header files and create an event listener to listen if the user presses a key: The 'W' key switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key toggles between solid and detail mapped material. </p>
97<div class="fragment"><pre class="fragment"><span class="preprocessor">#include &lt;<a class="code" href="irrlicht_8h.html" title="Main header file of the irrlicht, the only file needed to include.">irrlicht.h</a>&gt;</span>
98<span class="preprocessor">#include &quot;<a class="code" href="driver_choice_8h.html">driverChoice.h</a>&quot;</span>
99
100<span class="keyword">using namespace </span>irr;
101
102<span class="preprocessor">#ifdef _MSC_VER</span>
103<span class="preprocessor"></span><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span>
104<span class="preprocessor"></span><span class="preprocessor">#endif</span>
105<span class="preprocessor"></span>
106
107<span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> <a class="code" href="classirr_1_1_i_event_receiver.html" title="Interface of an object which can receive events.">IEventReceiver</a>
108{
109<span class="keyword">public</span>:
110
111 MyEventReceiver(<a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* terrain, <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* skybox, <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* skydome) :
112 Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
113 {
114 Skybox-&gt;setVisible(showBox);
115 Skydome-&gt;setVisible(!showBox);
116 }
117
118 <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> <a class="code" href="structirr_1_1_s_event.html" title="SEvents hold information about an event. See irr::IEventReceiver for details on event handling...">SEvent</a>&amp; event)
119 {
120 <span class="comment">// check if user presses the key &#39;W&#39; or &#39;D&#39;</span>
121 <span class="keywordflow">if</span> (event.<a class="code" href="structirr_1_1_s_event.html#a8b48c016d5c20a9b0967b1ce0fb3ef15">EventType</a> == <a class="code" href="namespaceirr.html#ac9eed96e06e85ce3c86fcbbbe9e48a0ca6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">irr::EET_KEY_INPUT_EVENT</a> &amp;&amp; !event.<a class="code" href="structirr_1_1_s_event.html#abe216d2ccbae64f509cca162072c9d7e">KeyInput</a>.PressedDown)
122 {
123 <span class="keywordflow">switch</span> (event.<a class="code" href="structirr_1_1_s_event.html#abe216d2ccbae64f509cca162072c9d7e">KeyInput</a>.Key)
124 {
125 <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ae559e3169016a3180c45c2828f391af2">irr::KEY_KEY_W</a>: <span class="comment">// switch wire frame mode</span>
126 Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3abc620823efed8d6bdbd46c8a0180893a" title="Draw as wireframe or filled triangles? Default: false.">video::EMF_WIREFRAME</a>,
127 !Terrain-&gt;getMaterial(0).Wireframe);
128 Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a3726bbddc57e6b37b05481b640eefb07" title="Draw as point cloud or filled triangles? Default: false.">video::EMF_POINTCLOUD</a>, <span class="keyword">false</span>);
129 <span class="keywordflow">return</span> <span class="keyword">true</span>;
130 <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a52e3c10f6d5c2bc0bd446273879f9519">irr::KEY_KEY_P</a>: <span class="comment">// switch wire frame mode</span>
131 Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3a3726bbddc57e6b37b05481b640eefb07" title="Draw as point cloud or filled triangles? Default: false.">video::EMF_POINTCLOUD</a>,
132 !Terrain-&gt;getMaterial(0).PointCloud);
133 Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3abc620823efed8d6bdbd46c8a0180893a" title="Draw as wireframe or filled triangles? Default: false.">video::EMF_WIREFRAME</a>, <span class="keyword">false</span>);
134 <span class="keywordflow">return</span> <span class="keyword">true</span>;
135 <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ad20e7e220103e611752b90edeb6cbc9d">irr::KEY_KEY_D</a>: <span class="comment">// toggle detail map</span>
136 Terrain-&gt;setMaterialType(
137 Terrain-&gt;getMaterial(0).MaterialType == <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a> ?
138 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a065af4f8daeb15f81bfe0417a3f231b1" title="Detail mapped material.">video::EMT_DETAIL_MAP</a> : <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>);
139 <span class="keywordflow">return</span> <span class="keyword">true</span>;
140 <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ae52bafc112fc6c52f6b49cea42fa246e">irr::KEY_KEY_S</a>: <span class="comment">// toggle skies</span>
141 showBox=!showBox;
142 Skybox-&gt;setVisible(showBox);
143 Skydome-&gt;setVisible(!showBox);
144 <span class="keywordflow">return</span> <span class="keyword">true</span>;
145 <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ad004cdd263159baf3e4724336aad66d5">irr::KEY_KEY_X</a>: <span class="comment">// toggle debug information</span>
146 showDebug=!showDebug;
147 Terrain-&gt;setDebugDataVisible(showDebug?<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea80f38e42f1b8cf169e83f44092367bfe" title="EDS_BBOX | EDS_BBOX_BUFFERS.">scene::EDS_BBOX_ALL</a>:<a class="code" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc" title="No Debug Data ( Default )">scene::EDS_OFF</a>);
148 <span class="keywordflow">return</span> <span class="keyword">true</span>;
149 <span class="keywordflow">default</span>:
150 <span class="keywordflow">break</span>;
151 }
152 }
153
154 <span class="keywordflow">return</span> <span class="keyword">false</span>;
155 }
156
157<span class="keyword">private</span>:
158 <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* Terrain;
159 <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* Skybox;
160 <a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* Skydome;
161 <span class="keywordtype">bool</span> showBox;
162 <span class="keywordtype">bool</span> showDebug;
163};
164</pre></div><p>The start of the main function starts like in most other example. We ask the user for the desired renderer and start it up. This time with the advanced parameter handling. </p>
165<div class="fragment"><pre class="fragment"><span class="keywordtype">int</span> main()
166{
167 <span class="comment">// ask user for driver</span>
168 <a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0" title="An enum for all types of drivers the Irrlicht Engine supports.">video::E_DRIVER_TYPE</a> driverType=driverChoiceConsole();
169 <span class="keywordflow">if</span> (driverType==<a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0ae685cada50f8c100403134d932d0414c" title="No driver, just for counting the elements.">video::EDT_COUNT</a>)
170 <span class="keywordflow">return</span> 1;
171
172 <span class="comment">// create device with full flexibility over creation parameters</span>
173 <span class="comment">// you can add more parameters if desired, check irr::SIrrlichtCreationParameters</span>
174 <a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html" title="Structure for holding Irrlicht Device creation parameters.">irr::SIrrlichtCreationParameters</a> params;
175 params.<a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html#a1ea2f50c3b3a8eed6602a1a86e1cdf82" title="Type of video driver used to render graphics.">DriverType</a>=driverType;
176 params.<a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html#a1b596e201a6ebd63ca2841d46be10433" title="Size of the window or the video mode in fullscreen mode. Default: 800x600.">WindowSize</a>=core::dimension2d&lt;u32&gt;(640, 480);
177 IrrlichtDevice* device = <a class="code" href="namespaceirr.html#ac83a30d674204dcb94d70f849e9b4a62" title="Creates an Irrlicht device with the option to specify advanced parameters.">createDeviceEx</a>(params);
178
179 <span class="keywordflow">if</span> (device == 0)
180 <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span>
181</pre></div><p>First, we add standard stuff to the scene: A nice irrlicht engine logo, a small help text, a user controlled camera, and we disable the mouse cursor. </p>
182<div class="fragment"><pre class="fragment"> video::IVideoDriver* driver = device-&gt;getVideoDriver();
183 scene::ISceneManager* smgr = device-&gt;getSceneManager();
184 gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();
185
186 driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#acaf6f7414534f7d62bff18c5bf11876fa20881e307a778c4a4fbb5327a60a93bb">video::ETCF_ALWAYS_32_BIT</a>, <span class="keyword">true</span>);
187
188 <span class="comment">// add irrlicht logo</span>
189 env-&gt;addImage(driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlichtlogo2.png&quot;</span>),
190 core::position2d&lt;s32&gt;(10,10));
191
192 <span class="comment">//set other font</span>
193 env-&gt;getSkin()-&gt;setFont(env-&gt;getFont(<span class="stringliteral">&quot;../../media/fontlucida.png&quot;</span>));
194
195 <span class="comment">// add some help text</span>
196 env-&gt;addStaticText(
197 L<span class="stringliteral">&quot;Press &#39;W&#39; to change wireframe mode\nPress &#39;D&#39; to toggle detail map\nPress &#39;S&#39; to toggle skybox/skydome&quot;</span>,
198 core::rect&lt;s32&gt;(10,421,250,475), <span class="keyword">true</span>, <span class="keyword">true</span>, 0, -1, <span class="keyword">true</span>);
199
200 <span class="comment">// add camera</span>
201 scene::ICameraSceneNode* camera =
202 smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1.2f);
203
204 camera-&gt;setPosition(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(2700*2,255*2,2600*2));
205 camera-&gt;setTarget(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(2397*2,343*2,2700*2));
206 camera-&gt;setFarValue(42000.0f);
207
208 <span class="comment">// disable mouse cursor</span>
209 device-&gt;getCursorControl()-&gt;setVisible(<span class="keyword">false</span>);
210</pre></div><p>Here comes the terrain renderer scene node: We add it just like any other scene node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter we use is a file name to the heightmap we use. A heightmap is simply a gray scale texture. The terrain renderer loads it and creates the 3D terrain from it.</p>
211<p>To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we switch off the lighting, and we set the file terrain-texture.jpg as texture for the terrain and detailmap3.jpg as second texture, called detail map. At last, we set the scale values for the texture: The first texture will be repeated only one time over the whole terrain, and the second one (detail map) 20 times. </p>
212<div class="fragment"><pre class="fragment"> <span class="comment">// add terrain scene node</span>
213 scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode(
214 <span class="stringliteral">&quot;../../media/terrain-heightmap.bmp&quot;</span>,
215 0, <span class="comment">// parent node</span>
216 -1, <span class="comment">// node id</span>
217 <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0.f, 0.f, 0.f), <span class="comment">// position</span>
218 <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0.f, 0.f, 0.f), <span class="comment">// rotation</span>
219 <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(40.f, 4.4f, 40.f), <span class="comment">// scale</span>
220 video::SColor ( 255, 255, 255, 255 ), <span class="comment">// vertexColor</span>
221 5, <span class="comment">// maxLOD</span>
222 <a class="code" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044abe94d6195f435b8e08a38269e63af72e" title="patch size of 17, at most, use 5 levels of detail with this patch size.">scene::ETPS_17</a>, <span class="comment">// patchSize</span>
223 4 <span class="comment">// smoothFactor</span>
224 );
225
226 terrain-&gt;<a class="code" href="classirr_1_1scene_1_1_i_scene_node.html#a2841d5077854b9981711a403f33762cd" title="Sets all material flags at once to a new value.">setMaterialFlag</a>(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3acea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, <span class="keyword">false</span>);
227
228 terrain-&gt;setMaterialTexture(0,
229 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/terrain-texture.jpg&quot;</span>));
230 terrain-&gt;setMaterialTexture(1,
231 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/detailmap3.jpg&quot;</span>));
232
233 terrain-&gt;setMaterialType(<a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a065af4f8daeb15f81bfe0417a3f231b1" title="Detail mapped material.">video::EMT_DETAIL_MAP</a>);
234
235 terrain-&gt;scaleTexture(1.0f, 20.0f);
236</pre></div><p>To be able to do collision with the terrain, we create a triangle selector. If you want to know what triangle selectors do, just take a look into the collision tutorial. The terrain triangle selector works together with the terrain. To demonstrate this, we create a collision response animator and attach it to the camera, so that the camera will not be able to fly through the terrain. </p>
237<div class="fragment"><pre class="fragment"> <span class="comment">// create triangle selector for the terrain </span>
238 scene::ITriangleSelector* selector
239 = smgr-&gt;createTerrainTriangleSelector(terrain, 0);
240 terrain-&gt;setTriangleSelector(selector);
241
242 <span class="comment">// create collision response animator and attach it to the camera</span>
243 scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(
244 selector, camera, <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(60,100,60),
245 <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,0,0),
246 <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,50,0));
247 selector-&gt;drop();
248 camera-&gt;addAnimator(anim);
249 anim-&gt;drop();
250</pre></div><p> If you need access to the terrain data you can also do this directly via the following code fragment. </p>
251<div class="fragment"><pre class="fragment"> scene::CDynamicMeshBuffer* buffer = <span class="keyword">new</span> scene::CDynamicMeshBuffer(<a class="code" href="namespaceirr_1_1video.html#a0e3b59e025e0d0db0ed2ee0ce904deaca7b5127a706ee33eb4385d702da007016" title="Vertex with two texture coordinates, video::S3DVertex2TCoords.">video::EVT_2TCOORDS</a>, <a class="code" href="namespaceirr_1_1video.html#af152a1edea2579f0517e0049525acb55a1c79610ea1191e124887efa16626f299">video::EIT_16BIT</a>);
252 terrain-&gt;getMeshBufferForLOD(*buffer, 0);
253 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer-&gt;getVertexBuffer().getData();
254 <span class="comment">// Work on data or get the IndexBuffer with a similar call.</span>
255 buffer-&gt;drop(); <span class="comment">// When done drop the buffer again.</span>
256</pre></div><p>To make the user be able to switch between normal and wireframe mode, we create an instance of the event receiver from above and let Irrlicht know about it. In addition, we add the skybox which we already used in lots of Irrlicht examples and a skydome, which is shown mutually exclusive with the skybox by pressing 'S'. </p>
257<div class="fragment"><pre class="fragment"> <span class="comment">// create skybox and skydome</span>
258 driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#acaf6f7414534f7d62bff18c5bf11876fa288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, <span class="keyword">false</span>);
259
260 scene::ISceneNode* skybox=smgr-&gt;addSkyBoxSceneNode(
261 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_up.jpg&quot;</span>),
262 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_dn.jpg&quot;</span>),
263 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_lf.jpg&quot;</span>),
264 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_rt.jpg&quot;</span>),
265 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_ft.jpg&quot;</span>),
266 driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/irrlicht2_bk.jpg&quot;</span>));
267 scene::ISceneNode* skydome=smgr-&gt;addSkyDomeSceneNode(driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/skydome.jpg&quot;</span>),16,8,0.95f,2.0f);
268
269 driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#acaf6f7414534f7d62bff18c5bf11876fa288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, <span class="keyword">true</span>);
270
271 <span class="comment">// create event receiver</span>
272 MyEventReceiver receiver(terrain, skybox, skydome);
273 device-&gt;setEventReceiver(&amp;receiver);
274</pre></div><p>That's it, draw everything. </p>
275<div class="fragment"><pre class="fragment"> <span class="keywordtype">int</span> lastFPS = -1;
276
277 <span class="keywordflow">while</span>(device-&gt;run())
278 <span class="keywordflow">if</span> (device-&gt;isWindowActive())
279 {
280 driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, 0 );
281
282 smgr-&gt;drawAll();
283 env-&gt;drawAll();
284
285 driver-&gt;endScene();
286
287 <span class="comment">// display frames per second in window title</span>
288 <span class="keywordtype">int</span> fps = driver-&gt;getFPS();
289 <span class="keywordflow">if</span> (lastFPS != fps)
290 {
291 <a class="code" href="namespaceirr_1_1core.html#aef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> str = L<span class="stringliteral">&quot;Terrain Renderer - Irrlicht Engine [&quot;</span>;
292 str += driver-&gt;getName();
293 str += <span class="stringliteral">&quot;] FPS:&quot;</span>;
294 str += fps;
295 <span class="comment">// Also print terrain height of current camera position</span>
296 <span class="comment">// We can use camera position because terrain is located at coordinate origin</span>
297 str += <span class="stringliteral">&quot; Height: &quot;</span>;
298 str += terrain-&gt;getHeight(camera-&gt;getAbsolutePosition().X,
299 camera-&gt;getAbsolutePosition().Z);
300
301 device-&gt;setWindowCaption(str.c_str());
302 lastFPS = fps;
303 }
304 }
305
306 device-&gt;drop();
307
308 <span class="keywordflow">return</span> 0;
309}
310</pre></div><p>Now you know how to use terrain in Irrlicht. </p>
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