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-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp974
1 files changed, 487 insertions, 487 deletions
diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp
index 227aa97..a6e95ba 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp
@@ -1,487 +1,487 @@
1/** Example 011 Per-Pixel Lighting 1/** Example 011 Per-Pixel Lighting
2 2
3This tutorial shows how to use one of the built in more complex materials in 3This tutorial shows how to use one of the built in more complex materials in
4irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It 4irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It
5will also show how to use fog and moving particle systems. And don't panic: You 5will also show how to use fog and moving particle systems. And don't panic: You
6do not need any experience with shaders to use these materials in Irrlicht. 6do not need any experience with shaders to use these materials in Irrlicht.
7 7
8At first, we need to include all headers and do the stuff we always do, like in 8At first, we need to include all headers and do the stuff we always do, like in
9nearly all other tutorials. 9nearly all other tutorials.
10*/ 10*/
11#include <irrlicht.h> 11#include <irrlicht.h>
12#include "driverChoice.h" 12#include "driverChoice.h"
13 13
14using namespace irr; 14using namespace irr;
15 15
16#ifdef _MSC_VER 16#ifdef _MSC_VER
17#pragma comment(lib, "Irrlicht.lib") 17#pragma comment(lib, "Irrlicht.lib")
18#endif 18#endif
19 19
20/* 20/*
21For this example, we need an event receiver, to make it possible for the user 21For this example, we need an event receiver, to make it possible for the user
22to switch between the three available material types. In addition, the event 22to switch between the three available material types. In addition, the event
23receiver will create some small GUI window which displays what material is 23receiver will create some small GUI window which displays what material is
24currently being used. There is nothing special done in this class, so maybe you 24currently being used. There is nothing special done in this class, so maybe you
25want to skip reading it. 25want to skip reading it.
26*/ 26*/
27class MyEventReceiver : public IEventReceiver 27class MyEventReceiver : public IEventReceiver
28{ 28{
29public: 29public:
30 30
31 MyEventReceiver(scene::ISceneNode* room,scene::ISceneNode* earth, 31 MyEventReceiver(scene::ISceneNode* room,scene::ISceneNode* earth,
32 gui::IGUIEnvironment* env, video::IVideoDriver* driver) 32 gui::IGUIEnvironment* env, video::IVideoDriver* driver)
33 { 33 {
34 // store pointer to room so we can change its drawing mode 34 // store pointer to room so we can change its drawing mode
35 Room = room; 35 Room = room;
36 Earth = earth; 36 Earth = earth;
37 Driver = driver; 37 Driver = driver;
38 38
39 // set a nicer font 39 // set a nicer font
40 gui::IGUISkin* skin = env->getSkin(); 40 gui::IGUISkin* skin = env->getSkin();
41 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); 41 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
42 if (font) 42 if (font)
43 skin->setFont(font); 43 skin->setFont(font);
44 44
45 // add window and listbox 45 // add window and listbox
46 gui::IGUIWindow* window = env->addWindow( 46 gui::IGUIWindow* window = env->addWindow(
47 core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change"); 47 core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change");
48 48
49 ListBox = env->addListBox( 49 ListBox = env->addListBox(
50 core::rect<s32>(2,22,165,88), window); 50 core::rect<s32>(2,22,165,88), window);
51 51
52 ListBox->addItem(L"Diffuse"); 52 ListBox->addItem(L"Diffuse");
53 ListBox->addItem(L"Bump mapping"); 53 ListBox->addItem(L"Bump mapping");
54 ListBox->addItem(L"Parallax mapping"); 54 ListBox->addItem(L"Parallax mapping");
55 ListBox->setSelected(1); 55 ListBox->setSelected(1);
56 56
57 // create problem text 57 // create problem text
58 ProblemText = env->addStaticText( 58 ProblemText = env->addStaticText(
59 L"Your hardware or this renderer is not able to use the "\ 59 L"Your hardware or this renderer is not able to use the "\
60 L"needed shaders for this material. Using fall back materials.", 60 L"needed shaders for this material. Using fall back materials.",
61 core::rect<s32>(150,20,470,80)); 61 core::rect<s32>(150,20,470,80));
62 62
63 ProblemText->setOverrideColor(video::SColor(100,255,255,255)); 63 ProblemText->setOverrideColor(video::SColor(100,255,255,255));
64 64
65 // set start material (prefer parallax mapping if available) 65 // set start material (prefer parallax mapping if available)
66 video::IMaterialRenderer* renderer = 66 video::IMaterialRenderer* renderer =
67 Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID); 67 Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
68 if (renderer && renderer->getRenderCapability() == 0) 68 if (renderer && renderer->getRenderCapability() == 0)
69 ListBox->setSelected(2); 69 ListBox->setSelected(2);
70 70
71 // set the material which is selected in the listbox 71 // set the material which is selected in the listbox
72 setMaterial(); 72 setMaterial();
73 } 73 }
74 74
75 bool OnEvent(const SEvent& event) 75 bool OnEvent(const SEvent& event)
76 { 76 {
77 // check if user presses the key 'E' or 'R' 77 // check if user presses the key 'E' or 'R'
78 if (event.EventType == irr::EET_KEY_INPUT_EVENT && 78 if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
79 !event.KeyInput.PressedDown && Room && ListBox) 79 !event.KeyInput.PressedDown && Room && ListBox)
80 { 80 {
81 // change selected item in listbox 81 // change selected item in listbox
82 82
83 int sel = ListBox->getSelected(); 83 int sel = ListBox->getSelected();
84 if (event.KeyInput.Key == irr::KEY_KEY_R) 84 if (event.KeyInput.Key == irr::KEY_KEY_R)
85 ++sel; 85 ++sel;
86 else 86 else
87 if (event.KeyInput.Key == irr::KEY_KEY_E) 87 if (event.KeyInput.Key == irr::KEY_KEY_E)
88 --sel; 88 --sel;
89 else 89 else
90 return false; 90 return false;
91 91
92 if (sel > 2) sel = 0; 92 if (sel > 2) sel = 0;
93 if (sel < 0) sel = 2; 93 if (sel < 0) sel = 2;
94 ListBox->setSelected(sel); 94 ListBox->setSelected(sel);
95 95
96 // set the material which is selected in the listbox 96 // set the material which is selected in the listbox
97 setMaterial(); 97 setMaterial();
98 } 98 }
99 99
100 return false; 100 return false;
101 } 101 }
102 102
103private: 103private:
104 104
105 // sets the material of the room mesh the the one set in the 105 // sets the material of the room mesh the the one set in the
106 // list box. 106 // list box.
107 void setMaterial() 107 void setMaterial()
108 { 108 {
109 video::E_MATERIAL_TYPE type = video::EMT_SOLID; 109 video::E_MATERIAL_TYPE type = video::EMT_SOLID;
110 110
111 // change material setting 111 // change material setting
112 switch(ListBox->getSelected()) 112 switch(ListBox->getSelected())
113 { 113 {
114 case 0: type = video::EMT_SOLID; 114 case 0: type = video::EMT_SOLID;
115 break; 115 break;
116 case 1: type = video::EMT_NORMAL_MAP_SOLID; 116 case 1: type = video::EMT_NORMAL_MAP_SOLID;
117 break; 117 break;
118 case 2: type = video::EMT_PARALLAX_MAP_SOLID; 118 case 2: type = video::EMT_PARALLAX_MAP_SOLID;
119 break; 119 break;
120 } 120 }
121 121
122 Room->setMaterialType(type); 122 Room->setMaterialType(type);
123 123
124 // change material setting 124 // change material setting
125 switch(ListBox->getSelected()) 125 switch(ListBox->getSelected())
126 { 126 {
127 case 0: type = video::EMT_TRANSPARENT_VERTEX_ALPHA; 127 case 0: type = video::EMT_TRANSPARENT_VERTEX_ALPHA;
128 break; 128 break;
129 case 1: type = video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA; 129 case 1: type = video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA;
130 break; 130 break;
131 case 2: type = video::EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA; 131 case 2: type = video::EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA;
132 break; 132 break;
133 } 133 }
134 134
135 Earth->setMaterialType(type); 135 Earth->setMaterialType(type);
136 136
137 /* 137 /*
138 We need to add a warning if the materials will not be able to 138 We need to add a warning if the materials will not be able to
139 be displayed 100% correctly. This is no problem, they will be 139 be displayed 100% correctly. This is no problem, they will be
140 rendered using fall back materials, but at least the user 140 rendered using fall back materials, but at least the user
141 should know that it would look better on better hardware. We 141 should know that it would look better on better hardware. We
142 simply check if the material renderer is able to draw at full 142 simply check if the material renderer is able to draw at full
143 quality on the current hardware. The 143 quality on the current hardware. The
144 IMaterialRenderer::getRenderCapability() returns 0 if this is 144 IMaterialRenderer::getRenderCapability() returns 0 if this is
145 the case. 145 the case.
146 */ 146 */
147 video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type); 147 video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
148 148
149 // display some problem text when problem 149 // display some problem text when problem
150 if (!renderer || renderer->getRenderCapability() != 0) 150 if (!renderer || renderer->getRenderCapability() != 0)
151 ProblemText->setVisible(true); 151 ProblemText->setVisible(true);
152 else 152 else
153 ProblemText->setVisible(false); 153 ProblemText->setVisible(false);
154 } 154 }
155 155
156private: 156private:
157 157
158 gui::IGUIStaticText* ProblemText; 158 gui::IGUIStaticText* ProblemText;
159 gui::IGUIListBox* ListBox; 159 gui::IGUIListBox* ListBox;
160 160
161 scene::ISceneNode* Room; 161 scene::ISceneNode* Room;
162 scene::ISceneNode* Earth; 162 scene::ISceneNode* Earth;
163 video::IVideoDriver* Driver; 163 video::IVideoDriver* Driver;
164}; 164};
165 165
166 166
167/* 167/*
168Now for the real fun. We create an Irrlicht Device and start to setup the scene. 168Now for the real fun. We create an Irrlicht Device and start to setup the scene.
169*/ 169*/
170int main() 170int main()
171{ 171{
172 // ask user for driver 172 // ask user for driver
173 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 173 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
174 if (driverType==video::EDT_COUNT) 174 if (driverType==video::EDT_COUNT)
175 return 1; 175 return 1;
176 176
177 // create device 177 // create device
178 178
179 IrrlichtDevice* device = createDevice(driverType, 179 IrrlichtDevice* device = createDevice(driverType,
180 core::dimension2d<u32>(640, 480)); 180 core::dimension2d<u32>(640, 480));
181 181
182 if (device == 0) 182 if (device == 0)
183 return 1; // could not create selected driver. 183 return 1; // could not create selected driver.
184 184
185 /* 185 /*
186 Before we start with the interesting stuff, we do some simple things: 186 Before we start with the interesting stuff, we do some simple things:
187 Store pointers to the most important parts of the engine (video driver, 187 Store pointers to the most important parts of the engine (video driver,
188 scene manager, gui environment) to safe us from typing too much, add an 188 scene manager, gui environment) to safe us from typing too much, add an
189 irrlicht engine logo to the window and a user controlled first person 189 irrlicht engine logo to the window and a user controlled first person
190 shooter style camera. Also, we let the engine know that it should store 190 shooter style camera. Also, we let the engine know that it should store
191 all textures in 32 bit. This necessary because for parallax mapping, we 191 all textures in 32 bit. This necessary because for parallax mapping, we
192 need 32 bit textures. 192 need 32 bit textures.
193 */ 193 */
194 194
195 video::IVideoDriver* driver = device->getVideoDriver(); 195 video::IVideoDriver* driver = device->getVideoDriver();
196 scene::ISceneManager* smgr = device->getSceneManager(); 196 scene::ISceneManager* smgr = device->getSceneManager();
197 gui::IGUIEnvironment* env = device->getGUIEnvironment(); 197 gui::IGUIEnvironment* env = device->getGUIEnvironment();
198 198
199 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); 199 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
200 200
201 // add irrlicht logo 201 // add irrlicht logo
202 env->addImage(driver->getTexture("../../media/irrlichtlogo3.png"), 202 env->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
203 core::position2d<s32>(10,10)); 203 core::position2d<s32>(10,10));
204 204
205 // add camera 205 // add camera
206 scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); 206 scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
207 camera->setPosition(core::vector3df(-200,200,-200)); 207 camera->setPosition(core::vector3df(-200,200,-200));
208 208
209 // disable mouse cursor 209 // disable mouse cursor
210 device->getCursorControl()->setVisible(false); 210 device->getCursorControl()->setVisible(false);
211 211
212 /* 212 /*
213 Because we want the whole scene to look a little bit scarier, we add 213 Because we want the whole scene to look a little bit scarier, we add
214 some fog to it. This is done by a call to IVideoDriver::setFog(). There 214 some fog to it. This is done by a call to IVideoDriver::setFog(). There
215 you can set various fog settings. In this example, we use pixel fog, 215 you can set various fog settings. In this example, we use pixel fog,
216 because it will work well with the materials we'll use in this example. 216 because it will work well with the materials we'll use in this example.
217 Please note that you will have to set the material flag EMF_FOG_ENABLE 217 Please note that you will have to set the material flag EMF_FOG_ENABLE
218 to 'true' in every scene node which should be affected by this fog. 218 to 'true' in every scene node which should be affected by this fog.
219 */ 219 */
220 driver->setFog(video::SColor(0,138,125,81), video::EFT_FOG_LINEAR, 250, 1000, .003f, true, false); 220 driver->setFog(video::SColor(0,138,125,81), video::EFT_FOG_LINEAR, 250, 1000, .003f, true, false);
221 221
222 /* 222 /*
223 To be able to display something interesting, we load a mesh from a .3ds 223 To be able to display something interesting, we load a mesh from a .3ds
224 file which is a room I modeled with anim8or. It is the same room as 224 file which is a room I modeled with anim8or. It is the same room as
225 from the specialFX example. Maybe you remember from that tutorial, I am 225 from the specialFX example. Maybe you remember from that tutorial, I am
226 no good modeler at all and so I totally messed up the texture mapping 226 no good modeler at all and so I totally messed up the texture mapping
227 in this model, but we can simply repair it with the 227 in this model, but we can simply repair it with the
228 IMeshManipulator::makePlanarTextureMapping() method. 228 IMeshManipulator::makePlanarTextureMapping() method.
229 */ 229 */
230 230
231 scene::IAnimatedMesh* roomMesh = smgr->getMesh("../../media/room.3ds"); 231 scene::IAnimatedMesh* roomMesh = smgr->getMesh("../../media/room.3ds");
232 scene::ISceneNode* room = 0; 232 scene::ISceneNode* room = 0;
233 scene::ISceneNode* earth = 0; 233 scene::ISceneNode* earth = 0;
234 234
235 if (roomMesh) 235 if (roomMesh)
236 { 236 {
237 // The Room mesh doesn't have proper Texture Mapping on the 237 // The Room mesh doesn't have proper Texture Mapping on the
238 // floor, so we can recreate them on runtime 238 // floor, so we can recreate them on runtime
239 smgr->getMeshManipulator()->makePlanarTextureMapping( 239 smgr->getMeshManipulator()->makePlanarTextureMapping(
240 roomMesh->getMesh(0), 0.003f); 240 roomMesh->getMesh(0), 0.003f);
241 241
242 /* 242 /*
243 Now for the first exciting thing: If we successfully loaded the 243 Now for the first exciting thing: If we successfully loaded the
244 mesh we need to apply textures to it. Because we want this room 244 mesh we need to apply textures to it. Because we want this room
245 to be displayed with a very cool material, we have to do a 245 to be displayed with a very cool material, we have to do a
246 little bit more than just set the textures. Instead of only 246 little bit more than just set the textures. Instead of only
247 loading a color map as usual, we also load a height map which 247 loading a color map as usual, we also load a height map which
248 is simply a grayscale texture. From this height map, we create 248 is simply a grayscale texture. From this height map, we create
249 a normal map which we will set as second texture of the room. 249 a normal map which we will set as second texture of the room.
250 If you already have a normal map, you could directly set it, 250 If you already have a normal map, you could directly set it,
251 but I simply didn't find a nice normal map for this texture. 251 but I simply didn't find a nice normal map for this texture.
252 The normal map texture is being generated by the 252 The normal map texture is being generated by the
253 makeNormalMapTexture method of the VideoDriver. The second 253 makeNormalMapTexture method of the VideoDriver. The second
254 parameter specifies the height of the heightmap. If you set it 254 parameter specifies the height of the heightmap. If you set it
255 to a bigger value, the map will look more rocky. 255 to a bigger value, the map will look more rocky.
256 */ 256 */
257 257
258 video::ITexture* normalMap = 258 video::ITexture* normalMap =
259 driver->getTexture("../../media/rockwall_height.bmp"); 259 driver->getTexture("../../media/rockwall_height.bmp");
260 260
261 if (normalMap) 261 if (normalMap)
262 driver->makeNormalMapTexture(normalMap, 9.0f); 262 driver->makeNormalMapTexture(normalMap, 9.0f);
263/* 263/*
264 // The Normal Map and the displacement map/height map in the alpha channel 264 // The Normal Map and the displacement map/height map in the alpha channel
265 video::ITexture* normalMap = 265 video::ITexture* normalMap =
266 driver->getTexture("../../media/rockwall_NRM.tga"); 266 driver->getTexture("../../media/rockwall_NRM.tga");
267*/ 267*/
268 /* 268 /*
269 But just setting color and normal map is not everything. The 269 But just setting color and normal map is not everything. The
270 material we want to use needs some additional informations per 270 material we want to use needs some additional informations per
271 vertex like tangents and binormals. Because we are too lazy to 271 vertex like tangents and binormals. Because we are too lazy to
272 calculate that information now, we let Irrlicht do this for us. 272 calculate that information now, we let Irrlicht do this for us.
273 That's why we call IMeshManipulator::createMeshWithTangents(). 273 That's why we call IMeshManipulator::createMeshWithTangents().
274 It creates a mesh copy with tangents and binormals from another 274 It creates a mesh copy with tangents and binormals from another
275 mesh. After we've done that, we simply create a standard 275 mesh. After we've done that, we simply create a standard
276 mesh scene node with this mesh copy, set color and normal map 276 mesh scene node with this mesh copy, set color and normal map
277 and adjust some other material settings. Note that we set 277 and adjust some other material settings. Note that we set
278 EMF_FOG_ENABLE to true to enable fog in the room. 278 EMF_FOG_ENABLE to true to enable fog in the room.
279 */ 279 */
280 280
281 scene::IMesh* tangentMesh = smgr->getMeshManipulator()-> 281 scene::IMesh* tangentMesh = smgr->getMeshManipulator()->
282 createMeshWithTangents(roomMesh->getMesh(0)); 282 createMeshWithTangents(roomMesh->getMesh(0));
283 283
284 room = smgr->addMeshSceneNode(tangentMesh); 284 room = smgr->addMeshSceneNode(tangentMesh);
285 room->setMaterialTexture(0, 285 room->setMaterialTexture(0,
286 driver->getTexture("../../media/rockwall.jpg")); 286 driver->getTexture("../../media/rockwall.jpg"));
287 room->setMaterialTexture(1, normalMap); 287 room->setMaterialTexture(1, normalMap);
288 288
289 // Stones don't glitter.. 289 // Stones don't glitter..
290 room->getMaterial(0).SpecularColor.set(0,0,0,0); 290 room->getMaterial(0).SpecularColor.set(0,0,0,0);
291 room->getMaterial(0).Shininess = 0.f; 291 room->getMaterial(0).Shininess = 0.f;
292 292
293 room->setMaterialFlag(video::EMF_FOG_ENABLE, true); 293 room->setMaterialFlag(video::EMF_FOG_ENABLE, true);
294 room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); 294 room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID);
295 // adjust height for parallax effect 295 // adjust height for parallax effect
296 room->getMaterial(0).MaterialTypeParam = 1.f / 64.f; 296 room->getMaterial(0).MaterialTypeParam = 1.f / 64.f;
297 297
298 // drop mesh because we created it with a create.. call. 298 // drop mesh because we created it with a create.. call.
299 tangentMesh->drop(); 299 tangentMesh->drop();
300 } 300 }
301 301
302 /* 302 /*
303 After we've created a room shaded by per pixel lighting, we add a 303 After we've created a room shaded by per pixel lighting, we add a
304 sphere into it with the same material, but we'll make it transparent. 304 sphere into it with the same material, but we'll make it transparent.
305 In addition, because the sphere looks somehow like a familiar planet, 305 In addition, because the sphere looks somehow like a familiar planet,
306 we make it rotate. The procedure is similar as before. The difference 306 we make it rotate. The procedure is similar as before. The difference
307 is that we are loading the mesh from an .x file which already contains 307 is that we are loading the mesh from an .x file which already contains
308 a color map so we do not need to load it manually. But the sphere is a 308 a color map so we do not need to load it manually. But the sphere is a
309 little bit too small for our needs, so we scale it by the factor 50. 309 little bit too small for our needs, so we scale it by the factor 50.
310 */ 310 */
311 311
312 // add earth sphere 312 // add earth sphere
313 313
314 scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x"); 314 scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
315 if (earthMesh) 315 if (earthMesh)
316 { 316 {
317 //perform various task with the mesh manipulator 317 //perform various task with the mesh manipulator
318 scene::IMeshManipulator *manipulator = smgr->getMeshManipulator(); 318 scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
319 319
320 // create mesh copy with tangent informations from original earth.x mesh 320 // create mesh copy with tangent informations from original earth.x mesh
321 scene::IMesh* tangentSphereMesh = 321 scene::IMesh* tangentSphereMesh =
322 manipulator->createMeshWithTangents(earthMesh->getMesh(0)); 322 manipulator->createMeshWithTangents(earthMesh->getMesh(0));
323 323
324 // set the alpha value of all vertices to 200 324 // set the alpha value of all vertices to 200
325 manipulator->setVertexColorAlpha(tangentSphereMesh, 200); 325 manipulator->setVertexColorAlpha(tangentSphereMesh, 200);
326 326
327 // scale the mesh by factor 50 327 // scale the mesh by factor 50
328 core::matrix4 m; 328 core::matrix4 m;
329 m.setScale ( core::vector3df(50,50,50) ); 329 m.setScale ( core::vector3df(50,50,50) );
330 manipulator->transform( tangentSphereMesh, m ); 330 manipulator->transform( tangentSphereMesh, m );
331 331
332 earth = smgr->addMeshSceneNode(tangentSphereMesh); 332 earth = smgr->addMeshSceneNode(tangentSphereMesh);
333 333
334 earth->setPosition(core::vector3df(-70,130,45)); 334 earth->setPosition(core::vector3df(-70,130,45));
335 335
336 // load heightmap, create normal map from it and set it 336 // load heightmap, create normal map from it and set it
337 video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.jpg"); 337 video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.jpg");
338 if (earthNormalMap) 338 if (earthNormalMap)
339 { 339 {
340 driver->makeNormalMapTexture(earthNormalMap, 20.0f); 340 driver->makeNormalMapTexture(earthNormalMap, 20.0f);
341 earth->setMaterialTexture(1, earthNormalMap); 341 earth->setMaterialTexture(1, earthNormalMap);
342 earth->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA); 342 earth->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
343 } 343 }
344 344
345 // adjust material settings 345 // adjust material settings
346 earth->setMaterialFlag(video::EMF_FOG_ENABLE, true); 346 earth->setMaterialFlag(video::EMF_FOG_ENABLE, true);
347 347
348 // add rotation animator 348 // add rotation animator
349 scene::ISceneNodeAnimator* anim = 349 scene::ISceneNodeAnimator* anim =
350 smgr->createRotationAnimator(core::vector3df(0,0.1f,0)); 350 smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
351 earth->addAnimator(anim); 351 earth->addAnimator(anim);
352 anim->drop(); 352 anim->drop();
353 353
354 // drop mesh because we created it with a create.. call. 354 // drop mesh because we created it with a create.. call.
355 tangentSphereMesh->drop(); 355 tangentSphereMesh->drop();
356 } 356 }
357 357
358 /* 358 /*
359 Per pixel lighted materials only look cool when there are moving 359 Per pixel lighted materials only look cool when there are moving
360 lights. So we add some. And because moving lights alone are so boring, 360 lights. So we add some. And because moving lights alone are so boring,
361 we add billboards to them, and a whole particle system to one of them. 361 we add billboards to them, and a whole particle system to one of them.
362 We start with the first light which is red and has only the billboard 362 We start with the first light which is red and has only the billboard
363 attached. 363 attached.
364 */ 364 */
365 365
366 // add light 1 (more green) 366 // add light 1 (more green)
367 scene::ILightSceneNode* light1 = 367 scene::ILightSceneNode* light1 =
368 smgr->addLightSceneNode(0, core::vector3df(0,0,0), 368 smgr->addLightSceneNode(0, core::vector3df(0,0,0),
369 video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f); 369 video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f);
370 370
371 light1->setDebugDataVisible ( scene::EDS_BBOX ); 371 light1->setDebugDataVisible ( scene::EDS_BBOX );
372 372
373 373
374 // add fly circle animator to light 1 374 // add fly circle animator to light 1
375 scene::ISceneNodeAnimator* anim = 375 scene::ISceneNodeAnimator* anim =
376 smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f); 376 smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
377 light1->addAnimator(anim); 377 light1->addAnimator(anim);
378 anim->drop(); 378 anim->drop();
379 379
380 // attach billboard to the light 380 // attach billboard to the light
381 scene::IBillboardSceneNode* bill = 381 scene::IBillboardSceneNode* bill =
382 smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60)); 382 smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
383 383
384 bill->setMaterialFlag(video::EMF_LIGHTING, false); 384 bill->setMaterialFlag(video::EMF_LIGHTING, false);
385 bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); 385 bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
386 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 386 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
387 bill->setMaterialTexture(0, driver->getTexture("../../media/particlegreen.jpg")); 387 bill->setMaterialTexture(0, driver->getTexture("../../media/particlegreen.jpg"));
388 388
389 /* 389 /*
390 Now the same again, with the second light. The difference is that we 390 Now the same again, with the second light. The difference is that we
391 add a particle system to it too. And because the light moves, the 391 add a particle system to it too. And because the light moves, the
392 particles of the particlesystem will follow. If you want to know more 392 particles of the particlesystem will follow. If you want to know more
393 about how particle systems are created in Irrlicht, take a look at the 393 about how particle systems are created in Irrlicht, take a look at the
394 specialFx example. Maybe you will have noticed that we only add 2 394 specialFx example. Maybe you will have noticed that we only add 2
395 lights, this has a simple reason: The low end version of this material 395 lights, this has a simple reason: The low end version of this material
396 was written in ps1.1 and vs1.1, which doesn't allow more lights. You 396 was written in ps1.1 and vs1.1, which doesn't allow more lights. You
397 could add a third light to the scene, but it won't be used to shade the 397 could add a third light to the scene, but it won't be used to shade the
398 walls. But of course, this will change in future versions of Irrlicht 398 walls. But of course, this will change in future versions of Irrlicht
399 where higher versions of pixel/vertex shaders will be implemented too. 399 where higher versions of pixel/vertex shaders will be implemented too.
400 */ 400 */
401 401
402 // add light 2 (red) 402 // add light 2 (red)
403 scene::ISceneNode* light2 = 403 scene::ISceneNode* light2 =
404 smgr->addLightSceneNode(0, core::vector3df(0,0,0), 404 smgr->addLightSceneNode(0, core::vector3df(0,0,0),
405 video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 800.0f); 405 video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 800.0f);
406 406
407 // add fly circle animator to light 2 407 // add fly circle animator to light 2
408 anim = smgr->createFlyCircleAnimator(core::vector3df(0,150,0), 200.0f, 408 anim = smgr->createFlyCircleAnimator(core::vector3df(0,150,0), 200.0f,
409 0.001f, core::vector3df(0.2f, 0.9f, 0.f)); 409 0.001f, core::vector3df(0.2f, 0.9f, 0.f));
410 light2->addAnimator(anim); 410 light2->addAnimator(anim);
411 anim->drop(); 411 anim->drop();
412 412
413 // attach billboard to light 413 // attach billboard to light
414 bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120)); 414 bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
415 bill->setMaterialFlag(video::EMF_LIGHTING, false); 415 bill->setMaterialFlag(video::EMF_LIGHTING, false);
416 bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); 416 bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
417 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 417 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
418 bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp")); 418 bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));
419 419
420 // add particle system 420 // add particle system
421 scene::IParticleSystemSceneNode* ps = 421 scene::IParticleSystemSceneNode* ps =
422 smgr->addParticleSystemSceneNode(false, light2); 422 smgr->addParticleSystemSceneNode(false, light2);
423 423
424 // create and set emitter 424 // create and set emitter
425 scene::IParticleEmitter* em = ps->createBoxEmitter( 425 scene::IParticleEmitter* em = ps->createBoxEmitter(
426 core::aabbox3d<f32>(-3,0,-3,3,1,3), 426 core::aabbox3d<f32>(-3,0,-3,3,1,3),
427 core::vector3df(0.0f,0.03f,0.0f), 427 core::vector3df(0.0f,0.03f,0.0f),
428 80,100, 428 80,100,
429 video::SColor(10,255,255,255), video::SColor(10,255,255,255), 429 video::SColor(10,255,255,255), video::SColor(10,255,255,255),
430 400,1100); 430 400,1100);
431 em->setMinStartSize(core::dimension2d<f32>(30.0f, 40.0f)); 431 em->setMinStartSize(core::dimension2d<f32>(30.0f, 40.0f));
432 em->setMaxStartSize(core::dimension2d<f32>(30.0f, 40.0f)); 432 em->setMaxStartSize(core::dimension2d<f32>(30.0f, 40.0f));
433 433
434 ps->setEmitter(em); 434 ps->setEmitter(em);
435 em->drop(); 435 em->drop();
436 436
437 // create and set affector 437 // create and set affector
438 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); 438 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
439 ps->addAffector(paf); 439 ps->addAffector(paf);
440 paf->drop(); 440 paf->drop();
441 441
442 // adjust some material settings 442 // adjust some material settings
443 ps->setMaterialFlag(video::EMF_LIGHTING, false); 443 ps->setMaterialFlag(video::EMF_LIGHTING, false);
444 ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); 444 ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
445 ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp")); 445 ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
446 ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 446 ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
447 447
448 MyEventReceiver receiver(room, earth, env, driver); 448 MyEventReceiver receiver(room, earth, env, driver);
449 device->setEventReceiver(&receiver); 449 device->setEventReceiver(&receiver);
450 450
451 /* 451 /*
452 Finally, draw everything. That's it. 452 Finally, draw everything. That's it.
453 */ 453 */
454 454
455 int lastFPS = -1; 455 int lastFPS = -1;
456 456
457 while(device->run()) 457 while(device->run())
458 if (device->isWindowActive()) 458 if (device->isWindowActive())
459 { 459 {
460 driver->beginScene(true, true, 0); 460 driver->beginScene(true, true, 0);
461 461
462 smgr->drawAll(); 462 smgr->drawAll();
463 env->drawAll(); 463 env->drawAll();
464 464
465 driver->endScene(); 465 driver->endScene();
466 466
467 int fps = driver->getFPS(); 467 int fps = driver->getFPS();
468 468
469 if (lastFPS != fps) 469 if (lastFPS != fps)
470 { 470 {
471 core::stringw str = L"Per pixel lighting example - Irrlicht Engine ["; 471 core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
472 str += driver->getName(); 472 str += driver->getName();
473 str += "] FPS:"; 473 str += "] FPS:";
474 str += fps; 474 str += fps;
475 475
476 device->setWindowCaption(str.c_str()); 476 device->setWindowCaption(str.c_str());
477 lastFPS = fps; 477 lastFPS = fps;
478 } 478 }
479 } 479 }
480 480
481 device->drop(); 481 device->drop();
482 482
483 return 0; 483 return 0;
484} 484}
485 485
486/* 486/*
487**/ 487**/