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Diffstat (limited to 'libraries/irrlicht-1.8/examples/11.PerPixelLighting')
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp974
-rw-r--r--libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html1004
9 files changed, 2174 insertions, 2174 deletions
diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/Makefile b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/Makefile
index affdc02..169cc49 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/Makefile
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/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
4Target = 11.PerPixelLighting 4Target = 11.PerPixelLighting
5Sources = main.cpp 5Sources = main.cpp
6 6
7# general compiler settings 7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include 8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math 9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall 10#CXXFLAGS = -g -Wall
11 11
12#default target is Linux 12#default target is Linux
13all: all_linux 13all: all_linux
14 14
15ifeq ($(HOSTTYPE), x86_64) 15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64 16LIBSELECT=64
17endif 17endif
18 18
19# target specific settings 19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor 20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux 21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc 23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe 24all_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
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27 27
28all_linux all_win32: 28all_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
32clean: clean_linux clean_win32 32clean: clean_linux clean_win32
33 $(warning Cleaning...) 33 $(warning Cleaning...)
34 34
35clean_linux clean_win32: 35clean_linux clean_win32:
36 @$(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/11.PerPixelLighting/PerPixelLighting.dev b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.dev
index c83a502..9b050c9 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.dev
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 11 Per-Pixel Lighting 3Name=Irrlicht Example 11 Per-Pixel Lighting
4UnitCount=1 4UnitCount=1
5Type=1 5Type=1
6Ver=1 6Ver=1
7ObjFiles= 7ObjFiles=
8Includes=..\..\include 8Includes=..\..\include
9Libs= 9Libs=
10PrivateResource= 10PrivateResource=
11ResourceIncludes= 11ResourceIncludes=
12MakeIncludes= 12MakeIncludes=
13Compiler= 13Compiler=
14CppCompiler= 14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ 15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1 16IsCpp=1
17Icon= 17Icon=
18ExeOutput=../../bin/Win32-gcc 18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj 19ObjectOutput=obj
20OverrideOutput=1 20OverrideOutput=1
21OverrideOutputName=11.PerPixelLighting.exe 21OverrideOutputName=11.PerPixelLighting.exe
22HostApplication= 22HostApplication=
23Folders= 23Folders=
24CommandLine= 24CommandLine=
25IncludeVersionInfo=0 25IncludeVersionInfo=0
26SupportXPThemes=0 26SupportXPThemes=0
27CompilerSet=0 27CompilerSet=0
28CompilerSettings=0000000000000000000000 28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0 29UseCustomMakefile=0
30CustomMakefile= 30CustomMakefile=
31 31
32[Unit1] 32[Unit1]
33FileName=main.cpp 33FileName=main.cpp
34CompileCpp=1 34CompileCpp=1
35Folder=Projekt1 35Folder=Projekt1
36Compile=1 36Compile=1
37Link=1 37Link=1
38Priority=1000 38Priority=1000
39OverrideBuildCmd=0 39OverrideBuildCmd=0
40BuildCmd= 40BuildCmd=
41 41
42[VersionInfo] 42[VersionInfo]
43Major=0 43Major=0
44Minor=1 44Minor=1
45Release=1 45Release=1
46Build=1 46Build=1
47LanguageID=1033 47LanguageID=1033
48CharsetID=1252 48CharsetID=1252
49CompanyName= 49CompanyName=
50FileVersion= 50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc 51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName= 52InternalName=
53LegalCopyright= 53LegalCopyright=
54LegalTrademarks= 54LegalTrademarks=
55OriginalFilename= 55OriginalFilename=
56ProductName= 56ProductName=
57ProductVersion= 57ProductVersion=
58AutoIncBuildNr=0 58AutoIncBuildNr=0
59 59
diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.vcproj b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.vcproj
index 94d7e6a..4e38600 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.vcproj
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting.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="11.PerPixelLighting" 5 Name="11.PerPixelLighting"
6 ProjectGUID="{EC388ECA-E430-477A-A969-66FE5F84508A}" 6 ProjectGUID="{EC388ECA-E430-477A-A969-66FE5F84508A}"
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/PerPixelLighting.pch" 30 PrecompiledHeaderFile=".\Debug/PerPixelLighting.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\11.PerPixelLighting.exe" 42 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.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/PerPixelLighting.pdb" 47 ProgramDatabaseFile=".\Debug/PerPixelLighting.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/PerPixelLighting.tlb" 52 TypeLibraryName=".\Debug/PerPixelLighting.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/PerPixelLighting.pch" 93 PrecompiledHeaderFile=".\Release/PerPixelLighting.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\11.PerPixelLighting.exe" 104 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.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/PerPixelLighting.pdb" 108 ProgramDatabaseFile=".\Release/PerPixelLighting.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/PerPixelLighting.tlb" 113 TypeLibraryName=".\Release/PerPixelLighting.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/11.PerPixelLighting/PerPixelLighting_vc10.vcxproj b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc10.vcxproj
index 267ded9..28ee709 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/PerPixelLighting_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>11.PerPixelLighting</ProjectName> 22 <ProjectName>11.PerPixelLighting</ProjectName>
23 <ProjectGuid>{C4B42409-542D-4EFC-9E6B-44713FD47A33}</ProjectGuid> 23 <ProjectGuid>{C4B42409-542D-4EFC-9E6B-44713FD47A33}</ProjectGuid>
24 <RootNamespace>PerPixelLighting</RootNamespace> 24 <RootNamespace>PerPixelLighting</RootNamespace>
25 </PropertyGroup> 25 </PropertyGroup>
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59 DebugInformationFormat="4" 59 DebugInformationFormat="4"
60 CompileAs="0" 60 CompileAs="0"
61 /> 61 />
62 <Tool 62 <Tool
63 Name="VCManagedResourceCompilerTool" 63 Name="VCManagedResourceCompilerTool"
64 /> 64 />
65 <Tool 65 <Tool
66 Name="VCResourceCompilerTool" 66 Name="VCResourceCompilerTool"
67 PreprocessorDefinitions="_DEBUG" 67 PreprocessorDefinitions="_DEBUG"
68 Culture="3079" 68 Culture="3079"
69 /> 69 />
70 <Tool 70 <Tool
71 Name="VCPreLinkEventTool" 71 Name="VCPreLinkEventTool"
72 /> 72 />
73 <Tool 73 <Tool
74 Name="VCLinkerTool" 74 Name="VCLinkerTool"
75 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.exe" 75 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.exe"
76 LinkIncremental="0" 76 LinkIncremental="0"
77 SuppressStartupBanner="true" 77 SuppressStartupBanner="true"
78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
79 GenerateDebugInformation="true" 79 GenerateDebugInformation="true"
80 ProgramDatabaseFile=".\Debug/PerPixelLighting.pdb" 80 ProgramDatabaseFile=".\Debug/PerPixelLighting.pdb"
81 SubSystem="1" 81 SubSystem="1"
82 RandomizedBaseAddress="1" 82 RandomizedBaseAddress="1"
83 DataExecutionPrevention="0" 83 DataExecutionPrevention="0"
84 TargetMachine="1" 84 TargetMachine="1"
85 /> 85 />
86 <Tool 86 <Tool
87 Name="VCALinkTool" 87 Name="VCALinkTool"
88 /> 88 />
89 <Tool 89 <Tool
90 Name="VCManifestTool" 90 Name="VCManifestTool"
91 /> 91 />
92 <Tool 92 <Tool
93 Name="VCXDCMakeTool" 93 Name="VCXDCMakeTool"
94 /> 94 />
95 <Tool 95 <Tool
96 Name="VCBscMakeTool" 96 Name="VCBscMakeTool"
97 /> 97 />
98 <Tool 98 <Tool
99 Name="VCFxCopTool" 99 Name="VCFxCopTool"
100 /> 100 />
101 <Tool 101 <Tool
102 Name="VCAppVerifierTool" 102 Name="VCAppVerifierTool"
103 /> 103 />
104 <Tool 104 <Tool
105 Name="VCPostBuildEventTool" 105 Name="VCPostBuildEventTool"
106 /> 106 />
107 </Configuration> 107 </Configuration>
108 <Configuration 108 <Configuration
109 Name="Release|Win32" 109 Name="Release|Win32"
110 OutputDirectory=".\Release" 110 OutputDirectory=".\Release"
111 IntermediateDirectory=".\Release" 111 IntermediateDirectory=".\Release"
112 ConfigurationType="1" 112 ConfigurationType="1"
113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" 113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
114 UseOfMFC="0" 114 UseOfMFC="0"
115 ATLMinimizesCRunTimeLibraryUsage="false" 115 ATLMinimizesCRunTimeLibraryUsage="false"
116 CharacterSet="2" 116 CharacterSet="2"
117 > 117 >
118 <Tool 118 <Tool
119 Name="VCPreBuildEventTool" 119 Name="VCPreBuildEventTool"
120 /> 120 />
121 <Tool 121 <Tool
122 Name="VCCustomBuildTool" 122 Name="VCCustomBuildTool"
123 /> 123 />
124 <Tool 124 <Tool
125 Name="VCXMLDataGeneratorTool" 125 Name="VCXMLDataGeneratorTool"
126 /> 126 />
127 <Tool 127 <Tool
128 Name="VCWebServiceProxyGeneratorTool" 128 Name="VCWebServiceProxyGeneratorTool"
129 /> 129 />
130 <Tool 130 <Tool
131 Name="VCMIDLTool" 131 Name="VCMIDLTool"
132 TypeLibraryName=".\Release/PerPixelLighting.tlb" 132 TypeLibraryName=".\Release/PerPixelLighting.tlb"
133 HeaderFileName="" 133 HeaderFileName=""
134 /> 134 />
135 <Tool 135 <Tool
136 Name="VCCLCompilerTool" 136 Name="VCCLCompilerTool"
137 Optimization="2" 137 Optimization="2"
138 InlineFunctionExpansion="1" 138 InlineFunctionExpansion="1"
139 AdditionalIncludeDirectories="..\..\include" 139 AdditionalIncludeDirectories="..\..\include"
140 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" 140 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
141 StringPooling="true" 141 StringPooling="true"
142 RuntimeLibrary="0" 142 RuntimeLibrary="0"
143 EnableFunctionLevelLinking="true" 143 EnableFunctionLevelLinking="true"
144 UsePrecompiledHeader="0" 144 UsePrecompiledHeader="0"
145 PrecompiledHeaderFile=".\Release/PerPixelLighting.pch" 145 PrecompiledHeaderFile=".\Release/PerPixelLighting.pch"
146 AssemblerListingLocation=".\Release/" 146 AssemblerListingLocation=".\Release/"
147 ObjectFile=".\Release/" 147 ObjectFile=".\Release/"
148 ProgramDataBaseFileName=".\Release/" 148 ProgramDataBaseFileName=".\Release/"
149 WarningLevel="3" 149 WarningLevel="3"
150 SuppressStartupBanner="true" 150 SuppressStartupBanner="true"
151 CompileAs="0" 151 CompileAs="0"
152 /> 152 />
153 <Tool 153 <Tool
154 Name="VCManagedResourceCompilerTool" 154 Name="VCManagedResourceCompilerTool"
155 /> 155 />
156 <Tool 156 <Tool
157 Name="VCResourceCompilerTool" 157 Name="VCResourceCompilerTool"
158 PreprocessorDefinitions="NDEBUG" 158 PreprocessorDefinitions="NDEBUG"
159 Culture="3079" 159 Culture="3079"
160 /> 160 />
161 <Tool 161 <Tool
162 Name="VCPreLinkEventTool" 162 Name="VCPreLinkEventTool"
163 /> 163 />
164 <Tool 164 <Tool
165 Name="VCLinkerTool" 165 Name="VCLinkerTool"
166 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\11.PerPixelLighting.exe"
167 LinkIncremental="0" 167 LinkIncremental="0"
168 SuppressStartupBanner="true" 168 SuppressStartupBanner="true"
169 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 169 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
170 ProgramDatabaseFile=".\Release/PerPixelLighting.pdb" 170 ProgramDatabaseFile=".\Release/PerPixelLighting.pdb"
171 SubSystem="1" 171 SubSystem="1"
172 RandomizedBaseAddress="1" 172 RandomizedBaseAddress="1"
173 DataExecutionPrevention="0" 173 DataExecutionPrevention="0"
174 TargetMachine="1" 174 TargetMachine="1"
175 /> 175 />
176 <Tool 176 <Tool
177 Name="VCALinkTool" 177 Name="VCALinkTool"
178 /> 178 />
179 <Tool 179 <Tool
180 Name="VCManifestTool" 180 Name="VCManifestTool"
181 /> 181 />
182 <Tool 182 <Tool
183 Name="VCXDCMakeTool" 183 Name="VCXDCMakeTool"
184 /> 184 />
185 <Tool 185 <Tool
186 Name="VCBscMakeTool" 186 Name="VCBscMakeTool"
187 /> 187 />
188 <Tool 188 <Tool
189 Name="VCFxCopTool" 189 Name="VCFxCopTool"
190 /> 190 />
191 <Tool 191 <Tool
192 Name="VCAppVerifierTool" 192 Name="VCAppVerifierTool"
193 /> 193 />
194 <Tool 194 <Tool
195 Name="VCPostBuildEventTool" 195 Name="VCPostBuildEventTool"
196 /> 196 />
197 </Configuration> 197 </Configuration>
198 </Configurations> 198 </Configurations>
199 <References> 199 <References>
200 </References> 200 </References>
201 <Files> 201 <Files>
202 <File 202 <File
203 RelativePath="main.cpp" 203 RelativePath="main.cpp"
204 > 204 >
205 <FileConfiguration 205 <FileConfiguration
206 Name="Debug|Win32" 206 Name="Debug|Win32"
207 > 207 >
208 <Tool 208 <Tool
209 Name="VCCLCompilerTool" 209 Name="VCCLCompilerTool"
210 Optimization="0" 210 Optimization="0"
211 AdditionalIncludeDirectories="" 211 AdditionalIncludeDirectories=""
212 PreprocessorDefinitions="" 212 PreprocessorDefinitions=""
213 BasicRuntimeChecks="3" 213 BasicRuntimeChecks="3"
214 /> 214 />
215 </FileConfiguration> 215 </FileConfiguration>
216 <FileConfiguration 216 <FileConfiguration
217 Name="Release|Win32" 217 Name="Release|Win32"
218 > 218 >
219 <Tool 219 <Tool
220 Name="VCCLCompilerTool" 220 Name="VCCLCompilerTool"
221 Optimization="2" 221 Optimization="2"
222 AdditionalIncludeDirectories="" 222 AdditionalIncludeDirectories=""
223 PreprocessorDefinitions="" 223 PreprocessorDefinitions=""
224 /> 224 />
225 </FileConfiguration> 225 </FileConfiguration>
226 </File> 226 </File>
227 </Files> 227 </Files>
228 <Globals> 228 <Globals>
229 </Globals> 229 </Globals>
230</VisualStudioProject> 230</VisualStudioProject>
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**/
diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html
index 89e87bd..986d176 100644
--- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html
@@ -1,502 +1,502 @@
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 11. Per pixel lighting</font></b></div> 14 <div align="left"><b><font color="#FFFFFF">Tutorial 11. Per pixel lighting</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 shows how to use one of the built in more complex materials 21 <p> This tutorial shows how to use one of the built in more complex materials
22 in irrlicht: Per pixel lighted surfaces using normal maps and parallax 22 in irrlicht: Per pixel lighted surfaces using normal maps and parallax
23 mapping. It will also show how to use fog and moving particle systems. 23 mapping. It will also show how to use fog and moving particle systems.
24 And don't panic: You dont need any experience with shaders to use these 24 And don't panic: You dont need any experience with shaders to use these
25 materials in Irrlicht.</p> 25 materials in Irrlicht.</p>
26 <p>The program which is described here will look like this:</p> 26 <p>The program which is described here will look like this:</p>
27 <p align="center"><img src="../../media/011shot.jpg" width="258" height="202"><br> 27 <p align="center"><img src="../../media/011shot.jpg" width="258" height="202"><br>
28 </p> 28 </p>
29 </div> 29 </div>
30 </td> 30 </td>
31 </tr> 31 </tr>
32</table> 32</table>
33<br> 33<br>
34<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 34<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
35 <tr> 35 <tr>
36 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> 36 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
37 </tr> 37 </tr>
38 <tr> 38 <tr>
39 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 39 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
40 <div align="left"> 40 <div align="left">
41 <p>At first, we need to include all headers and do the stuff we always 41 <p>At first, we need to include all headers and do the stuff we always
42 do, like in nearly all other tutorials.</p> 42 do, like in nearly all other tutorials.</p>
43 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 43 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
44 <tr> 44 <tr>
45 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br></pre></td> 45 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br></pre></td>
46 </tr> 46 </tr>
47 </table> 47 </table>
48 <p>For this example, we need an event receiver, to make it possible 48 <p>For this example, we need an event receiver, to make it possible
49 for the user to switch between the three available material types. 49 for the user to switch between the three available material types.
50 In addition, the event receiver will create some small GUI window 50 In addition, the event receiver will create some small GUI window
51 which displays what material is currently being used. There is nothing 51 which displays what material is currently being used. There is nothing
52 special done in this class, so maybe you want to skip reading it.</p> 52 special done in this class, so maybe you want to skip reading it.</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>class MyEventReceiver : public IEventReceiver 55 <td><pre>class MyEventReceiver : public IEventReceiver
56{ 56{
57public: 57public:
58 58
59 MyEventReceiver(scene::ISceneNode* room, 59 MyEventReceiver(scene::ISceneNode* room,
60 gui::IGUIEnvironment* env, video::IVideoDriver* driver) 60 gui::IGUIEnvironment* env, video::IVideoDriver* driver)
61 { 61 {
62 // store pointer to room so we can change its drawing mode 62 // store pointer to room so we can change its drawing mode
63 Room = room; 63 Room = room;
64 Driver = driver; 64 Driver = driver;
65 65
66 // set a nicer font 66 // set a nicer font
67 gui::IGUISkin* skin = env->getSkin(); 67 gui::IGUISkin* skin = env->getSkin();
68 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); 68 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
69 if (font) 69 if (font)
70 skin->setFont(font); 70 skin->setFont(font);
71 71
72 // add window and listbox 72 // add window and listbox
73 gui::IGUIWindow* window = env->addWindow( 73 gui::IGUIWindow* window = env->addWindow(
74 core::rect<s32>(490,390,630,470), false, L"Use 'E' + 'R' to change"); 74 core::rect<s32>(490,390,630,470), false, L"Use 'E' + 'R' to change");
75 75
76 ListBox = env->addListBox( 76 ListBox = env->addListBox(
77 core::rect<s32>(2,22,135,78), window); 77 core::rect<s32>(2,22,135,78), window);
78 78
79 ListBox->addItem(L"Diffuse"); 79 ListBox->addItem(L"Diffuse");
80 ListBox->addItem(L"Bump mapping"); 80 ListBox->addItem(L"Bump mapping");
81 ListBox->addItem(L"Parallax mapping"); 81 ListBox->addItem(L"Parallax mapping");
82 ListBox->setSelected(1); 82 ListBox->setSelected(1);
83 83
84 // create problem text 84 // create problem text
85 ProblemText = env->addStaticText( 85 ProblemText = env->addStaticText(
86 L"Your hardware or this renderer is not able to use the "\ 86 L"Your hardware or this renderer is not able to use the "\
87 L"needed shaders for this material. Using fall back materials.", 87 L"needed shaders for this material. Using fall back materials.",
88 core::rect<s32>(150,20,470,60)); 88 core::rect<s32>(150,20,470,60));
89 89
90 ProblemText->setOverrideColor(video::SColor(100,255,255,255)); 90 ProblemText->setOverrideColor(video::SColor(100,255,255,255));
91 91
92 // set start material (prefer parallax mapping if available) 92 // set start material (prefer parallax mapping if available)
93 video::IMaterialRenderer* renderer = 93 video::IMaterialRenderer* renderer =
94 Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID); 94 Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
95 if (renderer && renderer->getRenderCapability() == 0) 95 if (renderer && renderer->getRenderCapability() == 0)
96 ListBox->setSelected(2); 96 ListBox->setSelected(2);
97 97
98 // set the material which is selected in the listbox 98 // set the material which is selected in the listbox
99 setMaterial(); 99 setMaterial();
100 } 100 }
101 101
102 bool OnEvent(const SEvent& event) 102 bool OnEvent(const SEvent& event)
103 { 103 {
104 // check if user presses the key 'E' or 'R' 104 // check if user presses the key 'E' or 'R'
105 if (event.EventType == irr::EET_KEY_INPUT_EVENT && 105 if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
106 !event.KeyInput.PressedDown && Room && ListBox) 106 !event.KeyInput.PressedDown && Room && ListBox)
107 { 107 {
108 // change selected item in listbox 108 // change selected item in listbox
109 109
110 int sel = ListBox->getSelected(); 110 int sel = ListBox->getSelected();
111 if (event.KeyInput.Key == irr::KEY_KEY_R) 111 if (event.KeyInput.Key == irr::KEY_KEY_R)
112 ++sel; 112 ++sel;
113 else 113 else
114 if (event.KeyInput.Key == irr::KEY_KEY_E) 114 if (event.KeyInput.Key == irr::KEY_KEY_E)
115 --sel; 115 --sel;
116 else 116 else
117 return false; 117 return false;
118 118
119 if (sel > 2) sel = 0; 119 if (sel > 2) sel = 0;
120 if (sel < 0) sel = 2; 120 if (sel < 0) sel = 2;
121 ListBox->setSelected(sel); 121 ListBox->setSelected(sel);
122 122
123 // set the material which is selected in the listbox 123 // set the material which is selected in the listbox
124 setMaterial(); 124 setMaterial();
125 } 125 }
126 126
127 return false; 127 return false;
128 } 128 }
129 129
130private: 130private:
131 131
132 // sets the material of the room mesh the the one set in the 132 // sets the material of the room mesh the the one set in the
133 // list box. 133 // list box.
134 void setMaterial() 134 void setMaterial()
135 { 135 {
136 video::E_MATERIAL_TYPE type = video::EMT_SOLID; 136 video::E_MATERIAL_TYPE type = video::EMT_SOLID;
137 137
138 // change material setting 138 // change material setting
139 switch(ListBox->getSelected()) 139 switch(ListBox->getSelected())
140 { 140 {
141 case 0: type = video::EMT_SOLID; 141 case 0: type = video::EMT_SOLID;
142 break; 142 break;
143 case 1: type = video::EMT_NORMAL_MAP_SOLID; 143 case 1: type = video::EMT_NORMAL_MAP_SOLID;
144 break; 144 break;
145 case 2: type = video::EMT_PARALLAX_MAP_SOLID; 145 case 2: type = video::EMT_PARALLAX_MAP_SOLID;
146 break; 146 break;
147 } 147 }
148 148
149 Room->setMaterialType(type);</pre> 149 Room->setMaterialType(type);</pre>
150 </td> 150 </td>
151 </tr> 151 </tr>
152 </table> 152 </table>
153 <p>We need to add a warning if the materials will not be able to be 153 <p>We need to add a warning if the materials will not be able to be
154 displayed 100% correctly. This is no problem, they will be renderered 154 displayed 100% correctly. This is no problem, they will be renderered
155 using fall back materials, but at least the user should know that 155 using fall back materials, but at least the user should know that
156 it would look better on better hardware. We simply check if the material 156 it would look better on better hardware. We simply check if the material
157 renderer is able to draw at full quality on the current hardware. 157 renderer is able to draw at full quality on the current hardware.
158 The IMaterialRenderer::getRenderCapability() returns 0 if this is 158 The IMaterialRenderer::getRenderCapability() returns 0 if this is
159 the case.<br> 159 the case.<br>
160 </p> 160 </p>
161 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 161 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
162 <tr> 162 <tr>
163 <td> <pre>video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type); 163 <td> <pre>video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
164 164
165 // display some problem text when problem 165 // display some problem text when problem
166 if (!renderer || renderer->getRenderCapability() != 0) 166 if (!renderer || renderer->getRenderCapability() != 0)
167 ProblemText->setVisible(true); 167 ProblemText->setVisible(true);
168 else 168 else
169 ProblemText->setVisible(false); 169 ProblemText->setVisible(false);
170 } 170 }
171 171
172private: 172private:
173 173
174 gui::IGUIStaticText* ProblemText; 174 gui::IGUIStaticText* ProblemText;
175 gui::IGUIListBox* ListBox; 175 gui::IGUIListBox* ListBox;
176 176
177 scene::ISceneNode* Room; 177 scene::ISceneNode* Room;
178 video::IVideoDriver* Driver; 178 video::IVideoDriver* Driver;
179};</pre></td> 179};</pre></td>
180 </tr> 180 </tr>
181 </table> 181 </table>
182 <p><br> 182 <p><br>
183 Now for the real fun. We create an Irrlicht Device and start to setup 183 Now for the real fun. We create an Irrlicht Device and start to setup
184 the scene.<br> 184 the scene.<br>
185 </p> 185 </p>
186 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 186 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
187 <tr> 187 <tr>
188 <td> <pre>int main() 188 <td> <pre>int main()
189{ 189{
190 // let user select driver type 190 // let user select driver type
191 191
192 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; 192 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
193<br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br> 193<br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br>
194 char i; 194 char i;
195 std::cin >> i; 195 std::cin >> i;
196 196
197 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 0;<br> } 197 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 0;<br> }
198 198
199 // create device 199 // create device
200 200
201 IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480)); 201 IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
202 202
203 if (device == 0) 203 if (device == 0)
204 return 1; // could not create selected driver. 204 return 1; // could not create selected driver.
205</pre></td> 205</pre></td>
206 </tr> 206 </tr>
207 </table> 207 </table>
208 <br> 208 <br>
209 Before we start with the interesting stuff, we do some simple things: 209 Before we start with the interesting stuff, we do some simple things:
210 Store pointers to the most important parts of the engine (video driver,<br> 210 Store pointers to the most important parts of the engine (video driver,<br>
211 scene manager, gui environment) to safe us from typing too much, add 211 scene manager, gui environment) to safe us from typing too much, add
212 an irrlicht engine logo to the window and a user controlled first person 212 an irrlicht engine logo to the window and a user controlled first person
213 shooter style camera. Also, we let the engine now that it should store 213 shooter style camera. Also, we let the engine now that it should store
214 all textures in 32 bit. This necessary because for parallax mapping, 214 all textures in 32 bit. This necessary because for parallax mapping,
215 we need 32 bit textures.<br> 215 we need 32 bit textures.<br>
216 <br> 216 <br>
217 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 217 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
218 <tr> 218 <tr>
219 <td> <pre> 219 <td> <pre>
220 video::IVideoDriver* driver = device->getVideoDriver(); 220 video::IVideoDriver* driver = device->getVideoDriver();
221 scene::ISceneManager* smgr = device->getSceneManager(); 221 scene::ISceneManager* smgr = device->getSceneManager();
222 gui::IGUIEnvironment* env = device->getGUIEnvironment(); 222 gui::IGUIEnvironment* env = device->getGUIEnvironment();
223 223
224 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); 224 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
225 225
226 // add irrlicht logo 226 // add irrlicht logo
227 env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"), 227 env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),
228 core::position2d<s32>(10,10)); 228 core::position2d<s32>(10,10));
229 229
230 // add camera 230 // add camera
231 scene::ICameraSceneNode* camera = 231 scene::ICameraSceneNode* camera =
232 smgr->addCameraSceneNodeFPS(0,100.0f,300.0f); 232 smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
233 camera->setPosition(core::vector3df(-200,200,-200)); 233 camera->setPosition(core::vector3df(-200,200,-200));
234 234
235 // disable mouse cursor 235 // disable mouse cursor
236 device->getCursorControl()->setVisible(false);</pre></td> 236 device->getCursorControl()->setVisible(false);</pre></td>
237 </tr> 237 </tr>
238 </table> 238 </table>
239 <br> 239 <br>
240 Because we want the whole scene to look a little bit scarier, we add 240 Because we want the whole scene to look a little bit scarier, we add
241 some fog to it. This is done by a call to IVideoDriver::setFog(). There 241 some fog to it. This is done by a call to IVideoDriver::setFog(). There
242 you can set<br> 242 you can set<br>
243 various fog settings. In this example, we use pixel fog, because it 243 various fog settings. In this example, we use pixel fog, because it
244 will work well with the materials we'll use in this example. Please 244 will work well with the materials we'll use in this example. Please
245 note that you will have to set the material flag EMF_FOG_ENABLE to 'true' 245 note that you will have to set the material flag EMF_FOG_ENABLE to 'true'
246 in every scene node which should be affected by this fog.<br> 246 in every scene node which should be affected by this fog.<br>
247 <br> 247 <br>
248 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 248 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
249 <tr> 249 <tr>
250 <td> <pre>driver-&gt;setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td> 250 <td> <pre>driver-&gt;setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td>
251 </tr> 251 </tr>
252 </table> 252 </table>
253 <br> 253 <br>
254 To be able to display something interesting, we load a mesh from a .3ds 254 To be able to display something interesting, we load a mesh from a .3ds
255 file which is a room I modeled with anim8or. It is the same room as 255 file which is a room I modeled with anim8or. It is the same room as
256 <br> 256 <br>
257 from the specialFX example. Maybe you remember from that tutorial, I 257 from the specialFX example. Maybe you remember from that tutorial, I
258 am no good modeler at all and so I totally messed up the texture mapping 258 am no good modeler at all and so I totally messed up the texture mapping
259 in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping() 259 in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping()
260 method.<br> 260 method.<br>
261 <br> 261 <br>
262 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 262 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
263 <tr> 263 <tr>
264 <td> <pre> scene::IAnimatedMesh* roomMesh = smgr->getMesh( 264 <td> <pre> scene::IAnimatedMesh* roomMesh = smgr->getMesh(
265 "../../media/room.3ds"); 265 "../../media/room.3ds");
266 scene::ISceneNode* room = 0; 266 scene::ISceneNode* room = 0;
267 267
268 if (roomMesh) 268 if (roomMesh)
269 { 269 {
270 smgr->getMeshManipulator()->makePlanarTextureMapping( 270 smgr->getMeshManipulator()->makePlanarTextureMapping(
271 roomMesh->getMesh(0), 0.003f);</pre></td> 271 roomMesh->getMesh(0), 0.003f);</pre></td>
272 </tr> 272 </tr>
273 </table> 273 </table>
274 <br> 274 <br>
275 Now for the first exciting thing: If we successfully loaded the mesh 275 Now for the first exciting thing: If we successfully loaded the mesh
276 we need to apply textures to it. Because we want this room to be displayed 276 we need to apply textures to it. Because we want this room to be displayed
277 with a very cool material, we have to do a little bit more than just 277 with a very cool material, we have to do a little bit more than just
278 set the textures. Instead of only loading a color map as usual, we also 278 set the textures. Instead of only loading a color map as usual, we also
279 load a height map which is simply a grayscale texture. From this height 279 load a height map which is simply a grayscale texture. From this height
280 map, we create a normal map which we will set as second texture of the 280 map, we create a normal map which we will set as second texture of the
281 room. If you already have a normal map, you could directly set it, but 281 room. If you already have a normal map, you could directly set it, but
282 I simply didn&acute;t find a nice normal map for this texture. The normal 282 I simply didn&acute;t find a nice normal map for this texture. The normal
283 map texture is being generated by the makeNormalMapTexture method<br> 283 map texture is being generated by the makeNormalMapTexture method<br>
284 of the VideoDriver. The second parameter specifies the height of the 284 of the VideoDriver. The second parameter specifies the height of the
285 heightmap. If you set it to a bigger value, the map will look more rocky.<br> 285 heightmap. If you set it to a bigger value, the map will look more rocky.<br>
286 <br> 286 <br>
287 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 287 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
288 <tr> 288 <tr>
289 <td> <pre> video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp"); 289 <td> <pre> video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
290 video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp"); 290 video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
291 291
292 driver->makeNormalMapTexture(normalMap, 9.0f);</pre></td> 292 driver->makeNormalMapTexture(normalMap, 9.0f);</pre></td>
293 </tr> 293 </tr>
294 </table> 294 </table>
295 <br> 295 <br>
296 But just setting color and normal map is not everything. The material 296 But just setting color and normal map is not everything. The material
297 we want to use needs some additional informations per vertex like tangents 297 we want to use needs some additional informations per vertex like tangents
298 and binormals.<br> 298 and binormals.<br>
299 Because we are too lazy to calculate that information now, we let Irrlicht 299 Because we are too lazy to calculate that information now, we let Irrlicht
300 do this for us. That's why we call IMeshManipulator::createMeshWithTangents(). 300 do this for us. That's why we call IMeshManipulator::createMeshWithTangents().
301 It<br> 301 It<br>
302 creates a mesh copy with tangents and binormals from any other mesh. 302 creates a mesh copy with tangents and binormals from any other mesh.
303 After we've done that, we simply create a standard mesh scene node with 303 After we've done that, we simply create a standard mesh scene node with
304 this<br> 304 this<br>
305 mesh copy, set color and normal map and adjust some other material settings. 305 mesh copy, set color and normal map and adjust some other material settings.
306 Note that we set EMF_FOG_ENABLE to true to enable fog in the room.<br> 306 Note that we set EMF_FOG_ENABLE to true to enable fog in the room.<br>
307 <br> 307 <br>
308 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 308 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
309 <tr> 309 <tr>
310 <td> <pre>scene::IMesh* tangentMesh = smgr-&gt;getMeshManipulator()-&gt;createMeshWithTangents(<br> roomMesh-&gt;getMesh(0));<br> <br> room = smgr-&gt;addMeshSceneNode(tangentMesh);<br> room-&gt;setMaterialTexture(0, colorMap);<br> room-&gt;setMaterialTexture(1, normalMap);<br> room-&gt;getMaterial(0).SpecularColor.set(0,0,0,0);<br> room-&gt;setMaterialFlag(video::EMF_FOG_ENABLE, true);<br> room-&gt;setMaterialType(video::EMT_PARALLAX_MAP_SOLID); <br> room-&gt;getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect<br> // drop mesh because we created it with a create.. call.<br> tangentMesh-&gt;drop();<br> }<br></pre></td> 310 <td> <pre>scene::IMesh* tangentMesh = smgr-&gt;getMeshManipulator()-&gt;createMeshWithTangents(<br> roomMesh-&gt;getMesh(0));<br> <br> room = smgr-&gt;addMeshSceneNode(tangentMesh);<br> room-&gt;setMaterialTexture(0, colorMap);<br> room-&gt;setMaterialTexture(1, normalMap);<br> room-&gt;getMaterial(0).SpecularColor.set(0,0,0,0);<br> room-&gt;setMaterialFlag(video::EMF_FOG_ENABLE, true);<br> room-&gt;setMaterialType(video::EMT_PARALLAX_MAP_SOLID); <br> room-&gt;getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect<br> // drop mesh because we created it with a create.. call.<br> tangentMesh-&gt;drop();<br> }<br></pre></td>
311 </tr> 311 </tr>
312 </table> 312 </table>
313 <br> 313 <br>
314 After we've created a room shaded by per pixel lighting, we add a sphere 314 After we've created a room shaded by per pixel lighting, we add a sphere
315 into it with the same material, but we'll make it transparent. In addition,<br> 315 into it with the same material, but we'll make it transparent. In addition,<br>
316 because the sphere looks somehow like a familiar planet, we make it 316 because the sphere looks somehow like a familiar planet, we make it
317 rotate. The procedure is similar as before. The difference is that we 317 rotate. The procedure is similar as before. The difference is that we
318 are loading <br> 318 are loading <br>
319 the mesh from an .x file which already contains a color map so we do 319 the mesh from an .x file which already contains a color map so we do
320 not need to load it manually. But the sphere is a little bit too small 320 not need to load it manually. But the sphere is a little bit too small
321 for our needs, so we scale it by the factor 50.<br> 321 for our needs, so we scale it by the factor 50.<br>
322 <br> 322 <br>
323 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 323 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
324 <tr> 324 <tr>
325 <td> <pre>// add earth sphere 325 <td> <pre>// add earth sphere
326 326
327 scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x"); 327 scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
328 if (earthMesh) 328 if (earthMesh)
329 { 329 {
330 // create mesh copy with tangent informations from original earth.x mesh 330 // create mesh copy with tangent informations from original earth.x mesh
331 scene::IMesh* tangentSphereMesh = 331 scene::IMesh* tangentSphereMesh =
332 smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0)); 332 smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0));
333 333
334 // set the alpha value of all vertices to 200 334 // set the alpha value of all vertices to 200
335 smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200); 335 smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200);
336 336
337 // scale the mesh by factor 50 337 // scale the mesh by factor 50
338 smgr->getMeshManipulator()->scaleMesh( 338 smgr->getMeshManipulator()->scaleMesh(
339 tangentSphereMesh, core::vector3df(50,50,50)); 339 tangentSphereMesh, core::vector3df(50,50,50));
340 340
341 // create mesh scene node 341 // create mesh scene node
342 scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh); 342 scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh);
343 sphere->setPosition(core::vector3df(-70,130,45)); 343 sphere->setPosition(core::vector3df(-70,130,45));
344 344
345 // load heightmap, create normal map from it and set it 345 // load heightmap, create normal map from it and set it
346 video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp"); 346 video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
347 driver->makeNormalMapTexture(earthNormalMap, 20.0f); 347 driver->makeNormalMapTexture(earthNormalMap, 20.0f);
348 sphere->setMaterialTexture(1, earthNormalMap); 348 sphere->setMaterialTexture(1, earthNormalMap);
349 349
350 // adjust material settings 350 // adjust material settings
351 sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true); 351 sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
352 sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA); 352 sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
353 353
354 // add rotation animator 354 // add rotation animator
355 scene::ISceneNodeAnimator* anim = 355 scene::ISceneNodeAnimator* anim =
356 smgr->createRotationAnimator(core::vector3df(0,0.1f,0)); 356 smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
357 sphere->addAnimator(anim); 357 sphere->addAnimator(anim);
358 anim->drop(); 358 anim->drop();
359 359
360 // drop mesh because we created it with a create.. call. 360 // drop mesh because we created it with a create.. call.
361 tangentSphereMesh->drop(); 361 tangentSphereMesh->drop();
362 }</pre></td> 362 }</pre></td>
363 </tr> 363 </tr>
364 </table> 364 </table>
365 <br> 365 <br>
366 Per pixel lighted materials only look cool when there are moving lights. 366 Per pixel lighted materials only look cool when there are moving lights.
367 So we add some. And because moving lights alone are so boring, we add 367 So we add some. And because moving lights alone are so boring, we add
368 billboards <br> 368 billboards <br>
369 to them, and a whole particle system to one of them. We start with the 369 to them, and a whole particle system to one of them. We start with the
370 first light which is red and has only the billboard attached.<br> 370 first light which is red and has only the billboard attached.<br>
371 <br> 371 <br>
372 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 372 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
373 <tr> 373 <tr>
374 <td> <pre>// add light 1 (nearly red) 374 <td> <pre>// add light 1 (nearly red)
375 scene::ILightSceneNode* light1 = 375 scene::ILightSceneNode* light1 =
376 smgr->addLightSceneNode(0, core::vector3df(0,0,0), 376 smgr->addLightSceneNode(0, core::vector3df(0,0,0),
377 video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f); 377 video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f);
378 378
379 // add fly circle animator to light 1 379 // add fly circle animator to light 1
380 scene::ISceneNodeAnimator* anim = 380 scene::ISceneNodeAnimator* anim =
381 smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f); 381 smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
382 light1->addAnimator(anim); 382 light1->addAnimator(anim);
383 anim->drop(); 383 anim->drop();
384 384
385 // attach billboard to the light 385 // attach billboard to the light
386 scene::ISceneNode* bill = 386 scene::ISceneNode* bill =
387 smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60)); 387 smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
388 388
389 bill->setMaterialFlag(video::EMF_LIGHTING, false); 389 bill->setMaterialFlag(video::EMF_LIGHTING, false);
390 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 390 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
391 bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));</pre></td> 391 bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));</pre></td>
392 </tr> 392 </tr>
393 </table> 393 </table>
394 <br> 394 <br>
395 Now the same again, with the second light. The difference is that we 395 Now the same again, with the second light. The difference is that we
396 add a particle system to it too. And because the light moves, the particles 396 add a particle system to it too. And because the light moves, the particles
397 of the particlesystem will follow. If you want to know more about how 397 of the particlesystem will follow. If you want to know more about how
398 particle systems are created in Irrlicht, take a look at the specialFx 398 particle systems are created in Irrlicht, take a look at the specialFx
399 example.<br> 399 example.<br>
400 Maybe you will have noticed that we only add 2 lights, this has a simple 400 Maybe you will have noticed that we only add 2 lights, this has a simple
401 reason: The low end version of this material was written in ps1.1 and 401 reason: The low end version of this material was written in ps1.1 and
402 vs1.1, which doesn't allow more lights. You could add a third light 402 vs1.1, which doesn't allow more lights. You could add a third light
403 to the scene, but it won't be used to shade the walls. But of course, 403 to the scene, but it won't be used to shade the walls. But of course,
404 this will change in future versions of Irrlicht were higher versions 404 this will change in future versions of Irrlicht were higher versions
405 of pixel/vertex shaders will be implemented too.<br> 405 of pixel/vertex shaders will be implemented too.<br>
406 <br> 406 <br>
407 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 407 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
408 <tr> 408 <tr>
409 <td> <pre>// add light 2 (gray) 409 <td> <pre>// add light 2 (gray)
410 scene::ISceneNode* light2 = 410 scene::ISceneNode* light2 =
411 smgr->addLightSceneNode(0, core::vector3df(0,0,0), 411 smgr->addLightSceneNode(0, core::vector3df(0,0,0),
412 video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f); 412 video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f);
413 413
414 // add fly circle animator to light 2 414 // add fly circle animator to light 2
415 anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f); 415 anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f);
416 light2->addAnimator(anim); 416 light2->addAnimator(anim);
417 anim->drop(); 417 anim->drop();
418 418
419 // attach billboard to light 419 // attach billboard to light
420 bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120)); 420 bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
421 bill->setMaterialFlag(video::EMF_LIGHTING, false); 421 bill->setMaterialFlag(video::EMF_LIGHTING, false);
422 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 422 bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
423 bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); 423 bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
424 424
425 // add particle system 425 // add particle system
426 scene::IParticleSystemSceneNode* ps = 426 scene::IParticleSystemSceneNode* ps =
427 smgr->addParticleSystemSceneNode(false, light2); 427 smgr->addParticleSystemSceneNode(false, light2);
428 428
429 ps->setParticleSize(core::dimension2d<f32>(30.0f, 40.0f)); 429 ps->setParticleSize(core::dimension2d<f32>(30.0f, 40.0f));
430 430
431 // create and set emitter 431 // create and set emitter
432 scene::IParticleEmitter* em = ps->createBoxEmitter( 432 scene::IParticleEmitter* em = ps->createBoxEmitter(
433 core::aabbox3d<f32>(-3,0,-3,3,1,3), 433 core::aabbox3d<f32>(-3,0,-3,3,1,3),
434 core::vector3df(0.0f,0.03f,0.0f), 434 core::vector3df(0.0f,0.03f,0.0f),
435 80,100, 435 80,100,
436 video::SColor(0,255,255,255), video::SColor(0,255,255,255), 436 video::SColor(0,255,255,255), video::SColor(0,255,255,255),
437 400,1100); 437 400,1100);
438 ps->setEmitter(em); 438 ps->setEmitter(em);
439 em->drop(); 439 em->drop();
440 440
441 // create and set affector 441 // create and set affector
442 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); 442 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
443 ps->addAffector(paf); 443 ps->addAffector(paf);
444 paf->drop(); 444 paf->drop();
445 445
446 // adjust some material settings 446 // adjust some material settings
447 ps->setMaterialFlag(video::EMF_LIGHTING, false); 447 ps->setMaterialFlag(video::EMF_LIGHTING, false);
448 ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp")); 448 ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
449 ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA); 449 ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
450 450
451 451
452 MyEventReceiver receiver(room, env, driver); 452 MyEventReceiver receiver(room, env, driver);
453 device->setEventReceiver(&receiver);</pre></td> 453 device->setEventReceiver(&receiver);</pre></td>
454 </tr> 454 </tr>
455 </table> 455 </table>
456 <br> 456 <br>
457 Finally, draw everything. That's it.<br> 457 Finally, draw everything. That's it.<br>
458 <br> 458 <br>
459 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 459 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
460 <tr> 460 <tr>
461 <td> <pre>int lastFPS = -1; 461 <td> <pre>int lastFPS = -1;
462 462
463 while(device->run()) 463 while(device->run())
464 if (device->isWindowActive()) 464 if (device->isWindowActive())
465 { 465 {
466 driver->beginScene(true, true, 0); 466 driver->beginScene(true, true, 0);
467 467
468 smgr->drawAll(); 468 smgr->drawAll();
469 env->drawAll(); 469 env->drawAll();
470 470
471 driver->endScene(); 471 driver->endScene();
472 472
473 int fps = driver->getFPS(); 473 int fps = driver->getFPS();
474 474
475 if (lastFPS != fps) 475 if (lastFPS != fps)
476 { 476 {
477 core::stringw str = L"Per pixel lighting example - Irrlicht Engine ["; 477 core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
478 str += driver->getName(); 478 str += driver->getName();
479 str += "] FPS:"; 479 str += "] FPS:";
480 str += fps; 480 str += fps;
481 481
482 device->setWindowCaption(str.c_str()); 482 device->setWindowCaption(str.c_str());
483 lastFPS = fps; 483 lastFPS = fps;
484 } 484 }
485 } 485 }
486 486
487 device->drop(); 487 device->drop();
488 488
489 return 0; 489 return 0;
490} 490}
491</pre></td> 491</pre></td>
492 </tr> 492 </tr>
493 </table> 493 </table>
494 <br> 494 <br>
495 </div> 495 </div>
496 </div> 496 </div>
497 </td> 497 </td>
498 </tr> 498 </tr>
499</table> 499</table>
500<p>&nbsp;</p> 500<p>&nbsp;</p>
501 </body> 501 </body>
502</html> 502</html>