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1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
10 | <tr> | ||
11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> | ||
12 | <td bgcolor="#666699" width="100%"> | ||
13 | <div align="center"> | ||
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 11. Per pixel lighting</font></b></div> | ||
15 | </div> | ||
16 | </td> | ||
17 | </tr> | ||
18 | <tr bgcolor="#eeeeff"> | ||
19 | <td height="90" colspan="2"> | ||
20 | <div align="left"> | ||
21 | <p> This tutorial shows how to use one of the built in more complex materials | ||
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. | ||
24 | And don't panic: You dont need any experience with shaders to use these | ||
25 | materials in Irrlicht.</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> | ||
28 | </p> | ||
29 | </div> | ||
30 | </td> | ||
31 | </tr> | ||
32 | </table> | ||
33 | <br> | ||
34 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
35 | <tr> | ||
36 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | ||
37 | </tr> | ||
38 | <tr> | ||
39 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
40 | <div align="left"> | ||
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> | ||
43 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
44 | <tr> | ||
45 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td> | ||
46 | </tr> | ||
47 | </table> | ||
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. | ||
50 | In addition, the event receiver will create some small GUI window | ||
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> | ||
53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
54 | <tr> | ||
55 | <td><pre>class MyEventReceiver : public IEventReceiver | ||
56 | { | ||
57 | public: | ||
58 | |||
59 | MyEventReceiver(scene::ISceneNode* room, | ||
60 | gui::IGUIEnvironment* env, video::IVideoDriver* driver) | ||
61 | { | ||
62 | // store pointer to room so we can change its drawing mode | ||
63 | Room = room; | ||
64 | Driver = driver; | ||
65 | |||
66 | // set a nicer font | ||
67 | gui::IGUISkin* skin = env->getSkin(); | ||
68 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); | ||
69 | if (font) | ||
70 | skin->setFont(font); | ||
71 | |||
72 | // add window and listbox | ||
73 | gui::IGUIWindow* window = env->addWindow( | ||
74 | core::rect<s32>(490,390,630,470), false, L"Use 'E' + 'R' to change"); | ||
75 | |||
76 | ListBox = env->addListBox( | ||
77 | core::rect<s32>(2,22,135,78), window); | ||
78 | |||
79 | ListBox->addItem(L"Diffuse"); | ||
80 | ListBox->addItem(L"Bump mapping"); | ||
81 | ListBox->addItem(L"Parallax mapping"); | ||
82 | ListBox->setSelected(1); | ||
83 | |||
84 | // create problem text | ||
85 | ProblemText = env->addStaticText( | ||
86 | L"Your hardware or this renderer is not able to use the "\ | ||
87 | L"needed shaders for this material. Using fall back materials.", | ||
88 | core::rect<s32>(150,20,470,60)); | ||
89 | |||
90 | ProblemText->setOverrideColor(video::SColor(100,255,255,255)); | ||
91 | |||
92 | // set start material (prefer parallax mapping if available) | ||
93 | video::IMaterialRenderer* renderer = | ||
94 | Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID); | ||
95 | if (renderer && renderer->getRenderCapability() == 0) | ||
96 | ListBox->setSelected(2); | ||
97 | |||
98 | // set the material which is selected in the listbox | ||
99 | setMaterial(); | ||
100 | } | ||
101 | |||
102 | bool OnEvent(const SEvent& event) | ||
103 | { | ||
104 | // check if user presses the key 'E' or 'R' | ||
105 | if (event.EventType == irr::EET_KEY_INPUT_EVENT && | ||
106 | !event.KeyInput.PressedDown && Room && ListBox) | ||
107 | { | ||
108 | // change selected item in listbox | ||
109 | |||
110 | int sel = ListBox->getSelected(); | ||
111 | if (event.KeyInput.Key == irr::KEY_KEY_R) | ||
112 | ++sel; | ||
113 | else | ||
114 | if (event.KeyInput.Key == irr::KEY_KEY_E) | ||
115 | --sel; | ||
116 | else | ||
117 | return false; | ||
118 | |||
119 | if (sel > 2) sel = 0; | ||
120 | if (sel < 0) sel = 2; | ||
121 | ListBox->setSelected(sel); | ||
122 | |||
123 | // set the material which is selected in the listbox | ||
124 | setMaterial(); | ||
125 | } | ||
126 | |||
127 | return false; | ||
128 | } | ||
129 | |||
130 | private: | ||
131 | |||
132 | // sets the material of the room mesh the the one set in the | ||
133 | // list box. | ||
134 | void setMaterial() | ||
135 | { | ||
136 | video::E_MATERIAL_TYPE type = video::EMT_SOLID; | ||
137 | |||
138 | // change material setting | ||
139 | switch(ListBox->getSelected()) | ||
140 | { | ||
141 | case 0: type = video::EMT_SOLID; | ||
142 | break; | ||
143 | case 1: type = video::EMT_NORMAL_MAP_SOLID; | ||
144 | break; | ||
145 | case 2: type = video::EMT_PARALLAX_MAP_SOLID; | ||
146 | break; | ||
147 | } | ||
148 | |||
149 | Room->setMaterialType(type);</pre> | ||
150 | </td> | ||
151 | </tr> | ||
152 | </table> | ||
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 | ||
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 | ||
157 | renderer is able to draw at full quality on the current hardware. | ||
158 | The IMaterialRenderer::getRenderCapability() returns 0 if this is | ||
159 | the case.<br> | ||
160 | </p> | ||
161 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
162 | <tr> | ||
163 | <td> <pre>video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type); | ||
164 | |||
165 | // display some problem text when problem | ||
166 | if (!renderer || renderer->getRenderCapability() != 0) | ||
167 | ProblemText->setVisible(true); | ||
168 | else | ||
169 | ProblemText->setVisible(false); | ||
170 | } | ||
171 | |||
172 | private: | ||
173 | |||
174 | gui::IGUIStaticText* ProblemText; | ||
175 | gui::IGUIListBox* ListBox; | ||
176 | |||
177 | scene::ISceneNode* Room; | ||
178 | video::IVideoDriver* Driver; | ||
179 | };</pre></td> | ||
180 | </tr> | ||
181 | </table> | ||
182 | <p><br> | ||
183 | Now for the real fun. We create an Irrlicht Device and start to setup | ||
184 | the scene.<br> | ||
185 | </p> | ||
186 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
187 | <tr> | ||
188 | <td> <pre>int main() | ||
189 | { | ||
190 | // let user select driver type | ||
191 | |||
192 | video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; | ||
193 | <br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br> | ||
194 | char i; | ||
195 | std::cin >> i; | ||
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> } | ||
198 | |||
199 | // create device | ||
200 | |||
201 | IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480)); | ||
202 | |||
203 | if (device == 0) | ||
204 | return 1; // could not create selected driver. | ||
205 | </pre></td> | ||
206 | </tr> | ||
207 | </table> | ||
208 | <br> | ||
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> | ||
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 | ||
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, | ||
215 | we need 32 bit textures.<br> | ||
216 | <br> | ||
217 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
218 | <tr> | ||
219 | <td> <pre> | ||
220 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
221 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
222 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); | ||
223 | |||
224 | driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); | ||
225 | |||
226 | // add irrlicht logo | ||
227 | env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"), | ||
228 | core::position2d<s32>(10,10)); | ||
229 | |||
230 | // add camera | ||
231 | scene::ICameraSceneNode* camera = | ||
232 | smgr->addCameraSceneNodeFPS(0,100.0f,300.0f); | ||
233 | camera->setPosition(core::vector3df(-200,200,-200)); | ||
234 | |||
235 | // disable mouse cursor | ||
236 | device->getCursorControl()->setVisible(false);</pre></td> | ||
237 | </tr> | ||
238 | </table> | ||
239 | <br> | ||
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 | ||
242 | you can set<br> | ||
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 | ||
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> | ||
247 | <br> | ||
248 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
249 | <tr> | ||
250 | <td> <pre>driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td> | ||
251 | </tr> | ||
252 | </table> | ||
253 | <br> | ||
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 | ||
256 | <br> | ||
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 | ||
259 | in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping() | ||
260 | method.<br> | ||
261 | <br> | ||
262 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
263 | <tr> | ||
264 | <td> <pre> scene::IAnimatedMesh* roomMesh = smgr->getMesh( | ||
265 | "../../media/room.3ds"); | ||
266 | scene::ISceneNode* room = 0; | ||
267 | |||
268 | if (roomMesh) | ||
269 | { | ||
270 | smgr->getMeshManipulator()->makePlanarTextureMapping( | ||
271 | roomMesh->getMesh(0), 0.003f);</pre></td> | ||
272 | </tr> | ||
273 | </table> | ||
274 | <br> | ||
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 | ||
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 | ||
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 | ||
281 | room. If you already have a normal map, you could directly set it, but | ||
282 | I simply didn´t find a nice normal map for this texture. The normal | ||
283 | map texture is being generated by the makeNormalMapTexture method<br> | ||
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> | ||
286 | <br> | ||
287 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
288 | <tr> | ||
289 | <td> <pre> video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp"); | ||
290 | video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp"); | ||
291 | |||
292 | driver->makeNormalMapTexture(normalMap, 9.0f);</pre></td> | ||
293 | </tr> | ||
294 | </table> | ||
295 | <br> | ||
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 | ||
298 | and binormals.<br> | ||
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(). | ||
301 | It<br> | ||
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 | ||
304 | this<br> | ||
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> | ||
307 | <br> | ||
308 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
309 | <tr> | ||
310 | <td> <pre>scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents(<br> roomMesh->getMesh(0));<br> <br> room = smgr->addMeshSceneNode(tangentMesh);<br> room->setMaterialTexture(0, colorMap);<br> room->setMaterialTexture(1, normalMap);<br> room->getMaterial(0).SpecularColor.set(0,0,0,0);<br> room->setMaterialFlag(video::EMF_FOG_ENABLE, true);<br> room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); <br> room->getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect<br> // drop mesh because we created it with a create.. call.<br> tangentMesh->drop();<br> }<br></pre></td> | ||
311 | </tr> | ||
312 | </table> | ||
313 | <br> | ||
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> | ||
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 | ||
318 | are loading <br> | ||
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 | ||
321 | for our needs, so we scale it by the factor 50.<br> | ||
322 | <br> | ||
323 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
324 | <tr> | ||
325 | <td> <pre>// add earth sphere | ||
326 | |||
327 | scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x"); | ||
328 | if (earthMesh) | ||
329 | { | ||
330 | // create mesh copy with tangent informations from original earth.x mesh | ||
331 | scene::IMesh* tangentSphereMesh = | ||
332 | smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0)); | ||
333 | |||
334 | // set the alpha value of all vertices to 200 | ||
335 | smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200); | ||
336 | |||
337 | // scale the mesh by factor 50 | ||
338 | smgr->getMeshManipulator()->scaleMesh( | ||
339 | tangentSphereMesh, core::vector3df(50,50,50)); | ||
340 | |||
341 | // create mesh scene node | ||
342 | scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh); | ||
343 | sphere->setPosition(core::vector3df(-70,130,45)); | ||
344 | |||
345 | // load heightmap, create normal map from it and set it | ||
346 | video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp"); | ||
347 | driver->makeNormalMapTexture(earthNormalMap, 20.0f); | ||
348 | sphere->setMaterialTexture(1, earthNormalMap); | ||
349 | |||
350 | // adjust material settings | ||
351 | sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true); | ||
352 | sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA); | ||
353 | |||
354 | // add rotation animator | ||
355 | scene::ISceneNodeAnimator* anim = | ||
356 | smgr->createRotationAnimator(core::vector3df(0,0.1f,0)); | ||
357 | sphere->addAnimator(anim); | ||
358 | anim->drop(); | ||
359 | |||
360 | // drop mesh because we created it with a create.. call. | ||
361 | tangentSphereMesh->drop(); | ||
362 | }</pre></td> | ||
363 | </tr> | ||
364 | </table> | ||
365 | <br> | ||
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 | ||
368 | billboards <br> | ||
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> | ||
371 | <br> | ||
372 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
373 | <tr> | ||
374 | <td> <pre>// add light 1 (nearly red) | ||
375 | scene::ILightSceneNode* light1 = | ||
376 | smgr->addLightSceneNode(0, core::vector3df(0,0,0), | ||
377 | video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f); | ||
378 | |||
379 | // add fly circle animator to light 1 | ||
380 | scene::ISceneNodeAnimator* anim = | ||
381 | smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f); | ||
382 | light1->addAnimator(anim); | ||
383 | anim->drop(); | ||
384 | |||
385 | // attach billboard to the light | ||
386 | scene::ISceneNode* bill = | ||
387 | smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60)); | ||
388 | |||
389 | bill->setMaterialFlag(video::EMF_LIGHTING, false); | ||
390 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | ||
391 | bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));</pre></td> | ||
392 | </tr> | ||
393 | </table> | ||
394 | <br> | ||
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 | ||
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 | ||
399 | example.<br> | ||
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 | ||
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, | ||
404 | this will change in future versions of Irrlicht were higher versions | ||
405 | of pixel/vertex shaders will be implemented too.<br> | ||
406 | <br> | ||
407 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
408 | <tr> | ||
409 | <td> <pre>// add light 2 (gray) | ||
410 | scene::ISceneNode* light2 = | ||
411 | smgr->addLightSceneNode(0, core::vector3df(0,0,0), | ||
412 | video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f); | ||
413 | |||
414 | // add fly circle animator to light 2 | ||
415 | anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f); | ||
416 | light2->addAnimator(anim); | ||
417 | anim->drop(); | ||
418 | |||
419 | // attach billboard to light | ||
420 | bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120)); | ||
421 | bill->setMaterialFlag(video::EMF_LIGHTING, false); | ||
422 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); | ||
423 | bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); | ||
424 | |||
425 | // add particle system | ||
426 | scene::IParticleSystemSceneNode* ps = | ||
427 | smgr->addParticleSystemSceneNode(false, light2); | ||
428 | |||
429 | ps->setParticleSize(core::dimension2d<f32>(30.0f, 40.0f)); | ||
430 | |||
431 | // create and set emitter | ||
432 | scene::IParticleEmitter* em = ps->createBoxEmitter( | ||
433 | core::aabbox3d<f32>(-3,0,-3,3,1,3), | ||
434 | core::vector3df(0.0f,0.03f,0.0f), | ||
435 | 80,100, | ||
436 | video::SColor(0,255,255,255), video::SColor(0,255,255,255), | ||
437 | 400,1100); | ||
438 | ps->setEmitter(em); | ||
439 | em->drop(); | ||
440 | |||
441 | // create and set affector | ||
442 | scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); | ||
443 | ps->addAffector(paf); | ||
444 | paf->drop(); | ||
445 | |||
446 | // adjust some material settings | ||
447 | ps->setMaterialFlag(video::EMF_LIGHTING, false); | ||
448 | ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp")); | ||
449 | ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA); | ||
450 | |||
451 | |||
452 | MyEventReceiver receiver(room, env, driver); | ||
453 | device->setEventReceiver(&receiver);</pre></td> | ||
454 | </tr> | ||
455 | </table> | ||
456 | <br> | ||
457 | Finally, draw everything. That's it.<br> | ||
458 | <br> | ||
459 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
460 | <tr> | ||
461 | <td> <pre>int lastFPS = -1; | ||
462 | |||
463 | while(device->run()) | ||
464 | if (device->isWindowActive()) | ||
465 | { | ||
466 | driver->beginScene(true, true, 0); | ||
467 | |||
468 | smgr->drawAll(); | ||
469 | env->drawAll(); | ||
470 | |||
471 | driver->endScene(); | ||
472 | |||
473 | int fps = driver->getFPS(); | ||
474 | |||
475 | if (lastFPS != fps) | ||
476 | { | ||
477 | core::stringw str = L"Per pixel lighting example - Irrlicht Engine ["; | ||
478 | str += driver->getName(); | ||
479 | str += "] FPS:"; | ||
480 | str += fps; | ||
481 | |||
482 | device->setWindowCaption(str.c_str()); | ||
483 | lastFPS = fps; | ||
484 | } | ||
485 | } | ||
486 | |||
487 | device->drop(); | ||
488 | |||
489 | return 0; | ||
490 | } | ||
491 | </pre></td> | ||
492 | </tr> | ||
493 | </table> | ||
494 | <br> | ||
495 | </div> | ||
496 | </div> | ||
497 | </td> | ||
498 | </tr> | ||
499 | </table> | ||
500 | <p> </p> | ||
501 | </body> | ||
502 | </html> | ||