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1/** Example 020 Managed Lights
2
3Written by Colin MacDonald. This tutorial explains the use of the Light Manager
4of Irrlicht. It enables the use of more dynamic light sources than the actual
5hardware supports. Further applications of the Light Manager, such as per scene
6node callbacks, are left out for simplicity of the example.
7*/
8
9#include <irrlicht.h>
10#include "driverChoice.h"
11
12using namespace irr;
13using namespace core;
14
15#if defined(_MSC_VER)
16#pragma comment(lib, "Irrlicht.lib")
17#endif // MSC_VER
18
19/*
20 Normally, you are limited to 8 dynamic lights per scene: this is a hardware limit. If you
21 want to use more dynamic lights in your scene, then you can register an optional light
22 manager that allows you to to turn lights on and off at specific point during rendering.
23 You are still limited to 8 lights, but the limit is per scene node.
24
25 This is completely optional: if you do not register a light manager, then a default
26 distance-based scheme will be used to prioritise hardware lights based on their distance
27 from the active camera.
28
29 NO_MANAGEMENT disables the light manager and shows Irrlicht's default light behaviour.
30 The 8 lights nearest to the camera will be turned on, and other lights will be turned off.
31 In this example, this produces a funky looking but incoherent light display.
32
33 LIGHTS_NEAREST_NODE shows an implementation that turns on a limited number of lights
34 per mesh scene node. If finds the 3 lights that are nearest to the node being rendered,
35 and turns them on, turning all other lights off. This works, but as it operates on every
36 light for every node, it does not scale well with many lights. The flickering you can see
37 in this demo is due to the lights swapping their relative positions from the cubes
38 (a deliberate demonstration of the limitations of this technique).
39
40 LIGHTS_IN_ZONE shows a technique for turning on lights based on a 'zone'. Each empty scene
41 node is considered to be the parent of a zone. When nodes are rendered, they turn off all
42 lights, then find their parent 'zone' and turn on all lights that are inside that zone, i.e.
43 are descendents of it in the scene graph. This produces true 'local' lighting for each cube
44 in this example. You could use a similar technique to locally light all meshes in (e.g.)
45 a room, without the lights spilling out to other rooms.
46
47 This light manager is also an event receiver; this is purely for simplicity in this example,
48 it's neither necessary nor recommended for a real application.
49*/
50class CMyLightManager : public scene::ILightManager, public IEventReceiver
51{
52 typedef enum
53 {
54 NO_MANAGEMENT,
55 LIGHTS_NEAREST_NODE,
56 LIGHTS_IN_ZONE
57 }
58 LightManagementMode;
59
60 LightManagementMode Mode;
61 LightManagementMode RequestedMode;
62
63 // These data represent the state information that this light manager
64 // is interested in.
65 scene::ISceneManager * SceneManager;
66 core::array<scene::ISceneNode*> * SceneLightList;
67 scene::E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
68 scene::ISceneNode * CurrentSceneNode;
69
70public:
71 CMyLightManager(scene::ISceneManager* sceneManager)
72 : Mode(NO_MANAGEMENT), RequestedMode(NO_MANAGEMENT),
73 SceneManager(sceneManager), SceneLightList(0),
74 CurrentRenderPass(scene::ESNRP_NONE), CurrentSceneNode(0)
75 { }
76
77 // The input receiver interface, which just switches light management strategy
78 bool OnEvent(const SEvent & event)
79 {
80 bool handled = false;
81
82 if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown)
83 {
84 handled = true;
85 switch(event.KeyInput.Key)
86 {
87 case irr::KEY_KEY_1:
88 RequestedMode = NO_MANAGEMENT;
89 break;
90 case irr::KEY_KEY_2:
91 RequestedMode = LIGHTS_NEAREST_NODE;
92 break;
93 case irr::KEY_KEY_3:
94 RequestedMode = LIGHTS_IN_ZONE;
95 break;
96 default:
97 handled = false;
98 break;
99 }
100
101 if(NO_MANAGEMENT == RequestedMode)
102 SceneManager->setLightManager(0); // Show that it's safe to register the light manager
103 else
104 SceneManager->setLightManager(this);
105 }
106
107 return handled;
108 }
109
110
111 // This is called before the first scene node is rendered.
112 virtual void OnPreRender(core::array<scene::ISceneNode*> & lightList)
113 {
114 // Update the mode; changing it here ensures that it's consistent throughout a render
115 Mode = RequestedMode;
116
117 // Store the light list. I am free to alter this list until the end of OnPostRender().
118 SceneLightList = &lightList;
119 }
120
121 // Called after the last scene node is rendered.
122 virtual void OnPostRender()
123 {
124 // Since light management might be switched off in the event handler, we'll turn all
125 // lights on to ensure that they are in a consistent state. You wouldn't normally have
126 // to do this when using a light manager, since you'd continue to do light management
127 // yourself.
128 for (u32 i = 0; i < SceneLightList->size(); i++)
129 (*SceneLightList)[i]->setVisible(true);
130 }
131
132 virtual void OnRenderPassPreRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
133 {
134 // I don't have to do anything here except remember which render pass I am in.
135 CurrentRenderPass = renderPass;
136 }
137
138 virtual void OnRenderPassPostRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
139 {
140 // I only want solid nodes to be lit, so after the solid pass, turn all lights off.
141 if (scene::ESNRP_SOLID == renderPass)
142 {
143 for (u32 i = 0; i < SceneLightList->size(); ++i)
144 (*SceneLightList)[i]->setVisible(false);
145 }
146 }
147
148 // This is called before the specified scene node is rendered
149 virtual void OnNodePreRender(scene::ISceneNode* node)
150 {
151 CurrentSceneNode = node;
152
153 // This light manager only considers solid objects, but you are free to manipulate
154 // lights during any phase, depending on your requirements.
155 if (scene::ESNRP_SOLID != CurrentRenderPass)
156 return;
157
158 // And in fact for this example, I only want to consider lighting for cube scene
159 // nodes. You will probably want to deal with lighting for (at least) mesh /
160 // animated mesh scene nodes as well.
161 if (node->getType() != scene::ESNT_CUBE)
162 return;
163
164 if (LIGHTS_NEAREST_NODE == Mode)
165 {
166 // This is a naive implementation that prioritises every light in the scene
167 // by its proximity to the node being rendered. This produces some flickering
168 // when lights orbit closer to a cube than its 'zone' lights.
169 const vector3df nodePosition = node->getAbsolutePosition();
170
171 // Sort the light list by prioritising them based on their distance from the node
172 // that's about to be rendered.
173 array<LightDistanceElement> sortingArray;
174 sortingArray.reallocate(SceneLightList->size());
175
176 u32 i;
177 for(i = 0; i < SceneLightList->size(); ++i)
178 {
179 scene::ISceneNode* lightNode = (*SceneLightList)[i];
180 const f64 distance = lightNode->getAbsolutePosition().getDistanceFromSQ(nodePosition);
181 sortingArray.push_back(LightDistanceElement(lightNode, distance));
182 }
183
184 sortingArray.sort();
185
186 // The list is now sorted by proximity to the node.
187 // Turn on the three nearest lights, and turn the others off.
188 for(i = 0; i < sortingArray.size(); ++i)
189 sortingArray[i].node->setVisible(i < 3);
190 }
191 else if(LIGHTS_IN_ZONE == Mode)
192 {
193 // Empty scene nodes are used to represent 'zones'. For each solid mesh that
194 // is being rendered, turn off all lights, then find its 'zone' parent, and turn
195 // on all lights that are found under that node in the scene graph.
196 // This is a general purpose algorithm that doesn't use any special
197 // knowledge of how this particular scene graph is organised.
198 for (u32 i = 0; i < SceneLightList->size(); ++i)
199 {
200 if ((*SceneLightList)[i]->getType() != scene::ESNT_LIGHT)
201 continue;
202 scene::ILightSceneNode* lightNode = static_cast<scene::ILightSceneNode*>((*SceneLightList)[i]);
203 video::SLight & lightData = lightNode->getLightData();
204
205 if (video::ELT_DIRECTIONAL != lightData.Type)
206 lightNode->setVisible(false);
207 }
208
209 scene::ISceneNode * parentZone = findZone(node);
210 if (parentZone)
211 turnOnZoneLights(parentZone);
212 }
213 }
214
215 // Called after the specified scene node is rendered
216 virtual void OnNodePostRender(scene::ISceneNode* node)
217 {
218 // I don't need to do any light management after individual node rendering.
219 }
220
221private:
222
223 // Find the empty scene node that is the parent of the specified node
224 scene::ISceneNode * findZone(scene::ISceneNode * node)
225 {
226 if (!node)
227 return 0;
228
229 if (node->getType() == scene::ESNT_EMPTY)
230 return node;
231
232 return findZone(node->getParent());
233 }
234
235 // Turn on all lights that are children (directly or indirectly) of the
236 // specified scene node.
237 void turnOnZoneLights(scene::ISceneNode * node)
238 {
239 core::list<scene::ISceneNode*> const & children = node->getChildren();
240 for (core::list<scene::ISceneNode*>::ConstIterator child = children.begin();
241 child != children.end(); ++child)
242 {
243 if ((*child)->getType() == scene::ESNT_LIGHT)
244 (*child)->setVisible(true);
245 else // Assume that lights don't have any children that are also lights
246 turnOnZoneLights(*child);
247 }
248 }
249
250
251 // A utility class to aid in sorting scene nodes into a distance order
252 class LightDistanceElement
253 {
254 public:
255 LightDistanceElement() {};
256
257 LightDistanceElement(scene::ISceneNode* n, f64 d)
258 : node(n), distance(d) { }
259
260 scene::ISceneNode* node;
261 f64 distance;
262
263 // Lower distance elements are sorted to the start of the array
264 bool operator < (const LightDistanceElement& other) const
265 {
266 return (distance < other.distance);
267 }
268 };
269};
270
271
272/*
273*/
274int main(int argumentCount, char * argumentValues[])
275{
276 // ask user for driver
277 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
278 if (driverType==video::EDT_COUNT)
279 return 1;
280
281 IrrlichtDevice *device = createDevice(driverType,
282 dimension2d<u32>(640, 480), 32);
283
284 if(!device)
285 return -1;
286
287 f32 const lightRadius = 60.f; // Enough to reach the far side of each 'zone'
288
289 video::IVideoDriver* driver = device->getVideoDriver();
290 scene::ISceneManager* smgr = device->getSceneManager();
291 gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
292
293 gui::IGUISkin* skin = guienv->getSkin();
294 if (skin)
295 {
296 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
297 gui::IGUIFont* font = guienv->getFont("../../media/fontlucida.png");
298 if(font)
299 skin->setFont(font);
300 }
301
302 guienv->addStaticText(L"1 - No light management", core::rect<s32>(10,10,200,30));
303 guienv->addStaticText(L"2 - Closest 3 lights", core::rect<s32>(10,30,200,50));
304 guienv->addStaticText(L"3 - Lights in zone", core::rect<s32>(10,50,200,70));
305
306/*
307Add several "zones". You could use this technique to light individual rooms, for example.
308*/
309 for(f32 zoneX = -100.f; zoneX <= 100.f; zoneX += 50.f)
310 for(f32 zoneY = -60.f; zoneY <= 60.f; zoneY += 60.f)
311 {
312 // Start with an empty scene node, which we will use to represent a zone.
313 scene::ISceneNode * zoneRoot = smgr->addEmptySceneNode();
314 zoneRoot->setPosition(vector3df(zoneX, zoneY, 0));
315
316 // Each zone contains a rotating cube
317 scene::IMeshSceneNode * node = smgr->addCubeSceneNode(15, zoneRoot);
318 scene::ISceneNodeAnimator * rotation = smgr->createRotationAnimator(vector3df(0.25f, 0.5f, 0.75f));
319 node->addAnimator(rotation);
320 rotation->drop();
321
322 // And each cube has three lights attached to it. The lights are attached to billboards so
323 // that we can see where they are. The billboards are attached to the cube, so that the
324 // lights are indirect descendents of the same empty scene node as the cube.
325 scene::IBillboardSceneNode * billboard = smgr->addBillboardSceneNode(node);
326 billboard->setPosition(vector3df(0, -14, 30));
327 billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
328 billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
329 billboard->setMaterialFlag(video::EMF_LIGHTING, false);
330 smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius);
331
332 billboard = smgr->addBillboardSceneNode(node);
333 billboard->setPosition(vector3df(-21, -14, -21));
334 billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
335 billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
336 billboard->setMaterialFlag(video::EMF_LIGHTING, false);
337 smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius);
338
339 billboard = smgr->addBillboardSceneNode(node);
340 billboard->setPosition(vector3df(21, -14, -21));
341 billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
342 billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
343 billboard->setMaterialFlag(video::EMF_LIGHTING, false);
344 smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius);
345
346 // Each cube also has a smaller cube rotating around it, to show that the cubes are being
347 // lit by the lights in their 'zone', not just lights that are their direct children.
348 node = smgr->addCubeSceneNode(5, node);
349 node->setPosition(vector3df(0, 21, 0));
350 }
351
352 smgr->addCameraSceneNode(0, vector3df(0,0,-130), vector3df(0,0,0));
353
354 CMyLightManager * myLightManager = new CMyLightManager(smgr);
355 smgr->setLightManager(0); // This is the default: we won't do light management until told to do it.
356 device->setEventReceiver(myLightManager);
357
358 int lastFps = -1;
359
360 while(device->run())
361 {
362 driver->beginScene(true, true, video::SColor(255,100,101,140));
363 smgr->drawAll();
364 guienv->drawAll();
365 driver->endScene();
366
367 int fps = driver->getFPS();
368 if(fps != lastFps)
369 {
370 lastFps = fps;
371 core::stringw str = L"Managed Lights [";
372 str += driver->getName();
373 str += "] FPS:";
374 str += fps;
375 device->setWindowCaption(str.c_str());
376 }
377 }
378
379 myLightManager->drop(); // Drop my implicit reference
380 device->drop();
381 return 0;
382}
383
384/*
385**/
386