-
-
- At first, we need to include all headers and do the stuff we always
- do, like in nearly all other tutorials.
-
-
- #include <irrlicht.h> #include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
|
-
-
- For this example, we need an event receiver, to make it possible
- for the user to switch between the three available material types.
- In addition, the event receiver will create some small GUI window
- which displays what material is currently being used. There is nothing
- special done in this class, so maybe you want to skip reading it.
-
-
- class MyEventReceiver : public IEventReceiver
-{
-public:
-
- MyEventReceiver(scene::ISceneNode* room,
- gui::IGUIEnvironment* env, video::IVideoDriver* driver)
- {
- // store pointer to room so we can change its drawing mode
- Room = room;
- Driver = driver;
-
- // set a nicer font
- gui::IGUISkin* skin = env->getSkin();
- gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
- if (font)
- skin->setFont(font);
-
- // add window and listbox
- gui::IGUIWindow* window = env->addWindow(
- core::rect(490,390,630,470), false, L"Use 'E' + 'R' to change");
-
- ListBox = env->addListBox(
- core::rect(2,22,135,78), window);
-
- ListBox->addItem(L"Diffuse");
- ListBox->addItem(L"Bump mapping");
- ListBox->addItem(L"Parallax mapping");
- ListBox->setSelected(1);
-
- // create problem text
- ProblemText = env->addStaticText(
- L"Your hardware or this renderer is not able to use the "\
- L"needed shaders for this material. Using fall back materials.",
- core::rect(150,20,470,60));
-
- ProblemText->setOverrideColor(video::SColor(100,255,255,255));
-
- // set start material (prefer parallax mapping if available)
- video::IMaterialRenderer* renderer =
- Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
- if (renderer && renderer->getRenderCapability() == 0)
- ListBox->setSelected(2);
-
- // set the material which is selected in the listbox
- setMaterial();
- }
-
- bool OnEvent(const SEvent& event)
- {
- // check if user presses the key 'E' or 'R'
- if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
- !event.KeyInput.PressedDown && Room && ListBox)
- {
- // change selected item in listbox
-
- int sel = ListBox->getSelected();
- if (event.KeyInput.Key == irr::KEY_KEY_R)
- ++sel;
- else
- if (event.KeyInput.Key == irr::KEY_KEY_E)
- --sel;
- else
- return false;
-
- if (sel > 2) sel = 0;
- if (sel < 0) sel = 2;
- ListBox->setSelected(sel);
-
- // set the material which is selected in the listbox
- setMaterial();
- }
-
- return false;
- }
-
-private:
-
- // sets the material of the room mesh the the one set in the
- // list box.
- void setMaterial()
- {
- video::E_MATERIAL_TYPE type = video::EMT_SOLID;
-
- // change material setting
- switch(ListBox->getSelected())
- {
- case 0: type = video::EMT_SOLID;
- break;
- case 1: type = video::EMT_NORMAL_MAP_SOLID;
- break;
- case 2: type = video::EMT_PARALLAX_MAP_SOLID;
- break;
- }
-
- Room->setMaterialType(type);
- |
-
-
- We need to add a warning if the materials will not be able to be
- displayed 100% correctly. This is no problem, they will be renderered
- using fall back materials, but at least the user should know that
- it would look better on better hardware. We simply check if the material
- renderer is able to draw at full quality on the current hardware.
- The IMaterialRenderer::getRenderCapability() returns 0 if this is
- the case.
-
-
-
- video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
-
- // display some problem text when problem
- if (!renderer || renderer->getRenderCapability() != 0)
- ProblemText->setVisible(true);
- else
- ProblemText->setVisible(false);
- }
-
-private:
-
- gui::IGUIStaticText* ProblemText;
- gui::IGUIListBox* ListBox;
-
- scene::ISceneNode* Room;
- video::IVideoDriver* Driver;
-}; |
-
-
-
- Now for the real fun. We create an Irrlicht Device and start to setup
- the scene.
-
-
-
- int main()
-{
- // let user select driver type
-
- video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
- printf("Please select the driver you want for this example:\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ " (f) NullDevice\n (otherKey) exit\n\n");
- char i;
- std::cin >> i;
-
- switch(i) { case 'a': driverType = video::EDT_DIRECT3D9;break; case 'b': driverType = video::EDT_DIRECT3D8;break; case 'c': driverType = video::EDT_OPENGL; break; case 'd': driverType = video::EDT_SOFTWARE; break; case 'e': driverType = video::EDT_BURNINGSVIDEO;break; case 'f': driverType = video::EDT_NULL; break; default: return 0; }
-
- // create device
-
- IrrlichtDevice* device = createDevice(driverType, core::dimension2d(640, 480));
-
- if (device == 0)
- return 1; // could not create selected driver.
- |
-
-
-
- Before we start with the interesting stuff, we do some simple things:
- Store pointers to the most important parts of the engine (video driver,
- scene manager, gui environment) to safe us from typing too much, add
- an irrlicht engine logo to the window and a user controlled first person
- shooter style camera. Also, we let the engine now that it should store
- all textures in 32 bit. This necessary because for parallax mapping,
- we need 32 bit textures.
-
-
-
-
- video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();
- gui::IGUIEnvironment* env = device->getGUIEnvironment();
-
- driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
-
- // add irrlicht logo
- env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),
- core::position2d(10,10));
-
- // add camera
- scene::ICameraSceneNode* camera =
- smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
- camera->setPosition(core::vector3df(-200,200,-200));
-
- // disable mouse cursor
- device->getCursorControl()->setVisible(false); |
-
-
-
- Because we want the whole scene to look a little bit scarier, we add
- some fog to it. This is done by a call to IVideoDriver::setFog(). There
- you can set
- various fog settings. In this example, we use pixel fog, because it
- will work well with the materials we'll use in this example. Please
- note that you will have to set the material flag EMF_FOG_ENABLE to 'true'
- in every scene node which should be affected by this fog.
-
-
-
- driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);
|
-
-
-
- To be able to display something interesting, we load a mesh from a .3ds
- file which is a room I modeled with anim8or. It is the same room as
-
- from the specialFX example. Maybe you remember from that tutorial, I
- am no good modeler at all and so I totally messed up the texture mapping
- in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping()
- method.
-
-
-
- scene::IAnimatedMesh* roomMesh = smgr->getMesh(
- "../../media/room.3ds");
- scene::ISceneNode* room = 0;
-
- if (roomMesh)
- {
- smgr->getMeshManipulator()->makePlanarTextureMapping(
- roomMesh->getMesh(0), 0.003f); |
-
-
-
- Now for the first exciting thing: If we successfully loaded the mesh
- we need to apply textures to it. Because we want this room to be displayed
- with a very cool material, we have to do a little bit more than just
- set the textures. Instead of only loading a color map as usual, we also
- load a height map which is simply a grayscale texture. From this height
- map, we create a normal map which we will set as second texture of the
- room. If you already have a normal map, you could directly set it, but
- I simply didn´t find a nice normal map for this texture. The normal
- map texture is being generated by the makeNormalMapTexture method
- of the VideoDriver. The second parameter specifies the height of the
- heightmap. If you set it to a bigger value, the map will look more rocky.
-
-
-
- video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
- video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
-
- driver->makeNormalMapTexture(normalMap, 9.0f); |
-
-
-
- But just setting color and normal map is not everything. The material
- we want to use needs some additional informations per vertex like tangents
- and binormals.
- Because we are too lazy to calculate that information now, we let Irrlicht
- do this for us. That's why we call IMeshManipulator::createMeshWithTangents().
- It
- creates a mesh copy with tangents and binormals from any other mesh.
- After we've done that, we simply create a standard mesh scene node with
- this
- mesh copy, set color and normal map and adjust some other material settings.
- Note that we set EMF_FOG_ENABLE to true to enable fog in the room.
-
-
-
- scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents( roomMesh->getMesh(0)); room = smgr->addMeshSceneNode(tangentMesh); room->setMaterialTexture(0, colorMap); room->setMaterialTexture(1, normalMap); room->getMaterial(0).SpecularColor.set(0,0,0,0); room->setMaterialFlag(video::EMF_FOG_ENABLE, true); room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); room->getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect // drop mesh because we created it with a create.. call. tangentMesh->drop(); }
|
-
-
-
- After we've created a room shaded by per pixel lighting, we add a sphere
- into it with the same material, but we'll make it transparent. In addition,
- because the sphere looks somehow like a familiar planet, we make it
- rotate. The procedure is similar as before. The difference is that we
- are loading
- the mesh from an .x file which already contains a color map so we do
- not need to load it manually. But the sphere is a little bit too small
- for our needs, so we scale it by the factor 50.
-
-
-
- // add earth sphere
-
- scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
- if (earthMesh)
- {
- // create mesh copy with tangent informations from original earth.x mesh
- scene::IMesh* tangentSphereMesh =
- smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0));
-
- // set the alpha value of all vertices to 200
- smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200);
-
- // scale the mesh by factor 50
- smgr->getMeshManipulator()->scaleMesh(
- tangentSphereMesh, core::vector3df(50,50,50));
-
- // create mesh scene node
- scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh);
- sphere->setPosition(core::vector3df(-70,130,45));
-
- // load heightmap, create normal map from it and set it
- video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
- driver->makeNormalMapTexture(earthNormalMap, 20.0f);
- sphere->setMaterialTexture(1, earthNormalMap);
-
- // adjust material settings
- sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
-
- // add rotation animator
- scene::ISceneNodeAnimator* anim =
- smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
- sphere->addAnimator(anim);
- anim->drop();
-
- // drop mesh because we created it with a create.. call.
- tangentSphereMesh->drop();
- } |
-
-
-
- Per pixel lighted materials only look cool when there are moving lights.
- So we add some. And because moving lights alone are so boring, we add
- billboards
- to them, and a whole particle system to one of them. We start with the
- first light which is red and has only the billboard attached.
-
-
-
- // add light 1 (nearly red)
- scene::ILightSceneNode* light1 =
- smgr->addLightSceneNode(0, core::vector3df(0,0,0),
- video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f);
-
- // add fly circle animator to light 1
- scene::ISceneNodeAnimator* anim =
- smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
- light1->addAnimator(anim);
- anim->drop();
-
- // attach billboard to the light
- scene::ISceneNode* bill =
- smgr->addBillboardSceneNode(light1, core::dimension2d(60, 60));
-
- bill->setMaterialFlag(video::EMF_LIGHTING, false);
- bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
- bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp")); |
-
-
-
- Now the same again, with the second light. The difference is that we
- add a particle system to it too. And because the light moves, the particles
- of the particlesystem will follow. If you want to know more about how
- particle systems are created in Irrlicht, take a look at the specialFx
- example.
- Maybe you will have noticed that we only add 2 lights, this has a simple
- reason: The low end version of this material was written in ps1.1 and
- vs1.1, which doesn't allow more lights. You could add a third light
- to the scene, but it won't be used to shade the walls. But of course,
- this will change in future versions of Irrlicht were higher versions
- of pixel/vertex shaders will be implemented too.
-
-
-
- // add light 2 (gray)
- scene::ISceneNode* light2 =
- smgr->addLightSceneNode(0, core::vector3df(0,0,0),
- video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f);
-
- // add fly circle animator to light 2
- anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f);
- light2->addAnimator(anim);
- anim->drop();
-
- // attach billboard to light
- bill = smgr->addBillboardSceneNode(light2, core::dimension2d(120, 120));
- bill->setMaterialFlag(video::EMF_LIGHTING, false);
- bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
- bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
-
- // add particle system
- scene::IParticleSystemSceneNode* ps =
- smgr->addParticleSystemSceneNode(false, light2);
-
- ps->setParticleSize(core::dimension2d(30.0f, 40.0f));
-
- // create and set emitter
- scene::IParticleEmitter* em = ps->createBoxEmitter(
- core::aabbox3d(-3,0,-3,3,1,3),
- core::vector3df(0.0f,0.03f,0.0f),
- 80,100,
- video::SColor(0,255,255,255), video::SColor(0,255,255,255),
- 400,1100);
- ps->setEmitter(em);
- em->drop();
-
- // create and set affector
- scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
- ps->addAffector(paf);
- paf->drop();
-
- // adjust some material settings
- ps->setMaterialFlag(video::EMF_LIGHTING, false);
- ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
- ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
-
-
- MyEventReceiver receiver(room, env, driver);
- device->setEventReceiver(&receiver); |
-
-
-
- Finally, draw everything. That's it.
-
-
-
- int lastFPS = -1;
-
- while(device->run())
- if (device->isWindowActive())
- {
- driver->beginScene(true, true, 0);
-
- smgr->drawAll();
- env->drawAll();
-
- driver->endScene();
-
- int fps = driver->getFPS();
-
- if (lastFPS != fps)
- {
- core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
- str += driver->getName();
- str += "] FPS:";
- str += fps;
-
- device->setWindowCaption(str.c_str());
- lastFPS = fps;
- }
- }
-
- device->drop();
-
- return 0;
-}
- |
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