+
+
+ In the beginning there is nothing special. We include the needed
+ header files and create an event listener to listen if the user presses
+ the 'W' key so we can switch to wireframe mode and if he presses 'D'
+ we toggle to material between solid and detail mapped.
+
+
+ #include <irrlicht.h> #include <iostream> using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
class MyEventReceiver : public IEventReceiver { public: MyEventReceiver(scene::ISceneNode* terrain) { // store pointer to terrain so we can change its drawing mode Terrain = terrain; }
bool OnEvent(const SEvent& event) { // check if user presses the key 'W' or 'D' if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) { switch (event.KeyInput.Key) { case irr::KEY_KEY_W: // switch wire frame mode Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe); return true; case irr::KEY_KEY_D: // toggle detail map Terrain->setMaterialType( Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? video::EMT_DETAIL_MAP : video::EMT_SOLID); return true; } } return false; }
private: scene::ISceneNode* Terrain; };
|
+
+
+ The start of the main function starts like in most other example.
+ We ask the user for the desired renderer and start it up.
+
+
+ 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 1; }
// create device IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
if (device == 0) return 1; // could not create selected driver.
|
+
+
+ First, we add standard stuff to the scene: A nice irrlicht engine
+ logo, a small help text, a user controlled camera, and we disable
+ the mouse cursor.
+
+
+ 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<s32>(10,10));
+// add some help text gui::IGUIStaticText* text = env->addStaticText( L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map", core::rect<s32>(10,453,200,475), true, true, 0, -1, true);
+// add camera scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f); camera->setPosition(core::vector3df(1900*2,255*2,3700*2)); camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); camera->setFarValue(12000.0f);
// disable mouse cursor device->getCursorControl()->setVisible(false); |
+
+
+ Here comes the terrain renderer scene node: We add it just like
+ any other scene node to the scene using ISceneManager::addTerrainSceneNode().
+ The only parameter we use is a file name to the heightmap we use.
+ A heightmap is simply a gray scale texture. The terrain renderer loads
+ it and creates the 3D terrain from it.
+ To make the terrain look more big, we change the scale factor of it
+ to (40, 4.4, 40). Because we don't have any dynamic lights in the
+ scene, we switch off the lighting, and we set the file terrain-texture.jpg
+ as texture for the terrain and detailmap3.jpg as second texture, called
+ detail map. At last, we set the scale values for the texture: The
+ first texture will be repeated only one time over the whole terrain,
+ and the second one (detail map) 20 times.
+
+
+ // add terrain scene node scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( "../../media/terrain-heightmap.bmp");
terrain->setScale(core::vector3df(40, 4.4f, 40)); terrain->setMaterialFlag(video::EMF_LIGHTING, false);
terrain->setMaterialTexture(0, driver->getTexture("../../media/terrain-texture.jpg")); terrain->setMaterialTexture(1, driver->getTexture("../../media/detailmap3.jpg")); terrain->setMaterialType(video::EMT_DETAIL_MAP); terrain->scaleTexture(1.0f, 20.0f);
|
+
+
+ To be able to do collision with the terrain, we create a triangle
+ selector. If you want to know what triangle selectors do, just take
+ a look into the collision tutorial. The terrain triangle selector
+ works together with the terrain. To demonstrate this, we create a
+ collision response animator and attach it to the camera, so that the
+ camera will not be able to fly through the terrain.
+
+
+
+ // create triangle selector for the terrain scene::ITriangleSelector* selector = smgr->createTerrainTriangleSelector(terrain, 0); terrain->setTriangleSelector(selector);
// create collision response animator and attach it to the camera scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( selector, camera, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); selector->drop(); camera->addAnimator(anim); anim->drop(); |
+
+
+ To make the user be able to switch between normal and wireframe mode,
+ we create an instance of the event reciever from above and let Irrlicht
+ know about it. In addition, we add the skybox which we already used
+ in lots of Irrlicht examples.
+
+
+ // create event receiver MyEventReceiver receiver(terrain); device->setEventReceiver(&receiver);
// create skybox driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
smgr->addSkyBoxSceneNode( driver->getTexture("../../media/irrlicht2_up.jpg"), driver->getTexture("../../media/irrlicht2_dn.jpg"), driver->getTexture("../../media/irrlicht2_lf.jpg"), driver->getTexture("../../media/irrlicht2_rt.jpg"), driver->getTexture("../../media/irrlicht2_ft.jpg"), driver->getTexture("../../media/irrlicht2_bk.jpg"));
+driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
|
+
+
+ That's it, draw everything. Now you know how to use terrain in Irrlicht.
+
+
+ int lastFPS = -1;
while(device->run()) if (device->isWindowActive()) { driver->beginScene(true, true, 0 );
smgr->drawAll(); env->drawAll();
driver->endScene();
+ // display frames per second in window title
+ int fps = driver->getFPS();
if (lastFPS != fps) { core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } }
device->drop(); return 0; } |
+
+
+
+
+ |
+
+