From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../examples/11.PerPixelLighting/main.cpp | 487 --------------------- 1 file changed, 487 deletions(-) delete mode 100644 libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp (limited to 'libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp') diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp deleted file mode 100644 index a6e95ba..0000000 --- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/main.cpp +++ /dev/null @@ -1,487 +0,0 @@ -/** Example 011 Per-Pixel Lighting - -This tutorial shows how to use one of the built in more complex materials in -irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It -will also show how to use fog and moving particle systems. And don't panic: You -do not need any experience with shaders to use these materials in Irrlicht. - -At first, we need to include all headers and do the stuff we always do, like in -nearly all other tutorials. -*/ -#include -#include "driverChoice.h" - -using namespace irr; - -#ifdef _MSC_VER -#pragma comment(lib, "Irrlicht.lib") -#endif - -/* -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,scene::ISceneNode* earth, - gui::IGUIEnvironment* env, video::IVideoDriver* driver) - { - // store pointer to room so we can change its drawing mode - Room = room; - Earth = earth; - 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(460,375,630,470), false, L"Use 'E' + 'R' to change"); - - ListBox = env->addListBox( - core::rect(2,22,165,88), 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(150,20,470,80)); - - 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); - - // change material setting - switch(ListBox->getSelected()) - { - case 0: type = video::EMT_TRANSPARENT_VERTEX_ALPHA; - break; - case 1: type = video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA; - break; - case 2: type = video::EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA; - break; - } - - Earth->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 - rendered 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; - scene::ISceneNode* Earth; - video::IVideoDriver* Driver; -}; - - -/* -Now for the real fun. We create an Irrlicht Device and start to setup the scene. -*/ -int main() -{ - // ask user for driver - video::E_DRIVER_TYPE driverType=driverChoiceConsole(); - if (driverType==video::EDT_COUNT) - return 1; - - // 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 know 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/irrlichtlogo3.png"), - core::position2d(10,10)); - - // add camera - scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); - 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), video::EFT_FOG_LINEAR, 250, 1000, .003f, true, false); - - /* - 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; - scene::ISceneNode* earth = 0; - - if (roomMesh) - { - // The Room mesh doesn't have proper Texture Mapping on the - // floor, so we can recreate them on runtime - 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* normalMap = - driver->getTexture("../../media/rockwall_height.bmp"); - - if (normalMap) - driver->makeNormalMapTexture(normalMap, 9.0f); -/* - // The Normal Map and the displacement map/height map in the alpha channel - video::ITexture* normalMap = - driver->getTexture("../../media/rockwall_NRM.tga"); -*/ - /* - 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 another - 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, - driver->getTexture("../../media/rockwall.jpg")); - room->setMaterialTexture(1, normalMap); - - // Stones don't glitter.. - room->getMaterial(0).SpecularColor.set(0,0,0,0); - room->getMaterial(0).Shininess = 0.f; - - room->setMaterialFlag(video::EMF_FOG_ENABLE, true); - room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); - // adjust height for parallax effect - room->getMaterial(0).MaterialTypeParam = 1.f / 64.f; - - // 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) - { - //perform various task with the mesh manipulator - scene::IMeshManipulator *manipulator = smgr->getMeshManipulator(); - - // create mesh copy with tangent informations from original earth.x mesh - scene::IMesh* tangentSphereMesh = - manipulator->createMeshWithTangents(earthMesh->getMesh(0)); - - // set the alpha value of all vertices to 200 - manipulator->setVertexColorAlpha(tangentSphereMesh, 200); - - // scale the mesh by factor 50 - core::matrix4 m; - m.setScale ( core::vector3df(50,50,50) ); - manipulator->transform( tangentSphereMesh, m ); - - earth = smgr->addMeshSceneNode(tangentSphereMesh); - - earth->setPosition(core::vector3df(-70,130,45)); - - // load heightmap, create normal map from it and set it - video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.jpg"); - if (earthNormalMap) - { - driver->makeNormalMapTexture(earthNormalMap, 20.0f); - earth->setMaterialTexture(1, earthNormalMap); - earth->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA); - } - - // adjust material settings - earth->setMaterialFlag(video::EMF_FOG_ENABLE, true); - - // add rotation animator - scene::ISceneNodeAnimator* anim = - smgr->createRotationAnimator(core::vector3df(0,0.1f,0)); - earth->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 (more green) - scene::ILightSceneNode* light1 = - smgr->addLightSceneNode(0, core::vector3df(0,0,0), - video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f); - - light1->setDebugDataVisible ( scene::EDS_BBOX ); - - - // 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::IBillboardSceneNode* bill = - smgr->addBillboardSceneNode(light1, core::dimension2d(60, 60)); - - bill->setMaterialFlag(video::EMF_LIGHTING, false); - bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); - bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); - bill->setMaterialTexture(0, driver->getTexture("../../media/particlegreen.jpg")); - - /* - 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 - where higher versions of pixel/vertex shaders will be implemented too. - */ - - // add light 2 (red) - scene::ISceneNode* light2 = - smgr->addLightSceneNode(0, core::vector3df(0,0,0), - video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 800.0f); - - // add fly circle animator to light 2 - anim = smgr->createFlyCircleAnimator(core::vector3df(0,150,0), 200.0f, - 0.001f, core::vector3df(0.2f, 0.9f, 0.f)); - light2->addAnimator(anim); - anim->drop(); - - // attach billboard to light - bill = smgr->addBillboardSceneNode(light2, core::dimension2d(120, 120)); - bill->setMaterialFlag(video::EMF_LIGHTING, false); - bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); - bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); - bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp")); - - // add particle system - scene::IParticleSystemSceneNode* ps = - smgr->addParticleSystemSceneNode(false, light2); - - // 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(10,255,255,255), video::SColor(10,255,255,255), - 400,1100); - em->setMinStartSize(core::dimension2d(30.0f, 40.0f)); - em->setMaxStartSize(core::dimension2d(30.0f, 40.0f)); - - 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->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); - ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp")); - ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); - - MyEventReceiver receiver(room, earth, 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; -} - -/* -**/ -- cgit v1.1