+
+
+ 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;
+}
+ |
+
+
+
+
+
+ |
+
+