From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../examples/11.PerPixelLighting/tutorial.html | 1004 ++++++++++---------- 1 file changed, 502 insertions(+), 502 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html') diff --git a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html index 89e87bd..986d176 100644 --- a/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html +++ b/libraries/irrlicht-1.8/examples/11.PerPixelLighting/tutorial.html @@ -1,502 +1,502 @@ - - -Irrlicht Engine Tutorial - - - - -
- - - - - - - - -
-
-
Tutorial 11. 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 dont need any experience with shaders to use these - materials in Irrlicht.

-

The program which is described here will look like this:

-


-

-
-
-
- - - - - - - -
Lets start!
-
-

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;
-}
-
-
-
-
-
-

 

- - + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+
+
Tutorial 11. 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 dont need any experience with shaders to use these + materials in Irrlicht.

+

The program which is described here will look like this:

+


+

+
+
+
+ + + + + + + +
Lets start!
+
+

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;
+}
+
+
+
+
+
+

 

+ + -- cgit v1.1