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/20.ManagedLights/main.cpp | 386 --------------------- 1 file changed, 386 deletions(-) delete mode 100644 libraries/irrlicht-1.8/examples/20.ManagedLights/main.cpp (limited to 'libraries/irrlicht-1.8/examples/20.ManagedLights/main.cpp') diff --git a/libraries/irrlicht-1.8/examples/20.ManagedLights/main.cpp b/libraries/irrlicht-1.8/examples/20.ManagedLights/main.cpp deleted file mode 100644 index 3fc81a4..0000000 --- a/libraries/irrlicht-1.8/examples/20.ManagedLights/main.cpp +++ /dev/null @@ -1,386 +0,0 @@ -/** Example 020 Managed Lights - -Written by Colin MacDonald. This tutorial explains the use of the Light Manager -of Irrlicht. It enables the use of more dynamic light sources than the actual -hardware supports. Further applications of the Light Manager, such as per scene -node callbacks, are left out for simplicity of the example. -*/ - -#include -#include "driverChoice.h" - -using namespace irr; -using namespace core; - -#if defined(_MSC_VER) -#pragma comment(lib, "Irrlicht.lib") -#endif // MSC_VER - -/* - Normally, you are limited to 8 dynamic lights per scene: this is a hardware limit. If you - want to use more dynamic lights in your scene, then you can register an optional light - manager that allows you to to turn lights on and off at specific point during rendering. - You are still limited to 8 lights, but the limit is per scene node. - - This is completely optional: if you do not register a light manager, then a default - distance-based scheme will be used to prioritise hardware lights based on their distance - from the active camera. - - NO_MANAGEMENT disables the light manager and shows Irrlicht's default light behaviour. - The 8 lights nearest to the camera will be turned on, and other lights will be turned off. - In this example, this produces a funky looking but incoherent light display. - - LIGHTS_NEAREST_NODE shows an implementation that turns on a limited number of lights - per mesh scene node. If finds the 3 lights that are nearest to the node being rendered, - and turns them on, turning all other lights off. This works, but as it operates on every - light for every node, it does not scale well with many lights. The flickering you can see - in this demo is due to the lights swapping their relative positions from the cubes - (a deliberate demonstration of the limitations of this technique). - - LIGHTS_IN_ZONE shows a technique for turning on lights based on a 'zone'. Each empty scene - node is considered to be the parent of a zone. When nodes are rendered, they turn off all - lights, then find their parent 'zone' and turn on all lights that are inside that zone, i.e. - are descendents of it in the scene graph. This produces true 'local' lighting for each cube - in this example. You could use a similar technique to locally light all meshes in (e.g.) - a room, without the lights spilling out to other rooms. - - This light manager is also an event receiver; this is purely for simplicity in this example, - it's neither necessary nor recommended for a real application. -*/ -class CMyLightManager : public scene::ILightManager, public IEventReceiver -{ - typedef enum - { - NO_MANAGEMENT, - LIGHTS_NEAREST_NODE, - LIGHTS_IN_ZONE - } - LightManagementMode; - - LightManagementMode Mode; - LightManagementMode RequestedMode; - - // These data represent the state information that this light manager - // is interested in. - scene::ISceneManager * SceneManager; - core::array * SceneLightList; - scene::E_SCENE_NODE_RENDER_PASS CurrentRenderPass; - scene::ISceneNode * CurrentSceneNode; - -public: - CMyLightManager(scene::ISceneManager* sceneManager) - : Mode(NO_MANAGEMENT), RequestedMode(NO_MANAGEMENT), - SceneManager(sceneManager), SceneLightList(0), - CurrentRenderPass(scene::ESNRP_NONE), CurrentSceneNode(0) - { } - - // The input receiver interface, which just switches light management strategy - bool OnEvent(const SEvent & event) - { - bool handled = false; - - if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown) - { - handled = true; - switch(event.KeyInput.Key) - { - case irr::KEY_KEY_1: - RequestedMode = NO_MANAGEMENT; - break; - case irr::KEY_KEY_2: - RequestedMode = LIGHTS_NEAREST_NODE; - break; - case irr::KEY_KEY_3: - RequestedMode = LIGHTS_IN_ZONE; - break; - default: - handled = false; - break; - } - - if(NO_MANAGEMENT == RequestedMode) - SceneManager->setLightManager(0); // Show that it's safe to register the light manager - else - SceneManager->setLightManager(this); - } - - return handled; - } - - - // This is called before the first scene node is rendered. - virtual void OnPreRender(core::array & lightList) - { - // Update the mode; changing it here ensures that it's consistent throughout a render - Mode = RequestedMode; - - // Store the light list. I am free to alter this list until the end of OnPostRender(). - SceneLightList = &lightList; - } - - // Called after the last scene node is rendered. - virtual void OnPostRender() - { - // Since light management might be switched off in the event handler, we'll turn all - // lights on to ensure that they are in a consistent state. You wouldn't normally have - // to do this when using a light manager, since you'd continue to do light management - // yourself. - for (u32 i = 0; i < SceneLightList->size(); i++) - (*SceneLightList)[i]->setVisible(true); - } - - virtual void OnRenderPassPreRender(scene::E_SCENE_NODE_RENDER_PASS renderPass) - { - // I don't have to do anything here except remember which render pass I am in. - CurrentRenderPass = renderPass; - } - - virtual void OnRenderPassPostRender(scene::E_SCENE_NODE_RENDER_PASS renderPass) - { - // I only want solid nodes to be lit, so after the solid pass, turn all lights off. - if (scene::ESNRP_SOLID == renderPass) - { - for (u32 i = 0; i < SceneLightList->size(); ++i) - (*SceneLightList)[i]->setVisible(false); - } - } - - // This is called before the specified scene node is rendered - virtual void OnNodePreRender(scene::ISceneNode* node) - { - CurrentSceneNode = node; - - // This light manager only considers solid objects, but you are free to manipulate - // lights during any phase, depending on your requirements. - if (scene::ESNRP_SOLID != CurrentRenderPass) - return; - - // And in fact for this example, I only want to consider lighting for cube scene - // nodes. You will probably want to deal with lighting for (at least) mesh / - // animated mesh scene nodes as well. - if (node->getType() != scene::ESNT_CUBE) - return; - - if (LIGHTS_NEAREST_NODE == Mode) - { - // This is a naive implementation that prioritises every light in the scene - // by its proximity to the node being rendered. This produces some flickering - // when lights orbit closer to a cube than its 'zone' lights. - const vector3df nodePosition = node->getAbsolutePosition(); - - // Sort the light list by prioritising them based on their distance from the node - // that's about to be rendered. - array sortingArray; - sortingArray.reallocate(SceneLightList->size()); - - u32 i; - for(i = 0; i < SceneLightList->size(); ++i) - { - scene::ISceneNode* lightNode = (*SceneLightList)[i]; - const f64 distance = lightNode->getAbsolutePosition().getDistanceFromSQ(nodePosition); - sortingArray.push_back(LightDistanceElement(lightNode, distance)); - } - - sortingArray.sort(); - - // The list is now sorted by proximity to the node. - // Turn on the three nearest lights, and turn the others off. - for(i = 0; i < sortingArray.size(); ++i) - sortingArray[i].node->setVisible(i < 3); - } - else if(LIGHTS_IN_ZONE == Mode) - { - // Empty scene nodes are used to represent 'zones'. For each solid mesh that - // is being rendered, turn off all lights, then find its 'zone' parent, and turn - // on all lights that are found under that node in the scene graph. - // This is a general purpose algorithm that doesn't use any special - // knowledge of how this particular scene graph is organised. - for (u32 i = 0; i < SceneLightList->size(); ++i) - { - if ((*SceneLightList)[i]->getType() != scene::ESNT_LIGHT) - continue; - scene::ILightSceneNode* lightNode = static_cast((*SceneLightList)[i]); - video::SLight & lightData = lightNode->getLightData(); - - if (video::ELT_DIRECTIONAL != lightData.Type) - lightNode->setVisible(false); - } - - scene::ISceneNode * parentZone = findZone(node); - if (parentZone) - turnOnZoneLights(parentZone); - } - } - - // Called after the specified scene node is rendered - virtual void OnNodePostRender(scene::ISceneNode* node) - { - // I don't need to do any light management after individual node rendering. - } - -private: - - // Find the empty scene node that is the parent of the specified node - scene::ISceneNode * findZone(scene::ISceneNode * node) - { - if (!node) - return 0; - - if (node->getType() == scene::ESNT_EMPTY) - return node; - - return findZone(node->getParent()); - } - - // Turn on all lights that are children (directly or indirectly) of the - // specified scene node. - void turnOnZoneLights(scene::ISceneNode * node) - { - core::list const & children = node->getChildren(); - for (core::list::ConstIterator child = children.begin(); - child != children.end(); ++child) - { - if ((*child)->getType() == scene::ESNT_LIGHT) - (*child)->setVisible(true); - else // Assume that lights don't have any children that are also lights - turnOnZoneLights(*child); - } - } - - - // A utility class to aid in sorting scene nodes into a distance order - class LightDistanceElement - { - public: - LightDistanceElement() {}; - - LightDistanceElement(scene::ISceneNode* n, f64 d) - : node(n), distance(d) { } - - scene::ISceneNode* node; - f64 distance; - - // Lower distance elements are sorted to the start of the array - bool operator < (const LightDistanceElement& other) const - { - return (distance < other.distance); - } - }; -}; - - -/* -*/ -int main(int argumentCount, char * argumentValues[]) -{ - // ask user for driver - video::E_DRIVER_TYPE driverType=driverChoiceConsole(); - if (driverType==video::EDT_COUNT) - return 1; - - IrrlichtDevice *device = createDevice(driverType, - dimension2d(640, 480), 32); - - if(!device) - return -1; - - f32 const lightRadius = 60.f; // Enough to reach the far side of each 'zone' - - video::IVideoDriver* driver = device->getVideoDriver(); - scene::ISceneManager* smgr = device->getSceneManager(); - gui::IGUIEnvironment* guienv = device->getGUIEnvironment(); - - gui::IGUISkin* skin = guienv->getSkin(); - if (skin) - { - skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255)); - gui::IGUIFont* font = guienv->getFont("../../media/fontlucida.png"); - if(font) - skin->setFont(font); - } - - guienv->addStaticText(L"1 - No light management", core::rect(10,10,200,30)); - guienv->addStaticText(L"2 - Closest 3 lights", core::rect(10,30,200,50)); - guienv->addStaticText(L"3 - Lights in zone", core::rect(10,50,200,70)); - -/* -Add several "zones". You could use this technique to light individual rooms, for example. -*/ - for(f32 zoneX = -100.f; zoneX <= 100.f; zoneX += 50.f) - for(f32 zoneY = -60.f; zoneY <= 60.f; zoneY += 60.f) - { - // Start with an empty scene node, which we will use to represent a zone. - scene::ISceneNode * zoneRoot = smgr->addEmptySceneNode(); - zoneRoot->setPosition(vector3df(zoneX, zoneY, 0)); - - // Each zone contains a rotating cube - scene::IMeshSceneNode * node = smgr->addCubeSceneNode(15, zoneRoot); - scene::ISceneNodeAnimator * rotation = smgr->createRotationAnimator(vector3df(0.25f, 0.5f, 0.75f)); - node->addAnimator(rotation); - rotation->drop(); - - // And each cube has three lights attached to it. The lights are attached to billboards so - // that we can see where they are. The billboards are attached to the cube, so that the - // lights are indirect descendents of the same empty scene node as the cube. - scene::IBillboardSceneNode * billboard = smgr->addBillboardSceneNode(node); - billboard->setPosition(vector3df(0, -14, 30)); - billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); - billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); - billboard->setMaterialFlag(video::EMF_LIGHTING, false); - smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius); - - billboard = smgr->addBillboardSceneNode(node); - billboard->setPosition(vector3df(-21, -14, -21)); - billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); - billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); - billboard->setMaterialFlag(video::EMF_LIGHTING, false); - smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius); - - billboard = smgr->addBillboardSceneNode(node); - billboard->setPosition(vector3df(21, -14, -21)); - billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); - billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); - billboard->setMaterialFlag(video::EMF_LIGHTING, false); - smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius); - - // Each cube also has a smaller cube rotating around it, to show that the cubes are being - // lit by the lights in their 'zone', not just lights that are their direct children. - node = smgr->addCubeSceneNode(5, node); - node->setPosition(vector3df(0, 21, 0)); - } - - smgr->addCameraSceneNode(0, vector3df(0,0,-130), vector3df(0,0,0)); - - CMyLightManager * myLightManager = new CMyLightManager(smgr); - smgr->setLightManager(0); // This is the default: we won't do light management until told to do it. - device->setEventReceiver(myLightManager); - - int lastFps = -1; - - while(device->run()) - { - driver->beginScene(true, true, video::SColor(255,100,101,140)); - smgr->drawAll(); - guienv->drawAll(); - driver->endScene(); - - int fps = driver->getFPS(); - if(fps != lastFps) - { - lastFps = fps; - core::stringw str = L"Managed Lights ["; - str += driver->getName(); - str += "] FPS:"; - str += fps; - device->setWindowCaption(str.c_str()); - } - } - - myLightManager->drop(); // Drop my implicit reference - device->drop(); - return 0; -} - -/* -**/ - -- cgit v1.1