From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/20.ManagedLights/main.cpp | 386 +++++++++++++++++++++ 1 file changed, 386 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/examples/20.ManagedLights/main.cpp (limited to 'src/others/irrlicht-1.8.1/examples/20.ManagedLights/main.cpp') diff --git a/src/others/irrlicht-1.8.1/examples/20.ManagedLights/main.cpp b/src/others/irrlicht-1.8.1/examples/20.ManagedLights/main.cpp new file mode 100644 index 0000000..f67337a --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/20.ManagedLights/main.cpp @@ -0,0 +1,386 @@ +/** 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