463 lines
15 KiB
C++
463 lines
15 KiB
C++
/*
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This tutorial shows how to use one of the built in more complex materials in irrlicht:
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Per pixel lighted surfaces using normal maps and parallax mapping. It will also show
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how to use fog and moving particle systems. And don't panic: You dont need any
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experience with shaders to use these materials in Irrlicht.
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At first, we need to include all headers and do the stuff we always do, like
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in nearly all other tutorials.
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*/
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#include <irrlicht.h>
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#include <iostream>
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using namespace irr;
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#pragma comment(lib, "Irrlicht.lib")
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/*
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For this example, we need an event receiver, to make it possible for the user
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to switch between the three available material types. In addition, the event
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receiver will create some small GUI window which displays what material is
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currently being used. There is nothing special done in this class, so maybe
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you want to skip reading it.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver(scene::ISceneNode* room,
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gui::IGUIEnvironment* env, video::IVideoDriver* driver)
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{
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// store pointer to room so we can change its drawing mode
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Room = room;
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Driver = driver;
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// set a nicer font
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gui::IGUISkin* skin = env->getSkin();
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gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
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if (font)
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skin->setFont(font);
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// add window and listbox
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gui::IGUIWindow* window = env->addWindow(
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core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change");
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ListBox = env->addListBox(
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core::rect<s32>(2,22,165,88), window);
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ListBox->addItem(L"Diffuse");
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ListBox->addItem(L"Bump mapping");
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ListBox->addItem(L"Parallax mapping");
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ListBox->setSelected(1);
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// create problem text
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ProblemText = env->addStaticText(
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L"Your hardware or this renderer is not able to use the "\
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L"needed shaders for this material. Using fall back materials.",
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core::rect<s32>(150,20,470,80));
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ProblemText->setOverrideColor(video::SColor(100,255,255,255));
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// set start material (prefer parallax mapping if available)
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video::IMaterialRenderer* renderer =
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Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
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if (renderer && renderer->getRenderCapability() == 0)
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ListBox->setSelected(2);
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// set the material which is selected in the listbox
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setMaterial();
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}
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bool OnEvent(SEvent event)
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{
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// check if user presses the key 'E' or 'R'
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if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
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!event.KeyInput.PressedDown && Room && ListBox)
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{
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// change selected item in listbox
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int sel = ListBox->getSelected();
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if (event.KeyInput.Key == irr::KEY_KEY_R)
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++sel;
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else
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if (event.KeyInput.Key == irr::KEY_KEY_E)
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--sel;
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else
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return false;
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if (sel > 2) sel = 0;
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if (sel < 0) sel = 2;
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ListBox->setSelected(sel);
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// set the material which is selected in the listbox
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setMaterial();
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}
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return false;
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}
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private:
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// sets the material of the room mesh the the one set in the
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// list box.
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void setMaterial()
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{
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video::E_MATERIAL_TYPE type = video::EMT_SOLID;
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// change material setting
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switch(ListBox->getSelected())
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{
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case 0: type = video::EMT_SOLID;
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break;
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case 1: type = video::EMT_NORMAL_MAP_SOLID;
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break;
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case 2: type = video::EMT_PARALLAX_MAP_SOLID;
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break;
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}
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Room->setMaterialType(type);
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/*
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We need to add a warning if the materials will not be able to be
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displayed 100% correctly. This is no problem, they will be renderered
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using fall back materials, but at least the user should know that
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it would look better on better hardware.
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We simply check if the material renderer is able to draw at full
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quality on the current hardware. The IMaterialRenderer::getRenderCapability()
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returns 0 if this is the case.
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*/
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video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
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// display some problem text when problem
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if (!renderer || renderer->getRenderCapability() != 0)
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ProblemText->setVisible(true);
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else
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ProblemText->setVisible(false);
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}
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private:
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gui::IGUIStaticText* ProblemText;
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gui::IGUIListBox* ListBox;
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scene::ISceneNode* Room;
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video::IVideoDriver* Driver;
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};
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/*
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Now for the real fun. We create an Irrlicht Device and start to setup the scene.
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*/
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int main()
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{
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// let user select driver type
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video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
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printf("Please select the driver you want for this example:\n"\
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" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
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" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
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" (f) NullDevice\n (otherKey) exit\n\n");
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char i;
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std::cin >> i;
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switch(i)
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{
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case 'a': driverType = video::EDT_DIRECT3D9;break;
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case 'b': driverType = video::EDT_DIRECT3D8;break;
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case 'c': driverType = video::EDT_OPENGL; break;
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case 'd': driverType = video::EDT_SOFTWARE; break;
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case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
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case 'f': driverType = video::EDT_NULL; break;
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default: return 0;
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}
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// create device
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IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
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if (device == 0)
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return 1; // could not create selected driver.
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/*
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Before we start with the interesting stuff, we do some simple things:
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Store pointers to the most important parts of the engine (video driver,
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scene manager, gui environment) to safe us from typing too much,
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add an irrlicht engine logo to the window and a user controlled
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first person shooter style camera. Also, we let the engine now
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that it should store all textures in 32 bit. This necessary because
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for parallax mapping, we need 32 bit textures.
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*/
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* env = device->getGUIEnvironment();
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driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
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// add irrlicht logo
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env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
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core::position2d<s32>(10,10));
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// add camera
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scene::ICameraSceneNode* camera =
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smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
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camera->setPosition(core::vector3df(-200,200,-200));
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// disable mouse cursor
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device->getCursorControl()->setVisible(false);
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/*
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Because we want the whole scene to look a little bit scarier, we add some fog
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to it. This is done by a call to IVideoDriver::setFog(). There you can set
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various fog settings. In this example, we use pixel fog, because it will
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work well with the materials we'll use in this example.
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Please note that you will have to set the material flag EMF_FOG_ENABLE
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to 'true' in every scene node which should be affected by this fog.
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*/
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driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);
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/*
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To be able to display something interesting, we load a mesh from a .3ds file
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which is a room I modeled with anim8or. It is the same room as
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from the specialFX example. Maybe you remember from that tutorial,
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I am no good modeler at all and so I totally messed up the texture
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mapping in this model, but we can simply repair it with the
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IMeshManipulator::makePlanarTextureMapping() method.
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*/
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scene::IAnimatedMesh* roomMesh = smgr->getMesh(
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"../../media/room.3ds");
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scene::ISceneNode* room = 0;
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if (roomMesh)
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{
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smgr->getMeshManipulator()->makePlanarTextureMapping(
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roomMesh->getMesh(0), 0.003f);
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/*
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Now for the first exciting thing: If we successfully loaded the mesh
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we need to apply textures to it. Because we want this room to be
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displayed with a very cool material, we have to do a little bit more
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than just set the textures. Instead of only loading a color map as usual,
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we also load a height map which is simply a grayscale texture. From this
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height map, we create a normal map which we will set as second texture of the
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room. If you already have a normal map, you could directly set it, but I simply
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didn<64>t find a nice normal map for this texture.
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The normal map texture is being generated by the makeNormalMapTexture method
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of the VideoDriver. The second parameter specifies the height of the heightmap.
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If you set it to a bigger value, the map will look more rocky.
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*/
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video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
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video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
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driver->makeNormalMapTexture(normalMap, 9.0f);
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/*
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But just setting color and normal map is not everything. The material we want to
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use needs some additional informations per vertex like tangents and binormals.
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Because we are too lazy to calculate that information now, we let Irrlicht do
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this for us. That's why we call IMeshManipulator::createMeshWithTangents(). It
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creates a mesh copy with tangents and binormals from any other mesh.
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After we've done that, we simply create a standard mesh scene node with this
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mesh copy, set color and normal map and adjust some other material settings.
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Note that we set EMF_FOG_ENABLE to true to enable fog in the room.
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*/
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scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents(
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roomMesh->getMesh(0));
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room = smgr->addMeshSceneNode(tangentMesh);
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room->setMaterialTexture(0, colorMap);
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room->setMaterialTexture(1, normalMap);
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room->getMaterial(0).SpecularColor.set(0,0,0,0);
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room->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID);
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room->getMaterial(0).MaterialTypeParam = 0.035f; // adjust height for parallax effect
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// drop mesh because we created it with a create.. call.
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tangentMesh->drop();
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}
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/*
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After we've created a room shaded by per pixel lighting, we add a sphere
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into it with the same material, but we'll make it transparent. In addition,
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because the sphere looks somehow like a familiar planet, we make it rotate.
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The procedure is similar as before. The difference is that we are loading
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the mesh from an .x file which already contains a color map so we do not
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need to load it manually. But the sphere is a little bit too small for our
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needs, so we scale it by the factor 50.
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*/
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// add earth sphere
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scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
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if (earthMesh)
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{
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//perform various task with the mesh manipulator
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scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
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// create mesh copy with tangent informations from original earth.x mesh
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scene::IMesh* tangentSphereMesh =
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manipulator->createMeshWithTangents(earthMesh->getMesh(0));
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// set the alpha value of all vertices to 200
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manipulator->setVertexColorAlpha(tangentSphereMesh, 200);
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// scale the mesh by factor 50
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core::matrix4 m;
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m.setScale ( core::vector3df(50,50,50) );
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manipulator->transformMesh( tangentSphereMesh, m );
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scene::ISceneNode *sphere = smgr->addMeshSceneNode(tangentSphereMesh);
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sphere->setPosition(core::vector3df(-70,130,45));
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// load heightmap, create normal map from it and set it
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video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
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driver->makeNormalMapTexture(earthNormalMap, 20.0f);
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sphere->setMaterialTexture(1, earthNormalMap);
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// adjust material settings
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sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
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// add rotation animator
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scene::ISceneNodeAnimator* anim =
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smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
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sphere->addAnimator(anim);
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anim->drop();
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// drop mesh because we created it with a create.. call.
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tangentSphereMesh->drop();
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}
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/*
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Per pixel lighted materials only look cool when there are moving lights. So we
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add some. And because moving lights alone are so boring, we add billboards
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to them, and a whole particle system to one of them.
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We start with the first light which is red and has only the billboard attached.
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*/
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// add light 1 (nearly red)
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scene::ILightSceneNode* light1 =
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smgr->addLightSceneNode(0, core::vector3df(0,0,0),
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video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f);
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// add fly circle animator to light 1
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
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light1->addAnimator(anim);
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anim->drop();
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// attach billboard to the light
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scene::ISceneNode* bill =
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smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));
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/*
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Now the same again, with the second light. The difference is that we add a particle
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system to it too. And because the light moves, the particles of the particlesystem
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will follow. If you want to know more about how particle systems are created in
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Irrlicht, take a look at the specialFx example.
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Maybe you will have noticed that we only add 2 lights, this has a simple reason: The
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low end version of this material was written in ps1.1 and vs1.1, which doesn't allow
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more lights. You could add a third light to the scene, but it won't be used to
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shade the walls. But of course, this will change in future versions of Irrlicht were
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higher versions of pixel/vertex shaders will be implemented too.
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*/
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// add light 2 (gray)
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scene::ISceneNode* light2 =
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smgr->addLightSceneNode(0, core::vector3df(0,0,0),
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video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f);
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// add fly circle animator to light 2
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anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f, 0.001f, core::vector3df ( 0.2f, 0.9f, 0.f ));
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light2->addAnimator(anim);
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anim->drop();
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// attach billboard to light
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bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
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// add particle system
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scene::IParticleSystemSceneNode* ps =
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smgr->addParticleSystemSceneNode(false, light2);
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ps->setParticleSize(core::dimension2d<f32>(30.0f, 40.0f));
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// create and set emitter
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scene::IParticleEmitter* em = ps->createBoxEmitter(
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core::aabbox3d<f32>(-3,0,-3,3,1,3),
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core::vector3df(0.0f,0.03f,0.0f),
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80,100,
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video::SColor(0,255,255,255), video::SColor(0,255,255,255),
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400,1100);
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ps->setEmitter(em);
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em->drop();
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// create and set affector
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scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
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ps->addAffector(paf);
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paf->drop();
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// adjust some material settings
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ps->setMaterialFlag(video::EMF_LIGHTING, false);
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ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
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ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
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MyEventReceiver receiver(room, env, driver);
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device->setEventReceiver(&receiver);
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/*
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Finally, draw everything. That's it.
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*/
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int lastFPS = -1;
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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env->drawAll();
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driver->endScene();
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int fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
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str += driver->getName();
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str += "] FPS:";
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str += fps;
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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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}
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}
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device->drop();
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return 0;
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}
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