2020-01-03 20:05:16 +01:00
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/** Example 023 SMeshBufferHandling
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A tutorial by geoff.
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In this tutorial we'll learn how to create custom meshes and deal with them
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with Irrlicht. We'll create an interesting heightmap with some lighting effects.
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With keys 1,2,3 you can choose a different mesh layout, which is put into the
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mesh buffers as desired. All positions, normals, etc. are updated accordingly.
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Ok, let's start with the headers (I think there's nothing to say about it)
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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//Namespaces for the engine
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using namespace irr;
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using namespace video;
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using namespace core;
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using namespace scene;
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using namespace io;
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using namespace gui;
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/* This is the type of the functions which work out the colour. */
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typedef SColor colour_func(f32 x, f32 y, f32 z);
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/* Here comes a set of functions which can be used for coloring the nodes while
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creating the mesh. */
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// Greyscale, based on the height.
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SColor grey(f32, f32, f32 z)
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{
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u32 n = (u32)(255.f * z);
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return SColor(255, n, n, n);
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}
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// Interpolation between blue and white, with red added in one
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// direction and green in the other.
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SColor yellow(f32 x, f32 y, f32)
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{
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return SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);
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}
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// Pure white.
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SColor white(f32, f32, f32) { return SColor(255, 255, 255, 255); }
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/* The type of the functions which generate the heightmap. x and y
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range between -0.5 and 0.5, and s is the scale of the heightmap. */
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typedef f32 generate_func(s16 x, s16 y, f32 s);
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// An interesting sample function :-)
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f32 eggbox(s16 x, s16 y, f32 s)
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{
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const f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;
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2020-06-12 22:41:49 +02:00
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const f32 z = (f32)exp(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));
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2020-01-03 20:05:16 +01:00
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return 0.25f+0.25f*z;
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}
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// A rather dumb sine function :-/
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f32 moresine(s16 x, s16 y, f32 s)
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{
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const f32 xx=0.3f*(f32)x/s;
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const f32 yy=12*y/s;
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const f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);
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return 0.25f + 0.25f * z;
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}
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// A simple function
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f32 justexp(s16 x, s16 y, f32 s)
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{
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const f32 xx=6*x/s;
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const f32 yy=6*y/s;
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const f32 z = (xx*xx+yy*yy);
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return 0.3f*z*cosf(xx*yy);
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}
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/* A simple class for representing heightmaps. Most of this should be obvious. */
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class HeightMap
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{
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private:
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const u16 Width;
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const u16 Height;
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f32 s;
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core::array<f32> data;
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public:
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HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)
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{
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s = sqrtf((f32)(Width * Width + Height * Height));
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data.set_used(Width * Height);
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}
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// Fill the heightmap with values generated from f.
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void generate(generate_func f)
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{
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u32 i=0;
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for(u16 y = 0; y < Height; ++y)
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for(u16 x = 0; x < Width; ++x)
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set(i++, calc(f, x, y));
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}
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u16 height() const { return Height; }
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u16 width() const { return Width; }
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f32 calc(generate_func f, u16 x, u16 y) const
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{
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const f32 xx = (f32)x - Width*0.5f;
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const f32 yy = (f32)y - Height*0.5f;
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return f((u16)xx, (u16)yy, s);
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}
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// The height at (x, y) is at position y * Width + x.
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void set(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }
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void set(u32 i, f32 z) { data[i] = z; }
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f32 get(u16 x, u16 y) const { return data[y * Width + x]; }
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/* The only difficult part. This considers the normal at (x, y) to
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be the cross product of the vectors between the adjacent points
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in the horizontal and vertical directions.
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s is a scaling factor, which is necessary if the height units are
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different from the coordinate units; for example, if your map has
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heights in meters and the coordinates are in units of a
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kilometer. */
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vector3df getnormal(u16 x, u16 y, f32 s) const
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{
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const f32 zc = get(x, y);
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f32 zl, zr, zu, zd;
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if (x == 0)
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{
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zr = get(x + 1, y);
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zl = zc + zc - zr;
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}
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else if (x == Width - 1)
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{
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zl = get(x - 1, y);
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zr = zc + zc - zl;
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}
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else
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{
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zr = get(x + 1, y);
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zl = get(x - 1, y);
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}
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if (y == 0)
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{
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zd = get(x, y + 1);
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zu = zc + zc - zd;
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}
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else if (y == Height - 1)
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{
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zu = get(x, y - 1);
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zd = zc + zc - zu;
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}
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else
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{
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zd = get(x, y + 1);
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zu = get(x, y - 1);
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}
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return vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();
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}
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};
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/* A class which generates a mesh from a heightmap. */
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class TMesh
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{
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private:
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u16 Width;
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u16 Height;
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f32 Scale;
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public:
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SMesh* Mesh;
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2020-06-12 22:41:49 +02:00
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TMesh() : Width(0), Height(0), Scale(1.f), Mesh(0)
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2020-01-03 20:05:16 +01:00
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{
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Mesh = new SMesh();
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}
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~TMesh()
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{
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Mesh->drop();
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}
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// Unless the heightmap is small, it won't all fit into a single
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// SMeshBuffer. This function chops it into pieces and generates a
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// buffer from each one.
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void init(const HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)
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{
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Scale = scale;
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const u32 mp = driver -> getMaximalPrimitiveCount();
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Width = hm.width();
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Height = hm.height();
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const u32 sw = mp / (6 * Height); // the width of each piece
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u32 i=0;
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for(u32 y0 = 0; y0 < Height; y0 += sw)
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{
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u16 y1 = y0 + sw;
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if (y1 >= Height)
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y1 = Height - 1; // the last one might be narrower
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addstrip(hm, cf, y0, y1, i);
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++i;
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}
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if (i<Mesh->getMeshBufferCount())
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{
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// clear the rest
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for (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)
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{
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Mesh->getMeshBuffer(j)->drop();
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}
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Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);
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}
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// set dirty flag to make sure that hardware copies of this
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// buffer are also updated, see IMesh::setHardwareMappingHint
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Mesh->setDirty();
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Mesh->recalculateBoundingBox();
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}
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// Generate a SMeshBuffer which represents all the vertices and
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// indices for values of y between y0 and y1, and add it to the
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// mesh.
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void addstrip(const HeightMap &hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)
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{
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SMeshBuffer *buf = 0;
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if (bufNum<Mesh->getMeshBufferCount())
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{
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buf = (SMeshBuffer*)Mesh->getMeshBuffer(bufNum);
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}
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else
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{
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// create new buffer
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buf = new SMeshBuffer();
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Mesh->addMeshBuffer(buf);
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// to simplify things we drop here but continue using buf
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buf->drop();
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}
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buf->Vertices.set_used((1 + y1 - y0) * Width);
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u32 i=0;
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for (u16 y = y0; y <= y1; ++y)
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{
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for (u16 x = 0; x < Width; ++x)
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{
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const f32 z = hm.get(x, y);
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const f32 xx = (f32)x/(f32)Width;
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const f32 yy = (f32)y/(f32)Height;
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S3DVertex& v = buf->Vertices[i++];
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v.Pos.set(x, Scale * z, y);
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v.Normal.set(hm.getnormal(x, y, Scale));
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v.Color=cf(xx, yy, z);
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v.TCoords.set(xx, yy);
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}
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}
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buf->Indices.set_used(6 * (Width - 1) * (y1 - y0));
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i=0;
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for(u16 y = y0; y < y1; ++y)
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{
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for(u16 x = 0; x < Width - 1; ++x)
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{
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const u16 n = (y-y0) * Width + x;
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buf->Indices[i]=n;
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buf->Indices[++i]=n + Width;
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buf->Indices[++i]=n + Width + 1;
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buf->Indices[++i]=n + Width + 1;
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buf->Indices[++i]=n + 1;
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buf->Indices[++i]=n;
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++i;
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}
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}
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buf->recalculateBoundingBox();
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}
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};
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/*
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Our event receiver implementation, taken from tutorial 4.
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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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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT)
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KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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return false;
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}
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// This is used to check whether a key is being held down
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virtual bool IsKeyDown(EKEY_CODE keyCode) const
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{
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return KeyIsDown[keyCode];
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}
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MyEventReceiver()
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{
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for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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KeyIsDown[i] = false;
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}
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private:
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// We use this array to store the current state of each key
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bool KeyIsDown[KEY_KEY_CODES_COUNT];
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};
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/*
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Much of this is code taken from some of the examples. We merely set
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up a mesh from a heightmap, light it with a moving light, and allow
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the user to navigate around it.
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*/
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int main(int argc, char* argv[])
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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MyEventReceiver receiver;
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IrrlichtDevice* device = createDevice(driverType,
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core::dimension2du(800, 600), 32, false, false, false,
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&receiver);
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if(device == 0)
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return 1;
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IVideoDriver *driver = device->getVideoDriver();
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ISceneManager *smgr = device->getSceneManager();
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device->setWindowCaption(L"Irrlicht Example for SMesh usage.");
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/*
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Create the custom mesh and initialize with a heightmap
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*/
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TMesh mesh;
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HeightMap hm = HeightMap(255, 255);
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hm.generate(eggbox);
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mesh.init(hm, 50.f, grey, driver);
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// Add the mesh to the scene graph
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IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);
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meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
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2022-05-04 23:38:12 +02:00
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meshnode->getMaterial(0).Shininess = 80.f;
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2020-01-03 20:05:16 +01:00
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// light is just for nice effects
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ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),
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SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);
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if (node)
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{
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node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);
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ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);
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if (anim)
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{
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node->addAnimator(anim);
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anim->drop();
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}
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}
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ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
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|
if (camera)
|
|
|
|
{
|
|
|
|
camera->setPosition(vector3df(-20.f, 150.f, -20.f));
|
|
|
|
camera->setTarget(vector3df(200.f, -80.f, 150.f));
|
|
|
|
camera->setFarValue(20000.0f);
|
|
|
|
}
|
2022-05-04 23:38:12 +02:00
|
|
|
switchToMayaCamera(device);
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
/*
|
|
|
|
Just a usual render loop with event handling. The custom mesh is
|
|
|
|
a usual part of the scene graph which gets rendered by drawAll.
|
|
|
|
*/
|
|
|
|
while(device->run())
|
|
|
|
{
|
|
|
|
if(!device->isWindowActive())
|
|
|
|
{
|
|
|
|
device->sleep(100);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(receiver.IsKeyDown(irr::KEY_KEY_W))
|
|
|
|
{
|
|
|
|
meshnode->setMaterialFlag(video::EMF_WIREFRAME, !meshnode->getMaterial(0).Wireframe);
|
|
|
|
}
|
|
|
|
else if(receiver.IsKeyDown(irr::KEY_KEY_1))
|
|
|
|
{
|
|
|
|
hm.generate(eggbox);
|
|
|
|
mesh.init(hm, 50.f, grey, driver);
|
|
|
|
}
|
|
|
|
else if(receiver.IsKeyDown(irr::KEY_KEY_2))
|
|
|
|
{
|
|
|
|
hm.generate(moresine);
|
|
|
|
mesh.init(hm, 50.f, yellow, driver);
|
|
|
|
}
|
|
|
|
else if(receiver.IsKeyDown(irr::KEY_KEY_3))
|
|
|
|
{
|
|
|
|
hm.generate(justexp);
|
|
|
|
mesh.init(hm, 50.f, yellow, driver);
|
|
|
|
}
|
|
|
|
|
|
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));
|
|
|
|
smgr->drawAll();
|
|
|
|
driver->endScene();
|
|
|
|
}
|
|
|
|
|
|
|
|
device->drop();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
That's it! Just compile and play around with the program.
|
|
|
|
**/
|