mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 15:42:25 +01:00
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
503 lines
20 KiB
HTML
503 lines
20 KiB
HTML
<html>
|
|
<head>
|
|
<title>Irrlicht Engine Tutorial</title>
|
|
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
|
</head>
|
|
|
|
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
|
<tr>
|
|
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
|
<td bgcolor="#666699" width="100%">
|
|
<div align="center">
|
|
<div align="left"><b><font color="#FFFFFF">Tutorial 11. Per pixel lighting</font></b></div>
|
|
</div>
|
|
</td>
|
|
</tr>
|
|
<tr bgcolor="#eeeeff">
|
|
<td height="90" colspan="2">
|
|
<div align="left">
|
|
<p> 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.</p>
|
|
<p>The program which is described here will look like this:</p>
|
|
<p align="center"><img src="../../media/011shot.jpg" width="258" height="202"><br>
|
|
</p>
|
|
</div>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
|
<tr>
|
|
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
|
|
</tr>
|
|
<tr>
|
|
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
|
<div align="left">
|
|
<p>At first, we need to include all headers and do the stuff we always
|
|
do, like in nearly all other tutorials.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td>
|
|
</tr>
|
|
</table>
|
|
<p>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.</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td><pre>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<s32>(490,390,630,470), false, L"Use 'E' + 'R' to change");
|
|
|
|
ListBox = env->addListBox(
|
|
core::rect<s32>(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<s32>(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);</pre>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<p>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.<br>
|
|
</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>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;
|
|
};</pre></td>
|
|
</tr>
|
|
</table>
|
|
<p><br>
|
|
Now for the real fun. We create an Irrlicht Device and start to setup
|
|
the scene.<br>
|
|
</p>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>int main()
|
|
{
|
|
// let user select driver type
|
|
|
|
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
|
|
<br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br>
|
|
char i;
|
|
std::cin >> i;
|
|
|
|
switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> }
|
|
|
|
// create device
|
|
|
|
IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
|
|
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
Before we start with the interesting stuff, we do some simple things:
|
|
Store pointers to the most important parts of the engine (video driver,<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>
|
|
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<s32>(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);</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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
|
|
<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre> scene::IAnimatedMesh* roomMesh = smgr->getMesh(
|
|
"../../media/room.3ds");
|
|
scene::ISceneNode* room = 0;
|
|
|
|
if (roomMesh)
|
|
{
|
|
smgr->getMeshManipulator()->makePlanarTextureMapping(
|
|
roomMesh->getMesh(0), 0.003f);</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre> video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
|
|
video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
|
|
|
|
driver->makeNormalMapTexture(normalMap, 9.0f);</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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.<br>
|
|
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<br>
|
|
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<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents(<br> roomMesh->getMesh(0));<br> <br> room = smgr->addMeshSceneNode(tangentMesh);<br> room->setMaterialTexture(0, colorMap);<br> room->setMaterialTexture(1, normalMap);<br> room->getMaterial(0).SpecularColor.set(0,0,0,0);<br> room->setMaterialFlag(video::EMF_FOG_ENABLE, true);<br> room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); <br> room->getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect<br> // drop mesh because we created it with a create.. call.<br> tangentMesh->drop();<br> }<br></pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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,<br>
|
|
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 <br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>// 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();
|
|
}</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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 <br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>// 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<f32>(60, 60));
|
|
|
|
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
|
bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp"));</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
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.<br>
|
|
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.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>// 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<f32>(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<f32>(30.0f, 40.0f));
|
|
|
|
// create and set emitter
|
|
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
|
core::aabbox3d<f32>(-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);</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
Finally, draw everything. That's it.<br>
|
|
<br>
|
|
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
|
<tr>
|
|
<td> <pre>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;
|
|
}
|
|
</pre></td>
|
|
</tr>
|
|
</table>
|
|
<br>
|
|
</div>
|
|
</div>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<p> </p>
|
|
</body>
|
|
</html>
|