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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>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<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>
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<td bgcolor="#666699" width="100%">
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<div align="center">
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<div align="left"><b><font color="#FFFFFF">Tutorial 11. Per pixel lighting</font></b></div>
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</div>
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</td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2">
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<div align="left">
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<p> This tutorial shows how to use one of the built in more complex materials
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in irrlicht: Per pixel lighted surfaces using normal maps and parallax
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mapping. It will also show how to use fog and moving particle systems.
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And don't panic: You dont need any experience with shaders to use these
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materials in Irrlicht.</p>
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<p>The program which is described here will look like this:</p>
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<p align="center"><img src="../../media/011shot.jpg" width="258" height="202"><br>
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</p>
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</div>
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</td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<div align="left">
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<p>At first, we need to include all headers and do the stuff we always
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do, like in nearly all other tutorials.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td>
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</tr>
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</table>
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<p>For this example, we need an event receiver, to make it possible
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for the user to switch between the three available material types.
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In addition, the event receiver will create some small GUI window
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which displays what material is currently being used. There is nothing
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special done in this class, so maybe you want to skip reading it.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>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>(490,390,630,470), false, L"Use 'E' + 'R' to change");
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ListBox = env->addListBox(
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core::rect<s32>(2,22,135,78), 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>(150,20,470,60));
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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(const 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);</pre>
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</td>
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</tr>
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</table>
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<p>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. We simply check if the material
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renderer is able to draw at full quality on the current hardware.
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The IMaterialRenderer::getRenderCapability() returns 0 if this is
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the case.<br>
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</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>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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};</pre></td>
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</tr>
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</table>
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<p><br>
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Now for the real fun. We create an Irrlicht Device and start to setup
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the scene.<br>
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</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>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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<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>
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char i;
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std::cin >> i;
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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> }
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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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</pre></td>
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</tr>
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</table>
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<br>
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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,<br>
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scene manager, gui environment) to safe us from typing too much, add
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an irrlicht engine logo to the window and a user controlled first person
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shooter style camera. Also, we let the engine now that it should store
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all textures in 32 bit. This necessary because for parallax mapping,
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we need 32 bit textures.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>
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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/irrlichtlogoalpha.tga"),
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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);</pre></td>
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</tr>
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</table>
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<br>
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Because we want the whole scene to look a little bit scarier, we add
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some fog to it. This is done by a call to IVideoDriver::setFog(). There
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you can set<br>
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various fog settings. In this example, we use pixel fog, because it
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will work well with the materials we'll use in this example. Please
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note that you will have to set the material flag EMF_FOG_ENABLE to 'true'
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in every scene node which should be affected by this fog.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);<br></pre></td>
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</tr>
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</table>
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<br>
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To be able to display something interesting, we load a mesh from a .3ds
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file which is a room I modeled with anim8or. It is the same room as
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<br>
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from the specialFX example. Maybe you remember from that tutorial, I
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am no good modeler at all and so I totally messed up the texture mapping
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in this model, but we can simply repair it with the IMeshManipulator::makePlanarTextureMapping()
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method.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> 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);</pre></td>
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</tr>
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</table>
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<br>
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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 displayed
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with a very cool material, we have to do a little bit more than just
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set the textures. Instead of only loading a color map as usual, we also
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load a height map which is simply a grayscale texture. From this height
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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
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I simply didn´t find a nice normal map for this texture. The normal
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map texture is being generated by the makeNormalMapTexture method<br>
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of the VideoDriver. The second parameter specifies the height of the
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heightmap. If you set it to a bigger value, the map will look more rocky.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> 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);</pre></td>
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</tr>
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</table>
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<br>
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But just setting color and normal map is not everything. The material
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we want to use needs some additional informations per vertex like tangents
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and binormals.<br>
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Because we are too lazy to calculate that information now, we let Irrlicht
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do this for us. That's why we call IMeshManipulator::createMeshWithTangents().
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It<br>
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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
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this<br>
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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.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<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>
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</tr>
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</table>
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<br>
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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,<br>
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because the sphere looks somehow like a familiar planet, we make it
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rotate. The procedure is similar as before. The difference is that we
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are loading <br>
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the mesh from an .x file which already contains a color map so we do
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not need to load it manually. But the sphere is a little bit too small
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for our needs, so we scale it by the factor 50.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>// 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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// create mesh copy with tangent informations from original earth.x mesh
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scene::IMesh* tangentSphereMesh =
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smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0));
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// set the alpha value of all vertices to 200
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smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200);
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// scale the mesh by factor 50
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smgr->getMeshManipulator()->scaleMesh(
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tangentSphereMesh, core::vector3df(50,50,50));
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// create mesh scene node
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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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}</pre></td>
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</tr>
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</table>
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<br>
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Per pixel lighted materials only look cool when there are moving lights.
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So we add some. And because moving lights alone are so boring, we add
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billboards <br>
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to them, and a whole particle system to one of them. We start with the
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first light which is red and has only the billboard attached.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>// 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"));</pre></td>
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</tr>
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</table>
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<br>
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Now the same again, with the second light. The difference is that we
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add a particle system to it too. And because the light moves, the particles
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of the particlesystem will follow. If you want to know more about how
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particle systems are created in Irrlicht, take a look at the specialFx
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example.<br>
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Maybe you will have noticed that we only add 2 lights, this has a simple
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reason: The low end version of this material was written in ps1.1 and
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vs1.1, which doesn't allow more lights. You could add a third light
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to the scene, but it won't be used to shade the walls. But of course,
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this will change in future versions of Irrlicht were higher versions
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of pixel/vertex shaders will be implemented too.<br>
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<br>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>// 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);
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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);
|
|
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>
|