Merging r5975 through r6036 from trunk to ogl-es branch.

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
This commit is contained in:
cutealien
2020-01-03 19:05:16 +00:00
commit 2ae2a551a6
2007 changed files with 635880 additions and 0 deletions

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 08.SpecialFX
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 08 Special Effects" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
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/** Example 008 SpecialFX
This tutorial describes how to do special effects. It shows how to use stencil
buffer shadows, the particle system, billboards, dynamic light, and the water
surface scene node.
We start like in some tutorials before. Please note that this time, the
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
shadow cast from an animated character. If this example runs too slow,
set it to false. The Irrlicht Engine also checks if your hardware doesn't
support the stencil buffer, and then disables shadows by itself.
*/
#include <irrlicht.h>
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
int main()
{
// ask if user would like shadows
char i = 'y';
printf("Please press 'y' if you want to use realtime shadows.\n");
std::cin >> i;
const bool shadows = (i == 'y');
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
/*
Create device and exit if creation failed. We make the stencil flag
optional to avoid slow screen modes for runs without shadows.
*/
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<u32>(640, 480),
16, false, shadows);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
const io::path mediaPath = getExampleMediaPath();
/*
For our environment, we load a .3ds file. It is a small room I modeled
with Anim8or and exported into the 3ds format because the Irrlicht
Engine does not support the .an8 format. I am a very bad 3d graphic
artist, and so the texture mapping is not very nice in this model.
Luckily I am a better programmer than artist, and so the Irrlicht
Engine is able to create a cool texture mapping for me: Just use the
mesh manipulator and create a planar texture mapping for the mesh. If
you want to see the mapping I made with Anim8or, uncomment this line. I
also did not figure out how to set the material right in Anim8or, it
has a specular light color which I don't really like. I'll switch it
off too with this code.
*/
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
scene::ISceneNode* node = 0;
node = smgr->addAnimatedMeshSceneNode(mesh);
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.jpg"));
node->getMaterial(0).SpecularColor.set(0,0,0,0);
/*
Now, for the first special effect: Animated water. It works like this:
The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
a water surface. And if we let this scene node use a nice material like
the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
with the next few lines of code. As input mesh, we create a hill plane
mesh, without hills. But any other mesh could be used for this, you
could even use the room.3ds (which would look really strange) if you
want to.
*/
mesh = smgr->addHillPlaneMesh( "myHill",
core::dimension2d<f32>(20,20),
core::dimension2d<u32>(40,40), 0, 0,
core::dimension2d<f32>(0,0),
core::dimension2d<f32>(10,10));
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
node->setPosition(core::vector3df(0,7,0));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "stones.jpg"));
node->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
/*
The second special effect is very basic, I bet you saw it already in
some Irrlicht Engine demos: A transparent billboard combined with a
dynamic light. We simply create a light scene node, let it fly around,
and to make it look more cool, we attach a billboard scene node to it.
*/
// create light
scene::ILightSceneNode * lightNode = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f, 0.0005f);
lightNode ->addAnimator(anim);
anim->drop();
// attach billboard to light
node = smgr->addBillboardSceneNode(lightNode, core::dimension2d<f32>(50, 50));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
node->setMaterialTexture(0, driver->getTexture(mediaPath + "particlewhite.bmp"));
/*
The next special effect is a lot more interesting: A particle system.
The particle system in the Irrlicht Engine is quite modular and
extensible, but yet easy to use. There is a particle system scene node
into which you can put a particle emitter, which makes particles come out
of nothing. These emitters are quite flexible and usually have lots of
parameters like direction, amount, and color of the particles they
create.
There are different emitters, for example a point emitter which lets
particles pop out at a fixed point. If the particle emitters available
in the engine are not enough for you, you can easily create your own
ones, you'll simply have to create a class derived from the
IParticleEmitter interface and attach it to the particle system using
setEmitter(). In this example we create a box particle emitter, which
creates particles randomly inside a box. The parameters define the box,
direction of the particles, minimal and maximal new particles per
second, color, and minimal and maximal lifetime of the particles.
Because only with emitters particle system would be a little bit
boring, there are particle affectors which modify particles while
they fly around. Affectors can be added to a particle system for
simulating additional effects like gravity or wind.
The particle affector we use in this example is an affector which
modifies the color of the particles: It lets them fade out. Like the
particle emitters, additional particle affectors can also be
implemented by you, simply derive a class from IParticleAffector and
add it with addAffector().
After we set a nice material to the particle system, we have a cool
looking camp fire. By adjusting material, texture, particle emitter,
and affector parameters, it is also easily possible to create smoke,
rain, explosions, snow, and so on.
*/
// create a particle system
scene::IParticleSystemSceneNode* ps =
smgr->addParticleSystemSceneNode(false);
if (ps)
{
scene::IParticleEmitter* em = ps->createBoxEmitter(
core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
core::vector3df(0.0f,0.06f,0.0f), // initial direction
80,100, // emit rate
video::SColor(0,255,255,255), // darkest color
video::SColor(0,255,255,255), // brightest color
800,2000,0, // min and max age, angle
core::dimension2df(10.f,10.f), // min size
core::dimension2df(20.f,20.f)); // max size
ps->setEmitter(em); // this grabs the emitter
em->drop(); // so we can drop it here without deleting it
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
ps->addAffector(paf); // same goes for the affector
paf->drop();
ps->setPosition(core::vector3df(-70,60,40));
ps->setScale(core::vector3df(2,2,2));
ps->setMaterialFlag(video::EMF_LIGHTING, false);
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fire.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
}
/*
Next we add a volumetric light node, which adds a glowing fake area light to
the scene. Like with the billboards and particle systems we also assign a
texture for the desired effect, though this time we'll use a texture animator
to create the illusion of a magical glowing area effect.
*/
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
32, // Subdivisions on U axis
32, // Subdivisions on V axis
video::SColor(0, 255, 255, 255), // foot color
video::SColor(0, 0, 0, 0)); // tail color
if (n)
{
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
n->setPosition(core::vector3df(-120,50,40));
// load textures for animation
core::array<video::ITexture*> textures;
for (s32 g=7; g > 0; --g)
{
core::stringc tmp(mediaPath);
tmp += "portal";
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp.c_str() );
textures.push_back(t);
}
// create texture animator
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
// add the animator
n->addAnimator(glow);
// drop the animator because it was created with a create() function
glow->drop();
}
/*
As our last special effect, we want a dynamic shadow be cast from an
animated character. For this we load a DirectX .x model and place it
into our world. For creating the shadow, we simply need to call
addShadowVolumeSceneNode(). The color of shadows is only adjustable
globally for all shadows, by calling ISceneManager::setShadowColor().
Voila, here is our dynamic shadow.
Because the character is a little bit too small for this scene, we make
it bigger using setScale(). And because the character is lighted by a
dynamic light, we need to normalize the normals to make the lighting on
it correct. This is always necessary if the scale of a dynamic lighted
model is not (1,1,1). Otherwise it would get too dark or too bright
because the normals will be scaled too.
*/
// add animated character
mesh = smgr->getMesh(mediaPath + "dwarf.x");
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
/*
Shadows still have to be drawn even then the node causing them is not visible itself.
We have to disable culling if the node is animated or it's transformations change
as otherwise the shadow is not updated correctly.
If you have many objects and this becomes a speed problem you will have to figure
out some manual culling (for exampling hiding all objects beyond a certain distance).
*/
anode->setAutomaticCulling(scene::EAC_OFF);
// add shadow
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));
// make the model a bit bigger
anode->setScale(core::vector3df(2,2,2));
// because of the scaling we have to normalize its normals for correct lighting
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
// let the dwarf slowly rotate around it's y axis
scene::ISceneNodeAnimator* ra = smgr->createRotationAnimator(irr::core::vector3df(0, 0.1f, 0));
anode->addAnimator(ra);
ra->drop();
/*
Finally we simply have to draw everything, that's all.
*/
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
camera->setPosition(core::vector3df(-50,50,-150));
camera->setFarValue(10000.0f); // this increase a shadow visible range.
// disable mouse cursor
device->getCursorControl()->setVisible(false);
s32 lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
driver->endScene();
const s32 fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - SpecialFX example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
/*
**/

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<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 8. Special Effects</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This tutorials describes how to do special effects. It shows how to
use stencil buffer shadows, the particle system, billboards, dynamic
light and the water surface scene node. </p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><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>We start like in some tutorials before. Please note that this time,
the 'shadows' flag in createDevice() is set to true, for we want to
have a dynamic shadow casted from an animated character. If your this
example runs to slow, set it to false. The Irrlicht Engine checks
if your hardware doesn't support the stencil buffer, and disables
shadows by itself, but just in case the demo runs slow on your hardware.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font color="#008000" size="2">#include &lt;irrlicht.h&gt;
#include &lt;iostream&gt;<br>
</font><font size="2"><b>using namespace </b>irr;
<font color="#008000">#pragma comment(lib, &quot;Irrlicht.lib&quot;)
</font><b>int </b>main()
{
// ask user for driver<br> video::E_DRIVER_TYPE driverType;<br>
printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> 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 1;<br> }
// create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType,
core::dimension2d&lt;s32&gt;(640, 480), 16, false, true);
if (device == 0)
return 1;
video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();<font face="Courier New">
</font></font></pre>
</td>
</tr>
</table>
<p> For our environment, we load a .3ds file. It is a small room I modelled
with Anim8or and exported it into the 3ds format because the Irrlicht
Engine did not support the .an8 format when I wrote this tutorial.
I am a very bad 3d graphic artist, and so the texture mapping is not
very nice in this model. Luckily I am a better programmer than artist,
and so the Irrlicht Engine is able to create a cool texture mapping
for me: Just use the mesh manipulator and create a planar texture
mapping for the mesh. If you want to see the mapping I made with Anim8or,
uncomment this line. I also did not figure out how to<br>
set the material right in Anim8or, it has a specular light color
which I don't really<br>
like. I'll switch it off too with this code.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(
<font color="#FF0000">&quot;../../media/room.3ds&quot;</font>);
smgr-&gt;getMeshManipulator()-&gt;makePlanarTextureMapping(
mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>);
scene::ISceneNode* node = <font color="#800080">0</font>;
node = smgr-&gt;addAnimatedMeshSceneNode(mesh);
node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/wall.jpg&quot;</font>));
node-&gt;getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td>
</tr>
</table>
<p> Now, for the first special effect: Animated water. It works like
this: The WaterSurfaceSceneNode takes a mesh as input and makes it
wave like a water surface. And if we let this scene node use a nice
material like the MT_REFLECTION_2_LAYER, it looks really cool. We
are doing this with the next few lines of code. As input mesh, we
create a hill plane mesh, without hills. But any other mesh could
be used for this, you could even use the room.3ds (which would look
really strange) if you wanted to. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> mesh = smgr-&gt;addHillPlaneMesh(<font color="#FF0000">&quot;myHill&quot;</font>,
core::dimension2d&lt;f32&gt;(<font color="#800080">20</font>,<font color="#800080">20</font>),
core::dimension2d&lt;s32&gt;(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>,
core::dimension2d&lt;f32&gt;(<font color="#800080">0</font>,<font color="#800080">0</font>),
core::dimension2d&lt;f32&gt;(<font color="#800080">10</font>,<font color="#800080">10</font>));
node = smgr-&gt;addWaterSurfaceSceneNode(mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>);
node-&gt;setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>));
node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/stones.jpg&quot;</font>));
node-&gt;setMaterialTexture(<font color="#800080">1</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/water.jpg&quot;</font>));
node-&gt;setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">);
</font></pre></td>
</tr>
</table>
<p> The second special effect is very basic, I bet you saw it already
in some Irrlicht Engine demos: A transparent billboard combined with
a dynamic light. We simply create a light scene node, let it fly around,
an to make it look more cool, we attach a billboard scene node to
it.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size=2> <font color="#0A246A"><i>// create light
</i></font> node = smgr-&gt;addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>),
video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>);
scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>;
anim = smgr-&gt;createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>);
node-&gt;addAnimator(anim);
anim-&gt;drop();
<font color="#0A246A"><i>// attach billboard to light
</i></font> node = smgr-&gt;addBillboardSceneNode(node, core::dimension2d&lt;f32&gt;(<font color="#800080">50</font>, <font color="#800080">50</font>));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
node-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particlewhite.bmp&quot;</font>));
</font></pre></td>
</tr>
</table>
<p> The next special effect is a lot more interesting: A particle system.
The particle system in the Irrlicht Engine is quit modular and extensible
and yet easy to use. There is a particle system scene node into which
you can put particle emitters, which make particles come out of nothing.
These emitters are quite flexible and usually have lots of parameters
like direction, amount and color of the particles they should create.<br>
There are different emitters, for example a point emitter which lets
particles pop out at a fixed point. If the particle emitters available
in the engine are not enough for you, you can easily create your own
ones, you'll simply have to create a class derived from the IParticleEmitter
interface and attach it to the particle system using setEmitter().<br>
In this example we create a box particle emitter, which creates particles
randomly inside a box. The parameters define the box, direction of
the particles, minimal and maximal new particles per second, color
and minimal and maximal livetime of the particles.</p>
<p> Because only with emitters particle system would be a little bit
boring, there are particle affectors, which modify particles during
they fly around. They can be added to the particle system, simulating
additional effects like gravity or wind. The particle affector we
use in this example is an affector, which modifies the color of the
particles: It lets them fade out. Like the particle emitters, additional
particle affectors can also be implemented by you, simply derive a
class from IParticleAffector and add it with addAffector(). After
we set a nice material to the particle system, we have a cool looking
camp fire. By adjusting material, texture, particle emitter and affector
parameters, it is also easily possible to create smoke, rain, explosions,
snow, and so on.<br>
</p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>;
ps = smgr-&gt;addParticleSystemSceneNode(<b>false</b>);
ps-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>));
ps-&gt;setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>));
ps-&gt;setParticleSize(core::dimension2d&lt;f32&gt;(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>));
scene::IParticleEmitter* em = ps-&gt;createBoxEmitter(
core::aabbox3d&lt;f32&gt;(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>),
core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>),
<font color="#800080">80</font>,<font color="#800080">100</font>,
video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>),
<font color="#800080">800</font>,<font color="#800080">2000</font>);
ps-&gt;setEmitter(em);
em-&gt;drop();
scene::IParticleAffector* paf =
ps-&gt;createFadeOutParticleAffector();
ps-&gt;addAffector(paf);
paf-&gt;drop();
ps-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
ps-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particle.bmp&quot;</font>));
ps-&gt;setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td>
</tr>
</table>
<p> As our last special effect, we want a dynamic shadow be casted from
an animated character. For this we load a DirectX .x model and place
it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode().
The color of shadows is only adjustable globally for all shadows, by
calling ISceneManager::setShadowColor(). Voila, here is our dynamic
shadow.<br>
Because the character is a little bit too small for this scene, we make
it bigger using setScale(). And because the character is lighted by
a dynamic light, we need to normalize the normals to make the lighting
on it correct. This is always necessary if the scale of a dynamic lighted
model is not (1,1,1). Otherwise it would get too dark or too bright
because the normals will be scaled too.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font size=2> mesh = smgr-&gt;getMesh(<font color="#FF0000">&quot;../../media/dwarf.x&quot;</font>);
scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>;
anode = smgr-&gt;addAnimatedMeshSceneNode(mesh);
anode-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>));
anode-&gt;setAnimationSpeed(15);
<font color="#0A246A">
// add shadow</font>
anode-&gt;addShadowVolumeSceneNode();
smgr-&gt;setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
</font><font size=2><font color="#0A246A">
// make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode-&gt;setScale(core::vector3df(2,2,2));<br> anode-&gt;setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td>
</tr>
</table>
<p> Finally we simply have to draw everything, that's all.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font size=2> scene::ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS();
camera-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>));
<b>int </b>lastFPS = -<font color="#800080">1</font>;
<b>while</b>(device-&gt;run())
{
driver-&gt;beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
smgr-&gt;drawAll();
driver-&gt;endScene();
<b>int </b>fps = driver-&gt;getFPS();
<b>if </b>(lastFPS != fps)
{
core::stringw str = L&quot;Irrlicht Engine - SpecialFX example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br><br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
}
device-&gt;drop();
<b>return </b><font color="#800080">0</font>;
}
</font>
</pre></td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>
</td>
</tr>
</table>
<p>&nbsp;</p>
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