mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
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:
56
examples/23.SMeshHandling/Makefile
Normal file
56
examples/23.SMeshHandling/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# 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 := 23.SMeshHandling
|
||||
# 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
|
44
examples/23.SMeshHandling/SMeshHandling.cbp
Normal file
44
examples/23.SMeshHandling/SMeshHandling.cbp
Normal file
@ -0,0 +1,44 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
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<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
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<Project>
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<Option title="Irrlicht Example 23 SMeshHandling" />
|
||||
<Option pch_mode="2" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/SMeshHandling" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/SMeshHandling" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<Compiler>
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<envvars />
|
||||
<debugger />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
132
examples/23.SMeshHandling/SMeshHandling.vcproj
Normal file
132
examples/23.SMeshHandling/SMeshHandling.vcproj
Normal file
@ -0,0 +1,132 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
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||||
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||||
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<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
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</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
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Name="Debug|Win32"
|
||||
OutputDirectory="Debug"
|
||||
IntermediateDirectory="Debug"
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||||
ConfigurationType="1"
|
||||
CharacterSet="2">
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||||
<Tool
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||||
Name="VCCLCompilerTool"
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Optimization="0"
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||||
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||||
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||||
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WarningLevel="3"
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<Tool
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Name="VCLinkerTool"
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||||
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||||
LinkIncremental="1"
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ProgramDatabaseFile="$(OutDir)/SMeshHandling.pdb"
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Configuration
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CharacterSet="2"
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||||
WholeProgramOptimization="TRUE">
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<Tool
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||||
Name="VCCLCompilerTool"
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||||
AdditionalOptions="/QIfist /Oa"
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||||
Optimization="3"
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||||
GlobalOptimizations="TRUE"
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||||
InlineFunctionExpansion="2"
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EnableIntrinsicFunctions="TRUE"
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||||
FavorSizeOrSpeed="1"
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||||
OmitFramePointers="TRUE"
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||||
AdditionalIncludeDirectories="..\..\include"
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||||
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
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||||
RuntimeLibrary="4"
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||||
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||||
WarningLevel="3"
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||||
Detect64BitPortabilityProblems="TRUE"
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||||
DebugInformationFormat="0"
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||||
CallingConvention="1"/>
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<Tool
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||||
Name="VCCustomBuildTool"/>
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||||
<Tool
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||||
Name="VCLinkerTool"
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||||
OutputFile="..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe"
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<Tool
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<Tool
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||||
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<Tool
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Name="VCResourceCompilerTool"/>
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<Tool
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Name="VCWebServiceProxyGeneratorTool"/>
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||||
<Tool
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||||
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||||
<Tool
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<Tool
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||||
<Tool
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||||
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||||
</Configurations>
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||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath=".\main.cpp">
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
@ -0,0 +1,324 @@
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||||
// !$*UTF8*$!
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||||
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|
||||
archiveVersion = 1;
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||||
classes = {
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||||
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||||
objectVersion = 46;
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objects = {
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426
examples/23.SMeshHandling/main.cpp
Normal file
426
examples/23.SMeshHandling/main.cpp
Normal file
@ -0,0 +1,426 @@
|
||||
/** Example 023 SMeshBufferHandling
|
||||
|
||||
A tutorial by geoff.
|
||||
|
||||
In this tutorial we'll learn how to create custom meshes and deal with them
|
||||
with Irrlicht. We'll create an interesting heightmap with some lighting effects.
|
||||
With keys 1,2,3 you can choose a different mesh layout, which is put into the
|
||||
mesh buffers as desired. All positions, normals, etc. are updated accordingly.
|
||||
|
||||
Ok, let's start with the headers (I think there's nothing to say about it)
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
//Namespaces for the engine
|
||||
using namespace irr;
|
||||
using namespace video;
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/* This is the type of the functions which work out the colour. */
|
||||
typedef SColor colour_func(f32 x, f32 y, f32 z);
|
||||
|
||||
/* Here comes a set of functions which can be used for coloring the nodes while
|
||||
creating the mesh. */
|
||||
|
||||
// Greyscale, based on the height.
|
||||
SColor grey(f32, f32, f32 z)
|
||||
{
|
||||
u32 n = (u32)(255.f * z);
|
||||
return SColor(255, n, n, n);
|
||||
}
|
||||
|
||||
// Interpolation between blue and white, with red added in one
|
||||
// direction and green in the other.
|
||||
SColor yellow(f32 x, f32 y, f32)
|
||||
{
|
||||
return SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);
|
||||
}
|
||||
|
||||
// Pure white.
|
||||
SColor white(f32, f32, f32) { return SColor(255, 255, 255, 255); }
|
||||
|
||||
/* The type of the functions which generate the heightmap. x and y
|
||||
range between -0.5 and 0.5, and s is the scale of the heightmap. */
|
||||
|
||||
typedef f32 generate_func(s16 x, s16 y, f32 s);
|
||||
|
||||
// An interesting sample function :-)
|
||||
f32 eggbox(s16 x, s16 y, f32 s)
|
||||
{
|
||||
const f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;
|
||||
const f32 z = expf(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));
|
||||
return 0.25f+0.25f*z;
|
||||
}
|
||||
|
||||
// A rather dumb sine function :-/
|
||||
f32 moresine(s16 x, s16 y, f32 s)
|
||||
{
|
||||
const f32 xx=0.3f*(f32)x/s;
|
||||
const f32 yy=12*y/s;
|
||||
const f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);
|
||||
return 0.25f + 0.25f * z;
|
||||
}
|
||||
|
||||
// A simple function
|
||||
f32 justexp(s16 x, s16 y, f32 s)
|
||||
{
|
||||
const f32 xx=6*x/s;
|
||||
const f32 yy=6*y/s;
|
||||
const f32 z = (xx*xx+yy*yy);
|
||||
return 0.3f*z*cosf(xx*yy);
|
||||
}
|
||||
|
||||
/* A simple class for representing heightmaps. Most of this should be obvious. */
|
||||
|
||||
class HeightMap
|
||||
{
|
||||
private:
|
||||
const u16 Width;
|
||||
const u16 Height;
|
||||
f32 s;
|
||||
core::array<f32> data;
|
||||
public:
|
||||
HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)
|
||||
{
|
||||
s = sqrtf((f32)(Width * Width + Height * Height));
|
||||
data.set_used(Width * Height);
|
||||
}
|
||||
|
||||
// Fill the heightmap with values generated from f.
|
||||
void generate(generate_func f)
|
||||
{
|
||||
u32 i=0;
|
||||
for(u16 y = 0; y < Height; ++y)
|
||||
for(u16 x = 0; x < Width; ++x)
|
||||
set(i++, calc(f, x, y));
|
||||
}
|
||||
|
||||
u16 height() const { return Height; }
|
||||
u16 width() const { return Width; }
|
||||
|
||||
f32 calc(generate_func f, u16 x, u16 y) const
|
||||
{
|
||||
const f32 xx = (f32)x - Width*0.5f;
|
||||
const f32 yy = (f32)y - Height*0.5f;
|
||||
return f((u16)xx, (u16)yy, s);
|
||||
}
|
||||
|
||||
// The height at (x, y) is at position y * Width + x.
|
||||
|
||||
void set(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }
|
||||
void set(u32 i, f32 z) { data[i] = z; }
|
||||
f32 get(u16 x, u16 y) const { return data[y * Width + x]; }
|
||||
|
||||
/* The only difficult part. This considers the normal at (x, y) to
|
||||
be the cross product of the vectors between the adjacent points
|
||||
in the horizontal and vertical directions.
|
||||
|
||||
s is a scaling factor, which is necessary if the height units are
|
||||
different from the coordinate units; for example, if your map has
|
||||
heights in meters and the coordinates are in units of a
|
||||
kilometer. */
|
||||
|
||||
vector3df getnormal(u16 x, u16 y, f32 s) const
|
||||
{
|
||||
const f32 zc = get(x, y);
|
||||
f32 zl, zr, zu, zd;
|
||||
|
||||
if (x == 0)
|
||||
{
|
||||
zr = get(x + 1, y);
|
||||
zl = zc + zc - zr;
|
||||
}
|
||||
else if (x == Width - 1)
|
||||
{
|
||||
zl = get(x - 1, y);
|
||||
zr = zc + zc - zl;
|
||||
}
|
||||
else
|
||||
{
|
||||
zr = get(x + 1, y);
|
||||
zl = get(x - 1, y);
|
||||
}
|
||||
|
||||
if (y == 0)
|
||||
{
|
||||
zd = get(x, y + 1);
|
||||
zu = zc + zc - zd;
|
||||
}
|
||||
else if (y == Height - 1)
|
||||
{
|
||||
zu = get(x, y - 1);
|
||||
zd = zc + zc - zu;
|
||||
}
|
||||
else
|
||||
{
|
||||
zd = get(x, y + 1);
|
||||
zu = get(x, y - 1);
|
||||
}
|
||||
|
||||
return vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();
|
||||
}
|
||||
};
|
||||
|
||||
/* A class which generates a mesh from a heightmap. */
|
||||
class TMesh
|
||||
{
|
||||
private:
|
||||
u16 Width;
|
||||
u16 Height;
|
||||
f32 Scale;
|
||||
public:
|
||||
SMesh* Mesh;
|
||||
|
||||
TMesh() : Mesh(0), Width(0), Height(0), Scale(1.f)
|
||||
{
|
||||
Mesh = new SMesh();
|
||||
}
|
||||
|
||||
~TMesh()
|
||||
{
|
||||
Mesh->drop();
|
||||
}
|
||||
|
||||
// Unless the heightmap is small, it won't all fit into a single
|
||||
// SMeshBuffer. This function chops it into pieces and generates a
|
||||
// buffer from each one.
|
||||
|
||||
void init(const HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)
|
||||
{
|
||||
Scale = scale;
|
||||
|
||||
const u32 mp = driver -> getMaximalPrimitiveCount();
|
||||
Width = hm.width();
|
||||
Height = hm.height();
|
||||
|
||||
const u32 sw = mp / (6 * Height); // the width of each piece
|
||||
|
||||
u32 i=0;
|
||||
for(u32 y0 = 0; y0 < Height; y0 += sw)
|
||||
{
|
||||
u16 y1 = y0 + sw;
|
||||
if (y1 >= Height)
|
||||
y1 = Height - 1; // the last one might be narrower
|
||||
addstrip(hm, cf, y0, y1, i);
|
||||
++i;
|
||||
}
|
||||
if (i<Mesh->getMeshBufferCount())
|
||||
{
|
||||
// clear the rest
|
||||
for (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)
|
||||
{
|
||||
Mesh->getMeshBuffer(j)->drop();
|
||||
}
|
||||
Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);
|
||||
}
|
||||
// set dirty flag to make sure that hardware copies of this
|
||||
// buffer are also updated, see IMesh::setHardwareMappingHint
|
||||
Mesh->setDirty();
|
||||
Mesh->recalculateBoundingBox();
|
||||
}
|
||||
|
||||
// Generate a SMeshBuffer which represents all the vertices and
|
||||
// indices for values of y between y0 and y1, and add it to the
|
||||
// mesh.
|
||||
|
||||
void addstrip(const HeightMap &hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)
|
||||
{
|
||||
SMeshBuffer *buf = 0;
|
||||
if (bufNum<Mesh->getMeshBufferCount())
|
||||
{
|
||||
buf = (SMeshBuffer*)Mesh->getMeshBuffer(bufNum);
|
||||
}
|
||||
else
|
||||
{
|
||||
// create new buffer
|
||||
buf = new SMeshBuffer();
|
||||
Mesh->addMeshBuffer(buf);
|
||||
// to simplify things we drop here but continue using buf
|
||||
buf->drop();
|
||||
}
|
||||
buf->Vertices.set_used((1 + y1 - y0) * Width);
|
||||
|
||||
u32 i=0;
|
||||
for (u16 y = y0; y <= y1; ++y)
|
||||
{
|
||||
for (u16 x = 0; x < Width; ++x)
|
||||
{
|
||||
const f32 z = hm.get(x, y);
|
||||
const f32 xx = (f32)x/(f32)Width;
|
||||
const f32 yy = (f32)y/(f32)Height;
|
||||
|
||||
S3DVertex& v = buf->Vertices[i++];
|
||||
v.Pos.set(x, Scale * z, y);
|
||||
v.Normal.set(hm.getnormal(x, y, Scale));
|
||||
v.Color=cf(xx, yy, z);
|
||||
v.TCoords.set(xx, yy);
|
||||
}
|
||||
}
|
||||
|
||||
buf->Indices.set_used(6 * (Width - 1) * (y1 - y0));
|
||||
i=0;
|
||||
for(u16 y = y0; y < y1; ++y)
|
||||
{
|
||||
for(u16 x = 0; x < Width - 1; ++x)
|
||||
{
|
||||
const u16 n = (y-y0) * Width + x;
|
||||
buf->Indices[i]=n;
|
||||
buf->Indices[++i]=n + Width;
|
||||
buf->Indices[++i]=n + Width + 1;
|
||||
buf->Indices[++i]=n + Width + 1;
|
||||
buf->Indices[++i]=n + 1;
|
||||
buf->Indices[++i]=n;
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
||||
buf->recalculateBoundingBox();
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
Our event receiver implementation, taken from tutorial 4.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// This is the one method that we have to implement
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// Remember whether each key is down or up
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// This is used to check whether a key is being held down
|
||||
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||
{
|
||||
return KeyIsDown[keyCode];
|
||||
}
|
||||
|
||||
MyEventReceiver()
|
||||
{
|
||||
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||
KeyIsDown[i] = false;
|
||||
}
|
||||
|
||||
private:
|
||||
// We use this array to store the current state of each key
|
||||
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||
};
|
||||
|
||||
/*
|
||||
Much of this is code taken from some of the examples. We merely set
|
||||
up a mesh from a heightmap, light it with a moving light, and allow
|
||||
the user to navigate around it.
|
||||
*/
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
MyEventReceiver receiver;
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2du(800, 600), 32, false, false, false,
|
||||
&receiver);
|
||||
|
||||
if(device == 0)
|
||||
return 1;
|
||||
|
||||
IVideoDriver *driver = device->getVideoDriver();
|
||||
ISceneManager *smgr = device->getSceneManager();
|
||||
device->setWindowCaption(L"Irrlicht Example for SMesh usage.");
|
||||
|
||||
/*
|
||||
Create the custom mesh and initialize with a heightmap
|
||||
*/
|
||||
TMesh mesh;
|
||||
HeightMap hm = HeightMap(255, 255);
|
||||
hm.generate(eggbox);
|
||||
mesh.init(hm, 50.f, grey, driver);
|
||||
|
||||
// Add the mesh to the scene graph
|
||||
IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);
|
||||
meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
|
||||
// light is just for nice effects
|
||||
ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),
|
||||
SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);
|
||||
if (node)
|
||||
{
|
||||
node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);
|
||||
ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);
|
||||
if (anim)
|
||||
{
|
||||
node->addAnimator(anim);
|
||||
anim->drop();
|
||||
}
|
||||
}
|
||||
|
||||
ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
||||
if (camera)
|
||||
{
|
||||
camera->setPosition(vector3df(-20.f, 150.f, -20.f));
|
||||
camera->setTarget(vector3df(200.f, -80.f, 150.f));
|
||||
camera->setFarValue(20000.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
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.
|
||||
**/
|
Reference in New Issue
Block a user