mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-02 00:00:26 +02:00
Import irrlicht 1.8.4 release
This commit is contained in:
38
examples/12.TerrainRendering/Makefile
Normal file
38
examples/12.TerrainRendering/Makefile
Normal file
@ -0,0 +1,38 @@
|
||||
# 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
|
||||
Target = 12.TerrainRendering
|
||||
Sources = main.cpp
|
||||
|
||||
# general compiler settings
|
||||
CPPFLAGS = -I../../include -I/usr/X11R6/include
|
||||
CXXFLAGS = -O3 -ffast-math
|
||||
#CXXFLAGS = -g -Wall
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
|
||||
# target specific settings
|
||||
all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
|
||||
all_win32 clean_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32: SUF=.exe
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32:
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||||
$(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 clean clean_linux clean_win32
|
56
examples/12.TerrainRendering/TerrainRendering.cbp
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56
examples/12.TerrainRendering/TerrainRendering.cbp
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@ -0,0 +1,56 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 12 Terrain Rendering" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/TerrainRendering" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/TerrainRendering" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-w" />
|
||||
<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>
|
||||
</CodeBlocks_project_file>
|
59
examples/12.TerrainRendering/TerrainRendering.dev
Normal file
59
examples/12.TerrainRendering/TerrainRendering.dev
Normal file
@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 12 Terrain Rendering
|
||||
UnitCount=1
|
||||
Type=1
|
||||
Ver=1
|
||||
ObjFiles=
|
||||
Includes=..\..\include
|
||||
Libs=
|
||||
PrivateResource=
|
||||
ResourceIncludes=
|
||||
MakeIncludes=
|
||||
Compiler=
|
||||
CppCompiler=
|
||||
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
|
||||
IsCpp=1
|
||||
Icon=
|
||||
ExeOutput=../../bin/Win32-gcc
|
||||
ObjectOutput=obj
|
||||
OverrideOutput=1
|
||||
OverrideOutputName=12.TerrainRendering.exe
|
||||
HostApplication=
|
||||
Folders=
|
||||
CommandLine=
|
||||
IncludeVersionInfo=0
|
||||
SupportXPThemes=0
|
||||
CompilerSet=0
|
||||
CompilerSettings=0000000000000000000000
|
||||
UseCustomMakefile=0
|
||||
CustomMakefile=
|
||||
|
||||
[Unit1]
|
||||
FileName=main.cpp
|
||||
CompileCpp=1
|
||||
Folder=Projekt1
|
||||
Compile=1
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[VersionInfo]
|
||||
Major=0
|
||||
Minor=1
|
||||
Release=1
|
||||
Build=1
|
||||
LanguageID=1033
|
||||
CharsetID=1252
|
||||
CompanyName=
|
||||
FileVersion=
|
||||
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
|
||||
InternalName=
|
||||
LegalCopyright=
|
||||
LegalTrademarks=
|
||||
OriginalFilename=
|
||||
ProductName=
|
||||
ProductVersion=
|
||||
AutoIncBuildNr=0
|
||||
|
163
examples/12.TerrainRendering/TerrainRendering.vcproj
Normal file
163
examples/12.TerrainRendering/TerrainRendering.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="12.TerrainRendering"
|
||||
ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/TerrainRendering.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/TerrainRendering.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/TerrainRendering.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/TerrainRendering.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/TerrainRendering.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
235
examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
Normal file
235
examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
Normal file
@ -0,0 +1,235 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectName>12.TerrainRendering</ProjectName>
|
||||
<ProjectGuid>{3A5B74E5-6390-43B0-A459-2793B81FFD31}</ProjectGuid>
|
||||
<RootNamespace>TerrainRendering</RootNamespace>
|
||||
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|
||||
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|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
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<UseOfMfc>false</UseOfMfc>
|
||||
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|
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|
||||
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|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
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|
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||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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RootNamespace="TerrainRendering_vc9"
|
||||
TargetFrameworkVersion="131072"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/TerrainRendering.tlb"
|
||||
HeaderFileName=""
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="1"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Debug/TerrainRendering.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="true"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="true"
|
||||
ProgramDatabaseFile=".\Debug/TerrainRendering.pdb"
|
||||
SubSystem="1"
|
||||
RandomizedBaseAddress="1"
|
||||
DataExecutionPrevention="0"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/TerrainRendering.tlb"
|
||||
HeaderFileName=""
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="true"
|
||||
RuntimeLibrary="0"
|
||||
EnableFunctionLevelLinking="true"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Release/TerrainRendering.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="true"
|
||||
CompileAs="0"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
|
||||
SubSystem="1"
|
||||
RandomizedBaseAddress="1"
|
||||
DataExecutionPrevention="0"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
285
examples/12.TerrainRendering/main.cpp
Normal file
285
examples/12.TerrainRendering/main.cpp
Normal file
@ -0,0 +1,285 @@
|
||||
/** Example 012 Terrain Rendering
|
||||
|
||||
This tutorial will briefly show how to use the terrain renderer of Irrlicht. It
|
||||
will also show the terrain renderer triangle selector to be able to do
|
||||
collision detection with terrain.
|
||||
|
||||
Note that the Terrain Renderer in Irrlicht is based on Spintz'
|
||||
GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant
|
||||
simple solution for building larger area on small heightmaps -> terrain
|
||||
smoothing.
|
||||
|
||||
In the beginning there is nothing special. We include the needed header files
|
||||
and create an event listener to listen if the user presses a key: The 'W' key
|
||||
switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key
|
||||
toggles between solid and detail mapped material.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
|
||||
Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
|
||||
{
|
||||
Skybox->setVisible(showBox);
|
||||
Skydome->setVisible(!showBox);
|
||||
}
|
||||
|
||||
bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// check if user presses the key 'W' or 'D'
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
|
||||
{
|
||||
switch (event.KeyInput.Key)
|
||||
{
|
||||
case irr::KEY_KEY_W: // switch wire frame mode
|
||||
Terrain->setMaterialFlag(video::EMF_WIREFRAME,
|
||||
!Terrain->getMaterial(0).Wireframe);
|
||||
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
|
||||
return true;
|
||||
case irr::KEY_KEY_P: // switch wire frame mode
|
||||
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
|
||||
!Terrain->getMaterial(0).PointCloud);
|
||||
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
|
||||
return true;
|
||||
case irr::KEY_KEY_D: // toggle detail map
|
||||
Terrain->setMaterialType(
|
||||
Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
|
||||
video::EMT_DETAIL_MAP : video::EMT_SOLID);
|
||||
return true;
|
||||
case irr::KEY_KEY_S: // toggle skies
|
||||
showBox=!showBox;
|
||||
Skybox->setVisible(showBox);
|
||||
Skydome->setVisible(!showBox);
|
||||
return true;
|
||||
case irr::KEY_KEY_X: // toggle debug information
|
||||
showDebug=!showDebug;
|
||||
Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
|
||||
return true;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
scene::ISceneNode* Terrain;
|
||||
scene::ISceneNode* Skybox;
|
||||
scene::ISceneNode* Skydome;
|
||||
bool showBox;
|
||||
bool showDebug;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
The start of the main function starts like in most other example. We ask the
|
||||
user for the desired renderer and start it up. This time with the advanced
|
||||
parameter handling.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device with full flexibility over creation parameters
|
||||
// you can add more parameters if desired, check irr::SIrrlichtCreationParameters
|
||||
irr::SIrrlichtCreationParameters params;
|
||||
params.DriverType=driverType;
|
||||
params.WindowSize=core::dimension2d<u32>(640, 480);
|
||||
IrrlichtDevice* device = createDeviceEx(params);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
|
||||
/*
|
||||
First, we add standard stuff to the scene: A nice irrlicht engine
|
||||
logo, a small help text, a user controlled camera, and we disable
|
||||
the mouse cursor.
|
||||
*/
|
||||
|
||||
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/irrlichtlogo2.png"),
|
||||
core::position2d<s32>(10,10));
|
||||
|
||||
//set other font
|
||||
env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
|
||||
|
||||
// add some help text
|
||||
env->addStaticText(
|
||||
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
|
||||
core::rect<s32>(10,421,250,475), true, true, 0, -1, true);
|
||||
|
||||
// add camera
|
||||
scene::ICameraSceneNode* camera =
|
||||
smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
|
||||
|
||||
camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
|
||||
camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
|
||||
camera->setFarValue(42000.0f);
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Here comes the terrain renderer scene node: We add it just like any
|
||||
other scene node to the scene using
|
||||
ISceneManager::addTerrainSceneNode(). The only parameter we use is a
|
||||
file name to the heightmap we use. A heightmap is simply a gray scale
|
||||
texture. The terrain renderer loads it and creates the 3D terrain from
|
||||
it.
|
||||
|
||||
To make the terrain look more big, we change the scale factor of
|
||||
it to (40, 4.4, 40). Because we don't have any dynamic lights in the
|
||||
scene, we switch off the lighting, and we set the file
|
||||
terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
|
||||
second texture, called detail map. At last, we set the scale values for
|
||||
the texture: The first texture will be repeated only one time over the
|
||||
whole terrain, and the second one (detail map) 20 times.
|
||||
*/
|
||||
|
||||
// add terrain scene node
|
||||
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
|
||||
"../../media/terrain-heightmap.bmp",
|
||||
0, // parent node
|
||||
-1, // node id
|
||||
core::vector3df(0.f, 0.f, 0.f), // position
|
||||
core::vector3df(0.f, 0.f, 0.f), // rotation
|
||||
core::vector3df(40.f, 4.4f, 40.f), // scale
|
||||
video::SColor ( 255, 255, 255, 255 ), // vertexColor
|
||||
5, // maxLOD
|
||||
scene::ETPS_17, // patchSize
|
||||
4 // smoothFactor
|
||||
);
|
||||
|
||||
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
|
||||
terrain->setMaterialTexture(0,
|
||||
driver->getTexture("../../media/terrain-texture.jpg"));
|
||||
terrain->setMaterialTexture(1,
|
||||
driver->getTexture("../../media/detailmap3.jpg"));
|
||||
|
||||
terrain->setMaterialType(video::EMT_DETAIL_MAP);
|
||||
|
||||
terrain->scaleTexture(1.0f, 20.0f);
|
||||
|
||||
/*
|
||||
To be able to do collision with the terrain, we create a triangle selector.
|
||||
If you want to know what triangle selectors do, just take a look into the
|
||||
collision tutorial. The terrain triangle selector works together with the
|
||||
terrain. To demonstrate this, we create a collision response animator
|
||||
and attach it to the camera, so that the camera will not be able to fly
|
||||
through the terrain.
|
||||
*/
|
||||
|
||||
// create triangle selector for the terrain
|
||||
scene::ITriangleSelector* selector
|
||||
= smgr->createTerrainTriangleSelector(terrain, 0);
|
||||
terrain->setTriangleSelector(selector);
|
||||
|
||||
// create collision response animator and attach it to the camera
|
||||
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(60,100,60),
|
||||
core::vector3df(0,0,0),
|
||||
core::vector3df(0,50,0));
|
||||
selector->drop();
|
||||
camera->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
/* If you need access to the terrain data you can also do this directly via the following code fragment.
|
||||
*/
|
||||
scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
|
||||
terrain->getMeshBufferForLOD(*buffer, 0);
|
||||
video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
|
||||
// Work on data or get the IndexBuffer with a similar call.
|
||||
buffer->drop(); // When done drop the buffer again.
|
||||
|
||||
/*
|
||||
To make the user be able to switch between normal and wireframe mode,
|
||||
we create an instance of the event receiver from above and let Irrlicht
|
||||
know about it. In addition, we add the skybox which we already used in
|
||||
lots of Irrlicht examples and a skydome, which is shown mutually
|
||||
exclusive with the skybox by pressing 'S'.
|
||||
*/
|
||||
|
||||
// create skybox and skydome
|
||||
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
||||
|
||||
scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
|
||||
driver->getTexture("../../media/irrlicht2_up.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_dn.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_lf.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_rt.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_ft.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_bk.jpg"));
|
||||
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
|
||||
|
||||
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
|
||||
|
||||
// create event receiver
|
||||
MyEventReceiver receiver(terrain, skybox, skydome);
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
/*
|
||||
That's it, draw everything.
|
||||
*/
|
||||
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, 0 );
|
||||
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
// display frames per second in window title
|
||||
int fps = driver->getFPS();
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
// Also print terrain height of current camera position
|
||||
// We can use camera position because terrain is located at coordinate origin
|
||||
str += " Height: ";
|
||||
str += terrain->getHeight(camera->getAbsolutePosition().X,
|
||||
camera->getAbsolutePosition().Z);
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
Now you know how to use terrain in Irrlicht.
|
||||
**/
|
122
examples/12.TerrainRendering/tutorial.html
Normal file
122
examples/12.TerrainRendering/tutorial.html
Normal file
@ -0,0 +1,122 @@
|
||||
<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 12. Terrain Rendering</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This tutorial will briefly show how to use the terrain renderer of
|
||||
Irrlicht. It will also show the terrain renderer triangle selector to
|
||||
be able to do collision detection with terrain.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p>
|
||||
<p align="left"><br>
|
||||
Note that the terrain renderer in Irrlicht is based the terrain renderer
|
||||
by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks
|
||||
go to them.</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> In the beginning there is nothing special. We include the needed
|
||||
header files and create an event listener to listen if the user presses
|
||||
the 'W' key so we can switch to wireframe mode and if he presses 'D'
|
||||
we toggle to material between solid and detail mapped.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br><br>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> MyEventReceiver(scene::ISceneNode* terrain)<br> {<br><font color="#006600"> // store pointer to terrain so we can change its drawing mode<br></font> Terrain = terrain;<br> }<br><br> bool OnEvent(const SEvent& event)<br> {<br> <font color="#006600"> // check if user presses the key 'W' or 'D'</font><br> if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)<br> {<br> switch (event.KeyInput.Key)<br> {<br> case irr::KEY_KEY_W:<font color="#006600"> // switch wire frame mode</font><br> Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain->setMaterialType(<br> Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? <br> video::EMT_DETAIL_MAP : video::EMT_SOLID);<br> return true;<br> }<br> }<br> return false;<br> }<br><br>private:<br> scene::ISceneNode* Terrain;<br>};<br><br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The start of the main function starts like in most other example.
|
||||
We ask the user for the desired renderer and start it up. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type<br></font><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><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><br> char i;<br> std::cin >> 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> } <br><font color="#006600"><br> // create device<br></font> IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> First, we add standard stuff to the scene: A nice irrlicht engine
|
||||
logo, a small help text, a user controlled camera, and we disable
|
||||
the mouse cursor.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::IVideoDriver* driver = device->getVideoDriver();<br>scene::ISceneManager* smgr = device->getSceneManager();<br>gui::IGUIEnvironment* env = device->getGUIEnvironment();<br><br>driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),<br> core::position2d<s32>(10,10));<br>
|
||||
<font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env->addStaticText(<br> L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",<br> core::rect<s32>(10,453,200,475), true, true, 0, -1, true);<br>
|
||||
<font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera->setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera->setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera->setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device->getCursorControl()->setVisible(false);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Here comes the terrain renderer scene node: We add it just like
|
||||
any other scene node to the scene using ISceneManager::addTerrainSceneNode().
|
||||
The only parameter we use is a file name to the heightmap we use.
|
||||
A heightmap is simply a gray scale texture. The terrain renderer loads
|
||||
it and creates the 3D terrain from it.<br>
|
||||
To make the terrain look more big, we change the scale factor of it
|
||||
to (40, 4.4, 40). Because we don't have any dynamic lights in the
|
||||
scene, we switch off the lighting, and we set the file terrain-texture.jpg
|
||||
as texture for the terrain and detailmap3.jpg as second texture, called
|
||||
detail map. At last, we set the scale values for the texture: The
|
||||
first texture will be repeated only one time over the whole terrain,
|
||||
and the second one (detail map) 20 times. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( <br> "../../media/terrain-heightmap.bmp");<br><br>terrain->setScale(core::vector3df(40, 4.4f, 40));<br>terrain->setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain->setMaterialTexture(0, driver->getTexture("../../media/terrain-texture.jpg"));<br>terrain->setMaterialTexture(1, driver->getTexture("../../media/detailmap3.jpg"));<br> <br>terrain->setMaterialType(video::EMT_DETAIL_MAP);<br>terrain->scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To be able to do collision with the terrain, we create a triangle
|
||||
selector. If you want to know what triangle selectors do, just take
|
||||
a look into the collision tutorial. The terrain triangle selector
|
||||
works together with the terrain. To demonstrate this, we create a
|
||||
collision response animator and attach it to the camera, so that the
|
||||
camera will not be able to fly through the terrain. </p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr->createTerrainTriangleSelector(terrain, 0);<br>terrain->setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector->drop();<br>camera->addAnimator(anim);<br>anim->drop();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To make the user be able to switch between normal and wireframe mode,
|
||||
we create an instance of the event reciever from above and let Irrlicht
|
||||
know about it. In addition, we add the skybox which we already used
|
||||
in lots of Irrlicht examples.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device->setEventReceiver(&receiver);<br><br><font color="#006600">// create skybox<br></font>driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br>
|
||||
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> int lastFPS = -1;<br><br> while(device->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, 0 );<br><br> smgr->drawAll();<br> env->drawAll();<br><br> driver->endScene();
|
||||
<br><font color="#006600"> // display frames per second in window title
|
||||
</font> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Terrain Renderer - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->drop();<br> <br> return 0;<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user