Written by Colin MacDonald. This tutorial explains the use of the Light Manager of Irrlicht. It enables the use of more dynamic light sources than the actual hardware supports. Further applications of the Light Manager, such as per scene node callbacks, are left out for simplicity of the example.
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
using namespace core;
#if defined(_MSC_VER)
#pragma comment(lib, "Irrlicht.lib")
#endif // MSC_VER
Normally, you are limited to 8 dynamic lights per scene: this is a hardware limit. If you want to use more dynamic lights in your scene, then you can register an optional light manager that allows you to to turn lights on and off at specific point during rendering. You are still limited to 8 lights, but the limit is per scene node.
This is completely optional: if you do not register a light manager, then a default distance-based scheme will be used to prioritise hardware lights based on their distance from the active camera.
NO_MANAGEMENT disables the light manager and shows Irrlicht's default light behaviour. The 8 lights nearest to the camera will be turned on, and other lights will be turned off. In this example, this produces a funky looking but incoherent light display.
LIGHTS_NEAREST_NODE shows an implementation that turns on a limited number of lights per mesh scene node. If finds the 3 lights that are nearest to the node being rendered, and turns them on, turning all other lights off. This works, but as it operates on every light for every node, it does not scale well with many lights. The flickering you can see in this demo is due to the lights swapping their relative positions from the cubes (a deliberate demonstration of the limitations of this technique).
LIGHTS_IN_ZONE shows a technique for turning on lights based on a 'zone'. Each empty scene node is considered to be the parent of a zone. When nodes are rendered, they turn off all lights, then find their parent 'zone' and turn on all lights that are inside that zone, i.e. are descendents of it in the scene graph. This produces true 'local' lighting for each cube in this example. You could use a similar technique to locally light all meshes in (e.g.) a room, without the lights spilling out to other rooms.
This light manager is also an event receiver; this is purely for simplicity in this example, it's neither necessary nor recommended for a real application.
class CMyLightManager : public scene::ILightManager, public IEventReceiver
{
typedef enum
{
NO_MANAGEMENT,
LIGHTS_NEAREST_NODE,
LIGHTS_IN_ZONE
}
LightManagementMode;
LightManagementMode Mode;
LightManagementMode RequestedMode;
scene::ISceneManager * SceneManager;
core::array<scene::ISceneNode*> * SceneLightList;
scene::E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
scene::ISceneNode * CurrentSceneNode;
public:
CMyLightManager(scene::ISceneManager* sceneManager)
: Mode(NO_MANAGEMENT), RequestedMode(NO_MANAGEMENT),
SceneManager(sceneManager), SceneLightList(0),
CurrentRenderPass(scene::ESNRP_NONE), CurrentSceneNode(0)
{ }
bool OnEvent(const SEvent & event)
{
bool handled = false;
if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown)
{
handled = true;
switch(event.KeyInput.Key)
{
case irr::KEY_KEY_1:
RequestedMode = NO_MANAGEMENT;
break;
case irr::KEY_KEY_2:
RequestedMode = LIGHTS_NEAREST_NODE;
break;
case irr::KEY_KEY_3:
RequestedMode = LIGHTS_IN_ZONE;
break;
default:
handled = false;
break;
}
if(NO_MANAGEMENT == RequestedMode)
SceneManager->setLightManager(0);
else
SceneManager->setLightManager(this);
}
return handled;
}
virtual void OnPreRender(core::array<scene::ISceneNode*> & lightList)
{
Mode = RequestedMode;
SceneLightList = &lightList;
}
virtual void OnPostRender()
{
for (u32 i = 0; i < SceneLightList->size(); i++)
(*SceneLightList)[i]->setVisible(true);
}
virtual void OnRenderPassPreRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
{
CurrentRenderPass = renderPass;
}
virtual void OnRenderPassPostRender(scene::E_SCENE_NODE_RENDER_PASS renderPass)
{
if (scene::ESNRP_SOLID == renderPass)
{
for (u32 i = 0; i < SceneLightList->size(); ++i)
(*SceneLightList)[i]->setVisible(false);
}
}
virtual void OnNodePreRender(scene::ISceneNode* node)
{
CurrentSceneNode = node;
if (scene::ESNRP_SOLID != CurrentRenderPass)
return;
if (node->getType() != scene::ESNT_CUBE)
return;
if (LIGHTS_NEAREST_NODE == Mode)
{
const vector3df nodePosition = node->getAbsolutePosition();
array<LightDistanceElement> sortingArray;
sortingArray.reallocate(SceneLightList->size());
u32 i;
for(i = 0; i < SceneLightList->size(); ++i)
{
scene::ISceneNode* lightNode = (*SceneLightList)[i];
const f64 distance = lightNode->getAbsolutePosition().getDistanceFromSQ(nodePosition);
sortingArray.push_back(LightDistanceElement(lightNode, distance));
}
sortingArray.sort();
for(i = 0; i < sortingArray.size(); ++i)
sortingArray[i].node->setVisible(i < 3);
}
else if(LIGHTS_IN_ZONE == Mode)
{
for (u32 i = 0; i < SceneLightList->size(); ++i)
{
if ((*SceneLightList)[i]->getType() != scene::ESNT_LIGHT)
continue;
scene::ILightSceneNode* lightNode = static_cast<scene::ILightSceneNode*>((*SceneLightList)[i]);
video::SLight & lightData = lightNode->getLightData();
if (video::ELT_DIRECTIONAL != lightData.Type)
lightNode->setVisible(false);
}
scene::ISceneNode * parentZone = findZone(node);
if (parentZone)
turnOnZoneLights(parentZone);
}
}
virtual void OnNodePostRender(scene::ISceneNode* node)
{
}
private:
scene::ISceneNode * findZone(scene::ISceneNode * node)
{
if (!node)
return 0;
if (node->getType() == scene::ESNT_EMPTY)
return node;
return findZone(node->getParent());
}
void turnOnZoneLights(scene::ISceneNode * node)
{
core::list<scene::ISceneNode*> const & children = node->getChildren();
for (core::list<scene::ISceneNode*>::ConstIterator child = children.begin();
child != children.end(); ++child)
{
if ((*child)->getType() == scene::ESNT_LIGHT)
(*child)->setVisible(true);
else
turnOnZoneLights(*child);
}
}
class LightDistanceElement
{
public:
LightDistanceElement() {};
LightDistanceElement(scene::ISceneNode* n, f64 d)
: node(n), distance(d) { }
scene::ISceneNode* node;
f64 distance;
bool operator < (const LightDistanceElement& other) const
{
return (distance < other.distance);
}
};
};
int main(int argumentCount, char * argumentValues[])
{
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
IrrlichtDevice *device = createDevice(driverType,
dimension2d<u32>(640, 480), 32);
if(!device)
return -1;
f32 const lightRadius = 60.f;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
gui::IGUISkin* skin = guienv->getSkin();
if (skin)
{
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
gui::IGUIFont* font = guienv->getFont("../../media/fontlucida.png");
if(font)
skin->setFont(font);
}
guienv->addStaticText(L"1 - No light management", core::rect<s32>(10,10,200,30));
guienv->addStaticText(L"2 - Closest 3 lights", core::rect<s32>(10,30,200,50));
guienv->addStaticText(L"3 - Lights in zone", core::rect<s32>(10,50,200,70));
Add several "zones". You could use this technique to light individual rooms, for example.
for(f32 zoneX = -100.f; zoneX <= 100.f; zoneX += 50.f)
for(f32 zoneY = -60.f; zoneY <= 60.f; zoneY += 60.f)
{
scene::ISceneNode * zoneRoot = smgr->addEmptySceneNode();
zoneRoot->setPosition(vector3df(zoneX, zoneY, 0));
scene::IMeshSceneNode * node = smgr->addCubeSceneNode(15, zoneRoot);
scene::ISceneNodeAnimator * rotation = smgr->createRotationAnimator(vector3df(0.25f, 0.5f, 0.75f));
node->addAnimator(rotation);
rotation->drop();
scene::IBillboardSceneNode * billboard = smgr->addBillboardSceneNode(node);
billboard->setPosition(vector3df(0, -14, 30));
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius);
billboard = smgr->addBillboardSceneNode(node);
billboard->setPosition(vector3df(-21, -14, -21));
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius);
billboard = smgr->addBillboardSceneNode(node);
billboard->setPosition(vector3df(21, -14, -21));
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false);
smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius);
node = smgr->addCubeSceneNode(5, node);
node->setPosition(vector3df(0, 21, 0));
}
smgr->addCameraSceneNode(0, vector3df(0,0,-130), vector3df(0,0,0));
CMyLightManager * myLightManager = new CMyLightManager(smgr);
smgr->setLightManager(0);
device->setEventReceiver(myLightManager);
int lastFps = -1;
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
int fps = driver->getFPS();
if(fps != lastFps)
{
lastFps = fps;
core::stringw str = L"Managed Lights [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
}
}
myLightManager->drop();
device->drop();
return 0;
}