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3c5a2387cf
Ugly replacement if dwarf is missing. Doing this because Debian currently discussing to remove the dwarf due to a conflict of it's license with Debian policy. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6436 dfc29bdd-3216-0410-991c-e03cc46cb475
338 lines
12 KiB
C++
338 lines
12 KiB
C++
/** Example 008 SpecialFX
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This tutorial describes how to do special effects. It shows how to use stencil
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buffer shadows, the particle system, billboards, dynamic light, and the water
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surface scene node.
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We start like in some tutorials before. Please note that this time, the
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'shadows' flag in createDevice() is set to true, for we want to have a dynamic
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shadow cast from an animated character. If this example runs too slow,
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set it to false. The Irrlicht Engine also checks if your hardware doesn't
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support the stencil buffer, and then disables shadows by itself.
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*/
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#include <irrlicht.h>
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#include <iostream>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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int main()
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{
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// ask if user would like shadows
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char i = 'y';
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printf("Please press 'y' if you want to use realtime shadows.\n");
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std::cin >> i;
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const bool shadows = (i == 'y');
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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/*
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Create device and exit if creation failed. We make the stencil flag
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optional to avoid slow screen modes for runs without shadows.
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*/
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IrrlichtDevice *device =
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createDevice(driverType, core::dimension2d<u32>(640, 480),
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16, false, shadows);
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if (device == 0)
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return 1; // could not create selected driver.
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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const io::path mediaPath = getExampleMediaPath();
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/*
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For our environment, we load a .3ds file. It is a small room I modeled
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with Anim8or and exported into the 3ds format because the Irrlicht
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Engine does not support the .an8 format. I am a very bad 3d graphic
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artist, and so the texture mapping is not very nice in this model.
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Luckily I am a better programmer than artist, and so the Irrlicht
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Engine is able to create a cool texture mapping for me: Just use the
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mesh manipulator and create a planar texture mapping for the mesh. If
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you want to see the mapping I made with Anim8or, uncomment this line. I
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also did not figure out how to set the material right in Anim8or, it
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has a specular light color which I don't really like. I'll switch it
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off too with this code.
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*/
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scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
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if ( !mesh )
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{
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printf("Can't find model room.3ds in media path");
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return 1;
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}
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smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
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scene::ISceneNode* node = 0;
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node = smgr->addAnimatedMeshSceneNode(mesh);
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node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.jpg"));
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node->getMaterial(0).SpecularColor.set(0,0,0,0);
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/*
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Now, for the first special effect: Animated water. It works like this:
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The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
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a water surface. And if we let this scene node use a nice material like
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the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
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with the next few lines of code. As input mesh, we create a hill plane
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mesh, without hills. But any other mesh could be used for this, you
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could even use the room.3ds (which would look really strange) if you
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want to.
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*/
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mesh = smgr->addHillPlaneMesh( "myHill",
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core::dimension2d<f32>(20,20),
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core::dimension2d<u32>(40,40), 0, 0,
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core::dimension2d<f32>(0,0),
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core::dimension2d<f32>(10,10));
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node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
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node->setPosition(core::vector3df(0,7,0));
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node->setMaterialTexture(0, driver->getTexture(mediaPath + "stones.jpg"));
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node->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
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node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
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/*
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The second special effect is very basic, I bet you saw it already in
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some Irrlicht Engine demos: A transparent billboard combined with a
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dynamic light. We simply create a light scene node, let it fly around,
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and to make it look more cool, we attach a billboard scene node to it.
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*/
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// create light
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scene::ILightSceneNode * lightNode = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
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video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
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scene::ISceneNodeAnimator* anim = 0;
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anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f, 0.0005f);
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lightNode ->addAnimator(anim);
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anim->drop();
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// attach billboard to light
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node = smgr->addBillboardSceneNode(lightNode, core::dimension2d<f32>(50, 50));
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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node->setMaterialTexture(0, driver->getTexture(mediaPath + "particlewhite.bmp"));
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/*
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The next special effect is a lot more interesting: A particle system.
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The particle system in the Irrlicht Engine is quite modular and
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extensible, but yet easy to use. There is a particle system scene node
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into which you can put a particle emitter, which makes particles come out
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of nothing. These emitters are quite flexible and usually have lots of
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parameters like direction, amount, and color of the particles they
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create.
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There are different emitters, for example a point emitter which lets
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particles pop out at a fixed point. If the particle emitters available
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in the engine are not enough for you, you can easily create your own
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ones, you'll simply have to create a class derived from the
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IParticleEmitter interface and attach it to the particle system using
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setEmitter(). In this example we create a box particle emitter, which
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creates particles randomly inside a box. The parameters define the box,
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direction of the particles, minimal and maximal new particles per
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second, color, and minimal and maximal lifetime of the particles.
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Because only with emitters particle system would be a little bit
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boring, there are particle affectors which modify particles while
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they fly around. Affectors can be added to a particle system for
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simulating additional effects like gravity or wind.
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The particle affector we use in this example is an affector which
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modifies the color of the particles: It lets them fade out. Like the
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particle emitters, additional particle affectors can also be
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implemented by you, simply derive a class from IParticleAffector and
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add it with addAffector().
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After we set a nice material to the particle system, we have a cool
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looking camp fire. By adjusting material, texture, particle emitter,
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and affector parameters, it is also easily possible to create smoke,
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rain, explosions, snow, and so on.
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*/
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// create a particle system
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scene::IParticleSystemSceneNode* ps =
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smgr->addParticleSystemSceneNode(false);
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if (ps)
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{
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scene::IParticleEmitter* em = ps->createBoxEmitter(
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core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
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core::vector3df(0.0f,0.06f,0.0f), // initial direction
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80,100, // emit rate
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video::SColor(0,255,255,255), // darkest color
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video::SColor(0,255,255,255), // brightest color
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800,2000,0, // min and max age, angle
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core::dimension2df(10.f,10.f), // min size
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core::dimension2df(20.f,20.f)); // max size
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ps->setEmitter(em); // this grabs the emitter
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em->drop(); // so we can drop it here without deleting it
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scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
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ps->addAffector(paf); // same goes for the affector
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paf->drop();
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ps->setPosition(core::vector3df(-70,60,40));
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ps->setScale(core::vector3df(2,2,2));
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ps->setMaterialFlag(video::EMF_LIGHTING, false);
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ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
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ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fire.bmp"));
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ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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}
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/*
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Next we add a volumetric light node, which adds a glowing fake area light to
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the scene. Like with the billboards and particle systems we also assign a
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texture for the desired effect, though this time we'll use a texture animator
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to create the illusion of a magical glowing area effect.
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*/
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scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
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32, // Subdivisions on U axis
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32, // Subdivisions on V axis
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video::SColor(0, 255, 255, 255), // foot color
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video::SColor(0, 0, 0, 0)); // tail color
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if (n)
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{
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n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
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n->setPosition(core::vector3df(-120,50,40));
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// load textures for animation
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core::array<video::ITexture*> textures;
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for (s32 g=7; g > 0; --g)
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{
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core::stringc tmp(mediaPath);
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tmp += "portal";
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tmp += g;
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tmp += ".bmp";
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video::ITexture* t = driver->getTexture( tmp.c_str() );
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textures.push_back(t);
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}
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// create texture animator
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scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
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// add the animator
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n->addAnimator(glow);
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// drop the animator because it was created with a create() function
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glow->drop();
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}
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/*
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As our last special effect, we want a dynamic shadow be cast from an
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animated character. For this we load a DirectX .x model and place it
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into our world. For creating the shadow, we simply need to call
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addShadowVolumeSceneNode(). The color of shadows is only adjustable
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globally for all shadows, by calling ISceneManager::setShadowColor().
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Voila, here is our dynamic shadow.
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Because the character is a little bit too small for this scene, we make
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it bigger using setScale(). And because the character is lighted by a
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dynamic light, we need to normalize the normals to make the lighting on
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it correct. This is always necessary if the scale of a dynamic lighted
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model is not (1,1,1). Otherwise it would get too dark or too bright
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because the normals will be scaled too.
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*/
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// add animated character
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mesh = smgr->getMesh(mediaPath + "dwarf.x");
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if (!mesh) // some Linux distributions might not have dwarf due to license
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{
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mesh = smgr->addArrowMesh("no_dwarf", video::SColor(0xFFFFFFFF), video::SColor(0xFFFFFFFF), 4, 8, 80.f, 50.f, 5.f, 15.f);
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}
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scene::IAnimatedMeshSceneNode* anode = 0;
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anode = smgr->addAnimatedMeshSceneNode(mesh);
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anode->setPosition(core::vector3df(-50,20,-60));
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anode->setAnimationSpeed(15);
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/*
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Shadows still have to be drawn even then the node causing them is not visible itself.
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We have to disable culling if the node is animated or it's transformations change
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as otherwise the shadow is not updated correctly.
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If you have many objects and this becomes a speed problem you will have to figure
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out some manual culling (for exampling hiding all objects beyond a certain distance).
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*/
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anode->setAutomaticCulling(scene::EAC_OFF);
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// add shadow
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anode->addShadowVolumeSceneNode();
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smgr->setShadowColor(video::SColor(150,0,0,0));
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// make the model a bit bigger
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anode->setScale(core::vector3df(2,2,2));
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// because of the scaling we have to normalize its normals for correct lighting
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anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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// let the dwarf slowly rotate around it's y axis
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scene::ISceneNodeAnimator* ra = smgr->createRotationAnimator(irr::core::vector3df(0, 0.1f, 0));
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anode->addAnimator(ra);
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ra->drop();
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/*
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Finally we simply have to draw everything, that's all.
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*/
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
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camera->setPosition(core::vector3df(-50,50,-150));
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camera->setFarValue(10000.0f); // this increase a shadow visible range.
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// disable mouse cursor
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device->getCursorControl()->setVisible(false);
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switchToMayaCamera(device);
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s32 lastFPS = -1;
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
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smgr->drawAll();
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driver->endScene();
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const s32 fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw str = L"Irrlicht Engine - SpecialFX example [";
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str += driver->getName();
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str += "] FPS:";
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str += fps;
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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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}
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}
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device->drop();
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return 0;
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}
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/*
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**/
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