mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 11:50:37 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
327 lines
12 KiB
C++
327 lines
12 KiB
C++
/** Example 008 SpecialFX
|
|
|
|
This tutorial describes how to do special effects. It shows how to use stencil
|
|
buffer shadows, the particle system, billboards, dynamic light, and the water
|
|
surface scene node.
|
|
|
|
We start like in some tutorials before. Please note that this time, the
|
|
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
|
|
shadow cast from an animated character. If this example runs too slow,
|
|
set it to false. The Irrlicht Engine also checks if your hardware doesn't
|
|
support the stencil buffer, and then disables shadows by itself.
|
|
*/
|
|
|
|
#include <irrlicht.h>
|
|
#include <iostream>
|
|
#include "driverChoice.h"
|
|
#include "exampleHelper.h"
|
|
|
|
using namespace irr;
|
|
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "Irrlicht.lib")
|
|
#endif
|
|
|
|
int main()
|
|
{
|
|
// ask if user would like shadows
|
|
char i = 'y';
|
|
printf("Please press 'y' if you want to use realtime shadows.\n");
|
|
|
|
std::cin >> i;
|
|
|
|
const bool shadows = (i == 'y');
|
|
|
|
// ask user for driver
|
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
|
if (driverType==video::EDT_COUNT)
|
|
return 1;
|
|
|
|
|
|
/*
|
|
Create device and exit if creation failed. We make the stencil flag
|
|
optional to avoid slow screen modes for runs without shadows.
|
|
*/
|
|
|
|
IrrlichtDevice *device =
|
|
createDevice(driverType, core::dimension2d<u32>(640, 480),
|
|
16, false, shadows);
|
|
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|
|
|
const io::path mediaPath = getExampleMediaPath();
|
|
|
|
/*
|
|
For our environment, we load a .3ds file. It is a small room I modeled
|
|
with Anim8or and exported into the 3ds format because the Irrlicht
|
|
Engine does not support the .an8 format. I am a very bad 3d graphic
|
|
artist, and so the texture mapping is not very nice in this model.
|
|
Luckily I am a better programmer than artist, and so the Irrlicht
|
|
Engine is able to create a cool texture mapping for me: Just use the
|
|
mesh manipulator and create a planar texture mapping for the mesh. If
|
|
you want to see the mapping I made with Anim8or, uncomment this line. I
|
|
also did not figure out how to set the material right in Anim8or, it
|
|
has a specular light color which I don't really like. I'll switch it
|
|
off too with this code.
|
|
*/
|
|
|
|
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
|
|
|
|
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
|
|
|
|
scene::ISceneNode* node = 0;
|
|
|
|
node = smgr->addAnimatedMeshSceneNode(mesh);
|
|
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.jpg"));
|
|
node->getMaterial(0).SpecularColor.set(0,0,0,0);
|
|
|
|
/*
|
|
Now, for the first special effect: Animated water. It works like this:
|
|
The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
|
|
a water surface. And if we let this scene node use a nice material like
|
|
the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
|
|
with the next few lines of code. As input mesh, we create a hill plane
|
|
mesh, without hills. But any other mesh could be used for this, you
|
|
could even use the room.3ds (which would look really strange) if you
|
|
want to.
|
|
*/
|
|
|
|
mesh = smgr->addHillPlaneMesh( "myHill",
|
|
core::dimension2d<f32>(20,20),
|
|
core::dimension2d<u32>(40,40), 0, 0,
|
|
core::dimension2d<f32>(0,0),
|
|
core::dimension2d<f32>(10,10));
|
|
|
|
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
|
|
node->setPosition(core::vector3df(0,7,0));
|
|
|
|
node->setMaterialTexture(0, driver->getTexture(mediaPath + "stones.jpg"));
|
|
node->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
|
|
|
|
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
|
|
|
|
/*
|
|
The second special effect is very basic, I bet you saw it already in
|
|
some Irrlicht Engine demos: A transparent billboard combined with a
|
|
dynamic light. We simply create a light scene node, let it fly around,
|
|
and to make it look more cool, we attach a billboard scene node to it.
|
|
*/
|
|
|
|
// create light
|
|
scene::ILightSceneNode * lightNode = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
|
|
video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
|
|
scene::ISceneNodeAnimator* anim = 0;
|
|
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f, 0.0005f);
|
|
lightNode ->addAnimator(anim);
|
|
anim->drop();
|
|
|
|
// attach billboard to light
|
|
|
|
node = smgr->addBillboardSceneNode(lightNode, core::dimension2d<f32>(50, 50));
|
|
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
|
node->setMaterialTexture(0, driver->getTexture(mediaPath + "particlewhite.bmp"));
|
|
|
|
/*
|
|
The next special effect is a lot more interesting: A particle system.
|
|
The particle system in the Irrlicht Engine is quite modular and
|
|
extensible, but yet easy to use. There is a particle system scene node
|
|
into which you can put a particle emitter, which makes particles come out
|
|
of nothing. These emitters are quite flexible and usually have lots of
|
|
parameters like direction, amount, and color of the particles they
|
|
create.
|
|
|
|
There are different emitters, for example a point emitter which lets
|
|
particles pop out at a fixed point. If the particle emitters available
|
|
in the engine are not enough for you, you can easily create your own
|
|
ones, you'll simply have to create a class derived from the
|
|
IParticleEmitter interface and attach it to the particle system using
|
|
setEmitter(). In this example we create a box particle emitter, which
|
|
creates particles randomly inside a box. The parameters define the box,
|
|
direction of the particles, minimal and maximal new particles per
|
|
second, color, and minimal and maximal lifetime of the particles.
|
|
|
|
Because only with emitters particle system would be a little bit
|
|
boring, there are particle affectors which modify particles while
|
|
they fly around. Affectors can be added to a particle system for
|
|
simulating additional effects like gravity or wind.
|
|
The particle affector we use in this example is an affector which
|
|
modifies the color of the particles: It lets them fade out. Like the
|
|
particle emitters, additional particle affectors can also be
|
|
implemented by you, simply derive a class from IParticleAffector and
|
|
add it with addAffector().
|
|
|
|
After we set a nice material to the particle system, we have a cool
|
|
looking camp fire. By adjusting material, texture, particle emitter,
|
|
and affector parameters, it is also easily possible to create smoke,
|
|
rain, explosions, snow, and so on.
|
|
*/
|
|
|
|
// create a particle system
|
|
|
|
scene::IParticleSystemSceneNode* ps =
|
|
smgr->addParticleSystemSceneNode(false);
|
|
|
|
if (ps)
|
|
{
|
|
scene::IParticleEmitter* em = ps->createBoxEmitter(
|
|
core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
|
|
core::vector3df(0.0f,0.06f,0.0f), // initial direction
|
|
80,100, // emit rate
|
|
video::SColor(0,255,255,255), // darkest color
|
|
video::SColor(0,255,255,255), // brightest color
|
|
800,2000,0, // min and max age, angle
|
|
core::dimension2df(10.f,10.f), // min size
|
|
core::dimension2df(20.f,20.f)); // max size
|
|
|
|
ps->setEmitter(em); // this grabs the emitter
|
|
em->drop(); // so we can drop it here without deleting it
|
|
|
|
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
|
|
|
|
ps->addAffector(paf); // same goes for the affector
|
|
paf->drop();
|
|
|
|
ps->setPosition(core::vector3df(-70,60,40));
|
|
ps->setScale(core::vector3df(2,2,2));
|
|
ps->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
|
|
ps->setMaterialTexture(0, driver->getTexture(mediaPath + "fire.bmp"));
|
|
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
|
}
|
|
|
|
/*
|
|
Next we add a volumetric light node, which adds a glowing fake area light to
|
|
the scene. Like with the billboards and particle systems we also assign a
|
|
texture for the desired effect, though this time we'll use a texture animator
|
|
to create the illusion of a magical glowing area effect.
|
|
*/
|
|
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
|
|
32, // Subdivisions on U axis
|
|
32, // Subdivisions on V axis
|
|
video::SColor(0, 255, 255, 255), // foot color
|
|
video::SColor(0, 0, 0, 0)); // tail color
|
|
|
|
if (n)
|
|
{
|
|
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
|
|
n->setPosition(core::vector3df(-120,50,40));
|
|
|
|
// load textures for animation
|
|
core::array<video::ITexture*> textures;
|
|
for (s32 g=7; g > 0; --g)
|
|
{
|
|
core::stringc tmp(mediaPath);
|
|
tmp += "portal";
|
|
tmp += g;
|
|
tmp += ".bmp";
|
|
video::ITexture* t = driver->getTexture( tmp.c_str() );
|
|
textures.push_back(t);
|
|
}
|
|
|
|
// create texture animator
|
|
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
|
|
|
|
// add the animator
|
|
n->addAnimator(glow);
|
|
|
|
// drop the animator because it was created with a create() function
|
|
glow->drop();
|
|
}
|
|
|
|
/*
|
|
As our last special effect, we want a dynamic shadow be cast from an
|
|
animated character. For this we load a DirectX .x model and place it
|
|
into our world. For creating the shadow, we simply need to call
|
|
addShadowVolumeSceneNode(). The color of shadows is only adjustable
|
|
globally for all shadows, by calling ISceneManager::setShadowColor().
|
|
Voila, here is our dynamic shadow.
|
|
|
|
Because the character is a little bit too small for this scene, we make
|
|
it bigger using setScale(). And because the character is lighted by a
|
|
dynamic light, we need to normalize the normals to make the lighting on
|
|
it correct. This is always necessary if the scale of a dynamic lighted
|
|
model is not (1,1,1). Otherwise it would get too dark or too bright
|
|
because the normals will be scaled too.
|
|
*/
|
|
|
|
// add animated character
|
|
|
|
mesh = smgr->getMesh(mediaPath + "dwarf.x");
|
|
scene::IAnimatedMeshSceneNode* anode = 0;
|
|
|
|
anode = smgr->addAnimatedMeshSceneNode(mesh);
|
|
anode->setPosition(core::vector3df(-50,20,-60));
|
|
anode->setAnimationSpeed(15);
|
|
|
|
/*
|
|
Shadows still have to be drawn even then the node causing them is not visible itself.
|
|
We have to disable culling if the node is animated or it's transformations change
|
|
as otherwise the shadow is not updated correctly.
|
|
If you have many objects and this becomes a speed problem you will have to figure
|
|
out some manual culling (for exampling hiding all objects beyond a certain distance).
|
|
*/
|
|
anode->setAutomaticCulling(scene::EAC_OFF);
|
|
|
|
// add shadow
|
|
anode->addShadowVolumeSceneNode();
|
|
smgr->setShadowColor(video::SColor(150,0,0,0));
|
|
|
|
// make the model a bit bigger
|
|
anode->setScale(core::vector3df(2,2,2));
|
|
// because of the scaling we have to normalize its normals for correct lighting
|
|
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
|
|
|
|
// let the dwarf slowly rotate around it's y axis
|
|
scene::ISceneNodeAnimator* ra = smgr->createRotationAnimator(irr::core::vector3df(0, 0.1f, 0));
|
|
anode->addAnimator(ra);
|
|
ra->drop();
|
|
|
|
/*
|
|
Finally we simply have to draw everything, that's all.
|
|
*/
|
|
|
|
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
|
camera->setPosition(core::vector3df(-50,50,-150));
|
|
camera->setFarValue(10000.0f); // this increase a shadow visible range.
|
|
|
|
// disable mouse cursor
|
|
device->getCursorControl()->setVisible(false);
|
|
|
|
s32 lastFPS = -1;
|
|
|
|
while(device->run())
|
|
if (device->isWindowActive())
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
|
|
|
smgr->drawAll();
|
|
|
|
driver->endScene();
|
|
|
|
const s32 fps = driver->getFPS();
|
|
|
|
if (lastFPS != fps)
|
|
{
|
|
core::stringw str = L"Irrlicht Engine - SpecialFX example [";
|
|
str += driver->getName();
|
|
str += "] FPS:";
|
|
str += fps;
|
|
|
|
device->setWindowCaption(str.c_str());
|
|
lastFPS = fps;
|
|
}
|
|
}
|
|
|
|
device->drop();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
**/
|