mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 08:10:32 +01:00
61bc7d3a22
Xcode 12.4 MacOS 10.15.7 git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6367 dfc29bdd-3216-0410-991c-e03cc46cb475
429 lines
10 KiB
C++
429 lines
10 KiB
C++
/** 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 = (f32)exp(-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() : Width(0), Height(0), Scale(1.f), Mesh(0)
|
|
{
|
|
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);
|
|
meshnode->getMaterial(0).Shininess = 80.f;
|
|
|
|
// 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);
|
|
}
|
|
switchToMayaCamera(device);
|
|
|
|
/*
|
|
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.
|
|
**/
|