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fe7778d8d8
11.PerPixelLighting - darker light, enable specular again for diffuse - replace wrong irrlichtlogo2.png (was a test around 2005) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6088 dfc29bdd-3216-0410-991c-e03cc46cb475
484 lines
16 KiB
C++
484 lines
16 KiB
C++
/** Example 011 Per-Pixel Lighting
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This tutorial shows how to use one of the built in more complex materials in
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irrlicht: Per pixel lighted surfaces using normal maps and parallax mapping. It
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will also show how to use fog and moving particle systems. And don't panic: You
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do not need any experience with shaders to use these materials in Irrlicht.
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At first, we need to include all headers and do the stuff we always do, like in
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nearly all other tutorials.
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*/
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#include <irrlicht.h>
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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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/*
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For this example, we need an event receiver, to make it possible for the user
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to switch between the three available material types. In addition, the event
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receiver will create some small GUI window which displays what material is
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currently being used. There is nothing special done in this class, so maybe you
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want to skip reading it.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver(scene::ISceneNode* room,scene::ISceneNode* earth,
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gui::IGUIEnvironment* env, video::IVideoDriver* driver)
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{
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// store pointer to room so we can change its drawing mode
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Room = room;
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Earth = earth;
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Driver = driver;
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// set a nicer font
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gui::IGUISkin* skin = env->getSkin();
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gui::IGUIFont* font = env->getFont(getExampleMediaPath() + "fonthaettenschweiler.bmp");
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if (font)
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skin->setFont(font);
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// add window and listbox
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gui::IGUIWindow* window = env->addWindow(
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core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change");
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ListBox = env->addListBox(
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core::rect<s32>(2,22,165,88), window);
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ListBox->addItem(L"Diffuse");
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ListBox->addItem(L"Bump mapping");
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ListBox->addItem(L"Parallax mapping");
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ListBox->setSelected(1);
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// create problem text
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ProblemText = env->addStaticText(
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L"Your hardware or this renderer is not able to use the "\
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L"needed shaders for this material. Using fall back materials.",
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core::rect<s32>(150,20,470,80));
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ProblemText->setOverrideColor(video::SColor(100,255,255,255));
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// set start material (prefer parallax mapping if available)
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video::IMaterialRenderer* renderer =
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Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
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if (renderer && renderer->getRenderCapability() == 0)
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ListBox->setSelected(2);
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// set the material which is selected in the listbox
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setMaterial();
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}
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bool OnEvent(const SEvent& event)
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{
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// check if user presses the key 'E' or 'R'
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if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
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!event.KeyInput.PressedDown && Room && ListBox)
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{
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// change selected item in listbox
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int sel = ListBox->getSelected();
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if (event.KeyInput.Key == irr::KEY_KEY_R)
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++sel;
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else
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if (event.KeyInput.Key == irr::KEY_KEY_E)
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--sel;
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else
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return false;
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if (sel > 2) sel = 0;
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if (sel < 0) sel = 2;
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ListBox->setSelected(sel);
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// set the material which is selected in the listbox
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setMaterial();
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}
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return false;
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}
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private:
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// sets the material of the room mesh the the one set in the
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// list box.
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void setMaterial()
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{
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video::E_MATERIAL_TYPE type = video::EMT_SOLID;
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// change material setting
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switch(ListBox->getSelected())
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{
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case 0: type = video::EMT_SOLID;
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break;
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case 1: type = video::EMT_NORMAL_MAP_SOLID;
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break;
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case 2: type = video::EMT_PARALLAX_MAP_SOLID;
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break;
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}
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Room->setMaterialType(type);
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// change material setting
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switch(ListBox->getSelected())
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{
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case 0: type = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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break;
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case 1: type = video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA;
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break;
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case 2: type = video::EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA;
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break;
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}
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Earth->setMaterialType(type);
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/*
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We need to add a warning if the materials will not be able to
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be displayed 100% correctly. This is no problem, they will be
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rendered using fall back materials, but at least the user
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should know that it would look better on better hardware. We
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simply check if the material renderer is able to draw at full
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quality on the current hardware. The
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IMaterialRenderer::getRenderCapability() returns 0 if this is
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the case.
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*/
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video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
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// display some problem text when problem
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if (!renderer || renderer->getRenderCapability() != 0)
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ProblemText->setVisible(true);
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else
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ProblemText->setVisible(false);
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}
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private:
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gui::IGUIStaticText* ProblemText;
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gui::IGUIListBox* ListBox;
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scene::ISceneNode* Room;
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scene::ISceneNode* Earth;
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video::IVideoDriver* Driver;
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};
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/*
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Now for the real fun. We create an Irrlicht Device and start to setup the scene.
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*/
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int main()
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{
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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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// create device
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IrrlichtDevice* device = createDevice(driverType,
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core::dimension2d<u32>(640, 480));
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if (device == 0)
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return 1; // could not create selected driver.
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/*
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Before we start with the interesting stuff, we do some simple things:
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Store pointers to the most important parts of the engine (video driver,
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scene manager, gui environment) to safe us from typing too much, add an
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irrlicht engine logo to the window and a user controlled first person
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shooter style camera. Also, we let the engine know that it should store
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all textures in 32 bit. This necessary because for parallax mapping, we
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need 32 bit textures.
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*/
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* env = device->getGUIEnvironment();
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driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
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const io::path mediaPath = getExampleMediaPath();
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// add irrlicht logo
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env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
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core::position2d<s32>(10,10));
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// add camera
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
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camera->setPosition(core::vector3df(-200,200,-200));
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// disable mouse cursor
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device->getCursorControl()->setVisible(false);
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/*
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Because we want the whole scene to look a little bit scarier, we add
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some fog to it. This is done by a call to IVideoDriver::setFog(). There
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you can set various fog settings. In this example, we use pixel fog,
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because it will work well with the materials we'll use in this example.
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Please note that you will have to set the material flag EMF_FOG_ENABLE
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to 'true' in every scene node which should be affected by this fog.
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*/
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driver->setFog(video::SColor(0,138,125,81), video::EFT_FOG_LINEAR, 250, 1000, .003f, true, false);
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/*
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To be able to display something interesting, we load a mesh from a .3ds
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file which is a room I modeled with anim8or. It is the same room as
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from the specialFX example. Maybe you remember from that tutorial, I am
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no good modeler at all and so I totally messed up the texture mapping
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in this model, but we can simply repair it with the
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IMeshManipulator::makePlanarTextureMapping() method.
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*/
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scene::IAnimatedMesh* roomMesh = smgr->getMesh(mediaPath + "room.3ds");
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scene::ISceneNode* room = 0;
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scene::ISceneNode* earth = 0;
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if (roomMesh)
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{
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// The room mesh doesn't have proper texture mapping on the
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// floor, so we can recreate the mapping on runtime.
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smgr->getMeshManipulator()->makePlanarTextureMapping(
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roomMesh->getMesh(0), 0.003f);
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/*
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Now for the first exciting thing: If we successfully loaded the
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mesh we need to apply textures to it. Because we want this room
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to be displayed with a very cool material, we have to do a
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little bit more than just set the textures. Instead of only
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loading a color map as usual, we also load a height map which
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is simply a grayscale texture. From this height map, we create
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a normal map which we will set as second texture of the room.
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If you already have a normal map, you could directly set it,
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but I simply didn't find a nice normal map for this texture.
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The normal map texture is being generated by the
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makeNormalMapTexture method of the VideoDriver. The second
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parameter specifies the height of the heightmap. If you set it
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to a bigger value, the map will look more rocky.
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*/
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video::ITexture* normalMap =
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driver->getTexture(mediaPath + "rockwall_height.bmp");
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if (normalMap)
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driver->makeNormalMapTexture(normalMap, 9.0f);
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/*
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But just setting color and normal map is not everything. The
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material we want to use needs some additional information per
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vertex like tangents and binormals. Because we are too lazy to
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calculate that information now, we let Irrlicht do this for us.
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That's why we call IMeshManipulator::createMeshWithTangents().
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It creates a mesh copy with tangents and binormals from another
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mesh. After we've done that, we simply create a standard
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mesh scene node with this mesh copy, set color and normal map
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and adjust some other material settings. Note that we set
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EMF_FOG_ENABLE to true to enable fog in the room.
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*/
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scene::IMesh* tangentMesh = smgr->getMeshManipulator()->
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createMeshWithTangents(roomMesh->getMesh(0));
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room = smgr->addMeshSceneNode(tangentMesh);
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room->setMaterialTexture(0,
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driver->getTexture(mediaPath + "rockwall.jpg"));
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room->setMaterialTexture(1, normalMap);
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// Stones don't glitter.. (but specular highlight for EMT_SOLID)
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//room->getMaterial(0).SpecularColor.set(0,0,0,0);
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//room->getMaterial(0).Shininess = 0.f;
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room->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID);
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// adjust height for parallax effect
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room->getMaterial(0).MaterialTypeParam = 1.f / 64.f;
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// drop mesh because we created it with a create.. call.
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tangentMesh->drop();
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}
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/*
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After we've created a room shaded by per pixel lighting, we add a
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sphere into it with the same material, but we'll make it transparent.
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In addition, because the sphere looks somehow like a familiar planet,
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we make it rotate. The procedure is similar as before. The difference
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is that we are loading the mesh from an .x file which already contains
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a color map so we do not need to load it manually. But the sphere is a
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little bit too small for our needs, so we scale it by the factor 50.
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*/
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// add earth sphere
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scene::IAnimatedMesh* earthMesh = smgr->getMesh(mediaPath + "earth.x");
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if (earthMesh)
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{
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//perform various tasks with the mesh manipulator
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scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
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// create mesh copy with tangent information from original earth.x mesh
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scene::IMesh* tangentSphereMesh =
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manipulator->createMeshWithTangents(earthMesh->getMesh(0));
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// set the alpha value of all vertices to 200
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manipulator->setVertexColorAlpha(tangentSphereMesh, 200);
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// scale the mesh by factor 50
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core::matrix4 m;
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m.setScale ( core::vector3df(50,50,50) );
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manipulator->transform( tangentSphereMesh, m );
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earth = smgr->addMeshSceneNode(tangentSphereMesh);
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earth->setPosition(core::vector3df(-70,130,45));
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// load heightmap, create normal map from it and set it
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video::ITexture* earthNormalMap = driver->getTexture(mediaPath + "earthbump.jpg");
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if (earthNormalMap)
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{
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driver->makeNormalMapTexture(earthNormalMap, 20.0f);
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earth->setMaterialTexture(1, earthNormalMap);
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earth->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
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}
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// adjust material settings
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earth->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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// add rotation animator
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scene::ISceneNodeAnimator* anim =
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smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
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earth->addAnimator(anim);
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anim->drop();
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// drop mesh because we created it with a create.. call.
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tangentSphereMesh->drop();
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}
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/*
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Per pixel lighted materials only look cool when there are moving
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lights. So we add some. And because moving lights alone are so boring,
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we add billboards to them, and a whole particle system to one of them.
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We start with the first light which is red and has only the billboard
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attached.
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*/
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// add light 1 (more green)
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scene::ILightSceneNode* light1 =
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smgr->addLightSceneNode(0, core::vector3df(0,0,0),
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video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 400.0f);
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// add fly circle animator to light 1
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
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light1->addAnimator(anim);
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anim->drop();
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// attach billboard to the light
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scene::IBillboardSceneNode* bill =
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smgr->addBillboardSceneNode(light1, core::dimension2d<f32>(60, 60));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
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bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlegreen.jpg"));
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/*
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Now the same again, with the second light. The difference is that we
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add a particle system to it too. And because the light moves, the
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particles of the particle system will follow. If you want to know more
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about how particle systems are created in Irrlicht, take a look at the
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SpecialFX example. Maybe you will have noticed that we only add 2
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lights, this has a simple reason: The low end version of this material
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was written in ps1.1 and vs1.1, which doesn't allow more lights. You
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could add a third light to the scene, but it won't be used to shade the
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walls. But of course, this will change in future versions of Irrlicht
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where higher versions of pixel/vertex shaders will be implemented too.
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*/
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// add light 2 (red)
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scene::ISceneNode* light2 =
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smgr->addLightSceneNode(0, core::vector3df(0,0,0),
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video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 400.0f);
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// add fly circle animator to light 2
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anim = smgr->createFlyCircleAnimator(core::vector3df(0,150,0), 200.0f,
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0.001f, core::vector3df(0.2f, 0.9f, 0.f));
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light2->addAnimator(anim);
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anim->drop();
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// attach billboard to light
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bill = smgr->addBillboardSceneNode(light2, core::dimension2d<f32>(120, 120));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
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bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particlered.bmp"));
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// add particle system
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scene::IParticleSystemSceneNode* ps =
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smgr->addParticleSystemSceneNode(false, light2);
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// create and set emitter
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scene::IParticleEmitter* em = ps->createBoxEmitter(
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core::aabbox3d<f32>(-3,0,-3,3,1,3),
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core::vector3df(0.0f,0.03f,0.0f),
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80,100,
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video::SColor(10,255,255,255), video::SColor(10,255,255,255),
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400,1100);
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em->setMinStartSize(core::dimension2d<f32>(30.0f, 40.0f));
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em->setMaxStartSize(core::dimension2d<f32>(30.0f, 40.0f));
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ps->setEmitter(em);
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em->drop();
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// create and set affector
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scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
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ps->addAffector(paf);
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paf->drop();
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// adjust some material settings
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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 + "fireball.bmp"));
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ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
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MyEventReceiver receiver(room, earth, env, driver);
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device->setEventReceiver(&receiver);
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/*
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Finally, draw everything. That's it.
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*/
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int 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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env->drawAll();
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driver->endScene();
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int fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
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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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