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- /** 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.
- **/
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