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authorMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
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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 = expf(-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 metres 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() : Mesh(0), Width(0), Height(0), Scale(1.f)
+ {
+ 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);
+
+ // 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);
+ }
+
+ /*
+ 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(true, true, SColor(0xff000000));
+ smgr->drawAll();
+ driver->endScene();
+ }
+
+ device->drop();
+
+ return 0;
+}
+
+/*
+That's it! Just compile and play around with the program.
+**/