From 71e94ee161447b84c0eaabf6567f8fa62262cd3e Mon Sep 17 00:00:00 2001 From: Mirrorbot Date: Sat, 27 Dec 2025 17:53:06 -0600 Subject: Inital commit --- examples/23.SMeshHandling/Makefile | 38 ++ examples/23.SMeshHandling/SMeshHandling.cbp | 44 +++ examples/23.SMeshHandling/SMeshHandling.dev | 59 +++ examples/23.SMeshHandling/SMeshHandling.vcproj | 132 +++++++ .../23.SMeshHandling/SMeshHandling_vc10.vcxproj | 192 ++++++++++ .../23.SMeshHandling/SMeshHandling_vc11.vcxproj | 192 ++++++++++ .../23.SMeshHandling/SMeshHandling_vc12.vcxproj | 192 ++++++++++ examples/23.SMeshHandling/SMeshHandling_vc8.vcproj | 190 +++++++++ examples/23.SMeshHandling/SMeshHandling_vc9.vcproj | 187 +++++++++ examples/23.SMeshHandling/main.cpp | 426 +++++++++++++++++++++ examples/23.SMeshHandling/tutorial.html | 209 ++++++++++ 11 files changed, 1861 insertions(+) create mode 100644 examples/23.SMeshHandling/Makefile create mode 100644 examples/23.SMeshHandling/SMeshHandling.cbp create mode 100644 examples/23.SMeshHandling/SMeshHandling.dev create mode 100644 examples/23.SMeshHandling/SMeshHandling.vcproj create mode 100644 examples/23.SMeshHandling/SMeshHandling_vc10.vcxproj create mode 100644 examples/23.SMeshHandling/SMeshHandling_vc11.vcxproj create mode 100644 examples/23.SMeshHandling/SMeshHandling_vc12.vcxproj create mode 100644 examples/23.SMeshHandling/SMeshHandling_vc8.vcproj create mode 100644 examples/23.SMeshHandling/SMeshHandling_vc9.vcproj create mode 100644 examples/23.SMeshHandling/main.cpp create mode 100644 examples/23.SMeshHandling/tutorial.html (limited to 'examples/23.SMeshHandling') diff --git a/examples/23.SMeshHandling/Makefile b/examples/23.SMeshHandling/Makefile new file mode 100644 index 0000000..eab5060 --- /dev/null +++ b/examples/23.SMeshHandling/Makefile @@ -0,0 +1,38 @@ +# Makefile for Irrlicht Examples +# It's usually sufficient to change just the target name and source file list +# and be sure that CXX is set to a valid compiler +Target = 23.SMeshHandling +Sources = main.cpp + +# general compiler settings +CPPFLAGS = -I../../include -I/usr/X11R6/include +CXXFLAGS = -O3 -ffast-math +#CXXFLAGS = -g -Wall + +#default target is Linux +all: all_linux + +ifeq ($(HOSTTYPE), x86_64) +LIBSELECT=64 +endif + +# target specific settings +all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor +all_linux clean_linux: SYSTEM=Linux +all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm +all_win32 clean_win32: SYSTEM=Win32-gcc +all_win32 clean_win32: SUF=.exe +# name of the binary - only valid for targets which set SYSTEM +DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) + +all_linux all_win32: + $(warning Building...) + $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) + +clean: clean_linux clean_win32 + $(warning Cleaning...) + +clean_linux clean_win32: + @$(RM) $(DESTPATH) + +.PHONY: all all_win32 clean clean_linux clean_win32 diff --git a/examples/23.SMeshHandling/SMeshHandling.cbp b/examples/23.SMeshHandling/SMeshHandling.cbp new file mode 100644 index 0000000..920efac --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling.cbp @@ -0,0 +1,44 @@ + + + + + + diff --git a/examples/23.SMeshHandling/SMeshHandling.dev b/examples/23.SMeshHandling/SMeshHandling.dev new file mode 100644 index 0000000..94043f3 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling.dev @@ -0,0 +1,59 @@ +[Project] +FileName=example.dev +Name=Irrlicht Example 23 SMeshHandling +UnitCount=1 +Type=1 +Ver=1 +ObjFiles= +Includes=..\..\include +Libs= +PrivateResource= +ResourceIncludes= +MakeIncludes= +Compiler= +CppCompiler= +Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ +IsCpp=1 +Icon= +ExeOutput=../../bin/Win32-gcc +ObjectOutput=obj +OverrideOutput=1 +OverrideOutputName=23.SMeshHandling.exe +HostApplication= +Folders= +CommandLine= +IncludeVersionInfo=0 +SupportXPThemes=0 +CompilerSet=0 +CompilerSettings=0000000000000000000000 +UseCustomMakefile=0 +CustomMakefile= + +[Unit1] +FileName=main.cpp +CompileCpp=1 +Folder=Projekt1 +Compile=1 +Link=1 +Priority=1000 +OverrideBuildCmd=0 +BuildCmd= + +[VersionInfo] +Major=0 +Minor=1 +Release=1 +Build=1 +LanguageID=1033 +CharsetID=1252 +CompanyName= +FileVersion= +FileDescription=Irrlicht Engine example compiled using DevCpp and gcc +InternalName= +LegalCopyright= +LegalTrademarks= +OriginalFilename= +ProductName= +ProductVersion= +AutoIncBuildNr=0 + diff --git a/examples/23.SMeshHandling/SMeshHandling.vcproj b/examples/23.SMeshHandling/SMeshHandling.vcproj new file mode 100644 index 0000000..a63d583 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling.vcproj @@ -0,0 +1,132 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/23.SMeshHandling/SMeshHandling_vc10.vcxproj b/examples/23.SMeshHandling/SMeshHandling_vc10.vcxproj new file mode 100644 index 0000000..83332f4 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling_vc10.vcxproj @@ -0,0 +1,192 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 23.SMeshHandling + {6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7} + 23.SMeshHandling + Win32Proj + + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + true + true + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + false + false + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + + + + + \ No newline at end of file diff --git a/examples/23.SMeshHandling/SMeshHandling_vc11.vcxproj b/examples/23.SMeshHandling/SMeshHandling_vc11.vcxproj new file mode 100644 index 0000000..83332f4 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling_vc11.vcxproj @@ -0,0 +1,192 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 23.SMeshHandling + {6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7} + 23.SMeshHandling + Win32Proj + + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + true + true + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + false + false + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + + + + + \ No newline at end of file diff --git a/examples/23.SMeshHandling/SMeshHandling_vc12.vcxproj b/examples/23.SMeshHandling/SMeshHandling_vc12.vcxproj new file mode 100644 index 0000000..46b2382 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling_vc12.vcxproj @@ -0,0 +1,192 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 23.SMeshHandling + {6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7} + 23.SMeshHandling + Win32Proj + + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + Application + MultiByte + Windows7.1SDK + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + true + true + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + false + false + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + $(OutDir)SMeshHandling.pdb + Console + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + true + Speed + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + Sync + + + Level3 + + + Cdecl + + + ..\..\bin\Win64-VisualStudio\23.SMeshHandling.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + false + Console + true + true + + + + + + + + + + + \ No newline at end of file diff --git a/examples/23.SMeshHandling/SMeshHandling_vc8.vcproj b/examples/23.SMeshHandling/SMeshHandling_vc8.vcproj new file mode 100644 index 0000000..ecc9135 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling_vc8.vcproj @@ -0,0 +1,190 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/23.SMeshHandling/SMeshHandling_vc9.vcproj b/examples/23.SMeshHandling/SMeshHandling_vc9.vcproj new file mode 100644 index 0000000..b1b921e --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling_vc9.vcproj @@ -0,0 +1,187 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/23.SMeshHandling/main.cpp b/examples/23.SMeshHandling/main.cpp new file mode 100644 index 0000000..c3c2ccf --- /dev/null +++ b/examples/23.SMeshHandling/main.cpp @@ -0,0 +1,426 @@ +/** 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 +#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 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 (igetMeshBufferCount()) + { + // clear the rest + for (u32 j=i; jgetMeshBufferCount(); ++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 (bufNumgetMeshBufferCount()) + { + 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; igetVideoDriver(); + 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. +**/ diff --git a/examples/23.SMeshHandling/tutorial.html b/examples/23.SMeshHandling/tutorial.html new file mode 100644 index 0000000..b5ef8e8 --- /dev/null +++ b/examples/23.SMeshHandling/tutorial.html @@ -0,0 +1,209 @@ + + + + + + + +Tutorial 23: SMeshBufferHandling + + + + +
+ + + +
+
+
+
Tutorial 23: SMeshBufferHandling
+
+
+
+023shot.jpg +
+

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.

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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.

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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.

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