Tutorial 8: SpecialFX

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Zitzu
Posts: 28
Joined: Sun Jul 03, 2005 9:18 am

Tutorial 8: SpecialFX

Post by Zitzu »

Code: Select all

/*
In this tutorial, I will show how to collision detection with the Irrlicht Engine. 
I will describe 3 methods: Automatic collision detection for moving through 3d 
worlds with sliding, stair climbing and sliding, manual triangle picking and manual 
scene node picking.
*/
using System;
using System.Text;
using System.IO;

using Irrlicht;
using Irrlicht.Video;
using Irrlicht.GUI;
using Irrlicht.Core;
using Irrlicht.Scene;

namespace _08._SpecialFX
{
	class Program
	{
		string path="../../../../media/";
		IrrlichtDevice device;		
		/// <summary>
		/// Main entry point for the program.
		/// </summary>
		/// <param name="args">Arguments to pass the software.</param>
		[STAThread]
		static void Main(string[] args)
		{
			Program prog = new Program();
			prog.run();
		}

		public void run()
		{
			/* At first, we let the user select the driver type, 
			   then start up the engine, set a caption, and get a 
			   pointer to the video driver.
			*/

			// ask user for driver
			DriverType driverType;

			// Ask user to select driver:
			StringBuilder sb = new StringBuilder();
			sb.Append("Please select the driver you want for this example:\n");
			sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
			sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer");
			sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");

			// Get the user's input:
			TextReader tIn = Console.In;
			TextWriter tOut = Console.Out;
			tOut.Write(sb.ToString());
			string input = tIn.ReadLine();

			// Select device based on user's input:
			switch (input) 
			{
				case "a":
					driverType = DriverType.DIRECT3D9;
					break;
				case "b":
					driverType = DriverType.DIRECT3D8;
					break;
				case "c":
					driverType = DriverType.OPENGL;
					break;
				case "d":
					driverType = DriverType.SOFTWARE;
					break;
				case "e":
					driverType = DriverType.SOFTWARE2;
					break;
				case "f":
					driverType = DriverType.NULL_DRIVER;
					break;
				default:
					return;
			}

			/* We start like in some tutorials before. Please note that this time, the 
			   'shadows' flag in createDevice() is set to true, for we want to have a 
			   dynamic shadow casted from an animated character. If your this example 
			   runs to slow, set it to false. The Irrlicht Engine checks if your hardware 
			   doesn't support the stencil buffer, and disables shadows by itself, but 
			   just in case the demo runs slow on your hardware.*/
			// shadows falg not implemented?
			device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, true, true);
			if (device == null) 
			{
				tOut.Write("Device creation failed.");
				return;
			}
			
			ISceneManager smgr=device.SceneManager;
			IVideoDriver driver=device.VideoDriver;

			/* For our environment, we load a .3ds file. It is a small room I modelled with 
			   Anim8or and exported it into the 3ds format because the Irrlicht Engine did 
			   not support the .an8 format when I wrote this tutorial. I am a very bad 3d 
			   graphic artist, and so the texture mapping is not very nice in this model. 
			   Luckily I am a better programmer than artist, and so the Irrlicht Engine is 
			   able to create a cool texture mapping for me: Just use the mesh manipulator 
			   and create a planar texture mapping for the mesh. If you want to see the 
			   mapping I made with Anim8or, uncomment this line. I also did not figure out 
			   how to set the material right in Anim8or, it has an emissive light color 
			   which I don't really like. I'll switch it off too with this code.*/
			IAnimatedMesh mesh= smgr.GetMesh(
				path+"room.3ds");

			smgr.MeshManipulator.MakePlanarTextureMapping(
				mesh.GetMesh(0), 0.008f);

			ISceneNode node = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);
			node.SetMaterialTexture(
				0,driver.GetTexture(path+"wall.jpg"));
			node.GetMaterial(0).EmissiveColor.Set(0,0,0,0);

			/*Now, for the first special effect: Animated water. It works like this: The 
			  WaterSurfaceSceneNode takes a mesh as input and makes it wave like a water 
			  surface. And if we let this scene node use a nice material like the 
			  MT_REFLECTION_2_LAYER, it looks really cool. We are doing this with the 
			  next few lines of code. As input mesh, we create a hill plane mesh, without 
			  hills. But any other mesh could be used for this, you could even use the 
			  room.3ds (which would look really strange) if you wanted to.*/
			mesh = smgr.AddHillPlaneMesh("myHill",
				new Dimension2Df(20,20),
				new Dimension2D(40,40),new Material(),0,
				new Dimension2Df(0,0),
				new Dimension2Df(10,10));

			node = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0),3.0f,300.0f,30.0f,null,0);
			node.Position=new Vector3D(0,7,0);

			node.SetMaterialTexture(0, driver.GetTexture(path+"water.jpg"));
			node.SetMaterialTexture(1, driver.GetTexture(path+"stones.jpg"));

			node.SetMaterialType(MaterialType.REFLECTION_2_LAYER);

			/*The second special effect is very basic, I bet you saw it already in some 
			  Irrlicht Engine demos: A transparent billboard combined with a dynamic light. 
			  We simply create a light scene node, let it fly around, an to make it look 
			  more cool, we attach a billboard scene node to it.*/
			// create light

			node = smgr.AddLightSceneNode(null, new Vector3D(0,0,0), 
				new Colorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f,0);
			ISceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3D(0,150,0),250.0f,0.0005f);
			node.AddAnimator(anim);

			// attach billboard to light
			node = smgr.AddBillboardSceneNode(node, new Dimension2Df(50, 50),new Vector3D(),0);
			node.SetMaterialFlag(MaterialFlag.LIGHTING, false);
			node.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
			node.SetMaterialTexture(0,
				driver.GetTexture(path+"particlewhite.bmp"));

			/* The next special effect is a lot more interesting: A particle system. The 
			   particle system in the Irrlicht Engine is quit modular and extensible and 
			   yet easy to use. There is a particle system scene node into which you can 
			   put particle emitters, which make particles come out of nothing. These 
			   emitters are quite flexible and usually have lots of parameters like 
			   direction, amount and color of the particles they should create.
			   There are different emitters, for example a point emitter which lets 
			   particles pop out at a fixed point. If the particle emitters available 
			   in the engine are not enough for you, you can easily create your own ones, 
			   you'll simply have to create a class derived from the IParticleEmitter 
			   interface and attach it to the particle system using setEmitter().
			   In this example we create a box particle emitter, which creates particles 
			   randomly inside a box. The parameters define the box, direction of the 
			   articles, minimal and maximal new particles per second, color and minimal 
			   and maximal livetime of the particles. Because only with emitters particle 
			   system would be a little bit boring, there are particle affectors, which 
			   modify particles during they fly around. They can be added to the particle 
			   system, simulating additional effects like gravity or wind. The particle 
			   affector we use in this example is an affector, which modifies the color 
			   of the particles: It lets them fade out. Like the particle emitters, 
			   additional particle affectors can also be implemented by you, simply derive 
			   a class from IParticleAffector and add it with addAffector(). After we set 
			   a nice material to the particle system, we have a cool looking camp fire. 
			   By adjusting material, texture, particle emitter and affector parameters, 
			   it is also easily possible to create smoke, rain, explosions, snow, and 
			   so on.*/
			IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
				false,null,0,new Vector3D(-70,60,40),new Vector3D(),new Vector3D(2,2,2));

			ps.ParticleSize= new Dimension2Df(20,10);

			IParticleEmitter em = ps.CreateBoxEmitter(
				new Box3D(-7,0,-7,7,1,7),new Vector3D(0.0f,0.03f,0.0f),
				80,100,
				new Color(0,255,255,255),new Color(0,255,255,255),
				800,2000,0);

			ps.SetEmitter(em);

			IParticleAffector paf=
				ps.CreateFadeOutParticleAffector(new Color(),1500);

			ps.AddAffector(paf);

			ps.SetMaterialFlag(MaterialFlag.LIGHTING, false);
			ps.SetMaterialTexture(0, 
				driver.GetTexture(path+"particle.bmp"));
			ps.SetMaterialType(MaterialType.TRANSPARENT_VERTEX_ALPHA);

			/*As our last special effect, we want a dynamic shadow be casted from an animated 
			  character. For this we load a quake 2 .md2 model and place it into our world. 
			  For creating the shadow, we simply need to call addShadowVolumeSceneNode(). The 
			  color of shadows is only adjustable globally for all shadows, by calling 
			  ISceneManager::setShadowColor(). Voila, here is our dynamic shadow. Because 
			  the character is a little bit too small for this scene, we make it bigger 
			  using setScale(). And because the character is lighted by a dynamic light, 
			  we need to normalize the normals to make the lighting on it correct. This 
			  is always necessary if the scale of a dynamic lighted model is not (1,1,1). 
			  Otherwise it would get too dark or too bright because the normals will be 
			  scaled too.*/
			mesh = smgr.GetMesh(path+"faerie.md2");
			IAnimatedMeshSceneNode anode = smgr.AddAnimatedMeshSceneNode(mesh,null,0);
			anode.Position = new Vector3D(-50,45,-60);
			anode.SetMD2Animation(MD2AnimationType.STAND);
			anode.SetMaterialTexture(0,
				driver.GetTexture(path+"Faerie5.BMP"));

			// add shadow
			anode.AddShadowVolumeSceneNode();
			smgr.ShadowColor=new Color(220,0,0,0);

			// make the model a little bit bigger and normalize its normals 
			// because of this for correct lighting
			anode.Scale= new Vector3D(2,2,2);
			anode.SetMaterialFlag(MaterialFlag.NORMALIZE_NORMALS, true);

			/*Finally we simply have to draw everything, that's all.*/
			ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS();
			camera.Position=new Vector3D(-50,50,-150);
			int lastFPS=-1;

			while (device.Run()) 
			{
				if (device.WindowActive) 
				{
					device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
					device.SceneManager.DrawAll();
					device.VideoDriver.EndScene();

					int fps = device.VideoDriver.FPS;
					if (lastFPS != fps) 
					{
						device.WindowCaption = "Irrlicht Engine - Quake 3 Map example [" +
							device.VideoDriver.Name + "] FPS:" + fps.ToString();
						lastFPS = fps;
					}
				}
			}
			/*
			In the end, delete the Irrlicht device.
			*/
			// Instead of device->drop, we'll use:
			GC.Collect();    
		}
	}
}
the_bob
Posts: 37
Joined: Fri Dec 09, 2005 6:49 pm
Location: Michigan

Post by the_bob »

Zitzu,

Finally got a chance to look at tutorial 8. I updated the comments a bit, and removed the cursor.

Also, I think I figured out your question on the realtime shadows. The native version of the API indicates that the stencil buffer field of the constructor is what affects the drawing of shadows. I tried this, and it seems to work fine.

I'll go ahead and update the wiki with my changes as soon as I get the chance.
3D in .NET - Who would've guessed!
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