Tutorial 11: Per Pixel Lighting
This tutorial shows how to use one of the built in more complex
materials in irrlicht: Per pixel lighted surfaces using normal
maps and parallax mapping. It will also show how to use fog and
moving particle systems. And don't panic: You dont need any experience
with shaders to use these materials in Irrlicht.
The program which is described here will look like this:
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| Lets start! |
At first, we need to include all headers and do the stuff
we always do, like in nearly all other tutorials.
#include <irrlicht.h> #include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
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For this example, we need an event receiver, to make it
possible for the user to switch between the three available
material types. In addition, the event receiver will create
some small GUI window which displays what material is currently
being used. There is nothing special done in this class,
so maybe you want to skip reading it.
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* room,
gui::IGUIEnvironment* env, video::IVideoDriver* driver)
{
// store pointer to room so we can change its drawing mode
Room = room;
Driver = driver;
// set a nicer font
gui::IGUISkin* skin = env->getSkin();
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
// add window and listbox
gui::IGUIWindow* window = env->addWindow(
core::rect(490,390,630,470), false, L"Use 'E' + 'R' to change");
ListBox = env->addListBox(
core::rect(2,22,135,78), window);
ListBox->addItem(L"Diffuse");
ListBox->addItem(L"Bump mapping");
ListBox->addItem(L"Parallax mapping");
ListBox->setSelected(1);
// create problem text
ProblemText = env->addStaticText(
L"Your hardware or this renderer is not able to use the "\
L"needed shaders for this material. Using fall back materials.",
core::rect(150,20,470,60));
ProblemText->setOverrideColor(video::SColor(100,255,255,255));
// set start material (prefer parallax mapping if available)
video::IMaterialRenderer* renderer =
Driver->getMaterialRenderer(video::EMT_PARALLAX_MAP_SOLID);
if (renderer && renderer->getRenderCapability() == 0)
ListBox->setSelected(2);
// set the material which is selected in the listbox
setMaterial();
}
bool OnEvent(SEvent event)
{
// check if user presses the key 'E' or 'R'
if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
!event.KeyInput.PressedDown && Room && ListBox)
{
// change selected item in listbox
int sel = ListBox->getSelected();
if (event.KeyInput.Key == irr::KEY_KEY_R)
++sel;
else
if (event.KeyInput.Key == irr::KEY_KEY_E)
--sel;
else
return false;
if (sel > 2) sel = 0;
if (sel < 0) sel = 2;
ListBox->setSelected(sel);
// set the material which is selected in the listbox
setMaterial();
}
return false;
}
private:
// sets the material of the room mesh the the one set in the
// list box.
void setMaterial()
{
video::E_MATERIAL_TYPE type = video::EMT_SOLID;
// change material setting
switch(ListBox->getSelected())
{
case 0: type = video::EMT_SOLID;
break;
case 1: type = video::EMT_NORMAL_MAP_SOLID;
break;
case 2: type = video::EMT_PARALLAX_MAP_SOLID;
break;
}
Room->setMaterialType(type);
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We need to add a warning if the materials will not be able
to be displayed 100% correctly. This is no problem, they
will be renderered using fall back materials, but at least
the user should know that it would look better on better
hardware. We simply check if the material renderer is able
to draw at full quality on the current hardware. The IMaterialRenderer::getRenderCapability()
returns 0 if this is the case.
video::IMaterialRenderer* renderer = Driver->getMaterialRenderer(type);
// display some problem text when problem
if (!renderer || renderer->getRenderCapability() != 0)
ProblemText->setVisible(true);
else
ProblemText->setVisible(false);
}
private:
gui::IGUIStaticText* ProblemText;
gui::IGUIListBox* ListBox;
scene::ISceneNode* Room;
video::IVideoDriver* Driver;
}; |
Now for the real fun. We create an Irrlicht Device and start
to setup the scene.
int main()
{
// let user select driver type
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
printf("Please select the driver you want for this example:\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ " (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i) { case 'a': driverType = video::EDT_DIRECT3D9;break; case 'b': driverType = video::EDT_DIRECT3D8;break; case 'c': driverType = video::EDT_OPENGL; break; case 'd': driverType = video::EDT_SOFTWARE; break; case 'e': driverType = video::EDT_SOFTWARE2;break; case 'f': driverType = video::EDT_NULL; break; default: return 0; }
// create device
IrrlichtDevice* device = createDevice(driverType, core::dimension2d(640, 480));
if (device == 0)
return 1; // could not create selected driver.
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Before we start with the interesting stuff, we do some simple
things: Store pointers to the most important parts of the
engine (video driver,
scene manager, gui environment) to safe us from typing too
much, add an irrlicht engine logo to the window and a user
controlled first person shooter style camera. Also, we let
the engine now that it should store all textures in 32 bit.
This necessary because for parallax mapping, we need 32 bit
textures.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* env = device->getGUIEnvironment();
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
// add irrlicht logo
env->addImage(driver->getTexture("../../media/irrlichtlogoalpha.tga"),
core::position2d(10,10));
// add camera
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
camera->setPosition(core::vector3df(-200,200,-200));
// disable mouse cursor
device->getCursorControl()->setVisible(false); |
Because we want the whole scene to look a little bit scarier,
we add some fog to it. This is done by a call to IVideoDriver::setFog().
There you can set
various fog settings. In this example, we use pixel fog, because
it will work well with the materials we'll use in this example.
Please note that you will have to set the material flag EMF_FOG_ENABLE
to 'true' in every scene node which should be affected by
this fog.
driver->setFog(video::SColor(0,138,125,81), true, 250, 1000, 0, true);
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To be able to display something interesting, we load a mesh
from a .3ds file which is a room I modeled with anim8or. It
is the same room as
from the specialFX example. Maybe you remember from that tutorial,
I am no good modeler at all and so I totally messed up the
texture mapping in this model, but we can simply repair it
with the IMeshManipulator::makePlanarTextureMapping() method.
scene::IAnimatedMesh* roomMesh = smgr->getMesh(
"../../media/room.3ds");
scene::ISceneNode* room = 0;
if (roomMesh)
{
smgr->getMeshManipulator()->makePlanarTextureMapping(
roomMesh->getMesh(0), 0.003f); |
Now for the first exciting thing: If we successfully loaded
the mesh we need to apply textures to it. Because we want
this room to be displayed with a very cool material, we have
to do a little bit more than just set the textures. Instead
of only loading a color map as usual, we also load a height
map which is simply a grayscale texture. From this height
map, we create a normal map which we will set as second texture
of the room. If you already have a normal map, you could directly
set it, but I simply didn´t find a nice normal map for
this texture. The normal map texture is being generated by
the makeNormalMapTexture method
of the VideoDriver. The second parameter specifies the height
of the heightmap. If you set it to a bigger value, the map
will look more rocky.
video::ITexture* colorMap = driver->getTexture("../../media/rockwall.bmp");
video::ITexture* normalMap = driver->getTexture("../../media/rockwall_height.bmp");
driver->makeNormalMapTexture(normalMap, 9.0f); |
But just setting color and normal map is not everything. The
material we want to use needs some additional informations
per vertex like tangents and binormals.
Because we are too lazy to calculate that information now,
we let Irrlicht do this for us. That's why we call IMeshManipulator::createMeshWithTangents().
It
creates a mesh copy with tangents and binormals from any other
mesh. After we've done that, we simply create a standard mesh
scene node with this
mesh copy, set color and normal map and adjust some other
material settings. Note that we set EMF_FOG_ENABLE to true
to enable fog in the room.
scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents( roomMesh->getMesh(0)); room = smgr->addMeshSceneNode(tangentMesh); room->setMaterialTexture(0, colorMap); room->setMaterialTexture(1, normalMap); room->getMaterial(0).EmissiveColor.set(0,0,0,0); room->setMaterialFlag(video::EMF_FOG_ENABLE, true); room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); room->getMaterial(0).MaterialTypeParam = 0.02f; // adjust height for parallax effect // drop mesh because we created it with a create.. call. tangentMesh->drop(); }
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After we've created a room shaded by per pixel lighting, we
add a sphere into it with the same material, but we'll make
it transparent. In addition,
because the sphere looks somehow like a familiar planet, we
make it rotate. The procedure is similar as before. The difference
is that we are loading
the mesh from an .x file which already contains a color map
so we do not need to load it manually. But the sphere is a
little bit too small for our needs, so we scale it by the
factor 50.
// add earth sphere
scene::IAnimatedMesh* earthMesh = smgr->getMesh("../../media/earth.x");
if (earthMesh)
{
// create mesh copy with tangent informations from original earth.x mesh
scene::IMesh* tangentSphereMesh =
smgr->getMeshManipulator()->createMeshWithTangents(earthMesh->getMesh(0));
// set the alpha value of all vertices to 200
smgr->getMeshManipulator()->setVertexColorAlpha(tangentSphereMesh, 200);
// scale the mesh by factor 50
smgr->getMeshManipulator()->scaleMesh(
tangentSphereMesh, core::vector3df(50,50,50));
// create mesh scene node
scene::ISceneNode* sphere = smgr->addMeshSceneNode(tangentSphereMesh);
sphere->setPosition(core::vector3df(-70,130,45));
// load heightmap, create normal map from it and set it
video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
sphere->setMaterialTexture(1, earthNormalMap);
// adjust material settings
sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
// add rotation animator
scene::ISceneNodeAnimator* anim =
smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
sphere->addAnimator(anim);
anim->drop();
// drop mesh because we created it with a create.. call.
tangentSphereMesh->drop();
} |
Per pixel lighted materials only look cool when there are
moving lights. So we add some. And because moving lights alone
are so boring, we add billboards
to them, and a whole particle system to one of them. We start
with the first light which is red and has only the billboard
attached.
// add light 1 (nearly red)
scene::ILightSceneNode* light1 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 200.0f);
// add fly circle animator to light 1
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
light1->addAnimator(anim);
anim->drop();
// attach billboard to the light
scene::ISceneNode* bill =
smgr->addBillboardSceneNode(light1, core::dimension2d(60, 60));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlered.bmp")); |
Now the same again, with the second light. The difference
is that we add a particle system to it too. And because the
light moves, the particles of the particlesystem will follow.
If you want to know more about how particle systems are created
in Irrlicht, take a look at the specialFx example.
Maybe you will have noticed that we only add 2 lights, this
has a simple reason: The low end version of this material
was written in ps1.1 and vs1.1, which doesn't allow more lights.
You could add a third light to the scene, but it won't be
used to shade the walls. But of course, this will change in
future versions of Irrlicht were higher versions of pixel/vertex
shaders will be implemented too.
// add light 2 (gray)
scene::ISceneNode* light2 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(1.0f, 0.2f, 0.2f, 0.0f), 200.0f);
// add fly circle animator to light 2
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f);
light2->addAnimator(anim);
anim->drop();
// attach billboard to light
bill = smgr->addBillboardSceneNode(light2, core::dimension2d(120, 120));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
// add particle system
scene::IParticleSystemSceneNode* ps =
smgr->addParticleSystemSceneNode(false, light2);
ps->setParticleSize(core::dimension2d(30.0f, 40.0f));
// create and set emitter
scene::IParticleEmitter* em = ps->createBoxEmitter(
core::aabbox3d(-3,0,-3,3,1,3),
core::vector3df(0.0f,0.03f,0.0f),
80,100,
video::SColor(0,255,255,255), video::SColor(0,255,255,255),
400,1100);
ps->setEmitter(em);
em->drop();
// create and set affector
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
ps->addAffector(paf);
paf->drop();
// adjust some material settings
ps->setMaterialFlag(video::EMF_LIGHTING, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
MyEventReceiver receiver(room, env, driver);
device->setEventReceiver(&receiver); |
Finally, draw everything. That's it.
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
smgr->drawAll();
env->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Per pixel lighting example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
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