Tutorial 12: Terrain Rendering
This tutorial will briefly show how to use the terrain renderer
of Irrlicht. It will also show the terrain triangle selector to
be able to do collision detection with terrain.
The program which is described here will look like this:
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| Lets start! |
In the beginning there is nothing special. We include
the needed header files and create an event listener to
listen if the user presses the 'W' key so we can switch
to wireframe mode and if he presses 'D' we toggle to material
between solid and detail mapped.
#include <irrlicht.h> #include <iostream> using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
class MyEventReceiver : public IEventReceiver { public: MyEventReceiver(scene::ISceneNode* terrain) { // store pointer to terrain so we can change its drawing mode Terrain = terrain; }
bool OnEvent(SEvent event) { // check if user presses the key 'W' or 'D' if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) { switch (event.KeyInput.Key) { case irr::KEY_KEY_W: // switch wire frame mode Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe); return true; case irr::KEY_KEY_D: // toggle detail map Terrain->setMaterialType( Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? video::EMT_DETAIL_MAP : video::EMT_SOLID); return true; } } return false; }
private: scene::ISceneNode* Terrain; };
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The start of the main function starts like in most other
example. We ask the user for the desired renderer and
start it up.
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 1; }
// create device IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
if (device == 0) return 1; // could not create selected driver.
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First, we add standard stuff to the scene: A nice irrlicht
engine logo, a small help text, a user controlled camera,
and we disable the mouse cursor.
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<s32>(10,10));
// add some help text gui::IGUIStaticText* text = env->addStaticText( L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map", core::rect<s32>(10,453,200,475), true, true, 0, -1, true);
// add camera scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f); camera->setPosition(core::vector3df(1900*2,255*2,3700*2)); camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); camera->setFarValue(12000.0f);
// disable mouse cursor device->getCursorControl()->setVisible(false); |
Here comes the terrain renderer scene node: We add it
just like any other scene node to the scene using ISceneManager::addTerrainSceneNode().
The only parameter we use is a file name to the heightmap
we use. A heightmap is simply a gray scale texture. The
terrain renderer loads it and creates the 3D terrain from
it.
To make the terrain look more big, we change the scale
factor of it to (40, 4.4, 40). Because we don't have any
dynamic lights in the scene, we switch off the lighting,
and we set the file terrain-texture.jpg as texture for
the terrain and detailmap3.jpg as second texture, called
detail map. At last, we set the scale values for the texture:
The first texture will be repeated only one time over
the whole terrain, and the second one (detail map) 20
times.
// add terrain scene node scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( "../../media/terrain-heightmap.bmp");
terrain->setScale(core::vector3df(40, 4.4f, 40)); terrain->setMaterialFlag(video::EMF_LIGHTING, false);
terrain->setMaterialTexture(0, driver->getTexture( "../../media/terrain-texture.jpg")); terrain->setMaterialTexture(1, driver->getTexture( "../../media/detailmap3.jpg")); terrain->setMaterialType(video::EMT_DETAIL_MAP); terrain->scaleTexture(1.0f, 20.0f);
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To be able to do collision with the terrain, we create
a triangle selector. If you want to know what triangle
selectors do, just take a look into the collision tutorial.
The terrain triangle selector works together with the
terrain. To demonstrate this, we create a collision response
animator and attach it to the camera, so that the camera
will not be able to fly through the terrain.
// create triangle selector for the terrain scene::ITriangleSelector* selector = smgr->createTerrainTriangleSelector(terrain, 0); terrain->setTriangleSelector(selector); selector->drop();
// create collision response animator and attach it to the camera scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( selector, camera, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); camera->addAnimator(anim); anim->drop(); |
To make the user be able to switch between normal and
wireframe mode, we create an instance of the event reciever
from above and let Irrlicht know about it. In addition,
we add the skybox which we already used in lots of Irrlicht
examples.
// create event receiver MyEventReceiver receiver(terrain); device->setEventReceiver(&receiver);
// create skybox driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
smgr->addSkyBoxSceneNode( driver->getTexture("../../media/irrlicht2_up.jpg"), driver->getTexture("../../media/irrlicht2_dn.jpg"), driver->getTexture("../../media/irrlicht2_lf.jpg"), driver->getTexture("../../media/irrlicht2_rt.jpg"), driver->getTexture("../../media/irrlicht2_ft.jpg"), driver->getTexture("../../media/irrlicht2_bk.jpg"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
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That's it, draw everything. Now you know how to use terrain
in Irrlicht.
int lastFPS = -1;
while(device->run()) if (device->isWindowActive()) { driver->beginScene(true, true, 0 );
smgr->drawAll(); env->drawAll();
driver->endScene();
// display frames per second in window title
int fps = driver->getFPS();
if (lastFPS != fps) { core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } }
device->drop(); return 0; } |
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