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Tutorial 13: Terrain Rendering

Tutorial 13: Terrain Rendering
本教程简要演示了如何使用IrrLicht引擎的地形(terrain)渲染器。还演示了使用地形三角形选择器根据地形进行碰撞检测。

程序效果如下图所示:

 

Lets start!

程序的开始并无任何特别。我们包含了需要的头文件和创建一个事件接收器(译注:原文是event listener 事件监听器?看代码就是event receiver嘛,为了统一故译作事件接收器)用于响应用户的按键,如果用户按下‘w’则变成线框模式,而按下‘d’则决定材质在普通贴图和详细贴图之间变换。(译注:在新版本的sdk添加响应‘p’键,则变成只显示顶点)

#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;
};

就如其它例子那样,使用main函数作为开始。接着询问用户希望使用的渲染器,并启动。

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.

首先,我们添加标准部件到场景:一个漂亮的IrrLicht引擎标志,一个细小的帮助文本,一个用户可控的摄像机,并取消鼠标光标。

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);

这里来到了地形渲染器场景节点:我们就像添加其它场景节点一样使用ISceneManager::addTerrainSceneNode()方法添加它。只需要一个高度图文件名的参数。高度图是一个简单的灰度纹理。地形渲染器加载这个纹理并根据它创建3D地形。
为了使地形看起来更大,我们使用ISceneManager::setScale()方法设置比例为(40, 4.4, 40)(译注:在新版本的sdk中修改了ISceneManager::addTerrainSceneNode()方法的参数表,可以在这个方法中设置比例而不用setScale()了)。因为在这个场景中没有灯光,所以我们关闭了灯光效果,并设置文件terrain-texture.jpg 作为地形的纹理而文件detailmap3.jpg作为第二层纹理,称为详细贴图。最后,我们设置纹理的比例:第一个纹理只需一次就能覆盖整个地形,而第二个纹理就需要20次。

// 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);

为了能与地形进行碰撞,我们创建一个三角形选择器。如果你想了解三角形选择器,可以浏览collision教程。这个三角形选择器根据地形工作的。为了演示它,我们创建一个碰撞响应动作器并附到摄像机上,于是摄像机就不能穿过地形了。

// 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();

为了使用户能在普通模式和线框模式之间转换,我们根据上面定义的事件接收器类创建一个事件接收器并告诉IrrLicht引擎。另外,我们还添加一个已经在其它例子(译注:mesh viewer)中使用过的天空盒。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);

就是这样,绘制出全部。现在你知道如何在IrrLicht引擎中使用地形了吧。

          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;
}

 

 

posted on 2008-07-04 11:26 shjy 阅读(329) 评论(0)  编辑 收藏 引用


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