void Game::init() { #ifdef WIN32 device = createDevice(video::EDT_DIRECT3D9, core::dimension2d<s32>(640, 480)); #else device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480)); #endif driver = device->getVideoDriver(); smgr = device->getSceneManager(); guienv = device->getGUIEnvironment(); device->setWindowCaption(L"Not So Much Super Offroad - By Andreas Kröhnke"); IMeshSceneNode *node = smgr->addMeshSceneNode( smgr->getMesh("data/car3.3ds")->getMesh(0) ); GameObject *car = new GameObject(); car->setSceneNode(node); node->setMaterialFlag(EMF_LIGHTING, false); node->setScale(vector3df(0.09,0.09,0.09)); node->setRotation(vector3df(0,0,0)); node->setPosition(vector3df(3454,500,1256)); //node->setDebugDataVisible(EDS_BBOX); object->push_back(car); ITerrainSceneNode *terrain = smgr->addTerrainSceneNode("data/level1.bmp"); GameObject *go_terrain = new GameObject(); go_terrain->setSceneNode(terrain); terrain->setMaterialFlag(EMF_LIGHTING, false); terrain->setScale(core::vector3df(18, 3.0f, 18)); terrain->setMaterialFlag(video::EMF_LIGHTING, false); terrain->setMaterialTexture(0, driver->getTexture("data/terrain-texture.jpg")); terrain->setMaterialTexture(1, driver->getTexture("data/detailmap3.jpg")); terrain->setMaterialType(video::EMT_DETAIL_MAP); terrain->scaleTexture(1.0f, 20.0f); terrain->setDebugDataVisible(EDS_BBOX); object->push_back(go_terrain); // Camera Camera *cam = new Camera(); cam->setSceneNode(smgr->addCameraSceneNode()); object->push_back(cam); cam->followNode(car->getSceneNode()); reciever = new EventReciever(); reciever->setSteer(car->getSceneNode()); device->setEventReceiver(reciever); // create triangle selector for the terrain ITriangleSelector* selector = smgr->createTerrainTriangleSelector(terrain, 0); terrain->setTriangleSelector(selector); selector->drop(); // create collision response animator and attach it to the camera ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(selector, car->getSceneNode(), core::vector3df(10,10,10), core::vector3df(0,-5.0f,0), core::vector3df(0,0,0) ); car->getSceneNode()->addAnimator(anim); anim->drop(); // Skybox smgr->addSkyBoxSceneNode( driver->getTexture("data/irrlicht2_up.jpg"), driver->getTexture("data/irrlicht2_dn.jpg"), driver->getTexture("data/irrlicht2_lf.jpg"), driver->getTexture("data/irrlicht2_rt.jpg"), driver->getTexture("data/irrlicht2_ft.jpg"), driver->getTexture("data/irrlicht2_bk.jpg")); // Checkpoints pair<vector3df, vector3df> cp1(vector3df(3112,393,1234), vector3df(90,90,0)); addCheckPoint(cp1.first, cp1.second); pair<vector3df, vector3df> cp2(vector3df(2531,281,1389), vector3df(90,120,0)); addCheckPoint(cp2.first, cp2.second); addCheckPoint(vector3df(2304,160,1826), vector3df(90,140,0)); addCheckPoint(vector3df(2132,111,2672), vector3df(90,120,0)); addCheckPoint(vector3df(1130,415,3313), vector3df(90,75,0)); addCheckPoint(vector3df(746,471,1753), vector3df(90,0,0)); addCheckPoint(vector3df(1985,269,1457), vector3df(90,-120,0)); addCheckPoint(vector3df(2475,146,2868), vector3df(90,-120,0)); addCheckPoint(vector3df(3707,417,2915), vector3df(90,-60,0)); // Arrows addArrow(vector3df(3012,320,1234), vector3df(100,-55,0)); addArrow(vector3df(2531,220,1389), vector3df(100,-10,0)); //addArrow(vector3df(2304,110,1826), vector3df(90,10,0)); addArrow(vector3df(2232,20,2272), vector3df(90,-20,0)); // HUD info = guienv->addStaticText(L"USE ARROW KEYS TO PLAY", rect<int>(10,10,200,60), true); info->setOverrideColor(SColor(255, 255, 255, 255)); //IGUIStaticText *quick_info = guienv->addStaticText(L"Arrow keys to play\n", rect<int>(10,50,200,50), true); //quick_info->setOverrideColor(SColor(255,255,255,255)); initSound(); }
int main() { /* shadowDimen = dimension2du(1024,1024); shadowDimen = dimension2du(2048,2048); shadowDimen = dimension2du(4096,4096); shadowDimen = dimension2du(2048,2048); filterType = EFT_NONE; filterType = EFT_4PCF; filterType = EFT_8PCF; filterType = EFT_4PCF; */ dimension2du shadowDimen = dimension2du(1024,1024); E_FILTER_TYPE filterType = EFT_4PCF; filterType = EFT_NONE; //// IrrlichtDevice* device = createDevice(EDT_OPENGL,dimension2du(800,600),32); ISceneManager* smgr = device->getSceneManager(); IVideoDriver* driver = device->getVideoDriver(); ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0,100,.5); cam->setPosition(vector3df(0,10,0)); // Create the effect handler, passing the device and RTT size (as a dimension2d) . effectHandler* effect = new effectHandler(device,shadowDimen); ITerrainSceneNode* terrain = smgr->addTerrainSceneNode("media/terrain.bmp",0,-1,vector3df(0,0,0),vector3df(0,0,0),vector3df(1,1,1),SColor(255,255,255,255),1,ETPS_33); terrain->setMaterialTexture(0,driver->getTexture("media/terrain.jpg")); terrain->setMaterialTexture(1, driver->getTexture("media/detailmap.jpg")); terrain->scaleTexture(1,10); terrain->setScale(core::vector3df(4, 0.01f, 4)); terrain->setPosition(vector3df(-120,-1.5f,-120)); terrain->setMaterialType(EMT_DETAIL_MAP); // Make the terrain recieve a shadow with the specified filter type. // (NOTE: 12PCF is only available in Direct3D9, all others work with OpenGL) effect->addShadowToNode(terrain,filterType); IAnimatedMeshSceneNode* sydney; IAnimatedMesh* sydneymesh = smgr->getMesh("media/dwarf.x"); for(int g = 0;g < 1;g++) { for(int v = 0;v < 3;v++) { sydney = smgr->addAnimatedMeshSceneNode(sydneymesh); sydney->setScale(vector3df(0.05f,0.05f,0.05f)); sydney->setPosition(vector3df(g * 4,0.5f,v * 4)); sydney->setMaterialFlag(EMF_NORMALIZE_NORMALS,true); sydney->setAutomaticCulling(EAC_FRUSTUM_BOX); sydney->setMaterialType(EMT_SOLID); // Add the nodes to the depth pass so that they cast a shadow. effect->addNodeToDepthPass(sydney); } } effect->getLightCamera()->addAnimator(smgr->createFlyCircleAnimator(sydney->getPosition() + vector3df(0,15,0),25,0.0002f)); effect->getLightCamera()->setNearValue(5); effect->setMaxShadowDistanceFromLight(120); smgr->addLightSceneNode(effect->getLightCamera()); MyEventReceiver receiver(cam); device->setEventReceiver(&receiver); // Parent a sphere to the light camera so we can see its position. smgr->addSphereSceneNode(1,8,effect->getLightCamera())->setMaterialFlag(EMF_LIGHTING,false); while(device->run()) { wchar_t tmp[255]; swprintf(tmp,255,L"Shadow Map Demo (FPS: %d)",driver->getFPS()); device->setWindowCaption(tmp); driver->beginScene(true,true,SColor(0,0,0,0)); // Point the light camera at one of the nodes as it rotates around them. effect->setLightTarget(sydney->getPosition()); // Update the effect handler, remember to always do this BEFORE smgr->drawAll and AFTER beginscene! effect->update(); smgr->drawAll(); // If user wishes we can display the shadow map to the screen. (May not work in OpenGL) if(disp2d) driver->draw2DImage(effect->getShadowMapTexture(),position2d<s32>(0,0)); driver->endScene(); // device->sleep(5); } device->drop(); return 0; }