示例#1
0
// Copied from irrlicht
void calculateTangents(
    core::vector3df& normal,
    core::vector3df& tangent,
    core::vector3df& binormal,
    const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices
    const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords
{
    core::vector3df v1 = vt1 - vt2;
    core::vector3df v2 = vt3 - vt1;
    normal = v2.crossProduct(v1);
    normal.normalize();

    // binormal

    f32 deltaX1 = tc1.X - tc2.X;
    f32 deltaX2 = tc3.X - tc1.X;
    binormal = (v1 * deltaX2) - (v2 * deltaX1);
    binormal.normalize();

    // tangent

    f32 deltaY1 = tc1.Y - tc2.Y;
    f32 deltaY2 = tc3.Y - tc1.Y;
    tangent = (v1 * deltaY2) - (v2 * deltaY1);
    tangent.normalize();

    // adjust

    core::vector3df txb = tangent.crossProduct(binormal);
    if (txb.dotProduct(normal) < 0.0f)
    {
        tangent *= -1.0f;
        binormal *= -1.0f;
    }
}
示例#2
0
//██████████████████████████████████████████████████████████████████████████████████
// reflection with normal  
core::vector3df getReflected( core::vector3df vector, core::vector3df normal ) { 
	f32 length = (f32)vector.getLength();
	vector.normalize();
	normal.normalize(); 
	
	return (vector - normal * 2.0f * (vector.dotProduct( normal))) * length; 
}
示例#3
0
	void ShaderOnSetConstants(IShader *shader) override
	{
		shader->SetPixelConstant("rippleScroll", engine->GetRenderUpdater().GetVirtualTime() * 0.02);
		
		
		// Are we looking in to the sun?
		core::vector3df camVec = maths::rotation_to_direction( engine->GetWorld()->GetCamera()->GetRotation() );
		
		sunDirection.normalize();
		
		f32 dp = camVec.dotProduct(sunDirection);
		//f32 brightness = 1.f + 0.5 * dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp;
		f32 brightness = 1.f + 0.5 * dp*dp*dp*dp*dp*dp*dp*dp*dp*dp;
		
		if (brightness < 1.f || camVec.getDistanceFrom(sunDirection) > 1.f)
			brightness = 1.f;
		
		brightness = core::lerp(lastBrightness, brightness,
				core::clamp(engine->GetRenderUpdater().GetLastDeltaTime(), 0.f, 1.f));
		
		lastBrightness = brightness;
		
		shader->SetPixelConstant("brightness", brightness);
	}
示例#4
0
int main()
{
	srand((u32)time(0)); // This is to generate random seeds.

	IrrlichtDevice* device = createDevice(video::EDT_OPENGL);

	CEventReceiver receiver;
	device->setEventReceiver(&receiver);

	manager = device->getSceneManager();
	driver = device->getVideoDriver();

	gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
	//
	// Load tree designs
	//
	for (s32 i = 0; i<NUM_TREE_DESIGNS; i++)
	{
		treeDesigns[i].Generator = new CTreeGenerator(manager);

		io::IXMLReader* xml = device->getFileSystem()->createXMLReader(treeDesignFiles[i].DesignFile);

		treeDesigns[i].Generator->loadFromXML(xml);

		xml->drop();

		treeDesigns[i].TreeTexture = driver->getTexture(treeDesignFiles[i].TreeTextureFile);

		treeDesigns[i].LeafTexture = driver->getTexture(treeDesignFiles[i].LeafTextureFile);

		treeDesigns[i].BillTexture = driver->getTexture(treeDesignFiles[i].BillTextureFile);
	}

	//
	// Load leaf shader
	//
	leafMaterialType = (video::E_MATERIAL_TYPE) driver->getGPUProgrammingServices()->addHighLevelShaderMaterialFromFiles(
		"./shaders/leaves.vert",
		"main",
		EVST_VS_2_0,
		"./shaders/leaves.frag",
		"main",
		EPST_PS_2_0,
		0,
		EMT_TRANSPARENT_ALPHA_CHANNEL,
		0);



	//
	// Tree scene node
	//    
	tree = new CTreeSceneNode(manager->getRootSceneNode(), manager);
	tree->drop();

	tree->setMaterialFlag(video::EMF_LIGHTING, lightsEnabled);


	//
	// Camera
	//
	scene::ICameraSceneNode* camera = manager->addCameraSceneNodeFPS(0, 100, 100);

	camera->setPosition(core::vector3df(23.4f, 233.4f, -150.9f));


	//
	// Light
	//
	scene::ILightSceneNode* light = manager->addLightSceneNode(0, core::vector3df(100, 100, 100), video::SColorf(1, 1, 1, 1), 10000.0f);

	light->getLightData().AmbientColor.set(0.25f, 0.25f, 0.25f, 0.25f);

	lightDir = core::vector3df(-1, -1, -1);
	lightDir.normalize();


	generateNewTree();

	//
	// Interface
	//
	guienv->getSkin()->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 200, 255, 255));

	guienv->addStaticText(L"By Asger Feldthaus", core::rect<s32>(10, 40, 100, 60));

	guienv->addStaticText(L"F6: Toggle lighting", core::rect<s32>(10, 260, 100, 280));
	guienv->addStaticText(L"F7: Previous tree design", core::rect<s32>(10, 280, 100, 300));
	guienv->addStaticText(L"F8: Next tree design", core::rect<s32>(10, 300, 100, 320));
	guienv->addStaticText(L"F9: Generate new tree", core::rect<s32>(10, 320, 100, 340));

	//
	// Run loop
	//
	while (device->run())
	{
		//
		// Render
		//
		driver->beginScene(true, true, video::SColor(0, 40, 40, 40));

		manager->drawAll();
		guienv->drawAll();

		driver->endScene();


		//
		// Window caption
		//
		wchar_t caption[60];

		s32 tri = driver->getPrimitiveCountDrawn();

		swprintf(&caption[0], 60, L"FPS: %i, Triangles: %i, Vertices: %i", driver->getFPS(), tri, tree->getVertexCount());

		device->setWindowCaption(&caption[0]);


		//
		// Controls
		//
		if (receiver.TappedKeys[KEY_F6])
		{
			lightsEnabled = !lightsEnabled;
			tree->setMaterialFlag(video::EMF_LIGHTING, lightsEnabled);
			if (lightsEnabled)
				tree->getLeafNode()->applyVertexShadows(lightDir, 1.0f, 0.25f);
			else
				tree->getLeafNode()->resetVertexShadows();
		}
		if (receiver.TappedKeys[KEY_F7])
		{
			currentTreeDesign--;
			if (currentTreeDesign < 0)
				currentTreeDesign += NUM_TREE_DESIGNS;
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_F8])
		{
			currentTreeDesign = (currentTreeDesign + 1) % NUM_TREE_DESIGNS;
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_F9])
		{
			seed = rand();
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_ESCAPE])
		{
			device->closeDevice();
		}

		receiver.reset();
	}

	//
	// Clean up
	//
	for (s32 i = 0; i<NUM_TREE_DESIGNS; i++)
	{
		treeDesigns[i].Generator->drop();
	}

	device->drop();

	return 0;
}