[C++] PerPixelLighting with reflective water

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
sio2
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[C++] PerPixelLighting with reflective water

Post by sio2 »

I added the reflecting water code to the PerPixelLighting demo. It now has that nice parallax-mapped geometry reflected in turbulent water. 8)

See my previous snippet for the CReflectedWater class.

Update: Compiled exe and source code here:
http://www.sio2.g0dsoft.com/ReflectedWater_OpenGL.zip

Code: Select all

/*
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.

sio2 'at' users.sourceforge.net:
Added reflective water, fullscreen switch and Escape key to exit.

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>

#include "CReflectedWater.h"

using namespace irr;

#pragma comment(lib, "Irrlicht.lib")

// Globals
bool g_bFullscreen = false;
bool g_bExit = false;

/*
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
		core::rect<s32> WindowRect = (g_bFullscreen) ? core::rect<s32>(874,678,1014,758) : core::rect<s32>(490,390,630,470);
		gui::IGUIWindow* window = env->addWindow(WindowRect, false, L"Use 'E' + 'R' to change");

		ListBox = env->addListBox(
			core::rect<s32>(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<s32>(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)
		{
			// Exit application if Escape key is pressed
			if (event.KeyInput.Key == irr::KEY_ESCAPE) {
				g_bExit = true;
				return true;
			}

			// 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);

		/*
		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()
{
	char i;

	printf("Run demo fullscreen (y/n) ?\n");
	std::cin >> i;
	g_bFullscreen = ((i == 'y') || (i == 'Y'));

	// 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) Burning's Software Renderer\n"\
		" (f) NullDevice\n (otherKey) exit\n\n");

	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

	core::dimension2di Resolution = (g_bFullscreen) ? core::dimension2di(1024,768) : core::dimension2di(640,480);
	IrrlichtDevice* device = createDevice(driverType, Resolution, 32, g_bFullscreen);

	if (device == 0)
		return 1; // could not create selected driver.

	
	/*
	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/irrlichtlogoalpha2.tga"),
		core::position2d<s32>(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);

	/*
	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).SpecularColor.set(0,0,0,0);

		room->setMaterialFlag(video::EMF_FOG_ENABLE, true);
		room->setMaterialType(video::EMT_PARALLAX_MAP_SOLID); 
		room->getMaterial(0).MaterialTypeParam = 0.035f; // adjust height for parallax effect

		// drop mesh because we created it with a create.. call.
		tangentMesh->drop();
	}

	/*
	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); // Does not sort correctly with water
		sphere->setMaterialType(video::EMT_NORMAL_MAP_SOLID); // Does not sort correctly with water

		// 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<f32>(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<f32>(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<f32>(30.0f, 40.0f));

	// create and set emitter
	scene::IParticleEmitter* em = ps->createBoxEmitter(
		core::aabbox3d<f32>(-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);

	// Add some reflective water
	CReflectedWater *water = new CReflectedWater("ReflectiveWater", device, smgr, -1, 50, 20, core::dimension2di(512,512));
	water->m_waternode->setPosition(core::vector3df(0, 15, 0));

	/*
	Finally, draw everything. That's it.
	*/

	int lastFPS = -1;

	while(device->run() && !g_bExit)
	if (device->isWindowActive())
	{
		driver->beginScene(true, true, 0);

		water->updateRendertarget(smgr);

		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;
}

Last edited by sio2 on Thu Jan 04, 2007 12:58 pm, edited 1 time in total.
Warchief
Posts: 204
Joined: Tue Nov 22, 2005 10:58 am

Post by Warchief »

Can you upload a screenshot please?
sio2
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Posts: 1003
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Location: UK

Post by sio2 »

Warchief wrote:Can you upload a screenshot please?
It's the PerPixelLighting demo from the Irrlicht SDK but with a reflective layer of water added.
vitek
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Location: Corvallis, OR

Post by vitek »

For Pete's sake, he wants to know what the reflective water looks like!
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

You can see the technique in a screenshot from this forum discussion:
http://irrlicht.sourceforge.net/phpBB2/ ... 2&start=64
Warchief
Posts: 204
Joined: Tue Nov 22, 2005 10:58 am

Post by Warchief »

Ah, looks cool indeed.
pinkman
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Joined: Sun Dec 10, 2006 3:04 am

Post by pinkman »

Whats the code to use it?
noreg
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Location: continental europe

Post by noreg »

Go through the tuts to find it :wink:
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

The code for the reflective water class is here:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16984
a_haouchar
Posts: 97
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Location: Australia,melbourne

Post by a_haouchar »

does it work in visual c++ becuase i get all these erorrs and i never used water reflections before,my first time:) and i have a unpatched irrlicht 1.1
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

a_haouchar wrote:does it work in visual c++ becuase i get all these erorrs and i never used water reflections before,my first time:) and i have a unpatched irrlicht 1.1
It was made with VS2005. I can't remember if Irrlicht 1.2 was out at the time, but you should get 1.2 anyway.
needforhint
Posts: 322
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Location: slovakia

Post by needforhint »

sio2 why don't you distribute compiled bin?
what is this thing...
sio2
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Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

a_haouchar wrote:does it work in visual c++ becuase i get all these erorrs and i never used water reflections before,my first time:) and i have a unpatched irrlicht 1.1
I just created a running exe from scratch with no compile problems. I'm using the latest svn revision. I copied the PerPixelLighting demo folder, opened the project in VS2005, renamed the exe output, cut-n-paste the main.cpp code from this snippet, copied the code from my previous snippet to create the three cpp files for the reflective water support and then compiled. Ran OK as OpenGL, but they've broken DX rendertarget support in Irrlicht.
sio2
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Location: UK

Post by sio2 »

needforhint wrote:sio2 why don't you distribute compiled bin?
Here's a compiled exe and the source code. Read the "readme.txt!"

http://www.sio2.g0dsoft.com/ReflectedWater_OpenGL.zip
abraham
Posts: 30
Joined: Wed Jul 19, 2006 8:56 am

Post by abraham »

thanks so much you guys! i moved to dev c++ since i got irrcamera to work in it!:) and moved to 1.2:) :D :D :D :D
n7600gt 256mb ram 128bit
AMD 3200+
GA-K8NF-9 gigabyte
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