LensFlareSceneNode
LensFlareSceneNode
I've modified the CLensFlareSceneNode (found somewhere on this forum a while back, also available with Acki's IrrExtensions) to work with irrlicht 1.3.1 - just thought someone might find it useful:)
You can grab the code here: http://satfilm.net.pl/~gammaray/CLensFlareSceneNode.zip
You can grab the code here: http://satfilm.net.pl/~gammaray/CLensFlareSceneNode.zip
I recommend to use the new skinnedmesh method from the SVN for bones.G3LO wrote:Thanks,
be sure i`ll use it
is a problem integrating Acki`s extensions into irr 1.3.1?, because i`m thinking about using his custom bones nodes (or something like that) in irr 1.3.1
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The branch is basically feature complete. All mesh loaders are supported and should work as expected. It just needs more testing. So the more people try it and report back problems as well as success stories, the sooner it will be merged back into the core library.
Using the custom bones extension does not make sense anymore. There is no support for the latest Irrlicht releases (although it might be simple to update) and the new animation system provides even more features.
Using the custom bones extension does not make sense anymore. There is no support for the latest Irrlicht releases (although it might be simple to update) and the new animation system provides even more features.
For skinned mesh its very easy justkoller202 wrote:can u give me example how to use it ?
ISceneNode bone = myNode->getBoneSceneNode("BoneName");
bone->setRotation,Position, etc, etc...
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Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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Litte example
Maybe it`s little puzzed, but i hope you`ll get general idea.
I came to this experimantig so it may be not optimal.
Code: Select all
int main()
{
IrrlichtDevice *device =
createDevice(EDT_OPENGL, dimension2d<s32>(640, 480), 16,
false, false, false, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IAnimatedMesh* mesh = smgr->getMesh("test.x");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode ( mesh );
IBoneSceneNode* hand;
if (node)
{
node->setJointMode (3); // 2 works too
hand = node->getJointNode ("Bone09");
node->setMaterialFlag(EMF_LIGHTING, false);
node->setFrameLoop(24, 47);
}
smgr->addCameraSceneNodeFPS();
while(device->run())
{
driver->beginScene(true, true, SColor(0,200,200,200));
node->animateJoints();
hand->setRotation ( vector3df (0,90,0) );
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
I came to this experimantig so it may be not optimal.
h4ck d4 5y5t3m
thank you G3LO
i want example about how to use CLensFlareSceneNode
i tried to use it but error
thx
________
NOVITEC ROSSO
i want example about how to use CLensFlareSceneNode
i tried to use it but error
thx
________
NOVITEC ROSSO
Last edited by koller202 on Thu Feb 17, 2011 1:15 am, edited 1 time in total.
thx hybird
i didn t know why
it error 102
________
Alaska medical marijuana dispensary
i didn t know why
Code: Select all
#include "CLensFlareSceneNode.h"
Code: Select all
CLensFlareSceneNode *ab = new CLensFlareSceneNode(smgr->getRootSceneNode(),smgr,666,core::vector3df(100,100,100));
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/*
This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will also
show the terrain renderer triangle selector to be able to do collision detection with
terrain.
Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lots
of thanks go to him.
DeusXL provided a new elegant simple solution for building larger area on small heightmaps
-> terrain smoothing.
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>
#include "CLensFlareSceneNode.h"
using namespace irr;
using namespace core;
using namespace video;
using namespace gui;
#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);
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
return true;
case irr::KEY_KEY_P: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, !Terrain->getMaterial(0).PointCloud);
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
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;
};
/*
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) Burning's 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_BURNINGSVIDEO;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.
/*
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/irrlichtlogo2.png"),
core::position2d<s32>(10,10));
//set other font
env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
// 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>(10,440,250,475), true, true, 0, -1, true);
// add camera
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0,100.0f,1200.f);
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",
0, // parent node
-1, // node id
core::vector3df(0.f, 0.f, 0.f), // position
core::vector3df(0.f, 0.f, 0.f), // rotation
core::vector3df(40.f, 4.4f, 40.f), // scale
video::SColor ( 255, 255, 255, 255 ), // vertexColor,
5, // maxLOD
scene::ETPS_17, // patchSize
4 // smoothFactor
);
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);
//terrain->setDebugDataVisible ( true );
/*
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);
/*
That's it, draw everything. Now you know how to use terrain in Irrlicht.
*/
int lastFPS = -1;
// terrain->setVisible(false);
//CLensFlareSceneNode *test;
CLensFlareSceneNode *ab = new CLensFlareSceneNode(smgr->getRootSceneNode(),smgr,666,core::vector3df(100,100,100));
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;
// Also print terrain height of current camera position
// We can use camera position because terrain is located at coordinate origin
str += " Height: ";
str += terrain->getHeight(camera->getAbsolutePosition().X, camera->getAbsolutePosition().Z);
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
Alaska medical marijuana dispensary
Last edited by koller202 on Thu Feb 17, 2011 1:15 am, edited 1 time in total.
i can compile already:D
but where lensflare in my screen i cannot see lenflare
i set camere target to this pos but i can t see
thank you
________
New Jersey Marijuana Dispensary
Code: Select all
CLensFlareSceneNode *ab = new CLensFlareSceneNode(smgr->getRootSceneNode(),smgr,666,core::vector3df(100,1000,100));
Code: Select all
vector3df(100,1000,100))
i set camere target to this pos but i can t see
thank you
________
New Jersey Marijuana Dispensary
Last edited by koller202 on Thu Feb 17, 2011 1:15 am, edited 1 time in total.
Re:
In order to see the the lens flare you need to set a texture for the node. I think there's a texture in the zip I provided.
Code: Select all
ILensFlareSceneNode* flare = new CLensFlareSceneNode(0, smgr, -1, vector3df(0,0,0));
flare->setMaterialTexture(0, driver->getTexture("../path/to/texture"));
// or, an alternative solution (on my system setTexture used on the flare node sometimes casues a crash)
// flare->getMaterial(0).Textures[0] = driver->getTexture("../path/to/texture")