I pondered how to take a normal fully opaque object and make it transparent so that it smoothly "fades away" and disappears. Or alternatively have a transparent object and fade it away.
On the #irrlicht IRC channel I was suggested to use getMeshManipulator and adjust the vertex colors or vertex color alpha with it, and I tried different ways to work with that. It partly solves the question. However, there was a few problems:
1. Adjusting only vertex color alpha made it possible to fade the diffuse texture part of object away, but the object still keeps being visible in other way, at least if lights are enabled. Not sure if the material setup was still somehow wrong for the case, so this could be how it's "supposed" to be, though...
2. For the case that original object doesn't need to be opaque but can be additive, adjusting vertex colors themselves makes it possible to actually fade the whole object away. Not sure if the lighting can still be on even in this case (not I think, the specular or diffuse light keeps being visible). Maybe a workaround could be to make a custom scene node and set custom lighting for the node when rendering, so that light fades away at the same time?
3. If there's several scene node instances of the same mesh, the change affects ALL of the scene nodes and not just one. Naturally one might want to have many instances of same mesh but fade only selected ones away. Workaround is probably to create a clone of the mesh for each node, but that is a bit wasteful...
4. If an object has varying vertex colors and varying vertex alphas, then it's not an option to adjust the vertex colors/alphas at all in a batch like the manipulator does. Or the manipulation should be done so that the original values are remembered and manipulator allows setting new values by multiplying original values with given color and alpha.
Would it be possible to get a mesh or scene node specific "global color & transparency" for an object? - Or is there already something like this but I didn't find it?
And is the custom scene node (derived class) to get a custom lighting per object a viable technique, or do you have better suggestions to achieve same functionality? That's something I probably need, not just related fading of objects. The solution should work also without vertex/pixel shaders.
Fading objects away
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- Posts: 101
- Joined: Wed Dec 03, 2008 5:33 pm
- Location: ger
for beginners:
if don't mind the problems up there, use this:
(taken from example 11)
-you might have a look at the earth mesh's construction function, this is what you need to do with the meshs you want to fade.
what you could do now is add a deletion animator to the sphere node when a specified time exceeded, to delete the node...
if don't mind the problems up there, use this:
(taken from example 11)
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.
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>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
/*
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
gui::IGUIWindow* window = env->addWindow(
core::rect<s32>(460,375,630,470), false, L"Use 'E' + 'R' to change");
ListBox = env->addListBox(
core::rect<s32>(2,22,165,88), 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>(150,20,470,80));
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(const SEvent& event)
{
// check if user presses the key 'E' or 'R'
if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
!event.KeyInput.PressedDown && Room && ListBox)
{
// 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()
{
// let user select driver type
video::E_DRIVER_TYPE driverType = video::EDT_OPENGL;
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 0;
}
// create device
IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
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/irrlichtlogo2.png"),
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");
scene::IMeshSceneNode *sphere = NULL; // i moved this outside the loop because we need it in the renderloop
if (earthMesh)
{
//perform various task with the mesh manipulator
scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
// create mesh copy with tangent informations from original earth.x mesh
scene::IMesh* tangentSphereMesh =
manipulator->createMeshWithTangents(earthMesh->getMesh(0));
// set the alpha value of all vertices to 200
manipulator->setVertexColorAlpha(tangentSphereMesh, 200);
// scale the mesh by factor 50
core::matrix4 m;
m.setScale ( core::vector3df(50,50,50) );
manipulator->transformMesh( tangentSphereMesh, m );
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);
// 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), 800.0f);
// 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->setMaterialFlag(video::EMF_ZWRITE_ENABLE, 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), 800.0f);
// add fly circle animator to light 2
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),200.0f, 0.001f, core::vector3df ( 0.2f, 0.9f, 0.f ));
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->setMaterialFlag(video::EMF_ZWRITE_ENABLE, 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->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
MyEventReceiver receiver(room, env, driver);
device->setEventReceiver(&receiver);
/*
Finally, draw everything. That's it.
*/
int lastFPS = -1;
u32 vertexAlpha = 200;
u32 lastTime = device->getTimer()->getTime();
bool down = true;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
smgr->drawAll();
env->drawAll();
driver->endScene();
///check if you inc or dec the vertexAlpha value
if(vertexAlpha < 1 && down)
down = false;
else if(vertexAlpha > 254 && !down)
down = true;
///only change every 75 ms so you can see the effect
u32 thisTime = device->getTimer()->getTime();
if((lastTime + 75) < thisTime && down)
{
smgr->getMeshManipulator()->setVertexColorAlpha(sphere->getMesh(), --vertexAlpha);
lastTime = thisTime;
}
else
if(!down && (lastTime + 75) < thisTime)
{
smgr->getMeshManipulator()->setVertexColorAlpha(sphere->getMesh(), ++vertexAlpha);
lastTime = thisTime;
};
printf("vertexAlpha: %i\n", vertexAlpha);
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Per pixel lighting example || FadeIN/OUT MOD - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
what you could do now is add a deletion animator to the sphere node when a specified time exceeded, to delete the node...
i love skateboarding!
Is this not slow and wasteful?
i.e. Creating a copy of the mesh and changing vertex colors.
All I want to do is fade an object in and out. Is it not possible to use the color stored in the diffuse of the material like OpenGL? Even if it means writing a new SceneNode and/or Material Renderer?
I might be wrong, my OGL is rusty however with this approach I think I would need to turn on lighting (no issue as I want that anyway, I can make something visible if it's dark by setting emissive) and change the alpha of all the diffuse materials of the mesh when rendering.
Apart from the material renderer, I would also need to handle instancing when changing these materials so the original doesn't change.
Is this possible, would this be faster. Or is changing the vertex colors for each instance a better solution, it's certainly simpler.
All I want to do is fade an object in and out. Is it not possible to use the color stored in the diffuse of the material like OpenGL? Even if it means writing a new SceneNode and/or Material Renderer?
I might be wrong, my OGL is rusty however with this approach I think I would need to turn on lighting (no issue as I want that anyway, I can make something visible if it's dark by setting emissive) and change the alpha of all the diffuse materials of the mesh when rendering.
Apart from the material renderer, I would also need to handle instancing when changing these materials so the original doesn't change.
Is this possible, would this be faster. Or is changing the vertex colors for each instance a better solution, it's certainly simpler.
Use a shader. thats the easiest way i can come up with.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
This has been requested a lot of times but never been worked on.
Best solution (imo) is to add an "alpha" value to scene nodes that is used in the fixed function pipeline. I've done that in dx so it should be possible with openGL as well. Since I don't know sh*t about openGL I never came up with a fully working solution (that supports all renderers)
Best solution (imo) is to add an "alpha" value to scene nodes that is used in the fixed function pipeline. I've done that in dx so it should be possible with openGL as well. Since I don't know sh*t about openGL I never came up with a fully working solution (that supports all renderers)
Yeah, I agree with that statement. Just throw a little depth check in there and blend accordingly. If you want to have a sphere as an influence, instead of a linear line, just calculate the distance and use that to set your alpha. You could include some parameters to modify how your algorithm works as well such as how steep the falloff is, etc.Sudi wrote:Use a shader. thats the easiest way i can come up with.
I'm guessing you're going to use this for a LOD system, similar to GTA IV?
TheQuestion = 2B || !2B
Solution
I thought some people may be interested as it's been requested:
The only problem with this method is that it turns on alpha testing and uses texture combiners in OGL when it doesn't really need to. The other thing is that ir requires lighting however you can just set the emissive color so that's no big deal. As I'm developing on iPhone I'm just going to comment all the stuff out it doesn't require from the driver.
On another note, as some people suggested chaning the vertex color. Personally I don't even know why color vertex buffers are even used (except maybe for transparency for lightmaps however this could be set with one glColor command), I don't think modifying the buffers for every instance every frame is really a solution.
Code: Select all
::SetAlpha( f32 alpha )
{
// transparent?
if( alpha < 1.0 )
parent.GetSceneManager().registerNodeForRendering( meshSceneNode, ESNRP_TRANSPARENT );
else
parent.GetSceneManager().registerNodeForRendering( meshSceneNode, ESNRP_SOLID );
// set the alpha
for( int i=0; i < meshSceneNode->getMaterialCount(); i++ )
{
// get the material
video::SMaterial &material = meshSceneNode->getMaterial(i);
material.MaterialType = video::EMT_ONETEXTURE_BLEND;
material.MaterialTypeParam = video::pack_texureBlendFunc( video::EBF_SRC_ALPHA, video::EBF_ONE_MINUS_SRC_ALPHA, video::EMFN_MODULATE_1X );
material.Lighting = true;
material.ZWriteEnable = true;
material.DiffuseColor.setAlpha(alpha*255);
}
On another note, as some people suggested chaning the vertex color. Personally I don't even know why color vertex buffers are even used (except maybe for transparency for lightmaps however this could be set with one glColor command), I don't think modifying the buffers for every instance every frame is really a solution.