I suspect that the bug relies in the inizialization of the Realistic Scene Node, but I can't figure how to solve the problem:
Code: Select all
RealisticWaterSceneNode* realwater = new RealisticWaterSceneNode(device->getSceneManager(), 640, 480);
realwater->setPosition(core::vector3df(0, 0, 0));
realwater->setWaterColor(video::SColor(255, 0, 0, 255));
realwater->setWindForce(10);
realwater->setPosition(core::vector3df(0, 0, 0));
P.S. Here is the full code:
Code: Select all
/** Example 012 Terrain Rendering
#include <irrlicht.h>
#include "driverChoice.h"
#include "../../media/water/RealisticWater.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
// WATER
scene::ISceneNode* SkyBox = 0;
RealisticWaterSceneNode::RealisticWaterSceneNode(scene::ISceneManager* sceneManager, f32 width, f32 height,
const irr::core::stringc& resourcePath, core::dimension2du renderTargetSize,
scene::ISceneNode* parent, s32 id) :
scene::ISceneNode(parent, sceneManager, id), _time(0),
_size(width, height), _sceneManager(sceneManager), _refractionMap(NULL), _reflectionMap(NULL),
_windForce(20.0f), _windDirection(0, 1), _waveHeight(0.3f), _waterColor(0.1f, 0.1f, 0.6f, 1.0f), _colorBlendFactor(0.2f), _camera(NULL)
{
_videoDriver = sceneManager->getVideoDriver();
//create new camera
_camera = sceneManager->addCameraSceneNode(0, core::vector3df(0, 0, 0), core::vector3df(0, 0, 0), -1, false);
_waterMesh = sceneManager->addHillPlaneMesh("RealisticWater", _size, core::dimension2d<u32>(1, 1));
_waterSceneNode = sceneManager->addMeshSceneNode(_waterMesh->getMesh(0), this);
video::IGPUProgrammingServices* GPUProgrammingServices = _videoDriver->getGPUProgrammingServices();
core::stringc waterPixelShader;
core::stringc waterVertexShader;
if (_videoDriver->getDriverType() == video::EDT_DIRECT3D9)
{
waterPixelShader = "../../media/water/shaders/Water_ps.hlsl";
waterVertexShader = "../../media/water/shaders/Water_vs.hlsl";
}
else if (_videoDriver->getDriverType() == video::EDT_OPENGL)
{
waterPixelShader = "../../media/water/shaders/Water_ps.glsl";
waterVertexShader = "../../media/water/shaders/Water_vs.glsl";
}
_shaderMaterial = GPUProgrammingServices->addHighLevelShaderMaterialFromFiles(
waterVertexShader.c_str(), "main", video::EVST_VS_1_1,
waterPixelShader.c_str(), "main", video::EPST_PS_1_1,
this);
_waterSceneNode->setMaterialType((video::E_MATERIAL_TYPE)_shaderMaterial);
irr::video::ITexture* bumpTexture = _videoDriver->getTexture("../../media/water/data/waterbump.png");
_waterSceneNode->setMaterialTexture(0, bumpTexture);
_refractionMap = _videoDriver->addRenderTargetTexture(renderTargetSize);
_reflectionMap = _videoDriver->addRenderTargetTexture(renderTargetSize);
_waterSceneNode->setMaterialTexture(1, _refractionMap);
_waterSceneNode->setMaterialTexture(2, _reflectionMap);
}
RealisticWaterSceneNode::~RealisticWaterSceneNode()
{
if (_camera)
{
_camera->drop();
_camera = NULL;
}
if (_refractionMap)
{
_refractionMap->drop();
_refractionMap = NULL;
}
if (_reflectionMap)
{
_reflectionMap->drop();
_reflectionMap = NULL;
}
if (_waterSceneNode)
{
_waterSceneNode->drop();
_waterSceneNode = NULL;
}
if (_waterMesh)
{
_waterMesh->drop();
_waterMesh = NULL;
}
}
// frame
void RealisticWaterSceneNode::OnRegisterSceneNode()
{
ISceneNode::OnRegisterSceneNode();
if (IsVisible)
{
_sceneManager->registerNodeForRendering(this);
}
}
void RealisticWaterSceneNode::OnAnimate(u32 timeMs)
{
ISceneNode::OnAnimate(timeMs);
_time = timeMs;
//fixes glitches with incomplete refraction
const f32 CLIP_PLANE_OFFSET_Y = 5.0f;
if (IsVisible)
{
setVisible(false); //hide the water
//refraction
_videoDriver->setRenderTarget(_refractionMap, true, true); //render to refraction
//refraction clipping plane
core::plane3d<f32> refractionClipPlane(0, RelativeTranslation.Y + CLIP_PLANE_OFFSET_Y, 0, 0, -1, 0); //refraction clip plane
_videoDriver->setClipPlane(0, refractionClipPlane, true);
_sceneManager->drawAll(); //draw the scene
//reflection
_videoDriver->setRenderTarget(_reflectionMap, true, true); //render to reflection
//get current camera
scene::ICameraSceneNode* currentCamera = _sceneManager->getActiveCamera();
//set FOV anf far value from current camera
_camera->setFarValue(currentCamera->getFarValue());
_camera->setFOV(currentCamera->getFOV());
core::vector3df position = currentCamera->getAbsolutePosition();
position.Y = -position.Y + 2 * RelativeTranslation.Y; //position of the water
_camera->setPosition(position);
core::vector3df target = currentCamera->getTarget();
//invert Y position of current camera
target.Y = -target.Y + 2 * RelativeTranslation.Y;
_camera->setTarget(target);
//set the reflection camera
_sceneManager->setActiveCamera(_camera);
//reflection clipping plane
core::plane3d<f32> reflectionClipPlane(0, RelativeTranslation.Y - CLIP_PLANE_OFFSET_Y, 0, 0, 1, 0);
_videoDriver->setClipPlane(0, reflectionClipPlane, true);
_sceneManager->drawAll(); //draw the scene
//disable clip plane
_videoDriver->enableClipPlane(0, false);
//set back old render target
_videoDriver->setRenderTarget(0, false, true);
//set back the active camera
_sceneManager->setActiveCamera(currentCamera);
setVisible(true); //show it again
}
}
void RealisticWaterSceneNode::render()
{
/*core::array<video::IRenderTarget> renderTargets;
//renderTargets.push_back();
renderTargets.push_back(_refractionMap);
_videoDriver->setRenderTarget(renderTargets, true, true);*/
//_videoDriver->draw2DImage(_reflectionMap,core::position2d<s32>(0,0));
}
// returns the axis aligned bounding box of terrain
const core::aabbox3d<f32>& RealisticWaterSceneNode::getBoundingBox() const
{
return _waterSceneNode->getBoundingBox();
}
void RealisticWaterSceneNode::OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
core::matrix4 projection = driver->getTransform(video::ETS_PROJECTION);
core::matrix4 view = driver->getTransform(video::ETS_VIEW);
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
core::matrix4 cameraView = _camera->getViewMatrix();
//vertex shader constants
//services->setVertexShaderConstant("View", view.pointer(), 16);
core::matrix4 worldViewProj = projection;
worldViewProj *= view;
worldViewProj *= world;
core::matrix4 worldReflectionViewProj = projection;
worldReflectionViewProj *= cameraView;
worldReflectionViewProj *= world;
f32 waveLength = 0.1f;
f32 time = _time / 100000.0f;
core::vector3df cameraPosition = _sceneManager->getActiveCamera()->getPosition();
bool fogEnabled = getMaterial(0).getFlag(video::EMF_FOG_ENABLE);
irr::video::SColor color;
irr::video::E_FOG_TYPE fogType;
f32 start;
f32 end;
f32 density;
bool pixelFog;
bool rangeFog;
driver->getFog(color, fogType, start, end, density, pixelFog, rangeFog);
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR == 9)
services->setVertexShaderConstant(services->getVertexShaderConstantID("WorldViewProj"), worldViewProj.pointer(), 16);
services->setVertexShaderConstant(services->getVertexShaderConstantID("WorldReflectionViewProj"), worldReflectionViewProj.pointer(), 16);
services->setVertexShaderConstant(services->getVertexShaderConstantID("WaveLength"), &waveLength, 1);
services->setVertexShaderConstant(services->getVertexShaderConstantID("Time"), &time, 1);
services->setVertexShaderConstant(services->getVertexShaderConstantID("WindForce"), &_windForce, 1);
services->setVertexShaderConstant(services->getVertexShaderConstantID("WindDirection"), &_windDirection.X, 2);
services->setPixelShaderConstant(services->getVertexShaderConstantID("CameraPosition"), &cameraPosition.X, 3);
services->setPixelShaderConstant(services->getVertexShaderConstantID("WaveHeight"), &_waveHeight, 1);
services->setPixelShaderConstant(services->getVertexShaderConstantID("WaterColor"), &_waterColor.r, 4);
services->setPixelShaderConstant(services->getVertexShaderConstantID("ColorBlendFactor"), &_colorBlendFactor, 1);
#else
services->setVertexShaderConstant("WorldViewProj", worldViewProj.pointer(), 16);
services->setVertexShaderConstant("WorldReflectionViewProj", worldReflectionViewProj.pointer(), 16);
services->setVertexShaderConstant("WaveLength", &waveLength, 1);
services->setVertexShaderConstant("Time", &time, 1);
services->setVertexShaderConstant("WindForce", &_windForce, 1);
services->setVertexShaderConstant("WindDirection", &_windDirection.X, 2);
services->setPixelShaderConstant("CameraPosition", &cameraPosition.X, 3);
services->setPixelShaderConstant("WaveHeight", &_waveHeight, 1);
services->setPixelShaderConstant("WaterColor", &_waterColor.r, 4);
services->setPixelShaderConstant("ColorBlendFactor", &_colorBlendFactor, 1);
#endif
//texture constants for GLSL
if (driver->getDriverType() == video::EDT_OPENGL)
{
int var0 = 0;
int var1 = 1;
int var2 = 2;
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR == 9)
services->setPixelShaderConstant(services->getVertexShaderConstantID("WaterBump"), &var0, 1);
services->setPixelShaderConstant(services->getVertexShaderConstantID("RefractionMap"), &var1, 1);
services->setPixelShaderConstant(services->getVertexShaderConstantID("ReflectionMap"), &var2, 1);
services->setPixelShaderConstant(services->getVertexShaderConstantID("FogEnabled"), (int*)&fogEnabled, 1);
services->setPixelShaderConstant(services->getVertexShaderConstantID("FogMode"), (int*)&fogType, 1);
#else
services->setPixelShaderConstant("WaterBump", &var0, 1);
services->setPixelShaderConstant("RefractionMap", &var1, 1);
services->setPixelShaderConstant("ReflectionMap", &var2, 1);
services->setPixelShaderConstant("FogEnabled", (int*)&fogEnabled, 1);
services->setPixelShaderConstant("FogMode", (int*)&fogType, 1);
#endif
}
}
void RealisticWaterSceneNode::setWindForce(const f32 windForce)
{
_windForce = windForce;
}
void RealisticWaterSceneNode::setWindDirection(const core::vector2df& windDirection)
{
_windDirection = windDirection;
_windDirection.normalize();
}
void RealisticWaterSceneNode::setWaveHeight(const f32 waveHeight)
{
_waveHeight = waveHeight;
}
void RealisticWaterSceneNode::setWaterColor(const video::SColorf& waterColor)
{
_waterColor = waterColor;
}
void RealisticWaterSceneNode::setColorBlendFactor(const f32 colorBlendFactor)
{
_colorBlendFactor = colorBlendFactor;
}
// mostly code below is from Example 12
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
{
Skybox->setVisible(showBox);
Skydome->setVisible(!showBox);
}
bool OnEvent(const 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;
case irr::KEY_KEY_S: // toggle skies
showBox = !showBox;
Skybox->setVisible(showBox);
Skydome->setVisible(!showBox);
return true;
case irr::KEY_KEY_X: // toggle debug information
showDebug = !showDebug;
Terrain->setDebugDataVisible(showDebug ? scene::EDS_BBOX_ALL : scene::EDS_OFF);
return true;
default:
break;
}
}
return false;
}
private:
scene::ISceneNode* Terrain;
scene::ISceneNode* Skybox;
scene::ISceneNode* Skydome;
bool showBox;
bool showDebug;
};
/*
The start of the main function starts like in most other example. We ask the
user for the desired renderer and start it up. This time with the advanced
parameter handling.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType = driverChoiceConsole();
if (driverType == video::EDT_COUNT)
return 1;
// create device with full flexibility over creation parameters
// you can add more parameters if desired, check irr::SIrrlichtCreationParameters
irr::SIrrlichtCreationParameters params;
params.DriverType = driverType;
params.WindowSize = core::dimension2d<u32>(640, 480);
IrrlichtDevice* device = createDeviceEx(params);
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
env->addStaticText(
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
core::rect<s32>(10, 421, 250, 475), true, true, 0, -1, true);
// add camera
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS();
camera->setPosition(core::vector3df(0, 10000, 1000));
camera->setTarget(core::vector3df(2397 * 2, 343 * 2, 2700 * 2));
camera->setFarValue(42000.0f);
// 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, 0, 0), // 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);
/*
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);
// 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));
selector->drop();
camera->addAnimator(anim);
anim->drop();
/* If you need access to the terrain data you can also do this directly via the following code fragment.
*/
scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
terrain->getMeshBufferForLOD(*buffer, 0);
video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
// Work on data or get the IndexBuffer with a similar call.
buffer->drop(); // When done drop the buffer again.
/*
To make the user be able to switch between normal and wireframe mode,
we create an instance of the event receiver from above and let Irrlicht
know about it. In addition, we add the skybox which we already used in
lots of Irrlicht examples and a skydome, which is shown mutually
exclusive with the skybox by pressing 'S'.
*/
// create skybox and skydome
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
scene::ISceneNode* skybox = 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"));
scene::ISceneNode* skydome = smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"), 16, 8, 0.95f, 2.0f);
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
//water, but it does not work
RealisticWaterSceneNode* realwater = new RealisticWaterSceneNode(device->getSceneManager(), 640, 480);
realwater->setPosition(core::vector3df(0, 0, 0));
realwater->setWaterColor(video::SColor(255, 0, 0, 255));
realwater->setWindForce(10);
realwater->setPosition(core::vector3df(0, 0, 0));
// create event receiver
MyEventReceiver receiver(terrain, skybox, skydome);
device->setEventReceiver(&receiver);
/*
That's it, draw everything.
*/
int lastFPS = -1;
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;
}
/*
Now you know how to use terrain in Irrlicht.
**/