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08.11.2008, 20:40
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#1 (permalink)
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Erfahrener Benutzer
Registriert seit: 12.03.2008
Beiträge: 129
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Terrian Rendern mit Irrlicht in C++
Hallo, ich hab folgenden Code in der Irrlicht Engine gefunden:
Code:
/*
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>
using namespace irr;
#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(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 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/irrlichtlogo.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);
// 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();
/*
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;
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;
}
Ich kann mir aber nicht erklären, woher die Karte kommt. Ich hab mir Terragen geholt und will das Script jetzt so um bauen, dass ich so eine Karte durchlaufen kann. Wie muss ich die abspeichern und was dann?
Ich hab mir earthscluptor geholt und jetzt eine .map datei gespeichert.
Was jetzt?
RSP-Fan
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Geändert von RSP-Fan (09.11.2008 um 10:05 Uhr).
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09.11.2008, 13:30
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#2 (permalink)
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Erfahrener Benutzer
Registriert seit: 24.05.2008
Beiträge: 156
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So wie ich das jetzt sehen kann wird gar keine fertige Map genommen. Es wird eine eigene erstellt der dann einige Grafiken zugeordnet werden.
Gutes Beispiel ist
Code:
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
);
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09.11.2008, 18:10
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#3 (permalink)
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Erfahrener Benutzer
Registriert seit: 12.03.2008
Beiträge: 129
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Und wie mach ich das jetzt, dass er die fertige map nimmt?
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09.11.2008, 23:09
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#4 (permalink)
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Pixelschieber
Registriert seit: 18.04.2008
Ort: Detmold
Beiträge: 343
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10.11.2008, 18:56
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#5 (permalink)
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Erfahrener Benutzer
Registriert seit: 12.03.2008
Beiträge: 129
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ja, nur wie kann der jetzt meine Karte anzeigen?
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10.11.2008, 20:55
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#6 (permalink)
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Pixelschieber
Registriert seit: 18.04.2008
Ort: Detmold
Beiträge: 343
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Unter welchen Dateitypen kannst du die Map denn alles speichern?
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10.11.2008, 21:33
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#7 (permalink)
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Erfahrener Benutzer
Registriert seit: 12.03.2008
Beiträge: 129
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.map, sonst nix, glaub.
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11.11.2008, 16:22
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#9 (permalink)
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Erfahrener Benutzer
Registriert seit: 12.03.2008
Beiträge: 129
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da werden aber auch nur .tga-files verwendet!
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11.11.2008, 21:43
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#10 (permalink)
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Pixelschieber
Registriert seit: 18.04.2008
Ort: Detmold
Beiträge: 343
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Allerdings steht auf der Home ( http://www.earthsculptor.com/ ), dass Earthsculptor genau dieses verwendet:
Zitat:
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EarthSculptor was written from scratch in OpenGL, using a T-Strip Lod algorithm that renders large scale terrains efficiently, supporting geo-morphing, decals, fast collision detection and lighting.
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Daher solltest du es zumindestens mal ausprobieren
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Alle Zeitangaben in WEZ +2. Es ist jetzt 21:46 Uhr.
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