Exemple #1
0
        static void Main()
        {
            // setup Irrlicht

            device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(1024, 768), 32, false, true);
            if (device == null)
            {
                return;
            }

            device.SetWindowCaption("Stencil Shadows - Irrlicht Engine");
            device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent);

            VideoDriver  driver = device.VideoDriver;
            SceneManager scene  = device.SceneManager;

            GUIFont statsFont = device.GUIEnvironment.GetFont("../../media/fontlucida.png");

            cameraNode          = scene.AddCameraSceneNodeFPS();
            cameraNode.FarValue = 20000;

            device.CursorControl.Visible = false;

            // setup shadows

            shadows = new Shadows(new Color(0xa0000000), 4000);

            // load quake level

            device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3");

            Mesh          m = scene.GetMesh("20kdm2.bsp").GetMesh(0);
            MeshSceneNode n = scene.AddOctreeSceneNode(m, null, -1, 1024);

            n.Position     = new Vector3Df(-1300, -144, -1249);
            quakeLevelNode = n;

            // add faerie

            faerieNode = scene.AddAnimatedMeshSceneNode(
                scene.GetMesh("../../media/faerie.md2"),
                null, -1,
                new Vector3Df(100, -40, 80),
                new Vector3Df(0, 30, 0),
                new Vector3Df(1.6f));

            faerieNode.SetMD2Animation(AnimationTypeMD2.Wave);
            faerieNode.AnimationSpeed = 20;
            faerieNode.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp"));
            faerieNode.GetMaterial(0).Lighting         = false;
            faerieNode.GetMaterial(0).NormalizeNormals = true;

            shadows.AddObject(faerieNode);

            // add light

            lightMovementHelperNode = scene.AddEmptySceneNode();

            n = scene.AddSphereSceneNode(2, 6, lightMovementHelperNode, -1, new Vector3Df(15, -10, 15));
            n.SetMaterialFlag(MaterialFlag.Lighting, false);

            lightNode = n;
            shadows.AddLight(lightNode);

            // add flashlight

            m = scene.GetMesh("../../media/flashlight.obj");
            n = scene.AddMeshSceneNode(m, lightNode, -1, new Vector3Df(0), new Vector3Df(0), new Vector3Df(5));
            n.SetMaterialFlag(MaterialFlag.Lighting, false);

            flashlightNode         = n;
            flashlightNode.Visible = false;

            // render

            uint shdFrameTime = 0;
            uint shdFrames    = 0;
            uint shdFps       = 0;

            while (device.Run())
            {
                if (useShadowsRebuilding &&
                    shadows.BuildShadowVolume())
                {
                    shdFrames++;
                }

                uint t = device.Timer.Time;
                if (t - shdFrameTime > 1000)
                {
                    shdFrameTime = t;
                    shdFps       = shdFrames;
                    shdFrames    = 0;
                }

                if (useLightBinding)
                {
                    lightMovementHelperNode.Position = cameraNode.AbsolutePosition.GetInterpolated(lightMovementHelperNode.Position, 0.1);
                    lightMovementHelperNode.Rotation = cameraNode.AbsoluteTransformation.Rotation;
                }

                driver.BeginScene(ClearBufferFlag.All, new Color(0xff112244));

                scene.DrawAll();

                if (useShadowsRendering)
                {
                    shadows.DrawShadowVolume(driver);
                }

                // display stats

                driver.Draw2DRectangle(new Recti(10, 10, 150, 220), new Color(0x7f000000));

                Vector2Di v = new Vector2Di(20, 20);
                statsFont.Draw("Rendering", v, Color.SolidYellow);
                v.Y += 16;
                statsFont.Draw(driver.FPS + " fps", v, Color.SolidWhite);
                v.Y += 16;
                statsFont.Draw("[S]hadows " + (useShadowsRendering ? "ON" : "OFF"), v, Color.SolidGreen);
                v.Y += 16;
                statsFont.Draw("[L]ight binding " + (useLightBinding ? "ON" : "OFF"), v, Color.SolidGreen);
                v.Y += 16;
                statsFont.Draw("[F]lashlight " + (useFlashlight ? "ON" : "OFF"), v, Color.SolidGreen);
                v.Y += 32;
                statsFont.Draw("Shadows", v, Color.SolidYellow);
                v.Y += 16;
                statsFont.Draw(shdFps + " fps", v, Color.SolidWhite);
                v.Y += 16;
                statsFont.Draw(shadows.VerticesBuilt + " vertices", v, Color.SolidWhite);
                v.Y += 16;
                statsFont.Draw("[R]ebuilding " + (useShadowsRebuilding ? "ON" : "OFF"), v, Color.SolidGreen);
                v.Y += 16;
                statsFont.Draw("[Q]uake level " + (useShadowsQuakeLevel ? "ON" : "OFF"), v, Color.SolidGreen);

                driver.EndScene();
            }

            shadows.Drop();
            device.Drop();
        }
Exemple #2
0
		static void Main(string[] args)
		{
			// setup Irrlicht

			device = IrrlichtDevice.CreateDevice(DriverType.Direct3D9, new Dimension2Di(1024, 768), 32, false, true);
			if (device == null)
				return;

			device.SetWindowCaption("Stencil Shadows - Irrlicht Engine");
			device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent);

			VideoDriver driver = device.VideoDriver;
			SceneManager scene = device.SceneManager;

			GUIFont statsFont = device.GUIEnvironment.GetFont("../../media/fontlucida.png");
			Material statsMaterial = Material.IdentityNoLighting;

			cameraNode = scene.AddCameraSceneNodeFPS();
			cameraNode.FarValue = 20000;

			device.CursorControl.Visible = false;

			// setup shadows

			shadows = new Shadows(new Color(0xa0000000), 4000);

			// load quake level

			device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3");

			Mesh m = scene.GetMesh("20kdm2.bsp").GetMesh(0);
			MeshSceneNode n = scene.AddOctreeSceneNode(m, null, -1, 1024);
			n.Position = new Vector3Df(-1300, -144, -1249);
			quakeLevelNode = n;

			// add faerie

			faerieNode = scene.AddAnimatedMeshSceneNode(
				scene.GetMesh("../../media/faerie.md2"),
				null, -1,
				new Vector3Df(100, -40, 80),
				new Vector3Df(0, 30, 0),
				new Vector3Df(1.6f));

			faerieNode.SetMD2Animation(AnimationTypeMD2.Wave);
			faerieNode.AnimationSpeed = 20;
			faerieNode.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp"));
			faerieNode.GetMaterial(0).Lighting = false;
			faerieNode.GetMaterial(0).NormalizeNormals = true;

			shadows.AddObject(faerieNode);

			// add light

			lightMovementHelperNode = scene.AddEmptySceneNode();

			n = scene.AddSphereSceneNode(2, 6, lightMovementHelperNode, -1, new Vector3Df(15, -10, 15));
			n.SetMaterialFlag(MaterialFlag.Lighting, false);

			lightNode = n;
			shadows.AddLight(lightNode);

			// add flashlight

			m = scene.GetMesh("../../media/flashlight.obj");
			n = scene.AddMeshSceneNode(m, lightNode, -1, new Vector3Df(0), new Vector3Df(0), new Vector3Df(5));
			n.SetMaterialFlag(MaterialFlag.Lighting, false);

			flashlightNode = n;
			flashlightNode.Visible = false;

			// render

			uint shdFrameTime = 0;
			uint shdFrames = 0;
			uint shdFps = 0;

			while (device.Run())
			{
				if (useShadowsRebuilding &&
					shadows.BuildShadowVolume())
					shdFrames++;

				uint t = device.Timer.Time;
				if (t - shdFrameTime > 1000)
				{
					shdFrameTime = t;
					shdFps = shdFrames;
					shdFrames = 0;
				}

				if (useLightBinding)
				{
					lightMovementHelperNode.Position = cameraNode.AbsolutePosition.GetInterpolated(lightMovementHelperNode.Position, 0.1);
					lightMovementHelperNode.Rotation = cameraNode.AbsoluteTransformation.Rotation;
				}

				driver.BeginScene(true, true, new Color(0xff112244));

				scene.DrawAll();

				if (useShadowsRendering)
					shadows.DrawShadowVolume(driver);

				// display stats

				device.VideoDriver.SetMaterial(statsMaterial);

				driver.Draw2DRectangle(new Recti(10, 10, 150, 220), new Color(0x7f000000));

				Vector2Di v = new Vector2Di(20, 20);
				statsFont.Draw("Rendering", v, Color.OpaqueYellow);
				v.Y += 16;
				statsFont.Draw(driver.FPS + " fps", v, Color.OpaqueWhite);
				v.Y += 16;
				statsFont.Draw("[S]hadows " + (useShadowsRendering ? "ON" : "OFF"), v, Color.OpaqueGreen);
				v.Y += 16;
				statsFont.Draw("[L]ight binding " + (useLightBinding ? "ON" : "OFF"), v, Color.OpaqueGreen);
				v.Y += 16;
				statsFont.Draw("[F]lashlight " + (useFlashlight ? "ON" : "OFF"), v, Color.OpaqueGreen);
				v.Y += 32;
				statsFont.Draw("Shadows", v, Color.OpaqueYellow);
				v.Y += 16;
				statsFont.Draw(shdFps + " fps", v, Color.OpaqueWhite);
				v.Y += 16;
				statsFont.Draw(shadows.VerticesBuilt + " vertices", v, Color.OpaqueWhite);
				v.Y += 16;
				statsFont.Draw("[R]ebuilding " + (useShadowsRebuilding ? "ON" : "OFF"), v, Color.OpaqueGreen);
				v.Y += 16;
				statsFont.Draw("[Q]uake level " + (useShadowsQuakeLevel ? "ON" : "OFF"), v, Color.OpaqueGreen);

				driver.EndScene();
			}

			shadows.Drop();
			device.Drop();
		}