/// <summary> /// Sets the material textures for the mesh. /// </summary> private void SetMaterials(VideoDriver driver, AnimatedMeshSceneNode node) { List <Material> materials = new List <Material>(); //mat.Type = MaterialType.Solid; foreach (var materialInstance in cdata.materialInstances) { Material mat = new Material(); foreach (var material in materialInstance.instanceParameters) { switch (material.Name) { case "Diffuse": Texture diffTexture = GetTexture(driver, (material as CHandle).Handle); mat.SetTexture(0, diffTexture); break; case "Normal": Texture normTexture = GetTexture(driver, (material as CHandle).Handle); mat.SetTexture(1, normTexture); //mat.Type = MaterialType.NormalMapSolid; break; } } materials.Add(mat); } for (int i = 0; i < cdata.meshInfos.Count; i++) { if (cdata.meshInfos[i].materialID < materials.Count) { Material mat = materials[(int)cdata.meshInfos[i].materialID]; node.SetMaterialTexture(i, mat.GetTexture(i)); } } }
private void setMaterialsSettings(AnimatedMeshSceneNode node) { if (node != null) { // materials with normal maps are not handled for (int i = 0; i < node.MaterialCount; ++i) { Material material = node.GetMaterial(i); if (material.Type == MaterialType.NormalMapSolid || material.Type == MaterialType.ParallaxMapSolid) { material.Type = MaterialType.Solid; } else if (material.Type == MaterialType.NormalMapTransparentAddColor || material.Type == MaterialType.ParallaxMapTransparentAddColor) { material.Type = MaterialType.TransparentAddColor; } else if (material.Type == MaterialType.NormalMapTransparentVertexAlpha || material.Type == MaterialType.ParallaxMapTransparentVertexAlpha) { material.Type = MaterialType.TransparentVertexAlpha; } } node.SetMaterialFlag(MaterialFlag.Lighting, false); node.SetMaterialFlag(MaterialFlag.BackFaceCulling, false); for (int i = 1; i < 8; ++i) // 8 = _IRR_MATERIAL_MAX_TEXTURES_ { node.SetMaterialTexture(i, null); } } }
/// <summary> /// A Pincér modellhez állít be animációt /// </summary> /// <param name="node">A Picér modell azonosítója</param> /// <param name="animName">Animáció neve</param> /// Animációk: /// "idle" - Áll egy helyben /// "walk" - Sétál public static void changeWaiterAnimation(AnimatedMeshSceneNode node, string animName) { if (animName == "idle") { Scenes.changeAnimation(node, 1, 1); } else if (animName == "walk") { Scenes.changeAnimation(node, 2, 4); } else { Logger.Log("Invalid Waiter animation name"); } }
public void Initialize() { //var light = Scene.AddLightSceneNode(Scene.RootNode,new Vector3Df(2, 6, 3), new Colorf(200, 200, 180), 20); var light = Scene.AddLightSceneNode(null, new Vector3Df(-30, 35, -25)); light.Radius = 25; light.CastShadows = true; light.LightType = LightType.Point; var sun = Scene.AddLightSceneNode(null, new Vector3Df(40, 100, 40)); sun.Radius = 50; sun.CastShadows = true; sun.LightType = LightType.Point; sphere = Scene.AddAnimatedMeshSceneNode(Scene.AddSphereMesh("sphere", 10f)); sphere.Scale = new Vector3Df(1); sphere.SetMaterialFlag(MaterialFlag.Lighting, true); sphere.Position = new Vector3Df(1, 11, 1); //sphere.SetMaterialTexture(0, Driver.GetTexture("Mars.jpg")); sphere.SetMaterialTexture(0, GeneratePlanetTexture(new Vector2Dd(300, 300))); Scene.MeshManipulator.SetVertexColors(sphere.Mesh, new Color(200, 200, 200)); var terrain = Scene.AddAnimatedMeshSceneNode(Scene.AddHillPlaneMesh("terrain", new Dimension2Df(1, 1), new Dimension2Di(128, 128), new Material(), 0)); terrain.Position = new Vector3Df(0, 0, 0); terrain.SetMaterialFlag(MaterialFlag.Lighting, true); Scene.MeshManipulator.SetVertexColors(terrain.Mesh, new Color(220, 220, 220)); selector = Scene.CreateOctreeTriangleSelector(terrain.Mesh, terrain, 128); terrain.TriangleSelector = selector; Scene.CreateCollisionResponseAnimator(selector, terrain); _cam = new Camera(this); selectionCube = Scene.AddCubeSceneNode(10, null, -1); selectionCube.SetMaterialFlag(MaterialFlag.Wireframe, true); }
static void Main() { IrrlichtDevice device = IrrlichtDevice.CreateDevice( DriverType.Software, new Dimension2Di(640, 480), 16, false, false, false); device.SetWindowCaption("Hello World! - Irrlicht Engine Demo"); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; GUIEnvironment gui = device.GUIEnvironment; gui.AddStaticText("Hello World! This is the Irrlicht Software renderer!", new Recti(10, 10, 260, 22), true); AnimatedMesh mesh = smgr.GetMesh("../../media/sydney.md2"); AnimatedMeshSceneNode node = smgr.AddAnimatedMeshSceneNode(mesh); if (node != null) { node.SetMaterialFlag(MaterialFlag.Lighting, false); node.SetMD2Animation(AnimationTypeMD2.Stand); node.SetMaterialTexture(0, driver.GetTexture("../../media/sydney.bmp")); } smgr.AddCameraSceneNode(null, new Vector3Df(0, 30, -40), new Vector3Df(0, 5, 0)); while (device.Run()) { driver.BeginScene(ClearBufferFlag.All, new Color(100, 101, 140)); smgr.DrawAll(); gui.DrawAll(); driver.EndScene(); } device.Drop(); }
/// <summary> /// A Yodan modellhez állít be animációt /// </summary> /// <param name="node">A Yodan modell azonosítója</param> /// <param name="animName">Animáció neve</param> /// Animációk: /// "idle" - egy helyben áll /// "run" - fut /// "wave" - integet /// "asleep" - elalszik public static void changeYodanAnimation(AnimatedMeshSceneNode node, string animName) { if (animName == "idle") { Scenes.changeAnimation(node, 32, 32+41); } else if (animName == "run") { Scenes.changeAnimation(node, 104, 127); } else if (animName == "asleep") { Scenes.changeAnimation(node, 567, 594); } else if (animName == "wave") { Scenes.changeAnimation(node, 594, 594); } else { Logger.Log("Invalid Yodan animation name"); } }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; GUIEnvironment env = device.GUIEnvironment; // load and display animated fairy mesh AnimatedMeshSceneNode fairy = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/faerie.md2")); if (fairy != null) { fairy.SetMaterialTexture(0, driver.GetTexture("../../media/faerie2.bmp")); // set diffuse texture fairy.SetMaterialFlag(MaterialFlag.Lighting, true); // enable dynamic lighting fairy.GetMaterial(0).Shininess = 20.0f; // set size of specular highlights fairy.Position = new Vector3Df(-10, 0, -100); fairy.SetMD2Animation(AnimationTypeMD2.Stand); } // add white light smgr.AddLightSceneNode(null, new Vector3Df(-15, 5, -105), new Colorf(1, 1, 1)); // set ambient light smgr.AmbientLight = new Colorf(0.25f, 0.25f, 0.25f); // add fps camera CameraSceneNode fpsCamera = smgr.AddCameraSceneNodeFPS(); fpsCamera.Position = new Vector3Df(-50, 50, -150); // disable mouse cursor device.CursorControl.Visible = false; // create test cube SceneNode test = smgr.AddCubeSceneNode(60); // let the cube rotate and set some light settings SceneNodeAnimator anim = smgr.CreateRotationAnimator(new Vector3Df(0.3f, 0.3f, 0)); test.Position = new Vector3Df(-100, 0, -100); test.SetMaterialFlag(MaterialFlag.Lighting, false); // disable dynamic lighting test.AddAnimator(anim); anim.Drop(); // create render target Texture rt = null; CameraSceneNode fixedCam = null; if (driver.QueryFeature(VideoDriverFeature.RenderToTarget)) { rt = driver.AddRenderTargetTexture(new Dimension2Di(256), "RTT1"); test.SetMaterialTexture(0, rt); // set material of cube to render target // add fixed camera fixedCam = smgr.AddCameraSceneNode(null, new Vector3Df(10, 10, -80), new Vector3Df(-10, 10, -100)); } else { // create problem text GUIFont font = env.GetFont("../../media/fonthaettenschweiler.bmp"); if (font != null) { env.Skin.SetFont(font); } GUIStaticText text = env.AddStaticText( "Your hardware or this renderer is not able to use the " + "render to texture feature. RTT Disabled.", new Recti(150, 20, 470, 60)); text.OverrideColor = new Color(255, 255, 255, 100); } int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); if (rt != null) { // draw scene into render target // set render target texture driver.SetRenderTarget(rt, ClearBufferFlag.All, new Color(0, 0, 255)); // make cube invisible and set fixed camera as active camera test.Visible = false; smgr.ActiveCamera = fixedCam; // draw whole scene into render buffer smgr.DrawAll(); // set back old render target // The buffer might have been distorted, so clear it driver.SetRenderTarget(null, ClearBufferFlag.All, new Color(0)); // make the cube visible and set the user controlled camera as active one test.Visible = true; smgr.ActiveCamera = fpsCamera; } // draw scene normally smgr.DrawAll(); env.DrawAll(); driver.EndScene(); // display frames per second in window title int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Render to Texture and Specular Highlights example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } device.Drop(); }
/// <summary> /// Létrehoz egy sizex*sizey méretű ablakot, windowCaption címmel és deviceType renderelési eszközzel. /// </summary> /// <param name="windowCaption">Ablak címe</param> /// <param name="sizex">Ablak szélessége</param> /// <param name="sizey">Ablak magassága</param> /// <param name="deviceType">A render eszköz típusa ("DriverType.OpenGL;" (OpenGL) vagy "DriverType.Direct3D8;"/"DriverType.Direct3D9;" (DirectX))</param> /// <param name="mapName">Betöltendő pálya neve a kiterjesztés nélkül (pl. "devmap")</param> /// <param name="pak0">A pak0 fájl neve (pl. "pak0" vagy "pack1")</param> /// <param name="pak1">A pak1 fájl neve (pl. "pak1" vagy "pack4")</param> /// <param name="pak2">A pak2 fájl neve (pl. "pak2" vagy "pack2")</param> public static void createScreen(string windowCaption, int sizex, int sizey, DriverType deviceType, string mapName, string pak0, string pak1, string pak2, bool isFullScreen) { //Ablakot megjeleníteni if (isFullScreen == true) { device = IrrlichtDevice.CreateDevice(deviceType, new Dimension2Di(sizex, sizey), 32, true, false, true); } else { device = IrrlichtDevice.CreateDevice(deviceType, new Dimension2Di(sizex, sizey), 32, false, false, true); } if (device == null) return; AnimatedMesh q3levelmesh = null; device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.SetWindowCaption(Property.modName + " Build " + Property.modVersion); driver = device.VideoDriver; smgr = device.SceneManager; GUIEnvironment gui = device.GUIEnvironment; //fadein GUIInOutFader fader = device.GUIEnvironment.AddInOutFader(); fader.SetColor(new Color(0, 0, 0, 255)); fader.FadeIn(2000); //hurtOverlay = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Overlays/hurt.png"), new Vector2Di(0, 0)); //hurtOverlay.Visible = false; GUIImage copyrightScreen = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/exit.tga"), new Vector2Di(0, 0)); float guiScalex = sizex / 800; float guiScaley = sizey / 600; copyrightScreen.Visible = false; copyrightScreen.ScaleImage = true; copyrightScreen.SetMaxSize(new Dimension2Di(sizex, sizey)); copyrightScreen.SetMinSize(new Dimension2Di(sizex, sizey)); //Betölteni a mapot try { device.FileSystem.AddFileArchive("./Content/PK3/" + pak0 + ".edsf"); } catch (Exception ex) { Logger.Log("pak0 fajl betoltese sikertelen vagy nem talalhato, a jatek nem tud betoltodni"); string error = ex.ToString(); Logger.Log(error); Environment.Exit(0); } try { device.FileSystem.AddFileArchive("./Content/PK3/" + pak1 + ".edsf"); } catch (Exception ex) { Logger.Log("pak1 fajl betoltese sikertelen vagy nem talalhato, ignoralva"); string error = ex.ToString(); Logger.Log(error); } try { device.FileSystem.AddFileArchive("./Content/PK3/" + pak2 + ".edsf"); } catch (Exception ex) { Logger.Log("pak2 fajl betoltese sikertelen vagy nem talalhato, ignoralva"); string error = ex.ToString(); Logger.Log(error); } try { q3levelmesh = smgr.GetMesh(mapName + ".bsp"); } catch (Exception ex) { Logger.Log("Palya betoltese sikertelen vagy nem talalhato, a jatek nem tud betoltodni"); string error = ex.ToString(); Logger.Log(error); Environment.Exit(0); } MeshSceneNode q3node = null; q3node = smgr.AddOctreeSceneNode(q3levelmesh.GetMesh(0), null, IDFlag_IsPickable); q3node.Position = new Vector3Df(-1350, -130, -1400); SceneNode node = null; if (mapName == "rpg") { IsRPG = true; } //LightSceneNode light = smgr.AddLightSceneNode(q3node, new Vector3Df(-1319, -118, -1410), new Color(255, 255, 255), 600.0, 10); //Half-Life Headcrab AnimatedMeshSceneNode anode3 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/headcrab.mdl")); if (IsRPG) { anode3.Position = new Vector3Df(-1212, -180, -1346); Audio.playWave("./Content/Music/rpg.mp3"); } else { anode3.Position = new Vector3Df(-1372.951f, -145.9882f, -1319.71f); } anode3.Rotation = new Vector3Df(0, 0, 0); anode3.AnimationSpeed = 1; Scenes.changeAnimation(anode3, 1, 31); anode3.SetMaterialFlag(MaterialFlag.Lighting, true); anode3.GetMaterial(0).NormalizeNormals = true; anode3.GetMaterial(0).Lighting = false; //Yodan anode2 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/yodan.mdl")); anode2.Position = new Vector3Df(-1355, -200, -1410); anode2.AnimationSpeed = 15; anode2.SetMaterialFlag(MaterialFlag.Lighting, true); anode2.GetMaterial(0).NormalizeNormals = true; anode2.GetMaterial(0).Lighting = false; anode2.SetTransitionTime(3); Scenes.changeYodanAnimation(anode2, "idle"); //SkyBox SceneNode skybox = smgr.AddSkyBoxSceneNode("./Contents/2D/Skybox/mountains_up.jpg", "./Contents/2D/Skybox/mountains_dn.jpg", "./Contents/2D/Skybox/mountains_lf.jpg", "./Contents/2D/Skybox/mountains_rt.jpg", "./Contents/2D/Skybox/mountains_ft.jpg", "./Contents/2D/Skybox/mountains_bk.jpg"); skybox.Visible = true; //FPS kamera hozzáadása camera = smgr.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(-1625.723f, -145.9937f, -1532.087f); camera.Target = new Vector3Df(-1491.555f, -1434.106f, -1368.737f); //fegyver AnimatedMesh weaponmesh = smgr.GetMesh("./Content/3D/blades.mdl"); AnimatedMeshSceneNode weapon = smgr.AddAnimatedMeshSceneNode(weaponmesh, camera, 30); weapon.Scale = new Vector3Df(0.5f, 0.5f, 0.5f); weapon.Position = new Vector3Df(0, 0, 15); weapon.Rotation = new Vector3Df(0, -90, 0); Scenes.changeAnimation(weapon, 1, 1); weapon.Visible = true; //fizika TriangleSelector selector; selector = smgr.CreateOctreeTriangleSelector(q3levelmesh.GetMesh(0), q3node, 128); q3node.TriangleSelector = selector; anim = smgr.CreateCollisionResponseAnimator(selector, camera, new Vector3Df(30, 50, 30), new Vector3Df(0, -10, 0), new Vector3Df(0, 30, 0)); //Overlay GUIImage overlay = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Overlays/vignette.png"), new Vector2Di(0, 0)); overlay.ScaleImage = true; overlay.SetMaxSize(new Dimension2Di(sizex, sizey)); overlay.SetMinSize(new Dimension2Di(sizex, sizey)); selector.Drop(); camera.AddAnimator(anim); anim.Drop(); // fény lightMovementHelperNode = smgr.AddEmptySceneNode(); q3node = smgr.AddSphereSceneNode(2, 6, lightMovementHelperNode, -1, new Vector3Df(15, -10, 15)); q3node.SetMaterialFlag(MaterialFlag.Lighting, false); lightNode = q3node; //A Portré anode = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/portrait.mdl")); anode.Position = new Vector3Df(-1177.601f, -137.975f, -1238.015f); anode.Rotation = new Vector3Df(0,0,0); anode.Scale = new Vector3Df(3); anode.AnimationSpeed = 1500; anode.SetMaterialFlag(MaterialFlag.Lighting, true); anode.GetMaterial(0).NormalizeNormals = true; anode.GetMaterial(0).Lighting = false; AnimatedMeshSceneNode anode4 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/waiter.mdl")); anode4.Position = new Vector3Df(-1130, -375, -1724); anode4.Rotation = new Vector3Df(0, -90, 0); anode4.Scale = new Vector3Df(2, 2, 2); anode4.SetMaterialFlag(MaterialFlag.Lighting, false); Scenes.changeAnimation(anode4, 0, 1); //Egér elrejtése device.CursorControl.Visible = false; GUIFont font = device.GUIEnvironment.BuiltInFont; SceneCollisionManager collMan = smgr.SceneCollisionManager; TextSceneNode headcrabName = smgr.AddTextSceneNode(font, "Yodan Lebegö Headcrab-je <Level 10>", new Color(255, 255, 0), null, anode3.Position + new Vector3Df(0, 25, 0), 0); TextSceneNode waiterName = smgr.AddTextSceneNode(font, "John <Level 15>", new Color(0, 255, 0), null, anode4.Position + new Vector3Df(0, 125, 0), 0); uint then = device.Timer.Time; float MOVEMENT_SPEED = 100.0f; //Energiagömb /*AnimatedMeshSceneNode anode5 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/core.mdl")); anode5.Position = new Vector3Df(-1355, 0, -1410); Scenes.changeAnimation(anode5, 0, 90); anode5.Scale = new Vector3Df(2.0f); Line3Df coreray = new Line3Df(-1355, 0, -1410, -1355, -500, -1410); driver.SetMaterial(anode5.GetMaterial(1)); driver.SetTransform(TransformationState.World, Matrix.Identity); driver.Draw3DLine(coreray, new Color(255,0,0));*/ GUIImage bartenderForm = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/bartender.png"), new Vector2Di(10, 10)); bartenderForm.ScaleImage = true; bartenderForm.Visible = false; bartenderForm.SetMinSize(new Dimension2Di(sizex - 10, sizey - 10)); bartenderForm.SetMaxSize(new Dimension2Di(sizex - 10, sizey - 10)); bool BartenderFormIsOpen = false; GUIImage ActionBar = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Hud/Actionbar.tga"), new Vector2Di(0, 600 - 128)); //330, 110 790, 120 Recti expbarrect = new Recti(); ExperienceBar expbar = new ExperienceBar(gui, expbarrect,0, ActionBar); expbar.SetProgress(0); expbar.SetColors(new Color(255, 255, 0), new Color(255, 255, 255)); expbar.AddBorder(5, new Color(0, 0, 0)); expbar.SetMinSize(new Dimension2Di(128, 64)); expbar.SetMaxSize(new Dimension2Di(128, 64)); //Mi minek a része q3node.AddChild(anode); q3node.AddChild(anode2); q3node.AddChild(anode3); q3node.AddChild(anode4); TextSceneNode yodanName = smgr.AddTextSceneNode(font, "Yodan a Bérgyilkos <Level 90>", new Color(255, 0, 0), null, anode2.Position + new Vector3Df(0, 50, 0), 0); while (device.Run()) { driver.BeginScene(true, true, new Color(135, 206, 235)); smgr.DrawAll(); gui.DrawAll(); string printDate = dateTime.ToShortTimeString(); uint now = device.Timer.Time; float frameDeltaTime = (float)(now - then) / 1000.0f; then = now; Vector3Df nodePosition = camera.Position; if (font != null) { /*font.Draw("Build " + Property.modVersion, 5, 5, new Color(0, 0, 255)); font.Draw("pos= " + camera.Position, 5, 578 - 16, new Color(0, 0, 255)); font.Draw("tar= " + camera.Target, 5, 594 - 16, new Color(0, 0, 255));*/ font.Draw(Player.Experience(), new Vector2Di(505, 582), new Color(0,0,0)); } if (camera.Position.Z >= 10000) { font.Draw("Kiestél a Világból!", new Vector2Di(400, 300), new Color (0, 0, 0)); camera.Position = anode.Position; } if (Quest1Done) { yodanName.SetTextColor(new Color(255, 255, 0)); } if (IsKeyDown(KeyCode.Space)) { nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime; } else if (IsKeyDown(KeyCode.LControl)) { nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime; } if (IsKeyDown(KeyCode.LShift)) { MOVEMENT_SPEED = 200.0f; } else { MOVEMENT_SPEED = 100.0f; } if (IsKeyDown(KeyCode.Esc)) { copyrightScreen.Visible = true; } if (IsKeyDown(KeyCode.KeyM)) { //Yodan.Run(new Vector3Df(-1642, -172, -1421), new Vector3Df(-1053, -167, -1416)); } if (IsKeyDown(KeyCode.KeyB)) { // Yodan.Wave(); Scripting.RunScript(Scripting.LoadScript()); } if (IsKeyDown(KeyCode.KeyV)) { //Yodan.Speak("./Content/Sound/vo/yodan/yo_20ft.mp3"); } else if (IsKeyDown(KeyCode.KeyN)) { //Yodan.Stand(); } else if (IsKeyDown(KeyCode.KeyC)) { //Yodan.WaveAndGreet(); } //Actionbar START //Auto-Attack if (IsKeyDown(KeyCode.Key1)) { if (!AutoAttack) { Delay(100); AutoAttack = true; if (currentWeapon == 1) { Scenes.changeAnimation(weapon, 11 + 24 + 25, 11 + 24 + 25 + 31 + 30); } else if (currentWeapon == 2) { Scenes.changeAnimation(weapon, 91 + 31 + 81 + 31, 91 + 31 + 81 + 31+90); } } else if (AutoAttack) { Delay(100); AutoAttack = false; if (currentWeapon == 1) { Scenes.changeAnimation(weapon, 1, 1); } else if (currentWeapon == 2) { Scenes.changeAnimation(weapon, 1, 90); } } } //Blades if (IsKeyDown(KeyCode.Key2)) { AnimatedMesh bladesmesh = smgr.GetMesh("./Content/3D/blades.mdl"); weapon.Mesh = bladesmesh; weapon.Scale = new Vector3Df(0.5f, 0.5f, 0.5f); weapon.Position = new Vector3Df(0, 0, 15); weapon.Rotation = new Vector3Df(0, -90, 0); Scenes.changeAnimation(weapon, 1, 1); currentWeapon = 1; } //Crossbow if (IsKeyDown(KeyCode.Key3)) { AnimatedMesh crossbowmesh = smgr.GetMesh("./Content/3D/crossbow.mdl"); weapon.Mesh = crossbowmesh; Scenes.changeAnimation(weapon, 1, 90); weapon.Scale = new Vector3Df(3.0f, 3.0f, 3.0f); currentWeapon = 2; } if (IsKeyDown(KeyCode.Key4)) { if (IsEtlapPickedUp) { bartenderForm.Visible = true; BartenderFormIsOpen = true; Audio.playWave("./Content/sound/paper_pickup.mp3"); } } //Actionbar END //elteszi/előveszi a fegyvert if(IsKeyDown(KeyCode.Tab)) { if(weaponHolster) { weapon.Visible = false; Audio.playWave("./Content/sound/weapon.mp3"); weaponHolster = false; } else { weapon.Visible = true; Audio.playWave("./Content/sound/weapon.mp3"); weaponHolster = true; } } if (IsKeyDown(KeyCode.MouseLButton)) { AutoAttack = true; if (currentWeapon == 1) { Scenes.changeAnimation(weapon, 11 + 24 + 25, 11 + 24 + 25 + 31 + 30); } else if (currentWeapon == 2) { Scenes.changeAnimation(weapon, 91 + 31 + 81 + 31, 91 + 31 + 81 + 31 + 90); } } else if (!IsKeyDown(KeyCode.MouseLButton)) { AutoAttack = false; if (currentWeapon == 1) { Scenes.changeAnimation(weapon, 1, 1); } else if (currentWeapon == 2) { Scenes.changeAnimation(weapon, 1, 90); } } if (IsKeyDown(KeyCode.KeyX)) { Texture yodanMissing = driver.GetTexture("./Content/2D/yodanmissing.tga"); Dimension2Di yodanMisSiz = yodanMissing.Size; yodanMisSiz = anode.GetMaterial(0).GetTexture(0).Size; anode.SetMaterialTexture(0, yodanMissing); } if (IsKeyDown(KeyCode.KeyE)) { //Bartender Johh On-Use Vector3Df camtarget = camera.Target; if (!BartenderFormIsOpen) { if (new Vector3Df(727, 221, -986) <= camtarget) { if (new Vector3Df(763, 276, -2329) >= camtarget) { if (camtarget > new Vector3Df(184, -1843, -1255)) { if (camtarget > new Vector3Df(138, -1837, -2318)) { bartenderForm.Visible = true; BartenderFormIsOpen = true; if (!IsEtlapPickedUp) { ActionBar.Image = driver.GetTexture("./Content/2D/Hud/Actionbar_etlap.tga"); Audio.playWave("./Content/sound/vo/waiter_john/teatime.mp3"); } IsEtlapPickedUp = true; Audio.playWave("./Content/sound/paper_pickup.mp3"); } } } } } else if (BartenderFormIsOpen) { bartenderForm.Visible = false; BartenderFormIsOpen = false; Audio.playWave("./Content/sound/paper_pickup.mp3"); } } if (IsKeyDown(KeyCode.KeyK)) { //Yodan.GoGhost(); } if (IsKeyDown(KeyCode.KeyJ)) { //Yodan.GoNormal(); } if (IsKeyDown(KeyCode.KeyL)) { } if (IsKeyDown(KeyCode.F7)) { Delay(500); takeScreenshot(device); } if (IsKeyDown(KeyCode.F9)) { Delay(500); string campos = camera.Position.ToString(); Logger.Log("position:" + campos); string camtar = camera.Target.ToString(); Logger.Log("target: " + camtar); } if (IsKeyDown(KeyCode.LShift)) { if (IsKeyDown(KeyCode.KeyY)) { Environment.Exit(0); } else if (IsKeyDown(KeyCode.KeyN)) { copyrightScreen.Visible = false; } } camera.Position = nodePosition; driver.EndScene(); } device.Drop(); }
static void loadModel(string f) { string e = Path.GetExtension(f); switch (e) { // if a texture is loaded apply it to the current model case ".jpg": case ".pcx": case ".png": case ".ppm": case ".pgm": case ".pbm": case ".psd": case ".tga": case ".bmp": case ".wal": case ".rgb": case ".rgba": Texture t = device.VideoDriver.GetTexture(f); if (t != null && model != null) { // always reload texture device.VideoDriver.RemoveTexture(t); t = device.VideoDriver.GetTexture(f); model.SetMaterialTexture(0, t); } return; // if a archive is loaded add it to the FileArchive case ".pk3": case ".zip": case ".pak": case ".npk": device.FileSystem.AddFileArchive(f); return; } // load a model into the engine if (model != null) { model.Remove(); } model = null; if (e == ".irr") { device.SceneManager.LoadScene(f); model = device.SceneManager.GetSceneNodeFromType(SceneNodeType.AnimatedMesh); return; } AnimatedMesh m = device.SceneManager.GetMesh(f); if (m == null) { // model could not be loaded if (startUpModelFile != f) { device.GUIEnvironment.AddMessageBox(caption, "The model could not be loaded. Maybe it is not a supported file format."); } return; } // set default material properties if (octree) { model = device.SceneManager.AddOctreeSceneNode(m.GetMesh(0)); } else { AnimatedMeshSceneNode n = device.SceneManager.AddAnimatedMeshSceneNode(m); model = n; } model.SetMaterialFlag(MaterialFlag.Lighting, useLight); model.SetMaterialFlag(MaterialFlag.NormalizeNormals, useLight); model.DebugDataVisible = DebugSceneType.Off; // we need to uncheck the menu entries. would be cool to fake a menu event, but // that's not so simple. so we do it brute force GUIContextMenu u = device.GUIEnvironment.RootElement.GetElementFromID((int)guiID.ToggleDebugInfo, true) as GUIContextMenu; if (u != null) { for (int i = 0; i < 6; i++) { u.SetItemChecked(i, false); } } updateScaleInfo(model); }
private static float _playerVerticalSpeed = 0.0f; // used to calculate vertical speed for gravity and jump static void Main(string[] args) { IrrlichtDevice device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(ResolutionX, ResolutionY), 24, false, false, false); device.OnEvent += Device_OnEvent; device.SetWindowCaption("Hello World! - Irrlicht Engine Demo"); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; GUIEnvironment gui = device.GUIEnvironment; gui.AddStaticText("Hello World! This is the Irrlicht Software renderer!", new Recti(10, 10, 260, 22), true); AnimatedMesh mesh = smgr.GetMesh("../../media/sydney.md2"); AnimatedMeshSceneNode sydneyNode = smgr.AddAnimatedMeshSceneNode(mesh); var cubeSceneNode = smgr.AddCubeSceneNode(2.0f); cubeSceneNode.Scale = new Vector3Df(6.0f, 2.0f, 100.0f); cubeSceneNode.Position = new Vector3Df(cubeSceneNode.Position.X, GroundAltitude + 0.5f, cubeSceneNode.Position.Z); if (sydneyNode != null) { sydneyNode.SetMaterialFlag(MaterialFlag.Lighting, true); sydneyNode.SetMD2Animation(AnimationTypeMD2.Stand); sydneyNode.SetMaterialTexture(0, driver.GetTexture("../../media/sydney.bmp")); } var lightSceneNode = smgr.AddLightSceneNode(); var light = lightSceneNode.LightData; light.DiffuseColor = new Colorf(0.8f, 1.0f, 1.0f); light.Type = LightType.Directional; light.Position = new Vector3Df(0.0f, 5.0f, 5.0f); var cam = smgr.AddCameraSceneNode(null, new Vector3Df(20, 30, -40), new Vector3Df(20, 5, 0)); device.Timer.Start(); uint then = device.Timer.RealTime; while (device.Run()) { // As the game is simple we will handle our simple physics ourselves uint now = device.Timer.RealTime; uint elapsed = now - then; float elapsedTimeSec = (float)elapsed / 1000.0f; then = now; // we target 58.8 FPS if (elapsed < 17) { device.Sleep(17 - (int)elapsed); } else { // uh-oh, it took more than .125 sec to do render loop! // what do we do now? } _playerVerticalSpeed += elapsedTimeSec * -(VerticalGravity * 10.0f); var calculatedNewPos = sydneyNode.Position - new Vector3Df(0.0f, _playerVerticalSpeed * elapsedTimeSec, 0.0f); float offsetSydney = sydneyNode.BoundingBox.Extent.Y / 2.0f; _isGrounded = calculatedNewPos.Y <= (GroundAltitude + offsetSydney); if (_isGrounded) { _playerVerticalSpeed = 0.0f; calculatedNewPos.Y = GroundAltitude + offsetSydney; } else { calculatedNewPos.Y = calculatedNewPos.Y; } sydneyNode.Position = calculatedNewPos; driver.BeginScene(true, true, new Color(100, 101, 140)); smgr.DrawAll(); gui.DrawAll(); driver.EndScene(); } device.Drop(); }
static void Main() { bool shadows = AskForRealtimeShadows(); DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480), 16, false, shadows); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; AnimatedMesh mesh = smgr.GetMesh("../../media/room.3ds"); smgr.MeshManipulator.MakePlanarTextureMapping(mesh.GetMesh(0), 0.004f); SceneNode node = smgr.AddAnimatedMeshSceneNode(mesh); node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.jpg")); node.GetMaterial(0).SpecularColor = new Color(0); mesh = smgr.AddHillPlaneMesh("myHill", new Dimension2Df(20, 20), new Dimension2Di(40, 40), null, 0, new Dimension2Df(0), new Dimension2Df(10, 10)); node = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f); node.Position = new Vector3Df(0, 7, 0); node.SetMaterialTexture(0, driver.GetTexture("../../media/stones.jpg")); node.SetMaterialTexture(1, driver.GetTexture("../../media/water.jpg")); node.SetMaterialType(MaterialType.Reflection2Layer); // create light node = smgr.AddLightSceneNode(null, new Vector3Df(0), new Colorf(1.0f, 0.6f, 0.7f, 1.0f), 800); SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(0, 150, 0), 250); node.AddAnimator(anim); anim.Drop(); // attach billboard to light node = smgr.AddBillboardSceneNode(node, new Dimension2Df(50, 50)); node.SetMaterialFlag(MaterialFlag.Lighting, false); node.SetMaterialType(MaterialType.TransparentAddColor); node.SetMaterialTexture(0, driver.GetTexture("../../media/particlewhite.bmp")); // create a particle system ParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(false); if (ps != null) { ParticleEmitter em = ps.CreateBoxEmitter( new AABBox(-7, 0, -7, 7, 1, 7), // emitter size new Vector3Df(0.0f, 0.06f, 0.0f), // initial direction 80, 100, // emit rate new Color(255, 255, 255, 0), // darkest color new Color(255, 255, 255, 0), // brightest color 800, 2000, 0, // min and max age, angle new Dimension2Df(10.0f), // min size new Dimension2Df(20.0f)); // max size ps.Emitter = em; // this grabs the emitter em.Drop(); // so we can drop it here without deleting it ParticleAffector paf = ps.CreateFadeOutParticleAffector(); ps.AddAffector(paf); // same goes for the affector paf.Drop(); ps.Position = new Vector3Df(-70, 60, 40); ps.Scale = new Vector3Df(2); ps.SetMaterialFlag(MaterialFlag.Lighting, false); ps.SetMaterialFlag(MaterialFlag.ZWrite, false); ps.SetMaterialTexture(0, driver.GetTexture("../../media/fire.bmp")); ps.SetMaterialType(MaterialType.TransparentAddColor); } VolumeLightSceneNode n = smgr.AddVolumeLightSceneNode(null, -1, 32, // Subdivisions on U axis 32, // Subdivisions on V axis new Color(255, 255, 255, 0), // foot color new Color(0, 0, 0, 0)); // tail color if (n != null) { n.Scale = new Vector3Df(56); n.Position = new Vector3Df(-120, 50, 40); // load textures for animation List <Texture> textures = new List <Texture>(); for (int i = 7; i > 0; i--) { string s = string.Format("../../media/portal{0}.bmp", i); textures.Add(driver.GetTexture(s)); } // create texture animator SceneNodeAnimator glow = smgr.CreateTextureAnimator(textures, 0.150f); // add the animator n.AddAnimator(glow); // drop the animator because it was created with a create() function glow.Drop(); } // add animated character mesh = smgr.GetMesh("../../media/dwarf.x"); AnimatedMeshSceneNode anode = smgr.AddAnimatedMeshSceneNode(mesh); anode.Position = new Vector3Df(-50, 20, -60); anode.AnimationSpeed = 15; // add shadow anode.AddShadowVolumeSceneNode(); smgr.ShadowColor = new Color(0, 0, 0, 150); // make the model a little bit bigger and normalize its normals // because of the scaling, for correct lighting anode.Scale = new Vector3Df(2); anode.SetMaterialFlag(MaterialFlag.NormalizeNormals, true); CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(-50, 50, -150); // disable mouse cursor device.CursorControl.Visible = false; int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "SpecialFX example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } device.Drop(); }
static void Main(string[] args) { DriverType driverType; if (!AskUserForDriver(out driverType)) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType, new Dimension2Di(ResX, ResY), 32, fullScreen); if (device == null) { return; } device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; // load model AnimatedMesh model = smgr.GetMesh("../../media/sydney.md2"); if (model == null) { return; } AnimatedMeshSceneNode model_node = smgr.AddAnimatedMeshSceneNode(model); // load texture if (model_node != null) { Texture texture = driver.GetTexture("../../media/sydney.bmp"); model_node.SetMaterialTexture(0, texture); model_node.SetMD2Animation(AnimationTypeMD2.Run); model_node.SetMaterialFlag(MaterialFlag.Lighting, false); } // load map device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); AnimatedMesh map = smgr.GetMesh("20kdm2.bsp"); if (map != null) { SceneNode map_node = smgr.AddOctreeSceneNode(map.GetMesh(0)); map_node.Position = new Vector3Df(-850, -220, -850); } // create 3 fixed and one user-controlled cameras camera[0] = smgr.AddCameraSceneNode(null, new Vector3Df(50, 0, 0), new Vector3Df(0)); // font camera[1] = smgr.AddCameraSceneNode(null, new Vector3Df(0, 50, 0), new Vector3Df(0)); // top camera[2] = smgr.AddCameraSceneNode(null, new Vector3Df(0, 0, 50), new Vector3Df(0)); // left camera[3] = smgr.AddCameraSceneNodeFPS(); // user-controlled camera[3].Position = new Vector3Df(-50, 0, -50); device.CursorControl.Visible = false; int lastFPS = -1; while (device.Run()) { // set the viewpoint to the whole screen and begin scene driver.ViewPort = new Recti(0, 0, ResX, ResY); driver.BeginScene(true, true, new Color(100, 100, 100)); if (splitScreen) { smgr.ActiveCamera = camera[0]; driver.ViewPort = new Recti(0, 0, ResX / 2, ResY / 2); // top left smgr.DrawAll(); smgr.ActiveCamera = camera[1]; driver.ViewPort = new Recti(ResX / 2, 0, ResX, ResY / 2); // top right smgr.DrawAll(); smgr.ActiveCamera = camera[2]; driver.ViewPort = new Recti(0, ResY / 2, ResX / 2, ResY); // bottom left smgr.DrawAll(); driver.ViewPort = new Recti(ResX / 2, ResY / 2, ResX, ResY); // bottom right } smgr.ActiveCamera = camera[3]; smgr.DrawAll(); driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Split Screen example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } device.Drop(); }
private void backgroundRendering_DoWork(object sender, DoWorkEventArgs e) { BackgroundWorker worker = sender as BackgroundWorker; DeviceSettings settings = e.Argument as DeviceSettings; // create irrlicht device using provided settings IrrlichtDevice dev = IrrlichtDevice.CreateDevice(settings); if (dev == null) { throw new Exception("Failed to create Irrlicht device."); } dev.Logger.LogLevel = LogLevel.Warning; VideoDriver drv = dev.VideoDriver; SceneManager smgr = dev.SceneManager; smgr.FileSystem.AddFileArchive("E:/WitcherMods/modTest/Test/files/Mod/Bundle"); smgr.FileSystem.AddFileArchive("E:/WitcherMods/modTest/Test/files/Raw/Mod/TextureCache"); smgr.Attributes.AddValue("TW_TW3_LOAD_SKEL", true); smgr.Attributes.AddValue("TW_TW3_LOAD_BEST_LOD_ONLY", true); // setup a simple 3d scene //CameraSceneNode cam = smgr.AddCameraSceneNode(); //cam.Target = new Vector3Df(0); // added by vl AnimatedMesh mesh = smgr.GetMesh("E:/WitcherMods/modTest/Test/files/Mod/Bundle/characters/models/animals/cat/model/t_01__cat.w2mesh"); if (mesh == null) { throw new Exception("Failed to load mesh."); } smgr.MeshManipulator.RecalculateNormals(mesh); List <String> animList = null; float scaleMul = 1.0f; AnimatedMeshSceneNode node = smgr.AddAnimatedMeshSceneNode(mesh); MeshLoaderHelper helper = smgr.GetMeshLoader(smgr.MeshLoaderCount - 1).getMeshLoaderHelper(); if (node != null) { scaleMul = node.BoundingBox.Radius / 4; node.Scale = new Vector3Df(3.0f); node.SetMaterialFlag(MaterialFlag.Lighting, false); SkinnedMesh sm = helper.loadRig("E:/WitcherMods/modTest/Test/files/Mod/Bundle/characters/base_entities/cat_base/cat_base.w2rig", mesh); if (sm == null) { throw new Exception("Failed to load rig."); } animList = helper.loadAnimation("E:/WitcherMods/modTest/Test/files/Mod/Bundle/animations/animals/cat/cat_animation.w2anims", sm); if (animList.Count > 0) { AnimatedMesh am = helper.applyAnimation(animList[0], sm); node.Mesh = am; } //scaleSkeleton(sm, 3.0f); //sm.SkinMesh(); mesh.Drop(); sm.Drop(); setMaterialsSettings(node); /* * animList = helper.loadAnimation("E:/WitcherMods/modTest/Test/files/Mod/Bundle/animations/animals/cat/cat_animation.w2anims", node); * if (animList.Count > 0) * { * helper.applyAnimation(animList[0]); * } */ } var camera = smgr.AddCameraSceneNode(null, new Vector3Df(node.BoundingBox.Radius * 8, node.BoundingBox.Radius, 0), new Vector3Df(0, node.BoundingBox.Radius, 0) ); camera.NearValue = 0.001f; camera.FOV = 45.0f * 3.14f / 180.0f; node.DebugDataVisible ^= DebugSceneType.BBox | DebugSceneType.Skeleton; node.Position = new Vector3Df(0.0f); /* * SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(0, 15, 0), 30.0f); * cam.AddAnimator(anim); * anim.Drop(); * * SceneNode cube = smgr.AddCubeSceneNode(20); * cube.SetMaterialTexture(0, drv.GetTexture("../../media/wall.bmp")); * cube.SetMaterialTexture(1, drv.GetTexture("../../media/water.jpg")); * cube.SetMaterialFlag(MaterialFlag.Lighting, false); * cube.SetMaterialType(MaterialType.Reflection2Layer); */ if (settings.BackColor == null) { smgr.AddSkyBoxSceneNode( "../../media/irrlicht2_up.jpg", "../../media/irrlicht2_dn.jpg", "../../media/irrlicht2_lf.jpg", "../../media/irrlicht2_rt.jpg", "../../media/irrlicht2_ft.jpg", "../../media/irrlicht2_bk.jpg"); } dev.GUIEnvironment.AddImage( drv.GetTexture("../../media/lime_logo_alpha.png"), new Vector2Di(30, 0)); // draw all int lastFPS = -1; while (dev.Run()) { if (settings.BackColor == null) { // indeed, we do not need to spend time on cleaning color buffer if we use skybox drv.BeginScene(ClearBufferFlag.Depth); } else { drv.BeginScene(ClearBufferFlag.Depth | ClearBufferFlag.Color, settings.BackColor); } smgr.DrawAll(); dev.GUIEnvironment.DrawAll(); drv.EndScene(); int fps = drv.FPS; if (lastFPS != fps) { // report progress using common BackgroundWorker' method // note: we cannot do just labelRenderingStatus.Text = "...", // because we are running another thread worker.ReportProgress(fps, drv.Name); lastFPS = fps; } // if we requested to stop, we close the device if (worker.CancellationPending) { dev.Close(); } } // drop device dev.Drop(); }
/// <summary> /// The irrlicht thread for rendering. /// </summary> private void StartIrr() { try { IrrlichtCreationParameters irrparam = new IrrlichtCreationParameters(); if (irrlichtPanel.IsDisposed) { throw new Exception("Form closed!"); } if (irrlichtPanel.InvokeRequired) { irrlichtPanel.Invoke(new MethodInvoker(delegate { irrparam.WindowID = irrlichtPanel.Handle; })); } irrparam.DriverType = DriverType.Direct3D9; irrparam.BitsPerPixel = 16; device = IrrlichtDevice.CreateDevice(irrparam); if (device == null) { throw new NullReferenceException("Could not create device for engine!"); } driver = device.VideoDriver; smgr = device.SceneManager; gui = device.GUIEnvironment; var animText = ""; if (Animations.AnimationNames.Count > 0) { animText = "Animation: " + Animations.AnimationNames[selectedAnimIdx].Key; } var mAnimText = gui.AddStaticText(animText, new Recti(0, this.ClientSize.Height - 80, 100, this.ClientSize.Height - 70)); var mPositionText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 70, 100, this.ClientSize.Height - 60)); var mRotationText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 60, 100, this.ClientSize.Height - 50)); var fpsText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 50, 100, this.ClientSize.Height - 40)); var infoText = gui.AddStaticText("[Space] - Reset\n[LMouse] - Rotate\n[MMouse] - Move\n[Wheel] - Zoom", new Recti(0, this.ClientSize.Height - 40, 100, this.ClientSize.Height)); mAnimText.OverrideColor = mPositionText.OverrideColor = mRotationText.OverrideColor = fpsText.OverrideColor = infoText.OverrideColor = new Color(255, 255, 255); mAnimText.BackgroundColor = mPositionText.BackgroundColor = mRotationText.BackgroundColor = fpsText.BackgroundColor = infoText.BackgroundColor = new Color(0, 0, 0); SkinnedMesh skinnedMesh = smgr.CreateSkinnedMesh(); foreach (var meshBuffer in cdata.staticMesh.MeshBuffers) { skinnedMesh.AddMeshBuffer(meshBuffer); } smgr.MeshManipulator.RecalculateNormals(skinnedMesh); if (RigFile != null) { rig.Apply(skinnedMesh); if (AnimFile != null) { anims.Apply(skinnedMesh); } } skinnedMesh.SetDirty(HardwareBufferType.VertexAndIndex); skinnedMesh.FinalizeMeshPopulation(); AnimatedMeshSceneNode node = smgr.AddAnimatedMeshSceneNode(skinnedMesh); if (node == null) { throw new Exception("Could not load file!"); } node.Scale = new Vector3Df(3.0f); node.SetMaterialFlag(MaterialFlag.Lighting, false); SetMaterials(driver, node); CameraSceneNode camera = smgr.AddCameraSceneNode(null, new Vector3Df(node.BoundingBox.Radius * 8, node.BoundingBox.Radius, 0), new Vector3Df(0, node.BoundingBox.Radius, 0)); camera.NearValue = 0.001f; camera.FOV = 45 * CommonData.PI_OVER_180; scaleMul = node.BoundingBox.Radius / 4; var viewPort = driver.ViewPort; var lineMat = new Material(); lineMat.Lighting = false; while (device.Run()) { driver.ViewPort = viewPort; driver.BeginScene(ClearBufferFlag.All, new Color(100, 101, 140)); node.Position = modelPosition; node.Rotation = modelAngle; node.DebugDataVisible = DebugSceneType.Skeleton | DebugSceneType.BBox; mPositionText.Text = $"X: {modelPosition.X.ToString("F2")} Y: {modelPosition.Y.ToString("F2")} Z: {modelPosition.Z.ToString("F2")}"; mRotationText.Text = $"Yaw: {modelAngle.Y.ToString("F2")} Roll: {modelAngle.Z.ToString("F2")}"; fpsText.Text = $"FPS: {driver.FPS}"; smgr.DrawAll(); gui.DrawAll(); driver.ViewPort = new Recti(this.ClientSize.Width - 100, this.ClientSize.Height - 80, this.ClientSize.Width, this.ClientSize.Height); //driver.ClearBuffers(ClearBufferFlag.None); driver.SetMaterial(lineMat); var matrix = new Matrix(new Vector3Df(0, 0, 0), modelAngle); driver.SetTransform(TransformationState.World, matrix); matrix = matrix.BuildProjectionMatrixOrthoLH(100, 80, camera.NearValue, camera.FarValue); driver.SetTransform(TransformationState.Projection, matrix); matrix = matrix.BuildCameraLookAtMatrixLH(new Vector3Df(50, 0, 0), new Vector3Df(0, 0, 0), new Vector3Df(0, 1f, 0)); driver.SetTransform(TransformationState.View, matrix); driver.Draw3DLine(0, 0, 0, 30f, 0, 0, Color.OpaqueGreen); driver.Draw3DLine(0, 0, 0, 0, 30f, 0, Color.OpaqueBlue); driver.Draw3DLine(0, 0, 0, 0, 0, 30f, Color.OpaqueRed); driver.EndScene(); } device.Drop(); } catch (ThreadAbortException) { } catch (NullReferenceException) { } catch (Exception ex) { if (!this.IsDisposed) { MessageBox.Show(ex.Message); //this.Invoke(new MethodInvoker(delegate { this.Close(); })); } } }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; SceneNode node = smgr.AddSphereSceneNode(); if (node != null) { node.Position = new Vector3Df(0, 0, 30); node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp")); node.SetMaterialFlag(MaterialFlag.Lighting, false); } SceneNode n = smgr.AddCubeSceneNode(); if (n != null) { n.SetMaterialTexture(0, driver.GetTexture("../../media/t351sml.jpg")); n.SetMaterialFlag(MaterialFlag.Lighting, false); SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(0, 0, 30), 20.0f); if (anim != null) { n.AddAnimator(anim); anim.Drop(); } } AnimatedMeshSceneNode anms = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/ninja.b3d")); if (anms != null) { SceneNodeAnimator anim = smgr.CreateFlyStraightAnimator( new Vector3Df(100, 0, 60), new Vector3Df(-100, 0, 60), 3.5f, true); if (anim != null) { anms.AddAnimator(anim); anim.Drop(); } anms.SetMaterialFlag(MaterialFlag.Lighting, false); anms.SetFrameLoop(0, 13); anms.AnimationSpeed = 15; anms.Scale = new Vector3Df(2); anms.Rotation = new Vector3Df(0, -90, 0); } smgr.AddCameraSceneNodeFPS(); device.CursorControl.Visible = false; device.GUIEnvironment.AddImage( driver.GetTexture("../../media/irrlichtlogoalpha2.tga"), new Vector2Di(10, 20)); int lastFPS = -1; uint then = device.Timer.Time; const float MOVEMENT_SPEED = 5.0f; while (device.Run()) { uint now = device.Timer.Time; float frameDeltaTime = (float)(now - then) / 1000.0f; then = now; Vector3Df nodePosition = node.Position; if (IsKeyDown(KeyCode.KeyW)) { nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime; } else if (IsKeyDown(KeyCode.KeyS)) { nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime; } if (IsKeyDown(KeyCode.KeyA)) { nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime; } else if (IsKeyDown(KeyCode.KeyD)) { nodePosition.X += MOVEMENT_SPEED * frameDeltaTime; } node.Position = nodePosition; driver.BeginScene(ClearBufferFlag.All, new Color(113, 113, 113)); smgr.DrawAll(); device.GUIEnvironment.DrawAll(); driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Movement example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } device.Drop(); }
/// <summary> /// Megváltoztatja egy AnimatedMeshSceneNode animációját /// </summary> /// <param name="node">AnimatedMeshSceneNode</param> /// <param name="from">Kezdési frame</param> /// <param name="to">Utolsó frame</param> public static void changeAnimation(AnimatedMeshSceneNode node, int from, int to) { node.SetFrameLoop(from, to); }
private void backgroundRendering_DoWork(object sender, DoWorkEventArgs e) { BackgroundWorker worker = sender as BackgroundWorker; //DeviceSettings settings = e.Argument as DeviceSettings; // create irrlicht device using provided settings if (panelRenderWindow.IsDisposed) { throw new Exception("Form closed!"); } DeviceSettings s = new DeviceSettings( IntPtr.Zero, DriverType.Direct3D9, 0, //antialias new Color(100, 101, 140), false); if (panelRenderWindow.InvokeRequired) { panelRenderWindow.Invoke(new MethodInvoker(delegate { s.WindowID = panelRenderWindow.Handle; })); } dev = IrrlichtDevice.CreateDevice(s); if (dev == null) { throw new NullReferenceException("Could not create device for engine!"); } dev.OnEvent += new IrrlichtDevice.EventHandler(this.device_OnEvent); dev.Logger.LogLevel = LogLevel.Warning; drv = dev.VideoDriver; smgr = dev.SceneManager; gui = dev.GUIEnvironment; _ = smgr.FileSystem.AddFileArchive(activeMod.FileDirectory); smgr.Attributes.AddValue("TW_TW3_LOAD_SKEL", true); smgr.Attributes.AddValue("TW_TW3_LOAD_BEST_LOD_ONLY", true); // added by vl if (meshFile != null && meshFile.Length > 0) { mesh = smgr.GetMesh(meshFile); } if (mesh == null) { throw new Exception("Failed to load mesh."); } mesh.Grab(); smgr.MeshManipulator.RecalculateNormals(mesh); meshLoaded = true; float scaleMul = 1.0f; node = smgr.AddAnimatedMeshSceneNode(mesh); helper = smgr.GetMeshLoader(smgr.MeshLoaderCount - 1).getMeshLoaderHelper(); // hacked to gat witcher3 loader if (node != null && meshLoaded) { node.Scale = new Vector3Df(3.0f); node.SetMaterialFlag(MaterialFlag.Lighting, false); scaleMul = node.BoundingBox.Radius / 4; if (!string.IsNullOrEmpty(rigFile)) { meshToAnimate = helper.loadRig(rigFile, mesh); if (meshToAnimate == null) { throw new Exception("Failed to load rig."); } else { meshToAnimate.Grab(); rigLoaded = true; Logger.LogString("Rig loaded!", Logtype.Success); node.Mesh = meshToAnimate; } } if (!string.IsNullOrEmpty(animFile) && rigLoaded) { animList = helper.loadAnimation(animFile, meshToAnimate); if (animList.Count > 0) { animLoaded = true; Logger.LogString($"{animList.Count} animations loaded! Select animation to play", Logtype.Success); } else { Logger.LogString("No animations loaded!", Logtype.Important); } } setMaterialsSettings(node); } var camera = smgr.AddCameraSceneNode(null, new Vector3Df(node.BoundingBox.Radius * 8, node.BoundingBox.Radius, 0), new Vector3Df(0, node.BoundingBox.Radius, 0)); camera.NearValue = 0.001f; camera.FOV = 45.0f * 3.14f / 180.0f; var animText = activeAnim; var mAnimText = gui.AddStaticText(animText, new Recti(0, this.ClientSize.Height - 80, 100, this.ClientSize.Height - 70)); var mPositionText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 70, 100, this.ClientSize.Height - 60)); var mRotationText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 60, 100, this.ClientSize.Height - 50)); var fpsText = gui.AddStaticText("", new Recti(0, this.ClientSize.Height - 50, 100, this.ClientSize.Height - 40)); var infoText = gui.AddStaticText("[Space] - Reset\n[LMouse] - Rotate\n[MMouse] - Move\n[Wheel] - Zoom", new Recti(0, this.ClientSize.Height - 40, 100, this.ClientSize.Height)); mAnimText.OverrideColor = mPositionText.OverrideColor = mRotationText.OverrideColor = fpsText.OverrideColor = infoText.OverrideColor = new Color(255, 255, 255); mAnimText.BackgroundColor = mPositionText.BackgroundColor = mRotationText.BackgroundColor = fpsText.BackgroundColor = infoText.BackgroundColor = new Color(0, 0, 0); viewPort = drv.ViewPort; var lineMat = new Material { Lighting = false }; while (dev.Run()) { drv.ViewPort = viewPort; drv.BeginScene(ClearBufferFlag.Depth | ClearBufferFlag.Color, s.BackColor); node.Position = modelPosition; node.Rotation = modelAngle; //update info box mPositionText.Text = $"X: {modelPosition.X.ToString("F2")} Y: {modelPosition.Y.ToString("F2")} Z: {modelPosition.Z.ToString("F2")}"; mRotationText.Text = $"Yaw: {modelAngle.Y.ToString("F2")} Roll: {modelAngle.Z.ToString("F2")}"; fpsText.Text = $"FPS: {drv.FPS}"; smgr.DrawAll(); gui.DrawAll(); // draw xyz axis right bottom drv.ViewPort = new Recti(this.ClientSize.Width - 100, this.ClientSize.Height - 80, this.ClientSize.Width, this.ClientSize.Height); drv.SetMaterial(lineMat); var matrix = new Matrix(new Vector3Df(0, 0, 0), modelAngle); drv.SetTransform(TransformationState.World, matrix); matrix = matrix.BuildProjectionMatrixOrthoLH(100, 80, camera.NearValue, camera.FarValue); drv.SetTransform(TransformationState.Projection, matrix); matrix = matrix.BuildCameraLookAtMatrixLH(new Vector3Df(50, 0, 0), new Vector3Df(0, 0, 0), new Vector3Df(0, 1f, 0)); drv.SetTransform(TransformationState.View, matrix); drv.Draw3DLine(0, 0, 0, 30f, 0, 0, Color.SolidGreen); drv.Draw3DLine(0, 0, 0, 0, 30f, 0, Color.SolidBlue); drv.Draw3DLine(0, 0, 0, 0, 0, 30f, Color.SolidRed); drv.EndScene(); // if we requested to stop, we close the device if (worker.CancellationPending) { dev.Close(); } } // drop device dev.Drop(); }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); AnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp"); MeshSceneNode q3node = null; // The Quake mesh is pickable, but doesn't get highlighted. if (q3levelmesh != null) { q3node = smgr.AddOctreeSceneNode(q3levelmesh.GetMesh(0), null, IDFlag_IsPickable); } TriangleSelector selector = null; if (q3node != null) { q3node.Position = new Vector3Df(-1350, -130, -1400); selector = smgr.CreateOctreeTriangleSelector(q3node.Mesh, q3node, 128); q3node.TriangleSelector = selector; // We're not done with this selector yet, so don't drop it. } // Set a jump speed of 3 units per second, which gives a fairly realistic jump // when used with the gravity of (0, -1000, 0) in the collision response animator. CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 0.3f, ID_IsNotPickable, null, true, 3.0f); camera.Position = new Vector3Df(50, 50, -60); camera.Target = new Vector3Df(-70, 30, -60); if (selector != null) { SceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3Df(30, 50, 30), new Vector3Df(0, -1000, 0), new Vector3Df(0, 30, 0)); selector.Drop(); // As soon as we're done with the selector, drop it. camera.AddAnimator(anim); anim.Drop(); // And likewise, drop the animator when we're done referring to it. } // Now I create three animated characters which we can pick, a dynamic light for // lighting them, and a billboard for drawing where we found an intersection. // First, let's get rid of the mouse cursor. We'll use a billboard to show what we're looking at. device.CursorControl.Visible = false; // Add the billboard. BillboardSceneNode bill = smgr.AddBillboardSceneNode(); bill.SetMaterialType(MaterialType.TransparentAddColor); bill.SetMaterialTexture(0, driver.GetTexture("../../media/particle.bmp")); bill.SetMaterialFlag(MaterialFlag.Lighting, false); bill.SetMaterialFlag(MaterialFlag.ZBuffer, false); bill.SetSize(20, 20, 20); bill.ID = ID_IsNotPickable; // This ensures that we don't accidentally ray-pick it AnimatedMeshSceneNode node = null; // Add an MD2 node, which uses vertex-based animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/faerie.md2"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -15, -140); // Put its feet on the floor. node.Scale = new Vector3Df(1.6f); // Make it appear realistically scaled node.SetMD2Animation(AnimationTypeMD2.Point); node.AnimationSpeed = 20.0f; node.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp")); node.GetMaterial(0).Lighting = true; node.GetMaterial(0).NormalizeNormals = true; // Now create a triangle selector for it. The selector will know that it // is associated with an animated node, and will update itself as necessary. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // We're done with this selector, so drop it now. // And this B3D file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/ninja.b3d"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Scale = new Vector3Df(10); node.Position = new Vector3Df(-75, -66, -80); node.Rotation = new Vector3Df(0, 90, 0); node.AnimationSpeed = 8.0f; node.GetMaterial(0).NormalizeNormals = true; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // This X files uses skeletal animation, but without skinning. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/dwarf.x"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-70, -66, -30); // Put its feet on the floor. node.Rotation = new Vector3Df(0, -90, 0); // And turn it towards the camera. node.AnimationSpeed = 20.0f; selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // And this mdl file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/yodan.mdl"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -25, 20); node.Scale = new Vector3Df(0.8f); node.GetMaterial(0).Lighting = true; node.AnimationSpeed = 20.0f; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // Add a light, so that the unselected nodes aren't completely dark. LightSceneNode light = smgr.AddLightSceneNode(null, new Vector3Df(-60, 100, 400), new Colorf(1.0f, 1.0f, 1.0f), 600.0f); light.ID = ID_IsNotPickable; // Make it an invalid target for selection. // Remember which scene node is highlighted SceneNode highlightedSceneNode = null; SceneCollisionManager collMan = smgr.SceneCollisionManager; int lastFPS = -1; // draw the selection triangle only as wireframe Material material = new Material(); material.Lighting = false; material.Wireframe = true; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); // Unlight any currently highlighted scene node if (highlightedSceneNode != null) { highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, true); highlightedSceneNode = null; } // All intersections in this example are done with a ray cast out from the camera to // a distance of 1000. You can easily modify this to check (e.g.) a bullet // trajectory or a sword's position, or create a ray from a mouse click position using // collMan.GetRayFromScreenCoordinates() Line3Df ray = new Line3Df(); ray.Start = camera.Position; ray.End = ray.Start + (camera.Target - ray.Start).Normalize() * 1000.0f; // This call is all you need to perform ray/triangle collision on every scene node // that has a triangle selector, including the Quake level mesh. It finds the nearest // collision point/triangle, and returns the scene node containing that point. // Irrlicht provides other types of selection, including ray/triangle selector, // ray/box and ellipse/triangle selector, plus associated helpers. // See the methods of ISceneCollisionManager SceneNode selectedSceneNode = collMan.GetSceneNodeAndCollisionPointFromRay( ray, out Vector3Df intersection, // This will be the position of the collision out Triangle3Df hitTriangle, // This will be the triangle hit in the collision IDFlag_IsPickable); // This ensures that only nodes that we have set up to be pickable are considered // If the ray hit anything, move the billboard to the collision position // and draw the triangle that was hit. if (selectedSceneNode != null) { bill.Position = intersection; // We need to reset the transform before doing our own rendering. driver.SetTransform(TransformationState.World, Matrix.Identity); driver.SetMaterial(material); driver.Draw3DTriangle(hitTriangle, new Color(255, 0, 0)); // We can check the flags for the scene node that was hit to see if it should be // highlighted. The animated nodes can be highlighted, but not the Quake level mesh if ((selectedSceneNode.ID & IDFlag_IsHighlightable) == IDFlag_IsHighlightable) { highlightedSceneNode = selectedSceneNode; // Highlighting in this case means turning lighting OFF for this node, // which means that it will be drawn with full brightness. highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, false); } } // We're all done drawing, so end the scene. driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Collision detection example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } device.Drop(); }
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(); }
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(); }