Retourner au sujet

  Message initiale datant du 02 July 2007 à 22h 22mn 40s

Hello, comme j'ai déjà posté auparavant des screens, je pense qu'il est temps pour moi de vous offrir mon mini code source (A améliorer !!!!)
Je vous serais donc super reconnaissant de pas venir ici dans le seul but de pomper et donc de refiler vos modifs pour l'améliorer et en faire un moteur de terrain digne de se nom smile.

voici le header :

Code:

#ifndef _CTerrain
#define _CTerrain

#include <irrlicht.h>

using namespace irr;

//#pragma comment(lib, "Irrlicht.lib")

class CTerrain : public scene::ISceneNode
{
    public:
        const enum TerrainQuality {High=1,Medium=2,Low=4,ExtraLow=8};
        CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id);
        CTerrain::~CTerrain();
        void setColorTexture(c8* FileName);
        void setDetailTexture(c8* FileName);
        void SetTextureSplat(u32 NumTex,c8* FileName);
        void setDebugMode(bool Enable);
        void setRenderDistance(f32 Distance);
        void ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor);
        scene::IMesh* getMesh();
        f32 getHeight(f32 x,f32 z);
        virtual void setMaterialType(const video::E_MATERIAL_TYPE Mat);
        virtual void OnRegisterSceneNode();
        virtual void render();
        virtual const core::aabbox3d<f32>& getBoundingBox() const;
        virtual video::SMaterial& getMaterial(u32 i);
        virtual void setPosition(const core::vector3df &Pos);
        virtual void setScale(const core::vector3df &Scale);
        u32 getMaterialCount();
    private:
        core::aabbox3d<f32> Box;
        video::SMaterial Material;
        scene::SMeshBufferLightMap** CTTileBuffer;
        void calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size);
        bool Debug;
        f32 RenderDistance;
        scene::SMesh* TerrainMesh;
        u16 NbsTiles;
};

class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
    scene::ISceneManager* smgr;
    f32 Height,Fog;
    video::SColorf FogColor;

    void setSplatScene(scene::ISceneManager* scene,f32 height,f32 fog,video::SColorf fogColor)
    {
        smgr=scene;
        Height = height;
        Fog = fog;
        FogColor = fogColor;
    }

    virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
    {
        video::IVideoDriver* driver = services->getVideoDriver();

        core::matrix4 worldViewProj;
        worldViewProj  = driver->getTransform(video::ETS_PROJECTION);
        worldViewProj *= driver->getTransform(video::ETS_VIEW);
        worldViewProj *= driver->getTransform(video::ETS_WORLD);

        if (driver->getDriverType() == video::EDT_OPENGL)
        {
            worldViewProj = worldViewProj.getTransposed();
            
            int var;
            var = 0;
            services->setPixelShaderConstant("texgrass", reinterpret_cast<f32*>(&var), 1);
            var = 1;
            services->setPixelShaderConstant("texrock", reinterpret_cast<f32*>(&var), 1);
            var = 2;
            services->setPixelShaderConstant("texsnow", reinterpret_cast<f32*>(&var), 1);
            var = 3;
            services->setPixelShaderConstant("texdetail", reinterpret_cast<f32*>(&var), 1);
        }
        services->setVertexShaderConstant("mWorldViewProj",worldViewProj.pointer(),16);

        services->setVertexShaderConstant("TerrainHeight",reinterpret_cast<f32*>(&Height),1);
        services->setVertexShaderConstant("FogDistance",reinterpret_cast<f32*>(&Fog),1);

        core::vector3df pos = smgr->getActiveCamera()->getPosition();
        services->setVertexShaderConstant("cameraPos", reinterpret_cast<f32*>(&pos), 3);
        
        core::matrix4 world = driver->getTransform(video::ETS_WORLD);
        services->setVertexShaderConstant("mWorld",world.pointer(),16);

        services->setPixelShaderConstant("fog",reinterpret_cast<f32*>(&FogColor),4);
    }
};

#endif

et enfin le code cpp

Code:

#include <CTerrain.h>
#include <irrlicht.h>

using namespace irr;

CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id): scene::ISceneNode(parent, smgr, id)
{
    //Test if the number of quality is correct
    if(Quality != 1 && Quality != 2 && Quality != 4 && Quality != 8)
    {
        //if not force to medium quality
        Quality = Medium;
    }

    //Set the Debug to false
    Debug=false;

    //Get the Heightmap
    video::IImage *Heightmap = SceneManager->getVideoDriver()->createImageFromFile(HeightmapFile);
    
    //Get dimension of heightmap
    u16 Size = Heightmap->getDimension().Width;

    //Set the size of Tiles for Terrain
    s32 SizeOfTiles = 0;

    //Switch Size for calculate the Size of Tile
    switch(Size)
    {
        case 64:
            SizeOfTiles=(Size/4)+1;
            NbsTiles = 4*4;
            break;
        case 128 :
            SizeOfTiles=(Size/8)+1;
            NbsTiles = 8*8;
            break;
        case 256 :
            SizeOfTiles=(Size/16)+1;
            NbsTiles = 16*16;
            break;
        case 512 :
            SizeOfTiles=(Size/16)+1;
            NbsTiles = 16*16;
            break;
        case 768 :
            SizeOfTiles=(Size/24)+1;
            NbsTiles = 24*24;
            break;
        case 1024:
            SizeOfTiles=(Size/32)+1;
            NbsTiles = 32*32;
            break;
        case 2048:
            SizeOfTiles=(Size/32)+1;
            NbsTiles = 32*32;
            break;
        default:
            SizeOfTiles=(Size/16)+1;
            NbsTiles = 16*16;
            break;
    }

    //Create the Mesh for the Terrain Mesh
    TerrainMesh = new scene::SMesh();

    //Calculate the quality factor
    u32 SOTiles = irr::core::ceil32((f32)SizeOfTiles/(f32)Quality);

    //Init the array of MeshBuffer
    CTTileBuffer=new scene::SMeshBufferLightMap* [NbsTiles];

    //Start the loop to create Buffers
    u32 TileX=0,TileZ=0;
    for (u32 i =0;i < NbsTiles;++i)
    {
        CTTileBuffer[i]=new scene::SMeshBufferLightMap();
        CTTileBuffer[i]->Vertices.set_used(SizeOfTiles*SizeOfTiles);
        CTTileBuffer[i]->Indices.set_used(SizeOfTiles*SizeOfTiles*6);

        const f32 tdSize = 1.0f/(f32)(Size-1);
        u32 Index=0;
        u16 NbsIndices=0,NbsVertices=0;

        for(u32 x=TileX;x<(TileX+SizeOfTiles);x+=Quality)
        {
            for (u32 z=TileZ;z<(TileZ+SizeOfTiles);z+=Quality)
            {
                if (NbsVertices < (SOTiles*SOTiles)-SOTiles-1)
                {
                    Index = NbsVertices;
                    u32 TestValue = ( (((x-TileX)/Quality)+1) * ((z-TileZ)/Quality) + ((x-TileX)/Quality) );
                    if (Index != TestValue || (x-TileX==0 && z < TileZ+SizeOfTiles-Quality))
                    {
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index;
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index+1;
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index;
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
                        CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles;
                    }
                }

                video::S3DVertex2TCoords vertex;
                vertex.Normal = core::vector3df(0,1,0);
                vertex.Pos.X = (f32)x;
                video::SColor pixelColor(Heightmap->getPixel(x,z));
                vertex.Pos.Y = (f32) pixelColor.getLuminance()/10.0f;
                vertex.Pos.Z = (f32)z;
                vertex.TCoords = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize));
                vertex.TCoords2 = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize))*ScaleTexture;

                CTTileBuffer[i]->Vertices[NbsVertices]=vertex;

                NbsVertices++;
            }
        }

        CTTileBuffer[i]->Material.Lighting = true;
        //CTTileBuffer[i]->Material.Wireframe = true;
        CTTileBuffer[i]->Material.BackfaceCulling = true;
        CTTileBuffer[i]->Material.GouraudShading=true;
        CTTileBuffer[i]->Material.FogEnable=false;

        CTTileBuffer[i]->Material.DiffuseColor=video::SColor(255,255,255,255);
        CTTileBuffer[i]->Material.AmbientColor=video::SColor(255,255,255,255);
        CTTileBuffer[i]->Material.EmissiveColor=video::SColor(255,255,255,255);

        CTTileBuffer[i]->Vertices.set_used(NbsVertices);
        CTTileBuffer[i]->Indices.set_used(NbsIndices);

        for(s32 j = 0; j < ((Quality+1)/2); j++) 
        {
            for(u32 index = 2; index < (SOTiles * SOTiles - 2); index++) 
            {
                //A[i] = (1/8)*(A[i-2] + 2*A[i-1] + 2*A[i] + 2*A[i+1] + A[i+2]);
                CTTileBuffer[i]->Vertices[index].Pos.Y += (1/8)*
                (CTTileBuffer[i]->Vertices[index-2].Pos.Y +
                2*CTTileBuffer[i]->Vertices[index-1].Pos.Y +
                2*CTTileBuffer[i]->Vertices[index].Pos.Y +
                2*CTTileBuffer[i]->Vertices[index+1].Pos.Y +
                CTTileBuffer[i]->Vertices[index+2].Pos.Y);
            }
        }
        
        for(s32 k = 0; k < ((Quality+1)/2); k++) 
        { 
            for(u32 index = SOTiles; index < (SOTiles * (SOTiles - 1)); index++) 
            { 
                CTTileBuffer[i]->Vertices[index].Pos.Y = (CTTileBuffer[i]->Vertices[index - SOTiles].Pos.Y + CTTileBuffer[i]->Vertices[index + SOTiles].Pos.Y ) / 2.0f; 
            } 
        }

        //Calculate the normals
        calculateNormals(CTTileBuffer[i],SOTiles);

        //Recalculate the bounding box
        CTTileBuffer[i]->recalculateBoundingBox();

        //Add the buffer to the Terrain Mesh
        TerrainMesh->addMeshBuffer(CTTileBuffer[i]);

        TileX+=SizeOfTiles-1;
        if(TileX >= Size)
        {
            TileX=0;
            
            TileZ+=SizeOfTiles-1;
            if(TileZ >= Size)
            {
                TileZ=0;
            }
        }
    }
    AutomaticCullingState = scene::EAC_OFF;
    Heightmap->drop();
}

CTerrain::~CTerrain()
{
    for(u32 i=0;i<NbsTiles;++i)
    {
        if (CTerrain::CTTileBuffer[i] != NULL)
        {
            CTerrain::CTTileBuffer[i]->drop();
        }
    }
    
    delete [] CTerrain::CTTileBuffer;

    if(CTerrain::TerrainMesh != NULL)
    {
        CTerrain::TerrainMesh->drop();
    }
}

void CTerrain::OnRegisterSceneNode()
{
    if (IsVisible)
        SceneManager->registerNodeForRendering(this);

    ISceneNode::OnRegisterSceneNode();
}

void CTerrain::render()
{
    scene::ICameraSceneNode* cam = SceneManager->getActiveCamera();
    const scene::SViewFrustum* frustum = cam->getViewFrustum();
    video::IVideoDriver* Driver = SceneManager->getVideoDriver();
    core::vector3df Pos = cam->getPosition();
    cam->updateAbsolutePosition();

    Pos.Y=0.0f;

    for (u32 i=0;i<NbsTiles;i++)
    {
        if (CTTileBuffer[i] != NULL)
        {
            Driver->setTransform(video::ETS_WORLD,AbsoluteTransformation);

            //DEBUG HERE
            if(Debug==true)
            {
                video::SMaterial Mat;
                Mat.AmbientColor = video::SColor(255,255,255,255);
                Mat.DiffuseColor = video::SColor(255,255,255,255);
                Mat.EmissiveColor = video::SColor(255,0,255,0);
                Driver->setMaterial(Mat);
                Driver->draw3DBox(CTTileBuffer[i]->getBoundingBox(),video::SColor(255,255,255,255));
            }

            if( frustum->getBoundingBox().intersectsWithBox(CTTileBuffer[i]->getBoundingBox())==true)
            {
                f64 ActualDistance = CTTileBuffer[i]->BoundingBox.getCenter().getDistanceFrom(Pos);
                if(ActualDistance < RenderDistance)
                {
                    Driver->setMaterial(video::SMaterial(CTTileBuffer[i]->Material));
                    Driver->drawIndexedTriangleList(&CTTileBuffer[i]->Vertices[0],CTTileBuffer[i]->getVertexCount(),&CTTileBuffer[i]->Indices[0], CTTileBuffer[i]->getIndexCount()/3 );
                    //Driver->drawMeshBuffer(CTTileBuffer[i]);
                }
            }
        }
    }
}

void CTerrain::setPosition(const core::vector3df &Pos)
{
    for (u32 i=0;i<NbsTiles;i++)
    {
        if (CTTileBuffer[i] != NULL)
        {
            for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
            {
                CTTileBuffer[i]->Vertices[j].Pos+=Pos;
            }
            CTTileBuffer[i]->recalculateBoundingBox();
        }
    }
}

void CTerrain::setScale(const core::vector3df &Scale)
{
    for (u32 i=0;i<NbsTiles;i++)
    {
        if (CTTileBuffer[i] != NULL)
        {
            for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
            {
                CTTileBuffer[i]->Vertices[j].Pos*=Scale;
            }
            CTTileBuffer[i]->recalculateBoundingBox();
        }
    }
}

const core::aabbox3d<f32>& CTerrain::getBoundingBox() const
{
    return Box;
}

u32 CTerrain::getMaterialCount()
{
    return 1;
}

video::SMaterial& CTerrain::getMaterial(u32 i)
{
    return Material;
}

void CTerrain::ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor)
{
    video::IVideoDriver* driver = smgr->getVideoDriver();
    s32 newMaterialType1 = 0;
    video::IGPUProgrammingServices* gpu = smgr->getVideoDriver()->getGPUProgrammingServices();

    if (driver->getDriverType() != video::EDT_OPENGL)
    {
        //Merci à DeusXL pour son shader :D
        c8 ShaderFileName[] =
            "float4x4 mWorldViewProj;\n" \
            "float4x4 mWorld;\n" \
            "float3 cameraPos;\n" \
            "float TerrainHeight;\n" \
            "float FogDistance;\n" \

            "struct VS_OUTPUT\n" \
            "{\n" \
            "float4 Position : POSITION;\n" \
            "float4 Diffuse : COLOR0;\n" \
            "float2 TexCoord1 : TEXCOORD1;\n" \
            "};\n" \

            "VS_OUTPUT vertexMain( in float4 vPosition : POSITION,in float3 vNormal : NORMAL,float2 texCoord1 : TEXCOORD1)\n" \
            "{\n" \
            "VS_OUTPUT Output;\n" \
            "Output.Position = mul(vPosition, mWorldViewProj);\n" \
            "float4 position = mul(vPosition, mWorld);\n" \
            "float dist = sqrt ( pow(position.x - cameraPos.x, 2.0f) +\n" \
            "pow(position.y - cameraPos.y, 2.0f) +\n" \
            "pow(position.z - cameraPos.z, 2.0f));\n" \
            "Output.Diffuse = float4(vPosition.y / TerrainHeight, dist / FogDistance, 0.0f, 0.0f);\n" \
            "Output.TexCoord1 = texCoord1;\n" \
            "return Output;\n" \
            "}\n" \

            "struct PS_OUTPUT\n" \
            "{\n" \
            "float4 RGBColor : COLOR0;\n" \
            "};\n" \

            "sampler2D tex[4];\n" \
            "float4 fog;\n" \
            "PS_OUTPUT pixelMain( float2 TexCoord1 : TEXCOORD1,float4 Position : POSITION,float4 Diffuse : COLOR0 )\n" \
            "{\n" \
            "PS_OUTPUT Output;\n" \
            "float heightpercent = Diffuse.x;\n" \
            "float dist = Diffuse.y;\n" \

            "float4 grasscolor = tex2D(tex[0], TexCoord1 * 5.0f) * pow((1.0f - heightpercent), 4.0f);\n" \
            "float4 rockcolor = tex2D(tex[1], TexCoord1 * 5.0f) * pow((1.0f - abs(0.5f - heightpercent)), 4.0f);\n" \
            "float4 snowcolor = tex2D(tex[2], TexCoord1 * 5.0f) * pow(heightpercent,4.0f);\n" \
            "float4 detailcolor = tex2D(tex[3], TexCoord1 * 5.0f) * pow((1.0f - abs(0.7f - heightpercent)), 4.0f);\n" \
            "Output.RGBColor = (grasscolor + rockcolor + snowcolor  + detailcolor);\n" \

            "if (dist >= 0.5f)\n" \
            "{\n" \
            "Output.RGBColor *= (1.0f - (dist-0.5f));\n" \
            "Output.RGBColor += (fog  * (dist-0.5f));\n" \
            "}\n" \

            "return Output;\n" \
            "}\n";

        if (gpu)
        {
            MyShaderCallBack* mc = new MyShaderCallBack();
            mc->setSplatScene(smgr,Height,Fog,FogColor);
            newMaterialType1 = gpu->addHighLevelShaderMaterial(
                ShaderFileName, "vertexMain", video::EVST_VS_2_0,
                ShaderFileName, "pixelMain", video::EPST_PS_2_0,
                mc, video::EMT_SOLID,0);
            mc->drop();
        }
    }
    else
    {
        c8 ShaderFragment[] =
            "//\n" \
            "// Structure definitions\n" \
            "//\n" \
            "struct VS_OUTPUT {\n" \
            "vec4 Position;\n" \
            "vec4 Diffuse;\n" \
            "vec2 TexCoord1;\n" \
            "};\n" \

            "struct PS_OUTPUT {\n" \
            "vec4 RGBColor;\n" \
            "};\n" \


            "//\n" \
            "// Global variable definitions\n" \
            "//\n" \

            "uniform vec4 fog;\n" \
            "uniform sampler2D texgrass,texrock,texsnow,texdetail;\n" \

            "//\n" \
            "// Function declarations\n" \
            "//\n" \
            "PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse );\n" \
            "//\n" \
            "// Function definitions\n" \
            "//\n" \
            "PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse ) {\n" \
            "float heightpercent;\n" \
            "float dist;\n" \
            "vec4 grasscolor;\n" \
            "vec4 rockcolor;\n" \
            "vec4 snowcolor;\n" \
            "vec4 detailcolor;\n" \
            "PS_OUTPUT Output;\n" \

            "heightpercent = Diffuse.x ;\n" \
            "dist = Diffuse.y ;\n" \
            "grasscolor = (texture2D( texgrass, (TexCoord1 * 5.00000)) * pow( (1.00000 - heightpercent), 4.00000));\n" \
            "rockcolor = (texture2D( texrock, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.500000 - heightpercent) )), 4.00000));\n" \
            "snowcolor = (texture2D( texsnow, (TexCoord1 * 5.00000)) * pow( heightpercent, 4.00000));\n" \
            "detailcolor = (texture2D( texdetail, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.700000 - heightpercent) )), 4.00000));\n" \
            "Output.RGBColor = (((grasscolor + rockcolor) + snowcolor) + detailcolor);\n" \
            "if ( (dist >= 0.500000) ){\n" \
            "Output.RGBColor *= (1.00000 - (dist - 0.500000));\n" \
            "Output.RGBColor += (fog * (dist - 0.500000));\n" \
            "}\n" \
            "return Output;\n" \
            "}\n" \

            "//\n" \
            "// Translator's entry point\n" \
            "//\n" \
            "void main() {\n" \
            "PS_OUTPUT xlat_retVal;\n" \
            "xlat_retVal = pixelMain( vec2(gl_TexCoord[1]), vec4(gl_FragCoord), vec4(gl_Color));\n" \
            "gl_FragData[0] = vec4( xlat_retVal.RGBColor);\n" \
            "}\n";

        c8 ShaderVertex[]=
            "//\n" \
            "// Structure definitions\n" \
            "//\n" \

            "struct VS_OUTPUT {\n" \
            "vec4 Position;\n" \
            "vec4 Diffuse;\n" \
            "vec2 TexCoord1;\n" \
            "};\n" \

            "struct PS_OUTPUT {\n" \
            "vec4 RGBColor;\n" \
            "};\n" \

            "//\n" \
            "// Global variable definitions\n" \
            "//\n" \

            "uniform float FogDistance;\n" \
            "uniform float TerrainHeight;\n" \
            "uniform vec3 cameraPos;\n" \
            "uniform mat4 mWorld;\n" \
            "uniform mat4 mWorldViewProj;\n" \

            "//\n" \
            "// Function declarations\n" \
            "//\n" \

            "VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 );\n" \

            "//\n" \
            "// Function definitions\n" \
            "//\n" \

            "VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 ) {\n" \
            "VS_OUTPUT Output;\n" \
            "vec4 position;\n" \
            "float dist;\n" \

            "Output.Position = ( vPosition * mWorldViewProj );\n" \
            "position = ( vPosition * mWorld );\n" \
            "dist = sqrt( ((pow( (position.x  - cameraPos.x ), 2.00000) + pow( (position.y  - cameraPos.y ), 2.00000)) + pow( (position.z  - cameraPos.z ), 2.00000)) );\n" \
            "Output.Diffuse = vec4( (vPosition.y  / TerrainHeight), (dist / FogDistance), 0.000000, 0.000000);\n" \
            "Output.TexCoord1 = texCoord1;\n" \
            "return Output;\n" \
            "}\n" \


            "//\n" \
            "// Translator's entry point\n" \
            "//\n" \
            "void main() {\n" \
            "VS_OUTPUT xlat_retVal;\n" \

            "xlat_retVal = vertexMain( vec4(gl_Vertex), vec3(gl_Normal), vec2(gl_MultiTexCoord1));\n" \

            "gl_Position = vec4( xlat_retVal.Position);\n" \
            "gl_FrontColor = vec4( xlat_retVal.Diffuse);\n" \
            "gl_TexCoord[1] = vec4( xlat_retVal.TexCoord1, 0.0, 0.0);\n" \
            "}\n";

        if (gpu)
        {
            MyShaderCallBack* mc = new MyShaderCallBack();
            mc->setSplatScene(smgr,Height,Fog,FogColor);
            newMaterialType1 = gpu->addHighLevelShaderMaterial(
                ShaderVertex, "main", video::EVST_VS_1_1,
                ShaderFragment, "main", video::EPST_PS_1_1,
                mc, video::EMT_SOLID,0);
            mc->drop();
        }
    }
    setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
}

void CTerrain::setColorTexture(c8* FileName)
{
    for (u32 i=0;i<NbsTiles;++i)
    {
        if (CTTileBuffer[i] != NULL)
        {
            CTTileBuffer[i]->Material.MaterialType = video::EMT_SOLID;
            CTTileBuffer[i]->Material.Textures[0] = SceneManager->getVideoDriver()->getTexture(FileName);
        }
    }
}

void CTerrain::setDetailTexture(c8* FileName)
{
    for (u32 i=0;i<NbsTiles;++i)
    {
        if (CTTileBuffer[i] != NULL)
        {
            CTTileBuffer[i]->Material.MaterialType = video::EMT_DETAIL_MAP;
            CTTileBuffer[i]->Material.Textures[1] = SceneManager->getVideoDriver()->getTexture(FileName);
        }
    }
}

void CTerrain::SetTextureSplat(u32 NumTex,c8* FileName)
{
        for (u32 i=0;i<NbsTiles;++i)
    {
        if (CTTileBuffer[i] != NULL)
        {
            CTTileBuffer[i]->Material.Textures[NumTex] = SceneManager->getVideoDriver()->getTexture(FileName);
        }
    }
}

void CTerrain::setDebugMode(bool Enable)
{
    Debug=Enable;
}

void CTerrain::setRenderDistance(f32 Distance)
{
    RenderDistance = Distance;
}

void CTerrain::setMaterialType(video::E_MATERIAL_TYPE Mat)
{
    for (u32 i=0;i < NbsTiles;++i)
    {
        if (CTTileBuffer[i] != NULL)
        {
            CTTileBuffer[i]->Material.MaterialType = Mat;
        }
    }
}

scene::IMesh* CTerrain::getMesh()
{
    return (scene::IMesh*)TerrainMesh;
}

f32 CTerrain::getHeight(f32 x,f32 z)
{
    scene::SMeshBufferLightMap* TempBuffer=NULL;

    f32 ValueReturn = 0.0f;

    for (u32 i=0;i < NbsTiles;++i)
    {
        if (CTTileBuffer[i] != NULL)
        {
            core::vector3df Vec(x,CTTileBuffer[i]->getBoundingBox().getCenter().Y,z);
            if(CTTileBuffer[i]->getBoundingBox().isPointInside(Vec))
            {
                TempBuffer=CTTileBuffer[i];
                break;
            }
        }
    }

    if(TempBuffer != NULL)
    {
        //Si le TempBuffer renvoi différent de null, on se situ dans un tile
        scene::SMesh* Mesh=new scene::SMesh();
        Mesh->addMeshBuffer(TempBuffer);
        scene::ITriangleSelector* selector= SceneManager->createTriangleSelector((scene::IMesh*)Mesh,this);
        this->setTriangleSelector(selector);

        core::line3d<f32> line;
        line.start = core::vector3d<f32>(x,-200000,z);
        line.end = core::vector3d<f32>(x,200000,z);

        core::vector3df intersection;
        core::triangle3df tri;

        if (SceneManager->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection,tri))
        {
            ValueReturn = intersection.Y;
        }
        selector->drop();
        Mesh->drop();        
    }
    else
    {
        ValueReturn=-999999.999f;
    }

    return ValueReturn;
}

//Take from the irrlicht source code
void CTerrain::calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size)
{
    s32 count;
    //s32 Size = 4;
    core::vector3df a, b, c, t;

    for (s32 x=0; x<Size; ++x)
        for (s32 z=0; z<Size; ++z)
        {
            count = 0;
            core::vector3df normal;

            // top left
            if (x>0 && z>0)
            {
                a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
                b = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
                c = pMeshBuffer->Vertices[x*Size+z].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
                b = pMeshBuffer->Vertices[x*Size+z-1].Pos;
                c = pMeshBuffer->Vertices[x*Size+z].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                count += 2;
            }

            // top right
            if (x>0 && z<Size-1)
            {
                a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
                b = pMeshBuffer->Vertices[(x-1)*Size+z+1].Pos;
                c = pMeshBuffer->Vertices[x*Size+z+1].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
                b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
                c = pMeshBuffer->Vertices[x*Size+z].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                count += 2;
            }

            // bottom right
            if (x<Size-1 && z<Size-1)
            {
                a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
                b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
                c = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
                b = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
                c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                count += 2;
            }

            // bottom left
            if (x<Size-1 && z>0)
            {
                a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
                b = pMeshBuffer->Vertices[x*Size+z].Pos;
                c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
                b = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
                c = pMeshBuffer->Vertices[(x+1)*Size+z-1].Pos;
                b -= a;
                c -= a;
                t = b.crossProduct ( c );
                t.normalize ( );
                normal += t;

                count += 2;
            }

            if ( count != 0 )
            {
                normal.normalize ( );
            }
            else
            {
                normal.set( 0.0f, 1.0f, 0.0f );
            }

            pMeshBuffer->Vertices[x * Size + z].Normal = normal;
        }
}

Et pour les fégnasses qui veulent pas chercher comment on l'utilise :

Code:

#include <CTerrain.h>

    CTerrain* Terrain=new CTerrain("Media/Heightmap.bmp",CTerrain::Medium,10,smgr->getRootSceneNode(),smgr,0);
    Terrain->setScale(core::vector3df(30,50,30));
                //La distance de rendu, plus elle sera élevée plus ça va ramer....
    Terrain->setRenderDistance(5000.0f);
    //Terrain->setDebugMode(true); //ici ça ralenti le bazard mais ça peut être utile
    Terrain->setPosition(core::vector3df(-3840,0,-3840));

    //Simili texture splatting on est pas obligé de l'utiliser, voir plus bas 

    Terrain->ActivateSplattingTextures(smgr,600.0f,3000.0f,video::SColorf(0.0f,0.5f,0.8f,1.0f));
    Terrain->SetTextureSplat(0,"Media/detail.jpg");
    Terrain->SetTextureSplat(1,"Media/rock.jpg");
    Terrain->SetTextureSplat(2,"Media/dirt.png");
    Terrain->SetTextureSplat(3,"Media/grass.jpg");

    //Texturage normal Voilà, ici on peut utiliser ça mais perso j'aime pas :D
    //Terrain->setColorTexture("Media/Colormap.jpg");
    //Terrain->setDetailTexture("Media/Detail.jpg");

Voilou j'espère sincèrement que vous l'amliorerez et nous en ferez profiter car si je m'apperçois que ça se limite à la pompe....bein vous pourrez dire adieu à des code de se genre....
@++

[Edit] Ne fonctionne qu'avec des Heightmaps de 64,128,256,512,768,1024,2048 et pas d'autre taille.



Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
161 invités en ligne
Aucun membre connecté
RSS Feed