this is an experiment using this wide image British_Museum_Reading_Room_Panorama_Feb_2006.jpg only 5 MB
adding it to the terrain in the example TerrainShadow.pb you may find it interesting. i know very little about the terrains so any unnecessary editing reflect my ignorance. so any improvements, ideas, will be great.
move the mouse to position the terrain in a perpendicular position, then use the keys
Code: Select all
;
; ------------------------------------------------------------
;
; PureBasic - Terrain : Shadow
;
; (c) 2012 - Fantaisie Software
;
; ------------------------------------------------------------
;
IncludeFile "Screen3DRequester.pb"
#CameraSpeed = 20
#TerrainMiniX = 0
#TerrainMiniY = 0
#TerrainMaxiX = 0
#TerrainMaxiY = 0
Define.f KeyX, KeyY, MouseX, MouseY
Procedure Clamp(*var.float, min.f, max.f)
If *var\f < min
*var\f = min
ElseIf *var\f > max
*var\f = max
EndIf
EndProcedure
; OpenGL needs to have CG enabled to work (Linux and OS X have OpenGL by default)
;
CompilerIf #PB_Compiler_OS <> #PB_OS_Windows Or Subsystem("OpenGL")
Flags = #PB_Engine3D_EnableCG
CompilerEndIf
If InitEngine3D(Flags)
InitSprite()
InitKeyboard()
InitMouse()
If Screen3DRequester()
Add3DArchive("Data/Textures/" , #PB_3DArchive_FileSystem)
Add3DArchive("Data/Textures/nvidia" , #PB_3DArchive_FileSystem)
Add3DArchive("Data/Scripts" , #PB_3DArchive_FileSystem)
Add3DArchive("Data/GUI" , #PB_3DArchive_FileSystem)
Add3DArchive("Data/Packs/desert.zip", #PB_3DArchive_Zip)
Add3DArchive("." , #PB_3DArchive_FileSystem)
Parse3DScripts()
WorldShadows(#PB_Shadow_Modulative, -1, RGB(105, 105, 105))
;- Light
;
light = CreateLight(#PB_Any ,RGB(255, 255, 255), 4000, 1200, 1000,#PB_Light_Directional)
SetLightColor(light, #PB_Light_SpecularColor, RGB(255*0.4, 255*0.4,255*0.4))
LightDirection(light ,0.55, -0.3, -0.75)
AmbientColor(RGB(255*0.2, 255*0.2,255*0.2))
;- Camera
;
CreateCamera(0, 0, 0, 100, 100)
MoveCamera(0, 800, 400, 80, #PB_Absolute)
CameraBackColor(0, RGB(5, 5, 10))
;----------------------------------
; terrain definition
SetupTerrains(LightID(Light), 3000, #PB_Terrain_NormalMapping)
; initialize terrain
CreateTerrain(0, 513, 12000, 600, 4, "TerrainShadow", "dat")
; set all texture will be use when terrrain will be constructed
AddTerrainTexture(0, 0, 12000, "British_Museum_Reading_Room_Panorama_Feb_2006.jpg", "British_Museum_Reading_Room_Panorama_Feb_2006.jpg")
AddTerrainTexture(0, 1, 30, "grass_green-01_diffusespecular.jpg", "grass_green-01_normalheight.jpg")
AddTerrainTexture(0, 2, 200, "DosCarte.png", "DosCarte.png")
; construct terrains
For ty = #TerrainMiniY To #TerrainMaxiY
For tx = #TerrainMiniX To #TerrainMaxiX
DefineTerrainTile(0, tx, ty, "basic_droplet.png", ty % 2, tx % 2)
Next
Next
BuildTerrain(0)
;InitBlendMaps
minHeight1.f = 70
fadeDist1.f = 40
minHeight2.f = 70
fadeDist2.f = 15
For ty = #TerrainMiniY To #TerrainMaxiY
For tx = #TerrainMiniX To #TerrainMaxiX
Size = TerrainTileLayerMapSize(0, tx, ty)
For y = 0 To Size-1
For x = 0 To Size-1
Height.f = TerrainTileHeightAtPosition(0, tx, ty, 1, x, y)
val.f = (Height - minHeight1) / fadeDist1
Clamp(@val, 0, 1)
SetTerrainTileLayerBlend(0, tx, ty, 1, x, y, val)
val.f = (Height - minHeight2) / fadeDist2
Clamp(@val, 0, 1)
SetTerrainTileLayerBlend(0, tx, ty, 2, x, y, val)
Next
Next
UpdateTerrainTileLayerBlend(0, tx, ty, 1)
UpdateTerrainTileLayerBlend(0, tx, ty, 2)
Next
Next
; enable shadow terrain
TerrainRenderMode(0, 0)
; create sphere for test
CreateSphere(1, 20.0, 50, 50)
Global ball =CreateEntity(#PB_Any, MeshID(1), #Null)
MoveEntity(ball, 300,60,0, #PB_Absolute)
EntityRenderMode(ball, #PB_Entity_CastShadow)
; SkyBox
;
SkyBox("desert07.jpg")
ShowGUI(128, 1) ; Display the GUI, semi-transparent and display the mouse cursor
Repeat
Screen3DEvents()
If ExamineKeyboard()
If KeyboardPushed(#PB_Key_Left)
KeyX = -#CameraSpeed
ElseIf KeyboardPushed(#PB_Key_Right)
KeyX = #CameraSpeed
Else
KeyX = 0
EndIf
If KeyboardPushed(#PB_Key_Up)
KeyY = -#CameraSpeed
ElseIf KeyboardPushed(#PB_Key_Down)
KeyY = #CameraSpeed
Else
KeyY = 0
EndIf
EndIf
If ExamineMouse()
MouseX = -MouseDeltaX() * #CameraSpeed * 0.05
MouseY = -MouseDeltaY() * #CameraSpeed * 0.05
InputEvent3D(MouseX(), MouseY(), MouseButton(#PB_MouseButton_Left))
If MouseButton(#PB_MouseButton_Left)
TerrainMousePick(0, CameraID(0), MouseX(), MouseY())
MoveEntity(ball, PickX(), PickY()+20, PickZ(), #PB_Absolute)
EndIf
EndIf
;CameraLocate(0, CameraX(0), PBO_GetTerrainHeight(0, CameraX(0), CameraZ(0)) + 20, CameraZ(0))
MoveCamera (0, KeyX, 0, KeyY)
RotateCamera(0, MouseY, MouseX, 0, #PB_Relative)
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
End
EndIf
Else
CompilerIf #PB_Compiler_OS <> #PB_OS_Windows Or Subsystem("OpenGL")
;
; Terrain on Linux/OSX and Windows with OpenGL needs CG toolkit from nvidia
; It can be freely downloaded and installed from this site: https://developer.nvidia.com/cg-toolkit-download
;
MessageRequester("Error","Can't initialize engine3D (Please ensures than CG Toolkit from nvidia is correcly installed)")
CompilerElse
MessageRequester("Error","Can't initialize engine3D")
CompilerEndIf
EndIf
: adding the picture to the last layer and extending it to the whole terrain curve seems much better. and if we can make a concave terrain then the picture will be more impressive