Strict
Framework BRL.Blitz
Import gg.IrrBMAX
Local Render = EDT_direct3d9
Local device:T_irrIrrlichtDevice=T_irrIrrlichtDevice.create(Render,T_irrDimension2d_s32.create(1024,768),32,False,True)
Local driver:T_irrIVideoDriver=device.getVideoDriver()
Local smgr:T_irrISceneManager=device.getSceneManager()
driver.setfog(T_irrSColor.createFromVals(0,244,185,70), True, 25, 700,0.0, True)
Local light:T_irrILightSceneNode=smgr.addLightSceneNode(Null, T_irrVector3df.createFromVals(0,-100,0),T_irrSColorf.createFromRGBA(244,185,70, 0.0), 1.0)
Local light2:T_irrILightSceneNode=smgr.addLightSceneNode(Null, T_irrVector3df.createFromVals(0,100,0),T_irrSColorf.createFromRGBA(55, 78, 200, 0.0), 10.0)
Local anim:T_irrISceneNodeAnimator = smgr.createFlyCircleAnimator(T_irrVector3df.createFromVals(15,15,100),200.0)
light.addAnimator(anim)
Local CubeMesh:T_irrIAnimatedMesh=smgr.getMesh("media\scene.3ds")
Local scene:T_irrISceneNode
Local colorMap:T_irrITexture = driver.getTexture("media/Wall.jpg")
Local normalMap:T_irrITexture = driver.getTexture("media/Wall_Bump.jpg")
'Local detailmap:T_irrITexture = driver.getTexture("media/detail.jpg")
driver.makeNormalMapTexture(normalMap, 2.0)
Local tangentMesh:T_irrIMesh = smgr.getMeshManipulator().createMeshWithTangents(CubeMesh.getmesh(0))
scene = smgr.addMeshSceneNode(tangentMesh)
scene.setMaterialTexture(0,colorMap)
scene.setMaterialTexture(1,normalMap)
scene.setMaterialFlag(EMF_FOG_ENABLE, True)
scene.setMaterialFlag(EMF_LIGHTING, True)
scene.setMaterialType(EMT_PARALLAX_MAP_SOLID)
scene.SetPosition(T_irrVector3df.createFromVals(0,0,0))
'scene.addShadowVolumeSceneNode()
smgr.setShadowColor(T_irrSColor.createFromVals(150,0,0,0))
smgr.addCameraSceneNodeFPS()
While (device.run())
If (device.isWindowActive())
driver.beginScene(True,True,T_irrSColor.createFromVals(0,244,185,70))
smgr.drawAll()
driver.endScene()
device.setWindowCaption(driver.getFPS())
EndIf
Wend
device.drop()