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<h1><a class="anchor" name="example012">Tutorial 12: Terrain Rendering </a></h1><div align="center">
<img src="012shot.jpg" alt="012shot.jpg">
</div>
 <p>
This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will also show the terrain renderer triangle selector to be able to do collision detection with terrain.<p>
Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant simple solution for building larger area on small heightmaps -&gt; terrain smoothing.<p>
In the beginning there is nothing special. We include the needed header files and create an event listener to listen if the user presses a key: The 'W' key switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key toggles between solid and detail mapped material. <div class="fragment"><pre class="fragment"><span class="preprocessor">#include &lt;<a class="code" href="irrlicht_8h.html" title="Main header file of the irrlicht, the only file needed to include.">irrlicht.h</a>&gt;</span>
<span class="preprocessor">#include &lt;iostream&gt;</span>

<span class="keyword">using namespace </span>irr;

<span class="preprocessor">#ifdef _MSC_VER</span>
<span class="preprocessor"></span><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span>
<span class="preprocessor"></span><span class="preprocessor">#endif</span>
<span class="preprocessor"></span>

<span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver
{
<span class="keyword">public</span>:

        MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
                Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
        {
                Skybox-&gt;setVisible(<span class="keyword">true</span>);
                Skydome-&gt;setVisible(<span class="keyword">false</span>);
        }

        <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)
        {
                <span class="comment">// check if user presses the key 'W' or 'D'</span>
                <span class="keywordflow">if</span> (event.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">irr::EET_KEY_INPUT_EVENT</a> &amp;&amp; !event.KeyInput.PressedDown)
                {
                        <span class="keywordflow">switch</span> (event.KeyInput.Key)
                        {
                        <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e559e3169016a3180c45c2828f391af2">irr::KEY_KEY_W</a>: <span class="comment">// switch wire frame mode</span>
                                Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3bc620823efed8d6bdbd46c8a0180893a" title="Draw as wireframe or filled triangles? Default: false.">video::EMF_WIREFRAME</a>,
                                                !Terrain-&gt;getMaterial(0).Wireframe);
                                Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d33726bbddc57e6b37b05481b640eefb07" title="Draw as point cloud or filled triangles? Default: false.">video::EMF_POINTCLOUD</a>, <span class="keyword">false</span>);
                                <span class="keywordflow">return</span> <span class="keyword">true</span>;
                        <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb352e3c10f6d5c2bc0bd446273879f9519">irr::KEY_KEY_P</a>: <span class="comment">// switch wire frame mode</span>
                                Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d33726bbddc57e6b37b05481b640eefb07" title="Draw as point cloud or filled triangles? Default: false.">video::EMF_POINTCLOUD</a>,
                                                !Terrain-&gt;getMaterial(0).PointCloud);
                                Terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3bc620823efed8d6bdbd46c8a0180893a" title="Draw as wireframe or filled triangles? Default: false.">video::EMF_WIREFRAME</a>, <span class="keyword">false</span>);
                                <span class="keywordflow">return</span> <span class="keyword">true</span>;
                        <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3d20e7e220103e611752b90edeb6cbc9d">irr::KEY_KEY_D</a>: <span class="comment">// toggle detail map</span>
                                Terrain-&gt;setMaterialType(
                                        Terrain-&gt;getMaterial(0).MaterialType == <a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f19bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a> ?
                                        <a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f1065af4f8daeb15f81bfe0417a3f231b1" title="Detail mapped material.">video::EMT_DETAIL_MAP</a> : <a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f19bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>);
                                <span class="keywordflow">return</span> <span class="keyword">true</span>;
                        <span class="keywordflow">case</span> <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e52bafc112fc6c52f6b49cea42fa246e">irr::KEY_KEY_S</a>: <span class="comment">// toggle skies</span>
                                showBox=!showBox;
                                Skybox-&gt;setVisible(showBox);
                                Skydome-&gt;setVisible(!showBox);
                                <span class="keywordflow">return</span> <span class="keyword">true</span>;
                        <span class="keywordflow">default</span>:
                                <span class="keywordflow">break</span>;
                        }
                }

                <span class="keywordflow">return</span> <span class="keyword">false</span>;
        }

<span class="keyword">private</span>:
        scene::ISceneNode* Terrain;
        scene::ISceneNode* Skybox;
        scene::ISceneNode* Skydome;
        <span class="keywordtype">bool</span> showBox;
};
</pre></div><p>
The start of the main function starts like in most other example. We ask the user for the desired renderer and start it up. This time with the advanced parameter handling. <div class="fragment"><pre class="fragment"><span class="keywordtype">int</span> main()
{
        <span class="comment">// let user select driver type</span>

        <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0" title="An enum for all types of drivers the Irrlicht Engine supports.">video::E_DRIVER_TYPE</a> driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d04691ca314f9018f508dcf2c57dcaacec" title="Direct3D 9 device, only available on Win32 platforms.">video::EDT_DIRECT3D9</a>;

        printf(<span class="stringliteral">"Please select the driver you want for this example:\n"</span>\
                <span class="stringliteral">" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"</span>\
                <span class="stringliteral">" (d) Software Renderer\n (e) Burning's Software Renderer\n"</span>\
                <span class="stringliteral">" (f) NullDevice\n (otherKey) exit\n\n"</span>);

        <span class="keywordtype">char</span> i;
        std::cin &gt;&gt; i;

        <span class="keywordflow">switch</span>(i)
        {
                <span class="keywordflow">case</span> <span class="charliteral">'a'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d04691ca314f9018f508dcf2c57dcaacec" title="Direct3D 9 device, only available on Win32 platforms.">video::EDT_DIRECT3D9</a>;<span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> <span class="charliteral">'b'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d08cc3807f6f28404f3424ad7e31b3142f" title="Direct3D8 device, only available on Win32 platforms.">video::EDT_DIRECT3D8</a>;<span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> <span class="charliteral">'c'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d02715182a79f1cb8e2826fd68a8150a53" title="OpenGL device, available on most platforms.">video::EDT_OPENGL</a>;   <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> <span class="charliteral">'d'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d01598cd235a1a6bd052e2011b559e8995" title="The Irrlicht Engine Software renderer.">video::EDT_SOFTWARE</a>; <span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> <span class="charliteral">'e'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0e85481da26159b967191ccc6de1e4a05" title="The Burning&amp;#39;s Software Renderer, an alternative software renderer.">video::EDT_BURNINGSVIDEO</a>;<span class="keywordflow">break</span>;
                <span class="keywordflow">case</span> <span class="charliteral">'f'</span>: driverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0cfdbd476cbfd4d05e72f9adffcc42210" title="Null driver, useful for applications to run the engine without visualisation.">video::EDT_NULL</a>;     <span class="keywordflow">break</span>;
                <span class="keywordflow">default</span>: <span class="keywordflow">return</span> 1;
        }       

        <span class="comment">// create device with full flexibility over creation parameters</span>
        <span class="comment">// you can add more parameters if desired, check irr::SIrrlichtCreationParameters</span>
        <a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html" title="Structure for holding Irrlicht Device creation parameters.">irr::SIrrlichtCreationParameters</a> params;
        params.<a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html#1ea2f50c3b3a8eed6602a1a86e1cdf82" title="Type of video driver used to render graphics.">DriverType</a>=driverType;
        params.<a class="code" href="structirr_1_1_s_irrlicht_creation_parameters.html#1b596e201a6ebd63ca2841d46be10433" title="Size of the window or the video mode in fullscreen mode. Default: 800x600.">WindowSize</a>=core::dimension2d&lt;u32&gt;(640, 480);
        IrrlichtDevice* device = <a class="code" href="namespaceirr.html#c83a30d674204dcb94d70f849e9b4a62" title="Creates an Irrlicht device with the option to specify advanced parameters.">createDeviceEx</a>(params);

        <span class="keywordflow">if</span> (device == 0)
                <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span>
</pre></div><p>
First, we add standard stuff to the scene: A nice irrlicht engine logo, a small help text, a user controlled camera, and we disable the mouse cursor. <div class="fragment"><pre class="fragment">        video::IVideoDriver* driver = device-&gt;getVideoDriver();
        scene::ISceneManager* smgr = device-&gt;getSceneManager();
        gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();

        driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f20881e307a778c4a4fbb5327a60a93bb">video::ETCF_ALWAYS_32_BIT</a>, <span class="keyword">true</span>);

        <span class="comment">// add irrlicht logo</span>
        env-&gt;addImage(driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlichtlogo2.png"</span>),
                core::position2d&lt;s32&gt;(10,10));

        <span class="comment">//set other font</span>
        env-&gt;getSkin()-&gt;setFont(env-&gt;getFont(<span class="stringliteral">"../../media/fontlucida.png"</span>));

        <span class="comment">// add some help text</span>
        env-&gt;addStaticText(
                L<span class="stringliteral">"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome"</span>,
                core::rect&lt;s32&gt;(10,421,250,475), <span class="keyword">true</span>, <span class="keyword">true</span>, 0, -1, <span class="keyword">true</span>);

        <span class="comment">// add camera</span>
        scene::ICameraSceneNode* camera =
                smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1.2f);

        camera-&gt;setPosition(<a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(2700*2,255*2,2600*2));
        camera-&gt;setTarget(<a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(2397*2,343*2,2700*2));
        camera-&gt;setFarValue(42000.0f);

        <span class="comment">// disable mouse cursor</span>
        device-&gt;getCursorControl()-&gt;setVisible(<span class="keyword">false</span>);
</pre></div><p>
Here comes the terrain renderer scene node: We add it just like any other scene node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter we use is a file name to the heightmap we use. A heightmap is simply a gray scale texture. The terrain renderer loads it and creates the 3D terrain from it.<p>
To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we switch off the lighting, and we set the file terrain-texture.jpg as texture for the terrain and detailmap3.jpg as second texture, called detail map. At last, we set the scale values for the texture: The first texture will be repeated only one time over the whole terrain, and the second one (detail map) 20 times. <div class="fragment"><pre class="fragment">        <span class="comment">// add terrain scene node</span>
        scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode(
                <span class="stringliteral">"../../media/terrain-heightmap.bmp"</span>,
                0,                                      <span class="comment">// parent node</span>
                -1,                                     <span class="comment">// node id</span>
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0.f, 0.f, 0.f),         <span class="comment">// position</span>
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0.f, 0.f, 0.f),         <span class="comment">// rotation</span>
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(40.f, 4.4f, 40.f),      <span class="comment">// scale</span>
                video::SColor ( 255, 255, 255, 255 ),   <span class="comment">// vertexColor</span>
                5,                                      <span class="comment">// maxLOD</span>
                <a class="code" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044be94d6195f435b8e08a38269e63af72e" title="patch size of 17, at most, use 5 levels of detail with this patch size.">scene::ETPS_17</a>,                         <span class="comment">// patchSize</span>
                4                                       <span class="comment">// smoothFactor</span>
                );

        terrain-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3cea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, <span class="keyword">false</span>);

        terrain-&gt;setMaterialTexture(0,
                        driver-&gt;getTexture(<span class="stringliteral">"../../media/terrain-texture.jpg"</span>));
        terrain-&gt;setMaterialTexture(1,
                        driver-&gt;getTexture(<span class="stringliteral">"../../media/detailmap3.jpg"</span>));
        
        terrain-&gt;setMaterialType(<a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f1065af4f8daeb15f81bfe0417a3f231b1" title="Detail mapped material.">video::EMT_DETAIL_MAP</a>);

        terrain-&gt;scaleTexture(1.0f, 20.0f);
        <span class="comment">//terrain-&gt;setDebugDataVisible ( true );</span>
</pre></div><p>
To be able to do collision with the terrain, we create a triangle selector. If you want to know what triangle selectors do, just take a look into the collision tutorial. The terrain triangle selector works together with the terrain. To demonstrate this, we create a collision response animator and attach it to the camera, so that the camera will not be able to fly through the terrain. <div class="fragment"><pre class="fragment">        <span class="comment">// create triangle selector for the terrain     </span>
        scene::ITriangleSelector* selector
                = smgr-&gt;createTerrainTriangleSelector(terrain, 0);
        terrain-&gt;setTriangleSelector(selector);

        <span class="comment">// create collision response animator and attach it to the camera</span>
        scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(
                selector, camera, <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(60,100,60),
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,0,0),
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,50,0));
        selector-&gt;drop();
        camera-&gt;addAnimator(anim);
        anim-&gt;drop();
</pre></div> If you need access to the terrain data you can also do this directly via the following code fragment. <div class="fragment"><pre class="fragment">        scene::CDynamicMeshBuffer* buffer = <span class="keyword">new</span> scene::CDynamicMeshBuffer(<a class="code" href="namespaceirr_1_1video.html#0e3b59e025e0d0db0ed2ee0ce904deac7b5127a706ee33eb4385d702da007016" title="Vertex with two texture coordinates, video::S3DVertex2TCoords.">video::EVT_2TCOORDS</a>, <a class="code" href="namespaceirr_1_1video.html#f152a1edea2579f0517e0049525acb551c79610ea1191e124887efa16626f299">video::EIT_16BIT</a>);
        terrain-&gt;getMeshBufferForLOD(*buffer, 0);
        video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer-&gt;getVertexBuffer().getData();
        <span class="comment">// Work on data or get the IndexBuffer with a similar call.</span>
        buffer-&gt;drop(); <span class="comment">// When done drop the buffer again.</span>
</pre></div><p>
To make the user be able to switch between normal and wireframe mode, we create an instance of the event reciever from above and let Irrlicht know about it. In addition, we add the skybox which we already used in lots of Irrlicht examples and a skydome, which is shown mutually exclusive with the skybox by pressing 'S'. <div class="fragment"><pre class="fragment">        <span class="comment">// create skybox and skydome</span>
        driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, <span class="keyword">false</span>);

        scene::ISceneNode* skybox=smgr-&gt;addSkyBoxSceneNode(
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_up.jpg"</span>),
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_dn.jpg"</span>),
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_lf.jpg"</span>),
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_rt.jpg"</span>),
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_ft.jpg"</span>),
                driver-&gt;getTexture(<span class="stringliteral">"../../media/irrlicht2_bk.jpg"</span>));
        scene::ISceneNode* skydome=smgr-&gt;addSkyDomeSceneNode(driver-&gt;getTexture(<span class="stringliteral">"../../media/skydome.jpg"</span>),16,8,0.95f,2.0f);

        driver-&gt;setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, <span class="keyword">true</span>);

        <span class="comment">// create event receiver</span>
        MyEventReceiver receiver(terrain, skybox, skydome);
        device-&gt;setEventReceiver(&amp;receiver);
</pre></div><p>
That's it, draw everything. <div class="fragment"><pre class="fragment">        <span class="keywordtype">int</span> lastFPS = -1;

        <span class="keywordflow">while</span>(device-&gt;run())
        <span class="keywordflow">if</span> (device-&gt;isWindowActive())
        {
                driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, 0 );

                smgr-&gt;drawAll();
                env-&gt;drawAll();

                driver-&gt;endScene();

                <span class="comment">// display frames per second in window title</span>
                <span class="keywordtype">int</span> fps = driver-&gt;getFPS();
                <span class="keywordflow">if</span> (lastFPS != fps)
                {
                        <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> str = L<span class="stringliteral">"Terrain Renderer - Irrlicht Engine ["</span>;
                        str += driver-&gt;getName();
                        str += <span class="stringliteral">"] FPS:"</span>;
                        str += fps;
                        <span class="comment">// Also print terrain height of current camera position</span>
                        <span class="comment">// We can use camera position because terrain is located at coordinate origin</span>
                        str += <span class="stringliteral">" Height: "</span>;
                        str += terrain-&gt;getHeight(camera-&gt;getAbsolutePosition().X,
                                        camera-&gt;getAbsolutePosition().Z);

                        device-&gt;setWindowCaption(str.c_str());
                        lastFPS = fps;
                }
        }

        device-&gt;drop();
        
        <span class="keywordflow">return</span> 0;
}
</pre></div><p>
Now you know how to use terrain in Irrlicht. </div>
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