mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-11 04:40:36 +01:00
173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
|
/** Example 013 Render To Texture on emscripten
|
|||
|
*/
|
|||
|
|
|||
|
#include <irrlicht.h>
|
|||
|
#include <emscripten.h>
|
|||
|
#include "exampleHelper.h"
|
|||
|
|
|||
|
using namespace irr;
|
|||
|
|
|||
|
IrrlichtDevice *device = 0;
|
|||
|
video::IVideoDriver* driver = 0;
|
|||
|
scene::ISceneManager* smgr = 0;
|
|||
|
gui::IGUIEnvironment* guienv = 0;
|
|||
|
scene::ICameraSceneNode* fpsCamera = 0;
|
|||
|
scene::ICameraSceneNode* fixedCam = 0;
|
|||
|
video::IRenderTarget* renderTarget = 0;
|
|||
|
scene::ISceneNode* cube = 0;
|
|||
|
|
|||
|
void one_iter()
|
|||
|
{
|
|||
|
if(!device->run())
|
|||
|
{
|
|||
|
// Could clean up here in theory, but not sure if it makes a difference
|
|||
|
|
|||
|
/*
|
|||
|
This tells emscripten to not run any further code.
|
|||
|
*/
|
|||
|
emscripten_cancel_main_loop();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
|||
|
|
|||
|
if (renderTarget)
|
|||
|
{
|
|||
|
// draw scene into render target
|
|||
|
|
|||
|
// set render target
|
|||
|
driver->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,255));
|
|||
|
|
|||
|
// make cube invisible and set fixed camera as active camera
|
|||
|
cube->setVisible(false);
|
|||
|
smgr->setActiveCamera(fixedCam);
|
|||
|
|
|||
|
// draw whole scene into render buffer
|
|||
|
smgr->drawAll();
|
|||
|
|
|||
|
// set back old render target
|
|||
|
// The buffer might have been distorted, so clear it
|
|||
|
driver->setRenderTargetEx(0, 0, video::SColor(0));
|
|||
|
|
|||
|
// make the cube visible and set the user controlled camera as active one
|
|||
|
cube->setVisible(true);
|
|||
|
smgr->setActiveCamera(fpsCamera);
|
|||
|
}
|
|||
|
|
|||
|
// draw scene normally
|
|||
|
smgr->drawAll();
|
|||
|
guienv->drawAll();
|
|||
|
|
|||
|
driver->endScene();
|
|||
|
}
|
|||
|
|
|||
|
int main()
|
|||
|
{
|
|||
|
// create device and exit if creation failed
|
|||
|
|
|||
|
device = createDevice(video::EDT_WEBGL1, core::dimension2d<u32>(640, 480), 16, false, false);
|
|||
|
|
|||
|
if (device == 0)
|
|||
|
return 1; // could not create selected driver.
|
|||
|
|
|||
|
driver = device->getVideoDriver();
|
|||
|
smgr = device->getSceneManager();
|
|||
|
guienv = device->getGUIEnvironment();
|
|||
|
|
|||
|
const io::path mediaPath = getExampleMediaPath();
|
|||
|
|
|||
|
|
|||
|
// load and display animated fairy mesh
|
|||
|
scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
|
|||
|
smgr->getMesh(mediaPath + "faerie.md2"));
|
|||
|
|
|||
|
if (!fairy)
|
|||
|
return 1;
|
|||
|
|
|||
|
fairy->setMaterialTexture(0, driver->getTexture(mediaPath + "faerie2.bmp")); // set diffuse texture
|
|||
|
fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
|
|||
|
fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
|
|||
|
fairy->setPosition(core::vector3df(-10,0,-100));
|
|||
|
fairy->setMD2Animation ( scene::EMAT_STAND );
|
|||
|
|
|||
|
// add white light
|
|||
|
smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
|
|||
|
|
|||
|
// set ambient light
|
|||
|
smgr->setAmbientLight(video::SColor(0,60,60,60));
|
|||
|
|
|||
|
/*
|
|||
|
The next is just some standard stuff: Add a test cube and let it rotate
|
|||
|
to make the scene more interesting. The user defined camera and cursor
|
|||
|
setup is made later on, right before the render loop.
|
|||
|
*/
|
|||
|
|
|||
|
// create test cube
|
|||
|
cube = smgr->addCubeSceneNode(60);
|
|||
|
|
|||
|
// let the cube rotate and set some light settings
|
|||
|
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
|
|||
|
core::vector3df(0.3f, 0.3f,0));
|
|||
|
|
|||
|
cube->setPosition(core::vector3df(-100,0,-100));
|
|||
|
cube->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
|
|||
|
cube->addAnimator(anim);
|
|||
|
anim->drop();
|
|||
|
|
|||
|
// set window caption
|
|||
|
device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");
|
|||
|
|
|||
|
/*
|
|||
|
To test out the render to texture feature, we need a render target
|
|||
|
texture. These are not like standard textures, but need to be created
|
|||
|
first. To create one, we call IVideoDriver::addRenderTargetTexture()
|
|||
|
and specify the size of the texture. Please don't use sizes bigger than
|
|||
|
the frame buffer for this, because the render target shares the zbuffer
|
|||
|
with the frame buffer.
|
|||
|
Because we want to render the scene not from the user camera into the
|
|||
|
texture, we add another fixed camera to the scene. But before we do all
|
|||
|
this, we check if the current running driver is able to render to
|
|||
|
textures. If it is not, we simply display a warning text.
|
|||
|
*/
|
|||
|
|
|||
|
// create render target
|
|||
|
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
|
|||
|
{
|
|||
|
video::ITexture* renderTargetTex = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "RTT1", video::ECF_A8R8G8B8);
|
|||
|
video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "DepthStencil", video::ECF_D16);
|
|||
|
|
|||
|
renderTarget = driver->addRenderTarget();
|
|||
|
renderTarget->setTexture(renderTargetTex, renderTargetDepth);
|
|||
|
|
|||
|
cube->setMaterialTexture(0, renderTargetTex); // set material of cube to render target
|
|||
|
|
|||
|
// add fixed camera
|
|||
|
fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
|
|||
|
core::vector3df(-10,10,-100));
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return 1;
|
|||
|
}
|
|||
|
|
|||
|
// add fps camera
|
|||
|
fpsCamera = smgr->addCameraSceneNodeFPS();
|
|||
|
fpsCamera->setPosition(core::vector3df(-50,50,-150));
|
|||
|
|
|||
|
/*
|
|||
|
Setting fps to 0 or a negative value will use the browser’s
|
|||
|
requestAnimationFrame mechanism to call the main loop function.
|
|||
|
Emscripten documentation recommends to do that, but you can also set
|
|||
|
another fps value and the browser will try to call the main-loop
|
|||
|
fps times per second.
|
|||
|
The simulate_infinite_loop tells emscripten that this is an application
|
|||
|
which will simulate an infinite loop. There is also a flag in the
|
|||
|
Makefile about that: -s NO_EXIT_RUNTIME=1
|
|||
|
*/
|
|||
|
int fps = 0;
|
|||
|
int simulate_infinite_loop = 1;
|
|||
|
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|