Merging r5975 through r6036 from trunk to ogl-es branch.

GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-01-03 19:05:16 +00:00
commit 2ae2a551a6
2007 changed files with 635880 additions and 0 deletions

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 10.Shaders
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Shaders" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
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</Build>
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/** Example 010 Shaders
This tutorial shows how to use shaders for D3D9, and OpenGL with the
engine and how to create new material types with them. It also shows how to
disable the generation of mipmaps at texture loading, and how to use text scene
nodes.
This tutorial does not explain how shaders work. I would recommend to read the
D3D or OpenGL, documentation, to search a tutorial, or to read a book about
this.
At first, we need to include all headers and do the stuff we always do, like in
nearly all other tutorials:
*/
#include <irrlicht.h>
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
Because we want to use some interesting shaders in this tutorials, we need to
set some data for them to make them able to compute nice colors. In this
example, we'll use a simple vertex shader which will calculate the color of the
vertex based on the position of the camera.
For this, the shader needs the following data: The inverted world matrix for
transforming the normal, the clip matrix for transforming the position, the
camera position and the world position of the object for the calculation of the
angle of light, and the color of the light. To be able to tell the shader all
this data every frame, we have to derive a class from the
IShaderConstantSetCallBack interface and override its only method, namely
OnSetConstants(). This method will be called every time the material is set.
The method setVertexShaderConstant() of the IMaterialRendererServices interface
is used to set the data the shader needs. If the user chose to use a High Level
shader language like HLSL instead of Assembler in this example, you have to set
the variable name as parameter instead of the register index.
*/
IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
ColorID(-1), TextureID(-1), FirstUpdate(true)
{
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// get shader constants id.
if (UseHighLevelShaders && FirstUpdate)
{
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld");
PositionID = services->getVertexShaderConstantID("mLightPos");
ColorID = services->getVertexShaderConstantID("mLightColor");
// Textures ID are important only for OpenGL interface.
if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture");
FirstUpdate = false;
}
// set inverted world matrix
// if we are using highlevel shaders (the user can select this when
// starting the program), we must set the constants by name.
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();
if (UseHighLevelShaders)
services->setVertexShaderConstant(InvWorldID, invWorld.pointer(), 16);
else
services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
// set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (UseHighLevelShaders)
services->setVertexShaderConstant(WorldViewProjID, worldViewProj.pointer(), 16);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
// set camera position
core::vector3df pos = device->getSceneManager()->
getActiveCamera()->getAbsolutePosition();
if (UseHighLevelShaders)
services->setVertexShaderConstant(PositionID, reinterpret_cast<f32*>(&pos), 3);
else
services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);
// set light color
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
if (UseHighLevelShaders)
services->setVertexShaderConstant(ColorID,
reinterpret_cast<f32*>(&col), 4);
else
services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);
// set transposed world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();
if (UseHighLevelShaders)
{
services->setVertexShaderConstant(TransWorldID, world.pointer(), 16);
// set texture, for textures you can use both an int and a float setPixelShaderConstant interfaces (You need it only for an OpenGL driver).
s32 TextureLayerID = 0;
services->setPixelShaderConstant(TextureID, &TextureLayerID, 1);
}
else
services->setVertexShaderConstant(world.pointer(), 10, 4);
}
private:
s32 WorldViewProjID;
s32 TransWorldID;
s32 InvWorldID;
s32 PositionID;
s32 ColorID;
s32 TextureID;
bool FirstUpdate;
};
/*
The next few lines start up the engine just like in most other tutorials
before. But in addition, we ask the user if he wants to use high level shaders
in this example, if he selected a driver which is capable of doing so.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// ask the user if we should use high level shaders for this example
if (driverType == video::EDT_DIRECT3D9 ||
driverType == video::EDT_OPENGL)
{
char i = 'y';
printf("Please press 'y' if you want to use high level shaders.\n");
std::cin >> i;
if (i == 'y')
{
UseHighLevelShaders = true;
}
}
// create device
device = createDevice(driverType, core::dimension2d<u32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
const io::path mediaPath = getExampleMediaPath();
/*
Now for the more interesting parts. If we are using Direct3D, we want
to load vertex and pixel shader programs, if we have OpenGL, we want to
use ARB fragment and vertex programs. I wrote the corresponding
programs down into the files d3d9.ps, d3d9.vs, opengl.ps and opengl.vs.
We only need the right filenames now. This is done in the following switch.
Note, that it is not necessary to write the shaders into text files,
like in this example. You can even write the shaders directly as strings
into the cpp source file, and use later addShaderMaterial() instead of
addShaderMaterialFromFiles().
*/
io::path vsFileName; // filename for the vertex shader
io::path psFileName; // filename for the pixel shader
switch(driverType)
{
case video::EDT_DIRECT3D9:
if (UseHighLevelShaders)
{
psFileName = mediaPath + "d3d9.hlsl";
vsFileName = psFileName; // both shaders are in the same file
}
else
{
psFileName = mediaPath + "d3d9.psh";
vsFileName = mediaPath + "d3d9.vsh";
}
break;
case video::EDT_OGLES1:
case video::EDT_OGLES2:
UseHighLevelShaders=true;
{
psFileName = "../../media/ogles2.frag";
vsFileName = "../../media/ogles2.vert";
}
break;
case video::EDT_OPENGL:
if (UseHighLevelShaders)
{
psFileName = mediaPath + "opengl.frag";
vsFileName = mediaPath + "opengl.vert";
}
else
{
psFileName = mediaPath + "opengl.psh";
vsFileName = mediaPath + "opengl.vsh";
}
break;
}
/*
In addition, we check if the hardware and the selected renderer is
capable of executing the shaders we want. If not, we simply set the
filename string to 0. This is not necessary, but useful in this
example: For example, if the hardware is able to execute vertex shaders
but not pixel shaders, we create a new material which only uses the
vertex shader, and no pixel shader. Otherwise, if we would tell the
engine to create this material and the engine sees that the hardware
wouldn't be able to fulfill the request completely, it would not
create any new material at all. So in this example you would see at
least the vertex shader in action, without the pixel shader.
*/
if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))
{
device->getLogger()->log("WARNING: Pixel shaders disabled "\
"because of missing driver/hardware support.");
psFileName = "";
}
if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
{
device->getLogger()->log("WARNING: Vertex shaders disabled "\
"because of missing driver/hardware support.");
vsFileName = "";
}
/*
Now lets create the new materials. As you maybe know from previous
examples, a material type in the Irrlicht engine is set by simply
changing the MaterialType value in the SMaterial struct. And this value
is just a simple 32 bit value, like video::EMT_SOLID. So we only need
the engine to create a new value for us which we can set there. To do
this, we get a pointer to the IGPUProgrammingServices and call
addShaderMaterialFromFiles(), which returns such a new 32 bit value.
That's all.
The parameters to this method are the following: First, the names of
the files containing the code of the vertex and the pixel shader. If
you would use addShaderMaterial() instead, you would not need file
names, then you could write the code of the shader directly as string.
The following parameter is a pointer to the IShaderConstantSetCallBack
class we wrote at the beginning of this tutorial. If you don't want to
set constants, set this to 0. The last parameter tells the engine which
material it should use as base material.
To demonstrate this, we create two materials with a different base
material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
*/
// create materials
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
s32 newMaterialType1 = 0;
s32 newMaterialType2 = 0;
if (gpu)
{
/*
Create one callback instance for each shader material you add.
Reason is that the getVertexShaderConstantID returns ID's which are
only valid per added material (The ID's tend to be identical
as long as the shader code is exactly identical, but it's not good
style to depend on that).
*/
MyShaderCallBack* mcSolid = new MyShaderCallBack();
MyShaderCallBack* mcTransparentAdd = new MyShaderCallBack();
// create the shaders depending on if the user wanted high level
// or low level shaders:
if (UseHighLevelShaders)
{
// create material from high level shaders (hlsl, glsl)
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
psFileName, "pixelMain", video::EPST_PS_1_1,
mcSolid, video::EMT_SOLID, 0);
newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
psFileName, "pixelMain", video::EPST_PS_1_1,
mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR, 0);
}
else
{
// create material from low level shaders (asm or arb_asm)
newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,
psFileName, mcSolid, video::EMT_SOLID);
newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,
psFileName, mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR);
}
mcSolid->drop();
mcTransparentAdd->drop();
}
/*
Now it's time for testing the materials. We create a test cube and set
the material we created. In addition, we add a text scene node to the
cube and a rotation animator to make it look more interesting and
important.
*/
// create test scene node 1, with the new created material type 1
scene::ISceneNode* node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,0,0));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
smgr->addTextSceneNode(gui->getBuiltInFont(),
L"PS & VS & EMT_SOLID",
video::SColor(255,255,255,255), node);
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
core::vector3df(0,0.3f,0));
node->addAnimator(anim);
anim->drop();
/*
Same for the second cube, but with the second material we created.
*/
// create test scene node 2, with the new created material type 2
node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,-10,50));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialFlag(video::EMF_BLEND_OPERATION, true);
node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
smgr->addTextSceneNode(gui->getBuiltInFont(),
L"PS & VS & EMT_TRANSPARENT",
video::SColor(255,255,255,255), node);
anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0));
node->addAnimator(anim);
anim->drop();
/*
Then we add a third cube without a shader on it, to be able to compare
the cubes.
*/
// add a scene node with no shader
node = smgr->addCubeSceneNode(50);
node->setPosition(core::vector3df(0,50,25));
node->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER",
video::SColor(255,255,255,255), node);
/*
And last, we add a skybox and a user controlled camera to the scene.
For the skybox textures, we disable mipmap generation, because we don't
need mipmaps on it.
*/
// add a nice skybox
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
smgr->addSkyBoxSceneNode(
driver->getTexture(mediaPath + "irrlicht2_up.jpg"),
driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
// add a camera and disable the mouse cursor
scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS();
cam->setPosition(core::vector3df(-100,50,100));
cam->setTarget(core::vector3df(0,0,0));
device->getCursorControl()->setVisible(false);
/*
Now draw everything. That's all.
*/
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,0,0,0));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
/*
Compile and run this, and I hope you have fun with your new little shader
writing tool :).
**/

View File

@ -0,0 +1,566 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="left"><b><font color="#FFFFFF">Tutorial 10. Shaders</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p> This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL with
the engine and how to create new material types with them. It also shows
how to disable the generation of mipmaps at texture loading, and how
to use text scene nodes.</p>
<p>This tutorial does not explain how shaders work. I would recommend
to read the D3D or OpenGL documentation, to search a tutorial, or to
read a book about this.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/010shot.jpg" width="260" height="203"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<div align="left">
<p>At first, we need to include all headers and do the stuff we always
do, like in nearly all other tutorials:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br></pre></td>
</tr>
</table>
<p>Because we want to use some interesting shaders in this tutorials,
we need to set some data for them to make them able to compute nice
colors. In this example, we'll use a simple vertex shader which will
calculate the color of the vertex based on the position of the camera.
For this, the shader needs the following data: The inverted world
matrix for transforming the normal, the clip matrix for transforming
the position, the camera position and the world position of the object
for the calculation of the angle of light, and the color of the light.
To be able to tell the shader all this data every frame, we have to
derive a class from the IShaderConstantSetCallBack interface and override
its only method, namely OnSetConstants(). This method will be called
every time the material is set. <br>
The method setVertexShaderConstant() of the IMaterialRendererServices
interface is used to set the data the shader needs. If the user chose
to use a High Level shader language like HLSL instead of Assembler
in this example, you have to set the variable name as parameter instead
of the register index.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IrrlichtDevice* device = 0;<br>bool UseHighLevelShaders = false;<br><br>class MyShaderCallBack : public video::IShaderConstantSetCallBack<br>{<br>public:
<br> virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)<br> {<br> video::IVideoDriver* driver = services-&gt;getVideoDriver();<br><br> <font color="#006600">// set inverted world matrix<br> // if we are using highlevel shaders (the user can select this when<br> // starting the program), we must set the constants by name.</font><br> core::matrix4 invWorld = driver-&gt;getTransform(video::ETS_WORLD);<br> invWorld.makeInverse();<br><br> if (UseHighLevelShaders)<br> services-&gt;setVertexShaderConstant(&quot;mInvWorld&quot;, &amp;invWorld.M[0], 16);<br> else<br> services-&gt;setVertexShaderConstant(&amp;invWorld.M[0], 0, 4);<br><font color="#006600"><br> // set clip matrix<br></font> core::matrix4 worldViewProj;<br> worldViewProj = driver-&gt;getTransform(video::ETS_PROJECTION); <br> worldViewProj *= driver-&gt;getTransform(video::ETS_VIEW);<br> worldViewProj *= driver-&gt;getTransform(video::ETS_WORLD);<br><br> if (UseHighLevelShaders)<br> services-&gt;setVertexShaderConstant(&quot;mWorldViewProj&quot;, &amp;worldViewProj.M[0], 16);<br> else<br> services-&gt;setVertexShaderConstant(&amp;worldViewProj.M[0], 4, 4);<br> <br><font color="#006600"> </font><font color="#006600">// set camera position<br></font> core::vector3df pos = device-&gt;getSceneManager()-&gt;<br> getActiveCamera()-&gt;getAbsolutePosition();<br><br> if (UseHighLevelShaders)<br> services-&gt;setVertexShaderConstant(&quot;mLightPos&quot;, reinterpret_cast&lt;f32*&gt;(&amp;pos), 3);<br> else<br> services-&gt;setVertexShaderConstant(reinterpret_cast&lt;f32*&gt;(&amp;pos), 8, 1);<br><br><font color="#006600"> </font><font color="#006600">// set light color <br></font> video::SColorf col(0.0f,1.0f,1.0f,0.0f);<br><br> if (UseHighLevelShaders)<br> services-&gt;setVertexShaderConstant(&quot;mLightColor&quot;, reinterpret_cast&lt;f32*&gt;(&amp;col), 4);<br> else<br> services-&gt;setVertexShaderConstant(reinterpret_cast&lt;f32*&gt;(&amp;col), 9, 1);<br><br><font color="#006600"> </font><font color="#006600">// set transposed world matrix<br></font> core::matrix4 world = driver-&gt;getTransform(video::ETS_WORLD);<br> world = world.getTransposed();<br><br> if (UseHighLevelShaders)<br> services-&gt;setVertexShaderConstant(&quot;mTransWorld&quot;, &amp;world.M[0], 16);<br> else<br> services-&gt;setVertexShaderConstant(&amp;world.M[0], 10, 4);<br> }<br>};</pre></td>
</tr>
</table>
<p> The next few lines start up the engine. Just like in most other
tutorials before. But in addition, we ask the user if he wants this
example to use high level shaders if he selected a driver which is
capable of doing so.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type</font><br><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><br><font color="#006600"> </font> <font color="#006600">// ask the user if we should use high level shaders for this example<br> </font> if (driverType == video::EDT_DIRECT3D9 ||<br> driverType == video::EDT_OPENGL)
{<br> printf(&quot;<font color="#CC0000">Please press 'y' if you want to use high level shaders.\n</font>&quot;);<br> std::cin &gt;&gt; i;<br> if (i == 'y')<br> UseHighLevelShaders = true;<br> }<br><br><font color="#006600"> // create devic</font>e<br><br> device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br> if (device == 0)<br> {<br> printf(<font color="#CC0000">&quot;\nWas not able to create driver.\n&quot;\<br> &quot;Please restart and select another driver.\n&quot;</font>);<br> getch();<br> return 1;<br> } <br><br> video::IVideoDriver* driver = device-&gt;getVideoDriver();<br> scene::ISceneManager* smgr = device-&gt;getSceneManager();<br> gui::IGUIEnvironment* gui = device-&gt;getGUIEnvironment();</pre></td>
</tr>
</table>
<p> Now for the more interesting parts. If we are using Direct3D, we
want to load vertex and pixel shader programs, if we have<br>
OpenGL, we want to use ARB fragment and vertex programs. I wrote the
corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps,
d3d9.vs, opengl.ps and opengl.vs. We only need the right filenames
now. This is done in the following switch. Note, that it is not necessary
to write the shaders into text files, like in this example. You can
even write the shaders directly as strings into the cpp source file,
and use later addShaderMaterial() instead of addShaderMaterialFromFiles().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> c8* vsFileName = 0<font color="#006600">; // filename for the vertex shader</font><br> c8* psFileName = 0<font color="#006600">; // filename for the pixel shader</font><br><br> switch(driverType)<br> {<br> case video::EDT_DIRECT3D8:<br> psFileName = &quot;../../media/d3d8.psh&quot;;<br> vsFileName = &quot;../../media/d3d8.vsh&quot;;<br> break;<br> case video::EDT_DIRECT3D9:<br> if (UseHighLevelShaders)<br> {<br> psFileName = &quot;../../media/d3d9.hlsl&quot;;<br> vsFileName = psFileName; <font color="#006600">// both shaders are in the same file</font><br> }<br> else<br> {<br> psFileName = &quot;../../media/d3d9.psh&quot;;<br> vsFileName = &quot;../../media/d3d9.vsh&quot;;<br> }<br> break;<br> case video::EDT_OPENGL:<br> if (UseHighLevelShaders)<br> {<br> psFileName = &quot;../../media/opengl.frag&quot;;<br> vsFileName = &quot;../../media/opengl.vert&quot;;<br> }<br> else<br> {<br> psFileName = &quot;../../media/opengl.psh&quot;;<br> vsFileName = &quot;../../media/opengl.vsh&quot;;<br> }<br> break;<br> }<br></pre>
</td>
</tr>
</table>
<p> In addition, we check if the hardware and the selected renderer
is capable of executing the shaders we want. If not, we simply set
the filename string to 0. This is not necessary, but useful in this
example: For example, if the hardware is able to execute vertex shaders
but not pixel shaders, we create a new material which only uses the
vertex shader, and no pixel shader. Otherwise, if we would tell the
engine to create this material and the engine sees that the hardware
wouldn't be able to fullfill the request completely,<br>
it would not create any new material at all. So in this example you
would see at least the vertex shader in action, without the pixel
shader.</p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> if (!driver-&gt;queryFeature(video::EVDF_PIXEL_SHADER_1_1) &amp;&amp;<br> !driver-&gt;queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))<br> {<br> device-&gt;getLogger()-&gt;log(&quot;WARNING: Pixel shaders disabled &quot;\<br> &quot;because of missing driver/hardware support.&quot;);<br> psFileName = 0;<br> }<br> <br> if (!driver-&gt;queryFeature(video::EVDF_VERTEX_SHADER_1_1) &amp;&amp;<br> !driver-&gt;queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))<br> {<br> device-&gt;getLogger()-&gt;log(&quot;WARNING: Vertex shaders disabled &quot;\<br> &quot;because of missing driver/hardware support.&quot;);<br> vsFileName = 0;<br> }</pre></td>
</tr>
</table>
<p> Now lets create the new materials.<br>
As you maybe know from previous examples, a material type in the Irrlicht
engine is set by simply changing the MaterialType value in the SMaterial
struct. And this value is just a simple 32 bit value, like video::EMT_SOLID.
So we only need the engine to create a new value for us which we can
set there. To do this, we get a pointer to the IGPUProgrammingServices
and call addShaderMaterialFromFiles(), which returns such a new 32 bit
value. That's all.<br>
The parameters to this method are the following: First, the names of
the files containing the code of the vertex and the pixel shader.<br>
If you would use addShaderMaterial() instead, you would not need file
names, then you could write the code of the shader directly as string.
The following parameter is a pointer to the IShaderConstantSetCallBack
class we wrote at the beginning of this tutorial. If you don't want
to set constants, set this to 0. The last paramter tells the engine
which material it should use as base material. <br>
To demonstrate this, we create two materials with a different base material,
one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// create materials</font><br><br> video::IGPUProgrammingServices* gpu = driver-&gt;getGPUProgrammingServices();<br><br> s32 newMaterialType1 = 0;<br> s32 newMaterialType2 = 0;<br><br> if (gpu)<br> {<br> MyShaderCallBack* mc = new MyShaderCallBack();<br> <font color="#006600">
// create the shaders depending on if the user wanted high level<br> // or low level shaders:</font><br><br> if (UseHighLevelShaders)<br> {<br><font color="#006600"> // create material from high level shaders (hlsl or glsl)<br><br></font> newMaterialType1 = gpu-&gt;addHighLevelShaderMaterialFromFiles(<br> vsFileName, &quot;vertexMain&quot;, video::EVST_VS_1_1,<br> psFileName, &quot;pixelMain&quot;, video::EPST_PS_1_1,<br> mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu-&gt;addHighLevelShaderMaterialFromFiles(<br> vsFileName, &quot;vertexMain&quot;, video::EVST_VS_1_1,<br> psFileName, &quot;pixelMain&quot;, video::EPST_PS_1_1,<br> mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br> else<br> {<br><font color="#009900"> // create material from low level shaders (asm or arb_asm)<br></font><br> newMaterialType1 = gpu-&gt;addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu-&gt;addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br><br> mc-&gt;drop();<br> }<br></pre></td>
</tr>
</table>
<p> Now its time for testing out the materials. We create a test cube
and set the material we created. In addition, we add a text scene node
to the cube and a rotatation animator, to make it look more interesting
and important. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font color="#006600">
// create test scene node 1, with the new created material type 1</font>
scene::ISceneNode* node = smgr-&gt;addCubeSceneNode(50);
node-&gt;setPosition(core::vector3df(0,0,0));
node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
node-&gt;setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
smgr-&gt;addTextSceneNode(gui-&gt;getBuiltInFont(),
L&quot;PS &amp; VS &amp; EMT_SOLID&quot;,
video::SColor(255,255,255,255), node);
scene::ISceneNodeAnimator* anim = smgr-&gt;createRotationAnimator(
core::vector3df(0,0.3f,0));
node-&gt;addAnimator(anim);
anim-&gt;drop();</pre></td>
</tr>
</table>
<p> Same for the second cube, but with the second material we created.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// create test scene node 2, with the new created material type 2</font>
node = smgr-&gt;addCubeSceneNode(50);
node-&gt;setPosition(core::vector3df(0,-10,50));
node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
node-&gt;setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
smgr-&gt;addTextSceneNode(gui-&gt;getBuiltInFont(),
L&quot;PS &amp; VS &amp; EMT_TRANSPARENT&quot;,
video::SColor(255,255,255,255), node);
anim = smgr-&gt;createRotationAnimator(core::vector3df(0,0.3f,0));
node-&gt;addAnimator(anim);
anim-&gt;drop();</pre></td>
</tr>
</table>
<br>
Then we add a third cube without a shader on it, to be able to compare
the cubes.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// add a scene node with no shader </font>
node = smgr-&gt;addCubeSceneNode(50);
node-&gt;setPosition(core::vector3df(0,50,25));
node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
smgr-&gt;addTextSceneNode(gui-&gt;getBuiltInFont(), L&quot;NO SHADER&quot;,
video::SColor(255,255,255,255), node);
</pre></td>
</tr>
</table>
<br>
And last, we add a skybox and a user controlled camera to the scene. For
the skybox textures, we disable mipmap generation, because we don't need
mipmaps on it.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// add a nice skybox</font><br><br> driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br> smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.jpg&quot;));<br><br> driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br><br><font color="#006600"> // add a camera and disable the mouse curso</font>r<br><br> scene::ICameraSceneNode* cam = smgr-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br> cam-&gt;setPosition(core::vector3df(-100,50,100));<br> cam-&gt;setTarget(core::vector3df(0,0,0));<br> device-&gt;getCursorControl()-&gt;setVisible(false);</pre></td>
</tr>
</table>
<br>
Now draw everything. That's all.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> int lastFPS = -1;<br><br> while(device-&gt;run())<br> if (device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(255,0,0,0));<br> smgr-&gt;drawAll();<br> driver-&gt;endScene();<br><br> int fps = driver-&gt;getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L&quot;Irrlicht Engine - Vertex and pixel shader example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device-&gt;drop();<br> <br> return 0;<br></pre></td>
</tr>
</table>
<br>
Compile and run this, and I hope you have fun with your new little shader
writing tool :).<br>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Shader files</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<div align="left">
<p>The files containing the shaders can be found in the media directory
of the SDK. However, they look like this:</p>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>D3D9.HLSL</strong></td>
</tr>
<tr>
<td>
<pre>
// part of the Irrlicht Engine Shader example.
// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
// example. Please note that these example shaders don't do anything really useful.
// They only demonstrate that shaders can be used in Irrlicht.
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
float4x4 mWorldViewProj; // World * View * Projection transformation
float4x4 mInvWorld; // Inverted world matrix
float4x4 mTransWorld; // Transposed world matrix
float3 mLightPos; // Light position
float4 mLightColor; // Light color
// Vertex shader output structure
struct VS_OUTPUT
{
float4 Position : POSITION; // vertex position
float4 Diffuse : COLOR0; // vertex diffuse color
float2 TexCoord : TEXCOORD0; // tex coords
};
VS_OUTPUT vertexMain( in float4 vPosition : POSITION,
in float3 vNormal : NORMAL,
float2 texCoord : TEXCOORD0 )
{
VS_OUTPUT Output;
// transform position to clip space
Output.Position = mul(vPosition, mWorldViewProj);
// transform normal
float3 normal = mul(vNormal, mInvWorld);
// renormalize normal
normal = normalize(normal);
// position in world coodinates
float3 worldpos = mul(mTransWorld, vPosition);
// calculate light vector, vtxpos - lightpos
float3 lightVector = worldpos - mLightPos;
// normalize light vector
lightVector = normalize(lightVector);
// calculate light color
float3 tmp = dot(-lightVector, normal);
tmp = lit(tmp.x, tmp.y, 1.0);
tmp = mLightColor * tmp.y;
Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
Output.TexCoord = texCoord;
return Output;
}
// Pixel shader output structure
struct PS_OUTPUT
{
float4 RGBColor : COLOR0; // Pixel color
};
sampler2D tex0;
PS_OUTPUT pixelMain( float2 TexCoord : TEXCOORD0,
float4 Position : POSITION,
float4 Diffuse : COLOR0 )
{
PS_OUTPUT Output;
float4 col = tex2D( tex0, TexCoord ); // sample color map
// multiply with diffuse and do other senseless operations
Output.RGBColor = Diffuse * col;
Output.RGBColor *= 4.0;
return Output;
}</pre></td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>D3D9.VSH</strong></td>
</tr>
<tr>
<td> <pre>
; part of the Irrlicht Engine Shader example.
; This Direct3D9 vertex shader will be loaded by the engine.
; Please note that these example shaders don't do anything really useful.
; They only demonstrate that shaders can be used in Irrlicht.<br>
vs.1.1
dcl_position v0; ; declare position
dcl_normal v1; ; declare normal
dcl_color v2; ; declare color
dcl_texcoord0 v3; ; declare texture coordinate<br>
; transpose and transform position to clip space
mul r0, v0.x, c4
mad r0, v0.y, c5, r0
mad r0, v0.z, c6, r0
add oPos, c7, r0
; transform normal
dp3 r1.x, v1, c0
dp3 r1.y, v1, c1
dp3 r1.z, v1, c2
; renormalize normal
dp3 r1.w, r1, r1
rsq r1.w, r1.w
mul r1, r1, r1.w
; calculate light vector
m4x4 r6, v0, c10 ; vertex into world position
add r2, c8, -r6 ; vtxpos - lightpos
; normalize light vector
dp3 r2.w, r2, r2
rsq r2.w, r2.w
mul r2, r2, r2.w
; calculate light color
dp3 r3, r1, r2 ; dp3 with negative light vector
lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
mul oD0, r5.y, c9 ; ouput diffuse color
mov oT0, v3 ; store texture coordinates </pre> </td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>D3D9.PSH</strong></td>
</tr>
<tr>
<td> <pre>
; part of the Irrlicht Engine Shader example.
; This simple Direct3D9 pixel shader will be loaded by the engine.
; Please note that these example shaders don't do anything really useful.
; They only demonstrate that shaders can be used in Irrlicht.<br>
ps.1.1
tex t0 ; sample color map
add r0, v0, v0 ; mulitply with color
mul t0, t0, r0 ; mulitply with color
add r0, t0, t0 ; make it brighter and store result
</pre> </td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>D3D8.VSH</strong></td>
</tr>
<tr>
<td> <pre>
; part of the Irrlicht Engine Shader example.
; This Direct3D9 vertex shader will be loaded by the engine.
; Please note that these example shaders don't do anything really useful.
; They only demonstrate that shaders can be used in Irrlicht.<br>
vs.1.1
; transpose and transform position to clip space
mul r0, v0.x, c4
mad r0, v0.y, c5, r0
mad r0, v0.z, c6, r0
add oPos, c7, r0
; transform normal
dp3 r1.x, v1, c0
dp3 r1.y, v1, c1
dp3 r1.z, v1, c2
; renormalize normal
dp3 r1.w, r1, r1
rsq r1.w, r1.w
mul r1, r1, r1.w
; calculate light vector
m4x4 r6, v0, c10 ; vertex into world position
add r2, c8, -r6 ; vtxpos - lightpos
; normalize light vector
dp3 r2.w, r2, r2
rsq r2.w, r2.w
mul r2, r2, r2.w
; calculate light color
dp3 r3, r1, r2 ; dp3 with negative light vector
lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
mul oD0, r5.y, c9 ; ouput diffuse color
mov oT0, v3 ; store texture coordinates </pre> </td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>D3D8.PSH</strong></td>
</tr>
<tr>
<td> <pre>
; part of the Irrlicht Engine Shader example.
; This simple Direct3D9 pixel shader will be loaded by the engine.
; Please note that these example shaders don't do anything really useful.
; They only demonstrate that shaders can be used in Irrlicht.<br>
ps.1.1
tex t0 ; sample color map
mul_x2 t0, t0, v0 ; mulitply with color
add r0, t0, t0 ; make it brighter and store result </pre> </td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>OPENGL.VSH</strong></td>
</tr>
<tr>
<td> <pre>
!!ARBvp1.0
# part of the Irrlicht Engine Shader example.
# Please note that these example shaders don't do anything really useful.
# They only demonstrate that shaders can be used in Irrlicht.<br>
#input
ATTRIB InPos = vertex.position;
ATTRIB InColor = vertex.color;
ATTRIB InNormal = vertex.normal;
ATTRIB InTexCoord = vertex.texcoord;
#output
OUTPUT OutPos = result.position;
OUTPUT OutColor = result.color;
OUTPUT OutTexCoord = result.texcoord;
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
TEMP Temp;
TEMP TempColor;
TEMP TempNormal;
TEMP TempPos;
#transform position to clip space
DP4 Temp.x, MVP[0], InPos;
DP4 Temp.y, MVP[1], InPos;
DP4 Temp.z, MVP[2], InPos;
DP4 Temp.w, MVP[3], InPos;
#transform normal
DP3 TempNormal.x, InNormal.x, program.local[0];
DP3 TempNormal.y, InNormal.y, program.local[1];
DP3 TempNormal.z, InNormal.z, program.local[2];
#renormalize normal
DP3 TempNormal.w, TempNormal, TempNormal;
RSQ TempNormal.w, TempNormal.w;
MUL TempNormal, TempNormal, TempNormal.w;
# calculate light vector
DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
DP4 TempPos.y, InPos, program.local[11];
DP4 TempPos.z, InPos, program.local[12];
DP4 TempPos.w, InPos, program.local[13];
ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
# normalize light vector
DP3 TempPos.w, TempPos, TempPos;
RSQ TempPos.w, TempPos.w;
MUL TempPos, TempPos, TempPos.w;
# calculate light color
DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
MOV OutColor.w, 1.0; # we want alpha to be always 1
MOV OutTexCoord, InTexCoord; # store texture coordinate
MOV OutPos, Temp;
END</pre> </td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><strong>OPENGL.PSH</strong></td>
</tr>
<tr>
<td> <pre>
!!ARBfp1.0
# part of the Irrlicht Engine Shader example.
# Please note that these example shaders don't do anything really useful.
# They only demonstrate that shaders can be used in Irrlicht.<br>
#Input
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
#Output
OUTPUT outColor = result.color;
TEMP texelColor;
TEMP tmp;
TXP texelColor, inTexCoord, texture, 2D;
ADD tmp, inColor, inColor; # mulitply with color
MUL texelColor, texelColor, tmp; # mulitply with color
ADD outColor, texelColor, texelColor; # make it brighter and store result
END </pre> </td>
</tr>
</table>
<p>&nbsp; </p>
</div>
</div></td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
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