mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
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:
56
examples/13.RenderToTexture/Makefile
Normal file
56
examples/13.RenderToTexture/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# 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 := 13.RenderToTexture
|
||||
# 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
|
55
examples/13.RenderToTexture/RenderToTexture.cbp
Normal file
55
examples/13.RenderToTexture/RenderToTexture.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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<CodeBlocks_project_file>
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<FileVersion major="1" minor="6" />
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<Project>
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<Option title="Irrlicht Example 13 Render to Texture" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/RenderToTexture" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
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<Compiler>
|
||||
<Add option="-g" />
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</Compiler>
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<Linker>
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<Add directory="../../lib/Win32-gcc" />
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</Linker>
|
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</Target>
|
||||
<Target title="Linux">
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<Option platforms="Unix;" />
|
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<Option output="../../bin/Linux/RenderToTexture" prefix_auto="0" extension_auto="0" />
|
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<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
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</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
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||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/13.RenderToTexture/RenderToTexture.vcproj
Normal file
163
examples/13.RenderToTexture/RenderToTexture.vcproj
Normal file
@ -0,0 +1,163 @@
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||||
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StringPooling="TRUE"
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||||
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|
||||
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|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Debug/RenderToTexture.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
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|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\13.RenderToTexture.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
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|
||||
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|
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|
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
229
examples/13.RenderToTexture/main.cpp
Normal file
229
examples/13.RenderToTexture/main.cpp
Normal file
@ -0,0 +1,229 @@
|
||||
/** Example 013 Render To Texture
|
||||
|
||||
This tutorial shows how to render to a texture using Irrlicht. Render to
|
||||
texture is a feature where everything which would usually be rendered to
|
||||
the screen is instead written to a (special) texture. This can be used to
|
||||
create nice special effects.
|
||||
In addition, this tutorial shows how to enable specular highlights.
|
||||
|
||||
In the beginning, everything as usual. Include the needed headers, ask the user
|
||||
for the rendering driver, create the Irrlicht device:
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480),
|
||||
16, false, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
Now, we load an animated mesh to be displayed. As in most examples,
|
||||
we'll take the fairy md2 model. The difference here: We set the
|
||||
shininess of the model to a value other than 0 which is the default
|
||||
value. This enables specular highlights on the model if dynamic
|
||||
lighting is on. The value influences the size of the highlights.
|
||||
*/
|
||||
|
||||
// load and display animated fairy mesh
|
||||
|
||||
scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
|
||||
smgr->getMesh(mediaPath + "faerie.md2"));
|
||||
|
||||
if (fairy)
|
||||
{
|
||||
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 );
|
||||
}
|
||||
|
||||
/*
|
||||
To make specular highlights appear on the model, we need a dynamic
|
||||
light in the scene. We add one directly in vicinity of the model. In
|
||||
addition, to make the model not that dark, we set the ambient light to
|
||||
gray.
|
||||
*/
|
||||
|
||||
// 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
|
||||
scene::ISceneNode* 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 to define our
|
||||
new rendertarget. The rendertarget will need one texture to receive
|
||||
the result you would otherwise see on screen and one texture
|
||||
which is used as depth-buffer.
|
||||
|
||||
(Note: If you worked with older Irrlicht versions (before 1.9) you might be
|
||||
used to only create a rendertarget texture and no explicit rendertarget. While
|
||||
that's still possible, it's no longer recommended.)
|
||||
|
||||
The rendertarget textures are not like standard textures, but need to be created
|
||||
first. To create them, we call IVideoDriver::addRenderTargetTexture()
|
||||
and specify the size of the texture and the type.
|
||||
For depth-maps you can use types ECF_D16, ECF_D32 or ECF_D24S8. When ECF_D24S8
|
||||
you can also use a stencil-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
|
||||
video::IRenderTarget* renderTarget = 0;
|
||||
scene::ICameraSceneNode* fixedCam = 0;
|
||||
|
||||
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
|
||||
{
|
||||
const core::dimension2d<u32> rtDim(256, 256); // always use same size for render target texture and it's depth-buffer
|
||||
video::ITexture* renderTargetTex = driver->addRenderTargetTexture(rtDim, "RTT1", video::ECF_A8R8G8B8);
|
||||
video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(rtDim, "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
|
||||
{
|
||||
// create problem text
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
gui::IGUIStaticText* text = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"render to texture feature. RTT Disabled.",
|
||||
core::rect<s32>(150,20,470,60));
|
||||
|
||||
text->setOverrideColor(video::SColor(100,255,255,255));
|
||||
}
|
||||
|
||||
// add fps camera
|
||||
scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
|
||||
fpsCamera->setPosition(core::vector3df(-50,50,-150));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Nearly finished. Now we need to draw everything. Every frame, we draw
|
||||
the scene twice. Once from the fixed camera into the render target
|
||||
texture and once as usual. When rendering into the render target, we
|
||||
need to disable the visibility of the test cube, because it has the
|
||||
render target texture applied to it. That's it, wasn't too complicated
|
||||
I hope. :)
|
||||
*/
|
||||
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
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 screen)
|
||||
driver->setRenderTargetEx(0, 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();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
// display frames per second in window title
|
||||
int fps = driver->getFPS();
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example";
|
||||
str += " FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop(); // drop device
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
244
examples/13.RenderToTexture/tutorial.html
Normal file
244
examples/13.RenderToTexture/tutorial.html
Normal file
@ -0,0 +1,244 @@
|
||||
<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 13. Render to Texture</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This tutorial shows how to render to a texture using Irrlicht. Render
|
||||
to texture is a feature with which it is possible to create nice special
|
||||
effects. In addition, this tutorial shows how to enable specular highlights.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><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>In the beginning, everything as usual. Include the needed headers,
|
||||
ask the user for the rendering driver, create the Irrlicht Device:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>#include <irrlicht.h>
|
||||
#include <iostream>
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
int main()
|
||||
{
|
||||
// let user select driver type
|
||||
|
||||
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
|
||||
|
||||
printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");
|
||||
|
||||
char i;
|
||||
std::cin >> i;
|
||||
|
||||
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> }
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<s32>(640, 480),
|
||||
16, false, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now, we load an animated mesh to be displayed. As in most examples,
|
||||
we'll take the fairy md2 model. The difference here: We set the shininess<br>
|
||||
of the model to a value other than 0 which is the default value. This
|
||||
enables specular highlights on the model if dynamic lighting is on.
|
||||
The value influences the size of the highlights.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// load and display animated fairy mesh
|
||||
|
||||
scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
|
||||
smgr->getMesh("../../media/faerie.md2"));
|
||||
|
||||
if (fairy)
|
||||
{
|
||||
fairy->setMaterialTexture(0, driver->getTexture("../../media/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));
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To make specular highlights appear on the model, we need a dynamic
|
||||
light in the scene. We add one directly in vicinity of the model.
|
||||
In addition, to make the model not that dark, we set the ambient light
|
||||
to gray. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>
|
||||
// add white light
|
||||
scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
|
||||
core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
|
||||
|
||||
// set ambient light
|
||||
driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The next is just some standard stuff: Add a user controlled camera
|
||||
to the scene, disable mouse cursor, and add a test cube and let it
|
||||
rotate to make the scene more interesting.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>
|
||||
// add fps camera
|
||||
scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
|
||||
fpsCamera->setPosition(core::vector3df(-50,50,-150));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
// create test cube
|
||||
scene::ISceneNode* test = smgr->addCubeSceneNode(60);
|
||||
|
||||
// let the cube rotate and set some light settings
|
||||
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
|
||||
core::vector3df(0.3f, 0.3f,0));
|
||||
|
||||
test->setPosition(core::vector3df(-100,0,-100));
|
||||
test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
|
||||
test->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// set window caption
|
||||
device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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::createRenderTargetTexture()
|
||||
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. And 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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// create render target
|
||||
video::ITexture* rt = 0;
|
||||
scene::ICameraSceneNode* fixedCam = 0;
|
||||
|
||||
|
||||
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
|
||||
{
|
||||
rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256));
|
||||
test->setMaterialTexture(0, rt); // 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
|
||||
{
|
||||
// create problem text
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
gui::IGUIStaticText* text = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"render to texture feature. RTT Disabled.",
|
||||
core::rect<s32>(150,20,470,60));
|
||||
|
||||
text->setOverrideColor(video::SColor(100,255,255,255));
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Nearly finished. Now we need to draw everything. Every frame, we
|
||||
draw the scene twice. Once from the fixed camera into the render target
|
||||
texture and once as usual. When rendering into the render target,
|
||||
we need to disable the visibilty of the test cube, because it has
|
||||
the render target texture applied to it.<br>
|
||||
That's, wasn't quite complicated I hope. :)</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, 0);
|
||||
|
||||
if (rt)
|
||||
{
|
||||
// draw scene into render target
|
||||
|
||||
// set render target texture
|
||||
driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
|
||||
|
||||
// make cube invisible and set fixed camera as active camera
|
||||
test->setVisible(false);
|
||||
smgr->setActiveCamera(fixedCam);
|
||||
|
||||
// draw whole scene into render buffer
|
||||
smgr->drawAll();
|
||||
|
||||
// set back old render target
|
||||
driver->setRenderTarget(0);
|
||||
|
||||
// make the cube visible and set the user controlled camera as active one
|
||||
test->setVisible(true);
|
||||
smgr->setActiveCamera(fpsCamera);
|
||||
}
|
||||
|
||||
// draw scene normally
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
if (rt)
|
||||
rt->drop(); // drop render target because we created if with a create() method
|
||||
|
||||
device->drop(); // drop device
|
||||
return 0;
|
||||
}
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<p> </p></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user