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Simplify example 27 slightly.
Also use tab instead of spaces (as usual in Irrlicht) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6408 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -36,9 +36,6 @@ shader. Therefore, we set texture size in OnSetConstants callback using
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setVertexShaderConstant function.
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setVertexShaderConstant function.
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*/
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*/
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IrrlichtDevice* device = 0;
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video::ITexture* rt = 0;
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class QuadShaderCallBack : public video::IShaderConstantSetCallBack
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class QuadShaderCallBack : public video::IShaderConstantSetCallBack
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{
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{
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public:
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public:
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@ -48,22 +45,21 @@ public:
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virtual void OnSetConstants(video::IMaterialRendererServices* services,
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virtual void OnSetConstants(video::IMaterialRendererServices* services,
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s32 userData)
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s32 userData)
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{
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{
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core::dimension2d<u32> size = rt->getSize();
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// get texture size array
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f32 textureSize[] =
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{
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(f32)size.Width, (f32)size.Height
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};
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if ( FirstUpdate )
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if ( FirstUpdate )
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{
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{
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FirstUpdate = false;
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TextureSizeID = services->getVertexShaderConstantID("TextureSize");
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TextureSizeID = services->getVertexShaderConstantID("TextureSize");
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TextureSamplerID = services->getPixelShaderConstantID("TextureSampler");
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TextureSamplerID = services->getPixelShaderConstantID("TextureSampler");
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}
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}
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// get texture size array (for our simple example HLSL just needs that to calculate pixel centers)
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core::dimension2d<u32> size = services->getVideoDriver()->getCurrentRenderTargetSize();
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f32 textureSize[2];
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textureSize[0] = (f32)size.Width;
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textureSize[1] = (f32)size.Height;
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// set texture size to vertex shader
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// set texture size to vertex shader
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services->setVertexShaderConstant(TextureSizeID, reinterpret_cast<f32*>(textureSize), 2);
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services->setVertexShaderConstant(TextureSizeID, textureSize, 2);
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// set texture for an OpenGL driver
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// set texture for an OpenGL driver
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s32 textureLayer = 0;
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s32 textureLayer = 0;
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@ -143,31 +139,17 @@ public:
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// set the material of screen quad
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// set the material of screen quad
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Driver->setMaterial(Material);
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Driver->setMaterial(Material);
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// set matrices to fit the quad to full viewport
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// set world matrix to fit the quad to full viewport (we only use ETS_WORLD in the shader, so view, projection currently don't matter)
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Driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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Driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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Driver->setTransform(video::ETS_VIEW, core::IdentityMatrix);
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Driver->setTransform(video::ETS_PROJECTION, core::IdentityMatrix);
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// draw screen quad
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// draw screen quad
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Driver->drawVertexPrimitiveList(Vertices, 4, Indices, 2);
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Driver->drawVertexPrimitiveList(Vertices, 4, Indices, 2);
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}
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}
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//! sets a flag of material to a new value
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//! Access the material
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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virtual video::SMaterial& getMaterial()
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{
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{
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Material.setFlag(flag, newvalue);
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return Material;
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}
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//! sets the texture of the specified layer in material to the new texture.
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void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
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{
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Material.setTexture(textureLayer, texture);
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}
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//! sets the material type to a new material type.
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virtual void setMaterialType(video::E_MATERIAL_TYPE newType)
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{
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Material.MaterialType = newType;
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}
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}
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private:
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private:
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@ -190,7 +172,7 @@ int main()
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return 1;
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return 1;
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// create device
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// create device
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device = createDevice(driverType, core::dimension2d<u32>(640, 480));
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IrrlichtDevice* device = createDevice(driverType, core::dimension2d<u32>(640, 480));
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if (device == 0)
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if (device == 0)
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return 1; // could not create selected driver.
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return 1; // could not create selected driver.
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@ -278,7 +260,7 @@ int main()
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*/
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*/
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// create render target
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// create render target
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video::ITexture* rt = 0;
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if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
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if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
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{
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{
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rt = driver->addRenderTargetTexture(core::dimension2d<u32>(640, 480), "RTT1");
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rt = driver->addRenderTargetTexture(core::dimension2d<u32>(640, 480), "RTT1");
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@ -312,13 +294,14 @@ int main()
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// we create a screen quad
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// we create a screen quad
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ScreenQuad *screenQuad = new ScreenQuad(driver);
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ScreenQuad *screenQuad = new ScreenQuad(driver);
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video::SMaterial& screenQuadMaterial = screenQuad->getMaterial();
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// turn off mip maps and bilinear filter since we do not want interpolated result
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// turn off mip maps and bilinear filter since we do not want interpolated results
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screenQuad->setMaterialFlag(video::EMF_USE_MIP_MAPS, false);
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screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false);
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screenQuad->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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screenQuadMaterial.setFlag(video::EMF_BILINEAR_FILTER, false);
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// set quad texture to RTT we just create
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// set quad texture to RTT we just create
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screenQuad->setMaterialTexture(0, rt);
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screenQuadMaterial.setTexture(0, rt);
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/*
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/*
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Let's create material for the quad. Like in other example, we create material
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Let's create material for the quad. Like in other example, we create material
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@ -351,7 +334,7 @@ int main()
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}
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}
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// set post processing material type to the quad
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// set post processing material type to the quad
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screenQuad->setMaterialType((video::E_MATERIAL_TYPE)ppMaterialType);
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screenQuadMaterial.MaterialType = (video::E_MATERIAL_TYPE)ppMaterialType;
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/*
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/*
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Now draw everything. That's all.
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Now draw everything. That's all.
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