Merging r6426 through r6466 from trunk to ogl-es branch

Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-04-22 21:50:32 +00:00
parent e184e4aedb
commit 621bad3111
118 changed files with 12767 additions and 444 deletions

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@ -168,6 +168,7 @@ int main()
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
device->yield();
}
else
device->yield();

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View File

@ -52,8 +52,8 @@ int main()
return 1; // could not create selected driver.
/*
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
If you set this to false you will no longer get material names in the title bar.
*/
@ -96,7 +96,7 @@ int main()
/*
There is currently no way to split an octree by material.
So if we need material infos we have to create one octree per
So if we need material infos we have to create one octree per
meshbuffer and put them together in a MetaTriangleSelector.
*/
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
@ -117,7 +117,7 @@ int main()
}
else
{
// If you don't need material infos just create one octree for the
// If you don't need material infos just create one octree for the
// whole mesh.
selector = smgr->createOctreeTriangleSelector(
q3node->getMesh(), q3node, 128);
@ -152,13 +152,13 @@ int main()
the radius of an ellipsoid. Try it out and change the radius to smaller
values, the camera will be able to move closer to walls after this. The
next parameter is the direction and speed of gravity. We'll set it to
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
And that's it, collision detection works now.
*/
@ -200,19 +200,20 @@ int main()
selection is being performed. */
scene::IAnimatedMeshSceneNode* node = 0;
video::SMaterial material;
// Add an MD2 node, which uses vertex-based animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
if ( node )
{
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
video::SMaterial& material = node->getMaterial(0);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
}
// Now create a triangle selector for it. The selector will know that it
// is associated with an animated node, and will update itself as necessary.
@ -223,43 +224,49 @@ int main()
// And this B3D file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// This X files uses skeletal animation, but without skinning.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// And this mdl file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
if ( node )
{
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
material.setTexture(0, 0);
material.Lighting = false;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// Add a light, so that the unselected nodes aren't completely dark.
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
@ -271,7 +278,9 @@ int main()
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
// draw the selection triangle only as wireframe
material.Wireframe=true;
irr::video::SMaterial materialWireframe;
materialWireframe.Lighting = false;
materialWireframe.Wireframe=true;
while(device->run())
if (device->isWindowActive())
@ -320,7 +329,7 @@ int main()
// We need to reset the transform before doing our own rendering.
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->setMaterial(materialWireframe);
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
// We can check the flags for the scene node that was hit to see if it should be

View File

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@ -7,7 +7,7 @@ surface scene node.
We start like in some tutorials before. Please note that this time, the
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
shadow cast from an animated character. If this example runs too slow,
set it to false. The Irrlicht Engine also checks if your hardware doesn't
set it to false. The Irrlicht Engine also checks if your hardware doesn't
support the stencil buffer, and then disables shadows by itself.
*/
@ -70,6 +70,11 @@ int main()
*/
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
if ( !mesh )
{
printf("Can't find model room.3ds in media path");
return 1;
}
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
@ -252,17 +257,22 @@ int main()
// add animated character
mesh = smgr->getMesh(mediaPath + "dwarf.x");
if (!mesh) // some Linux distributions might not have dwarf due to license
{
mesh = smgr->addArrowMesh("no_dwarf", video::SColor(0xFFFFFFFF), video::SColor(0xFFFFFFFF), 4, 8, 80.f, 50.f, 5.f, 15.f);
}
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
/*
/*
Shadows still have to be drawn even then the node causing them is not visible itself.
We have to disable culling if the node is animated or it's transformations change
as otherwise the shadow is not updated correctly.
If you have many objects and this becomes a speed problem you will have to figure
If you have many objects and this becomes a speed problem you will have to figure
out some manual culling (for exampling hiding all objects beyond a certain distance).
*/
anode->setAutomaticCulling(scene::EAC_OFF);
@ -271,7 +281,7 @@ int main()
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));
// make the model a bit bigger
// make the model a bit bigger
anode->setScale(core::vector3df(2,2,2));
// because of the scaling we have to normalize its normals for correct lighting
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);

View File

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@ -48,19 +48,15 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
ColorID(-1), TextureID(-1), FirstUpdate(true)
ColorID(-1), TextureID(-1)
{
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// get shader constants id.
if (UseHighLevelShaders && FirstUpdate)
if (UseHighLevelShaders)
{
// get shader constants id.
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld");
@ -68,12 +64,16 @@ public:
ColorID = services->getVertexShaderConstantID("mLightColor");
// Textures ID are important only for OpenGL interface.
video::IVideoDriver* driver = services->getVideoDriver();
if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture");
FirstUpdate = false;
}
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set inverted world matrix
// if we are using highlevel shaders (the user can select this when
@ -143,8 +143,6 @@ private:
s32 PositionID;
s32 ColorID;
s32 TextureID;
bool FirstUpdate;
};
/*
@ -296,6 +294,11 @@ int main()
To demonstrate this, we create two materials with a different base
material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
The role of the base material is to set the alpha (transparency)
and blending settings as used in the base material. Avoid the
EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they
are internally shaders themselves and will only create conflicts with
your shaders.
*/
// create materials

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View File

@ -884,7 +884,7 @@ bool CApp::update()
}
// be nice
Device->sleep( 5 );
Device->yield();
return true;
}

View File

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@ -564,7 +564,7 @@ int main()
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else
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device->yield(); // be nice
}
}

View File

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