mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-02 00:00:26 +02:00
Import irrlicht 1.8.4 release
This commit is contained in:
38
examples/10.Shaders/Makefile
Normal file
38
examples/10.Shaders/Makefile
Normal file
@ -0,0 +1,38 @@
|
||||
# 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
|
||||
Target = 10.Shaders
|
||||
Sources = main.cpp
|
||||
|
||||
# general compiler settings
|
||||
CPPFLAGS = -I../../include -I/usr/X11R6/include
|
||||
CXXFLAGS = -O3 -ffast-math
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||||
#CXXFLAGS = -g -Wall
|
||||
|
||||
#default target is Linux
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||||
all: all_linux
|
||||
|
||||
ifeq ($(HOSTTYPE), x86_64)
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||||
LIBSELECT=64
|
||||
endif
|
||||
|
||||
# target specific settings
|
||||
all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
|
||||
all_win32 clean_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32: SUF=.exe
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32:
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||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
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||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
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||||
@$(RM) $(DESTPATH)
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||||
|
||||
.PHONY: all all_win32 clean clean_linux clean_win32
|
56
examples/10.Shaders/Shaders.cbp
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56
examples/10.Shaders/Shaders.cbp
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@ -0,0 +1,56 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 10 Shaders" />
|
||||
<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" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/Shaders" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</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>
|
59
examples/10.Shaders/Shaders.dev
Normal file
59
examples/10.Shaders/Shaders.dev
Normal file
@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 10 Shaders
|
||||
UnitCount=1
|
||||
Type=1
|
||||
Ver=1
|
||||
ObjFiles=
|
||||
Includes=..\..\include
|
||||
Libs=
|
||||
PrivateResource=
|
||||
ResourceIncludes=
|
||||
MakeIncludes=
|
||||
Compiler=
|
||||
CppCompiler=
|
||||
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
|
||||
IsCpp=1
|
||||
Icon=
|
||||
ExeOutput=../../bin/Win32-gcc
|
||||
ObjectOutput=obj
|
||||
OverrideOutput=1
|
||||
OverrideOutputName=10.Shaders.exe
|
||||
HostApplication=
|
||||
Folders=
|
||||
CommandLine=
|
||||
IncludeVersionInfo=0
|
||||
SupportXPThemes=0
|
||||
CompilerSet=0
|
||||
CompilerSettings=0000000000000000000000
|
||||
UseCustomMakefile=0
|
||||
CustomMakefile=
|
||||
|
||||
[Unit1]
|
||||
FileName=main.cpp
|
||||
CompileCpp=1
|
||||
Folder=Projekt1
|
||||
Compile=1
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[VersionInfo]
|
||||
Major=0
|
||||
Minor=1
|
||||
Release=1
|
||||
Build=1
|
||||
LanguageID=1033
|
||||
CharsetID=1252
|
||||
CompanyName=
|
||||
FileVersion=
|
||||
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
|
||||
InternalName=
|
||||
LegalCopyright=
|
||||
LegalTrademarks=
|
||||
OriginalFilename=
|
||||
ProductName=
|
||||
ProductVersion=
|
||||
AutoIncBuildNr=0
|
||||
|
163
examples/10.Shaders/Shaders.vcproj
Normal file
163
examples/10.Shaders/Shaders.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="10.Shaders"
|
||||
ProjectGUID="{A4F71E8D-4042-4909-9AB8-1BA4CF5B926D}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Shaders.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\10.Shaders.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/Shaders.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Shaders.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/Shaders.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\10.Shaders.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Shaders.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Shaders.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
235
examples/10.Shaders/Shaders_vc10.vcxproj
Normal file
235
examples/10.Shaders/Shaders_vc10.vcxproj
Normal file
@ -0,0 +1,235 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectName>10.Shaders</ProjectName>
|
||||
<ProjectGuid>{27158C82-CD15-4A9B-9848-35E7065B209F}</ProjectGuid>
|
||||
<RootNamespace>Shaders</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
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|
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|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
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<ConfigurationType>Application</ConfigurationType>
|
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|
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|
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<UseOfMfc>false</UseOfMfc>
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
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|
||||
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|
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|
||||
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|
||||
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|
||||
<ClCompile>
|
||||
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|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
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<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
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<PrecompiledHeader>
|
||||
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|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
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|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
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|
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<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\10.Shaders.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
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<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
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|
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|
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|
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|
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|
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|
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|
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||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Shaders.tlb"
|
||||
HeaderFileName=""
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="1"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Debug/Shaders.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="true"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\10.Shaders.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="true"
|
||||
ProgramDatabaseFile=".\Debug/Shaders.pdb"
|
||||
SubSystem="1"
|
||||
RandomizedBaseAddress="1"
|
||||
DataExecutionPrevention="0"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="false"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Shaders.tlb"
|
||||
HeaderFileName=""
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="true"
|
||||
RuntimeLibrary="0"
|
||||
EnableFunctionLevelLinking="true"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Release/Shaders.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="true"
|
||||
CompileAs="0"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\10.Shaders.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Shaders.pdb"
|
||||
SubSystem="1"
|
||||
RandomizedBaseAddress="1"
|
||||
DataExecutionPrevention="0"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
443
examples/10.Shaders/main.cpp
Normal file
443
examples/10.Shaders/main.cpp
Normal file
@ -0,0 +1,443 @@
|
||||
/** Example 010 Shaders
|
||||
|
||||
This tutorial shows how to use shaders for D3D8, D3D9, OpenGL, and Cg 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, OpenGL, or Cg 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"
|
||||
|
||||
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;
|
||||
bool UseCgShaders = false;
|
||||
|
||||
class MyShaderCallBack : public video::IShaderConstantSetCallBack
|
||||
{
|
||||
public:
|
||||
|
||||
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
|
||||
// starting the program), we must set the constants by name.
|
||||
|
||||
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
|
||||
invWorld.makeInverse();
|
||||
|
||||
if (UseHighLevelShaders)
|
||||
services->setVertexShaderConstant("mInvWorld", 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("mWorldViewProj", worldViewProj.pointer(), 16);
|
||||
else
|
||||
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
|
||||
|
||||
// set camera position
|
||||
|
||||
core::vector3df pos = device->getSceneManager()->
|
||||
getActiveCamera()->getAbsolutePosition();
|
||||
|
||||
if (UseHighLevelShaders)
|
||||
services->setVertexShaderConstant("mLightPos", 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("mLightColor",
|
||||
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("mTransWorld", 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;
|
||||
if (UseHighLevelShaders)
|
||||
services->setPixelShaderConstant("myTexture", &TextureLayerID, 1);
|
||||
}
|
||||
else
|
||||
services->setVertexShaderConstant(world.pointer(), 10, 4);
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
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;
|
||||
printf("Please press 'y' if you want to use high level shaders.\n");
|
||||
std::cin >> i;
|
||||
if (i == 'y')
|
||||
{
|
||||
UseHighLevelShaders = true;
|
||||
printf("Please press 'y' if you want to use Cg shaders.\n");
|
||||
std::cin >> i;
|
||||
if (i == 'y')
|
||||
UseCgShaders = 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();
|
||||
|
||||
// Make sure we don't try Cg without support for it
|
||||
if (UseCgShaders && !driver->queryFeature(video::EVDF_CG))
|
||||
{
|
||||
printf("Warning: No Cg support, disabling.\n");
|
||||
UseCgShaders=false;
|
||||
}
|
||||
|
||||
/*
|
||||
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 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().
|
||||
*/
|
||||
|
||||
io::path vsFileName; // filename for the vertex shader
|
||||
io::path psFileName; // filename for the pixel shader
|
||||
|
||||
switch(driverType)
|
||||
{
|
||||
case video::EDT_DIRECT3D8:
|
||||
psFileName = "../../media/d3d8.psh";
|
||||
vsFileName = "../../media/d3d8.vsh";
|
||||
break;
|
||||
case video::EDT_DIRECT3D9:
|
||||
if (UseHighLevelShaders)
|
||||
{
|
||||
// Cg can also handle this syntax
|
||||
psFileName = "../../media/d3d9.hlsl";
|
||||
vsFileName = psFileName; // both shaders are in the same file
|
||||
}
|
||||
else
|
||||
{
|
||||
psFileName = "../../media/d3d9.psh";
|
||||
vsFileName = "../../media/d3d9.vsh";
|
||||
}
|
||||
break;
|
||||
|
||||
case video::EDT_OPENGL:
|
||||
if (UseHighLevelShaders)
|
||||
{
|
||||
if (!UseCgShaders)
|
||||
{
|
||||
psFileName = "../../media/opengl.frag";
|
||||
vsFileName = "../../media/opengl.vert";
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use HLSL syntax for Cg
|
||||
psFileName = "../../media/d3d9.hlsl";
|
||||
vsFileName = psFileName; // both shaders are in the same file
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
psFileName = "../../media/opengl.psh";
|
||||
vsFileName = "../../media/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)
|
||||
{
|
||||
MyShaderCallBack* mc = new MyShaderCallBack();
|
||||
|
||||
// create the shaders depending on if the user wanted high level
|
||||
// or low level shaders:
|
||||
|
||||
if (UseHighLevelShaders)
|
||||
{
|
||||
// Choose the desired shader type. Default is the native
|
||||
// shader type for the driver, for Cg pass the special
|
||||
// enum value EGSL_CG
|
||||
const video::E_GPU_SHADING_LANGUAGE shadingLanguage =
|
||||
UseCgShaders ? video::EGSL_CG:video::EGSL_DEFAULT;
|
||||
|
||||
// create material from high level shaders (hlsl, glsl or cg)
|
||||
|
||||
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
|
||||
vsFileName, "vertexMain", video::EVST_VS_1_1,
|
||||
psFileName, "pixelMain", video::EPST_PS_1_1,
|
||||
mc, video::EMT_SOLID, 0, shadingLanguage);
|
||||
|
||||
newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
|
||||
vsFileName, "vertexMain", video::EVST_VS_1_1,
|
||||
psFileName, "pixelMain", video::EPST_PS_1_1,
|
||||
mc, video::EMT_TRANSPARENT_ADD_COLOR, 0 , shadingLanguage);
|
||||
}
|
||||
else
|
||||
{
|
||||
// create material from low level shaders (asm or arb_asm)
|
||||
|
||||
newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,
|
||||
psFileName, mc, video::EMT_SOLID);
|
||||
|
||||
newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,
|
||||
psFileName, mc, video::EMT_TRANSPARENT_ADD_COLOR);
|
||||
}
|
||||
|
||||
mc->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("../../media/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("../../media/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("../../media/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("../../media/irrlicht2_up.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_dn.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_lf.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_rt.jpg"),
|
||||
driver->getTexture("../../media/irrlicht2_ft.jpg"),
|
||||
driver->getTexture("../../media/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(true, true, 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 :).
|
||||
**/
|
566
examples/10.Shaders/tutorial.html
Normal file
566
examples/10.Shaders/tutorial.html
Normal 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 <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<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->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->getTransform(video::ETS_WORLD);<br> invWorld.makeInverse();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);<br> else<br> services->setVertexShaderConstant(&invWorld.M[0], 0, 4);<br><font color="#006600"><br> // set clip matrix<br></font> core::matrix4 worldViewProj;<br> worldViewProj = driver->getTransform(video::ETS_PROJECTION); <br> worldViewProj *= driver->getTransform(video::ETS_VIEW);<br> worldViewProj *= driver->getTransform(video::ETS_WORLD);<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);<br> else<br> services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);<br> <br><font color="#006600"> </font><font color="#006600">// set camera position<br></font> core::vector3df pos = device->getSceneManager()-><br> getActiveCamera()->getAbsolutePosition();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&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->setVertexShaderConstant("mLightColor", reinterpret_cast<f32*>(&col), 4);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);<br><br><font color="#006600"> </font><font color="#006600">// set transposed world matrix<br></font> core::matrix4 world = driver->getTransform(video::ETS_WORLD);<br> world = world.getTransposed();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);<br> else<br> services->setVertexShaderConstant(&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("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");<br><br> char i;<br> std::cin >> 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("<font color="#CC0000">Please press 'y' if you want to use high level shaders.\n</font>");<br> std::cin >> 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<s32>(640, 480));<br><br> if (device == 0)<br> {<br> printf(<font color="#CC0000">"\nWas not able to create driver.\n"\<br> "Please restart and select another driver.\n"</font>);<br> getch();<br> return 1;<br> } <br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br> gui::IGUIEnvironment* gui = device->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 = "../../media/d3d8.psh";<br> vsFileName = "../../media/d3d8.vsh";<br> break;<br> case video::EDT_DIRECT3D9:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/d3d9.hlsl";<br> vsFileName = psFileName; <font color="#006600">// both shaders are in the same file</font><br> }<br> else<br> {<br> psFileName = "../../media/d3d9.psh";<br> vsFileName = "../../media/d3d9.vsh";<br> }<br> break;<br> case video::EDT_OPENGL:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/opengl.frag";<br> vsFileName = "../../media/opengl.vert";<br> }<br> else<br> {<br> psFileName = "../../media/opengl.psh";<br> vsFileName = "../../media/opengl.vsh";<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->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Pixel shaders disabled "\<br> "because of missing driver/hardware support.");<br> psFileName = 0;<br> }<br> <br> if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Vertex shaders disabled "\<br> "because of missing driver/hardware support.");<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->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->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", video::EPST_PS_1_1,<br> mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", 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->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br><br> mc->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->addCubeSceneNode(50);
|
||||
node->setPosition(core::vector3df(0,0,0));
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/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();</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->addCubeSceneNode(50);
|
||||
node->setPosition(core::vector3df(0,-10,50));
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
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();</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->addCubeSceneNode(50);
|
||||
node->setPosition(core::vector3df(0,50,25));
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER",
|
||||
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->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br> smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br><br> driver->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->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br> cam->setPosition(core::vector3df(-100,50,100));<br> cam->setTarget(core::vector3df(0,0,0));<br> device->getCursorControl()->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->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, video::SColor(255,0,0,0));<br> smgr->drawAll();<br> driver->endScene();<br><br> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->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> </p>
|
||||
</div>
|
||||
</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user