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/13.RenderToTexture/Makefile
Normal file
38
examples/13.RenderToTexture/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 = 13.RenderToTexture
|
||||
Sources = main.cpp
|
||||
|
||||
# general compiler settings
|
||||
CPPFLAGS = -I../../include -I/usr/X11R6/include
|
||||
CXXFLAGS = -O3 -ffast-math
|
||||
#CXXFLAGS = -g -Wall
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
|
||||
# target specific settings
|
||||
all_linux: LDFLAGS = -L/usr/X11R6/lib$(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)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 clean clean_linux clean_win32
|
55
examples/13.RenderToTexture/RenderToTexture.cbp
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55
examples/13.RenderToTexture/RenderToTexture.cbp
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@ -0,0 +1,55 @@
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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 13 Render to Texture" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/RenderToTexture" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/RenderToTexture" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</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/13.RenderToTexture/RenderToTexture.dev
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59
examples/13.RenderToTexture/RenderToTexture.dev
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@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 13 Render To Texture
|
||||
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=13.RenderToTexture.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/13.RenderToTexture/RenderToTexture.vcproj
Normal file
163
examples/13.RenderToTexture/RenderToTexture.vcproj
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@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
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ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="13.RenderToTexture"
|
||||
ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
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ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
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<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/RenderToTexture.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/RenderToTexture.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/RenderToTexture.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>
|
||||
<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/RenderToTexture.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\13.RenderToTexture.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/RenderToTexture.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
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TypeLibraryName=".\Debug/RenderToTexture.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
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Name="VCPostBuildEventTool"/>
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<Tool
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Name="VCPreBuildEventTool"/>
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<Tool
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<Tool
|
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Name="VCResourceCompilerTool"
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PreprocessorDefinitions="_DEBUG"
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Culture="3079"/>
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<Tool
|
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Name="VCWebServiceProxyGeneratorTool"/>
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<Tool
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Name="VCXMLDataGeneratorTool"/>
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<Tool
|
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<Tool
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Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
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|
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""/>
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<FileConfiguration
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<Tool
|
||||
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|
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|
||||
</FileConfiguration>
|
||||
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|
||||
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|
||||
<Globals>
|
||||
</Globals>
|
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|
235
examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj
Normal file
235
examples/13.RenderToTexture/RenderToTexture_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>
|
||||
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|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid>
|
||||
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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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Name="VCPreBuildEventTool"
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Name="VCCustomBuildTool"
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||||
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|
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||||
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||||
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|
||||
Name="VCWebServiceProxyGeneratorTool"
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||||
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|
||||
<Tool
|
||||
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|
||||
TypeLibraryName=".\Release/RenderToTexture.tlb"
|
||||
HeaderFileName=""
|
||||
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|
||||
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|
||||
Name="VCCLCompilerTool"
|
||||
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|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="true"
|
||||
RuntimeLibrary="0"
|
||||
EnableFunctionLevelLinking="true"
|
||||
UsePrecompiledHeader="0"
|
||||
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|
||||
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||||
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||||
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||||
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/>
|
||||
<Tool
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|
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|
||||
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|
||||
OutputDirectory=".\Debug"
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|
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|
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|
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|
211
examples/13.RenderToTexture/main.cpp
Normal file
211
examples/13.RenderToTexture/main.cpp
Normal file
@ -0,0 +1,211 @@
|
||||
/** Example 013 Render To Texture
|
||||
|
||||
This tutorial shows how to render to a texture using Irrlicht. Render to
|
||||
texture is a feature with which it is possible to create nice special effects.
|
||||
In addition, this tutorial shows how to enable specular highlights.
|
||||
|
||||
In the beginning, everything as usual. Include the needed headers, ask the user
|
||||
for the rendering driver, create the Irrlicht Device:
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480),
|
||||
16, false, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
/*
|
||||
Now, we load an animated mesh to be displayed. As in most examples,
|
||||
we'll take the fairy md2 model. The difference here: We set the
|
||||
shininess of the model to a value other than 0 which is the default
|
||||
value. This enables specular highlights on the model if dynamic
|
||||
lighting is on. The value influences the size of the highlights.
|
||||
*/
|
||||
|
||||
// load and display animated fairy mesh
|
||||
|
||||
scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
|
||||
smgr->getMesh("../../media/faerie.md2"));
|
||||
|
||||
if (fairy)
|
||||
{
|
||||
fairy->setMaterialTexture(0,
|
||||
driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
|
||||
fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
|
||||
fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
|
||||
fairy->setPosition(core::vector3df(-10,0,-100));
|
||||
fairy->setMD2Animation ( scene::EMAT_STAND );
|
||||
}
|
||||
|
||||
/*
|
||||
To make specular highlights appear on the model, we need a dynamic
|
||||
light in the scene. We add one directly in vicinity of the model. In
|
||||
addition, to make the model not that dark, we set the ambient light to
|
||||
gray.
|
||||
*/
|
||||
|
||||
// add white light
|
||||
smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),
|
||||
video::SColorf(1.0f, 1.0f, 1.0f));
|
||||
|
||||
// set ambient light
|
||||
smgr->setAmbientLight(video::SColor(0,60,60,60));
|
||||
|
||||
/*
|
||||
The next is just some standard stuff: Add a test cube and let it rotate
|
||||
to make the scene more interesting. The user defined camera and cursor
|
||||
setup is made later on, right before the render loop.
|
||||
*/
|
||||
|
||||
// create test cube
|
||||
scene::ISceneNode* test = smgr->addCubeSceneNode(60);
|
||||
|
||||
// let the cube rotate and set some light settings
|
||||
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
|
||||
core::vector3df(0.3f, 0.3f,0));
|
||||
|
||||
test->setPosition(core::vector3df(-100,0,-100));
|
||||
test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
|
||||
test->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// set window caption
|
||||
device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");
|
||||
|
||||
/*
|
||||
To test out the render to texture feature, we need a render target
|
||||
texture. These are not like standard textures, but need to be created
|
||||
first. To create one, we call IVideoDriver::addRenderTargetTexture()
|
||||
and specify the size of the texture. Please don't use sizes bigger than
|
||||
the frame buffer for this, because the render target shares the zbuffer
|
||||
with the frame buffer.
|
||||
Because we want to render the scene not from the user camera into the
|
||||
texture, we add another fixed camera to the scene. But before we do all
|
||||
this, we check if the current running driver is able to render to
|
||||
textures. If it is not, we simply display a warning text.
|
||||
*/
|
||||
|
||||
// create render target
|
||||
video::ITexture* rt = 0;
|
||||
scene::ICameraSceneNode* fixedCam = 0;
|
||||
|
||||
|
||||
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
|
||||
{
|
||||
rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1");
|
||||
test->setMaterialTexture(0, rt); // set material of cube to render target
|
||||
|
||||
// add fixed camera
|
||||
fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
|
||||
core::vector3df(-10,10,-100));
|
||||
}
|
||||
else
|
||||
{
|
||||
// create problem text
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
gui::IGUIStaticText* text = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"render to texture feature. RTT Disabled.",
|
||||
core::rect<s32>(150,20,470,60));
|
||||
|
||||
text->setOverrideColor(video::SColor(100,255,255,255));
|
||||
}
|
||||
|
||||
// add fps camera
|
||||
scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
|
||||
fpsCamera->setPosition(core::vector3df(-50,50,-150));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Nearly finished. Now we need to draw everything. Every frame, we draw
|
||||
the scene twice. Once from the fixed camera into the render target
|
||||
texture and once as usual. When rendering into the render target, we
|
||||
need to disable the visibility of the test cube, because it has the
|
||||
render target texture applied to it. That's it, wasn't too complicated
|
||||
I hope. :)
|
||||
*/
|
||||
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, 0);
|
||||
|
||||
if (rt)
|
||||
{
|
||||
// draw scene into render target
|
||||
|
||||
// set render target texture
|
||||
driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
|
||||
|
||||
// make cube invisible and set fixed camera as active camera
|
||||
test->setVisible(false);
|
||||
smgr->setActiveCamera(fixedCam);
|
||||
|
||||
// draw whole scene into render buffer
|
||||
smgr->drawAll();
|
||||
|
||||
// set back old render target
|
||||
// The buffer might have been distorted, so clear it
|
||||
driver->setRenderTarget(0, true, true, 0);
|
||||
|
||||
// make the cube visible and set the user controlled camera as active one
|
||||
test->setVisible(true);
|
||||
smgr->setActiveCamera(fpsCamera);
|
||||
}
|
||||
|
||||
// draw scene normally
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
|
||||
// display frames per second in window title
|
||||
int fps = driver->getFPS();
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example";
|
||||
str += " FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop(); // drop device
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
244
examples/13.RenderToTexture/tutorial.html
Normal file
244
examples/13.RenderToTexture/tutorial.html
Normal file
@ -0,0 +1,244 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p> This tutorial shows how to render to a texture using Irrlicht. Render
|
||||
to texture is a feature with which it is possible to create nice special
|
||||
effects. In addition, this tutorial shows how to enable specular highlights.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<p>In the beginning, everything as usual. Include the needed headers,
|
||||
ask the user for the rendering driver, create the Irrlicht Device:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>#include <irrlicht.h>
|
||||
#include <iostream>
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
int main()
|
||||
{
|
||||
// let user select driver type
|
||||
|
||||
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
|
||||
|
||||
printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");
|
||||
|
||||
char i;
|
||||
std::cin >> i;
|
||||
|
||||
switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<s32>(640, 480),
|
||||
16, false, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now, we load an animated mesh to be displayed. As in most examples,
|
||||
we'll take the fairy md2 model. The difference here: We set the shininess<br>
|
||||
of the model to a value other than 0 which is the default value. This
|
||||
enables specular highlights on the model if dynamic lighting is on.
|
||||
The value influences the size of the highlights.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// load and display animated fairy mesh
|
||||
|
||||
scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
|
||||
smgr->getMesh("../../media/faerie.md2"));
|
||||
|
||||
if (fairy)
|
||||
{
|
||||
fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
|
||||
fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
|
||||
fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
|
||||
fairy->setPosition(core::vector3df(-10,0,-100));
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To make specular highlights appear on the model, we need a dynamic
|
||||
light in the scene. We add one directly in vicinity of the model.
|
||||
In addition, to make the model not that dark, we set the ambient light
|
||||
to gray. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>
|
||||
// add white light
|
||||
scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
|
||||
core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
|
||||
|
||||
// set ambient light
|
||||
driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The next is just some standard stuff: Add a user controlled camera
|
||||
to the scene, disable mouse cursor, and add a test cube and let it
|
||||
rotate to make the scene more interesting.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>
|
||||
// add fps camera
|
||||
scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
|
||||
fpsCamera->setPosition(core::vector3df(-50,50,-150));
|
||||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
// create test cube
|
||||
scene::ISceneNode* test = smgr->addCubeSceneNode(60);
|
||||
|
||||
// let the cube rotate and set some light settings
|
||||
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
|
||||
core::vector3df(0.3f, 0.3f,0));
|
||||
|
||||
test->setPosition(core::vector3df(-100,0,-100));
|
||||
test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
|
||||
test->addAnimator(anim);
|
||||
anim->drop();
|
||||
|
||||
// set window caption
|
||||
device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> To test out the render to texture feature, we need a render target
|
||||
texture. These are not like standard textures, but need to be created
|
||||
first. To create one, we call IVideoDriver::createRenderTargetTexture()
|
||||
and specify the size of the texture. Please don't use sizes bigger
|
||||
than the frame buffer for this, because the render target shares the
|
||||
zbuffer with the frame buffer. And because we want to render the scene
|
||||
not from the user camera into the texture, we add another, fixed camera
|
||||
to the scene. But before we do all this, we check if the current running
|
||||
driver is able to render to textures. If it is not, we simply display
|
||||
a warning text.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// create render target
|
||||
video::ITexture* rt = 0;
|
||||
scene::ICameraSceneNode* fixedCam = 0;
|
||||
|
||||
|
||||
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
|
||||
{
|
||||
rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256));
|
||||
test->setMaterialTexture(0, rt); // set material of cube to render target
|
||||
|
||||
// add fixed camera
|
||||
fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
|
||||
core::vector3df(-10,10,-100));
|
||||
}
|
||||
else
|
||||
{
|
||||
// create problem text
|
||||
gui::IGUISkin* skin = env->getSkin();
|
||||
gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
gui::IGUIStaticText* text = env->addStaticText(
|
||||
L"Your hardware or this renderer is not able to use the "\
|
||||
L"render to texture feature. RTT Disabled.",
|
||||
core::rect<s32>(150,20,470,60));
|
||||
|
||||
text->setOverrideColor(video::SColor(100,255,255,255));
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Nearly finished. Now we need to draw everything. Every frame, we
|
||||
draw the scene twice. Once from the fixed camera into the render target
|
||||
texture and once as usual. When rendering into the render target,
|
||||
we need to disable the visibilty of the test cube, because it has
|
||||
the render target texture applied to it.<br>
|
||||
That's, wasn't quite complicated I hope. :)</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(true, true, 0);
|
||||
|
||||
if (rt)
|
||||
{
|
||||
// draw scene into render target
|
||||
|
||||
// set render target texture
|
||||
driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
|
||||
|
||||
// make cube invisible and set fixed camera as active camera
|
||||
test->setVisible(false);
|
||||
smgr->setActiveCamera(fixedCam);
|
||||
|
||||
// draw whole scene into render buffer
|
||||
smgr->drawAll();
|
||||
|
||||
// set back old render target
|
||||
driver->setRenderTarget(0);
|
||||
|
||||
// make the cube visible and set the user controlled camera as active one
|
||||
test->setVisible(true);
|
||||
smgr->setActiveCamera(fpsCamera);
|
||||
}
|
||||
|
||||
// draw scene normally
|
||||
smgr->drawAll();
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
if (rt)
|
||||
rt->drop(); // drop render target because we created if with a create() method
|
||||
|
||||
device->drop(); // drop device
|
||||
return 0;
|
||||
}
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<p> </p></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user