Import irrlicht 1.8.4 release

This commit is contained in:
Loic Blot
2020-05-16 23:31:28 +02:00
commit 6fe86df4b3
4257 changed files with 1312157 additions and 0 deletions

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# 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:
$(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

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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>

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Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe"
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AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/RenderToTexture.pdb"
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DataExecutionPrevention="0"
TargetMachine="1"
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Name="VCALinkTool"
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Name="VCPostBuildEventTool"
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<File
RelativePath="main.cpp"
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Name="Release|Win32"
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Name="VCCLCompilerTool"
Optimization="2"
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@ -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;
}
/*
**/

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<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 &lt;irrlicht.h>
#include &lt;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(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);
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>&nbsp;</p></div>
</div>
</td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>