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:
39
examples/26.OcclusionQuery/Makefile
Normal file
39
examples/26.OcclusionQuery/Makefile
Normal file
@ -0,0 +1,39 @@
|
||||
# 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 = 26.OcclusionQuery
|
||||
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: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
|
||||
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
|
55
examples/26.OcclusionQuery/OcclusionQuery.cbp
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55
examples/26.OcclusionQuery/OcclusionQuery.cbp
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@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 26 OcclusionQuery" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option output="../../bin/Win32-gcc/OcclusionQuery" 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/OcclusionQuery" 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/26.OcclusionQuery/OcclusionQuery.dev
Normal file
59
examples/26.OcclusionQuery/OcclusionQuery.dev
Normal file
@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 26 OcclusionQuery
|
||||
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=26.OcclusionQuery.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/26.OcclusionQuery/OcclusionQuery.vcproj
Normal file
163
examples/26.OcclusionQuery/OcclusionQuery.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="26.OcclusionQuery"
|
||||
ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
|
||||
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\OcclusionQuery.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\26.OcclusionQuery.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug\OcclusionQuery.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug\OcclusionQuery.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\OcclusionQuery.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release\OcclusionQuery.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release\OcclusionQuery.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/26.OcclusionQuery/OcclusionQuery_vc10.vcxproj
Normal file
235
examples/26.OcclusionQuery/OcclusionQuery_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>26.OcclusionQuery</ProjectName>
|
||||
<ProjectGuid>{5CE0E2E7-879D-4152-B61D-24E7D0707B45}</ProjectGuid>
|
||||
<RootNamespace>OcclusionQuery</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>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
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<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
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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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<UseOfMfc>false</UseOfMfc>
|
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|
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|
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|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
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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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|
||||
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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>
|
||||
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|
||||
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||||
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|
||||
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|
||||
<WarningLevel>Level3</WarningLevel>
|
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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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213
examples/26.OcclusionQuery/main.cpp
Normal file
213
examples/26.OcclusionQuery/main.cpp
Normal file
@ -0,0 +1,213 @@
|
||||
/** Example 026 OcclusionQuery
|
||||
|
||||
This Tutorial shows how to speed up rendering by use of the
|
||||
OcclusionQuery feature. The usual rendering tries to avoid rendering of
|
||||
scene nodes by culling those nodes which are outside the visible area, the
|
||||
view frustum. However, this technique does not cope with occluded objects
|
||||
which are still in the line of sight, but occluded by some larger object
|
||||
between the object and the eye (camera). Occlusion queries check exactly that.
|
||||
The queries basically measure the number of pixels that a previous render
|
||||
left on the screen.
|
||||
Since those pixels cannot be recognized at the end of a rendering anymore,
|
||||
the pixel count is measured directly when rendering. Thus, one needs to render
|
||||
the occluder (the object in front) first. This object needs to write to the
|
||||
z-buffer in order to become a real occluder. Then the node is rendered and in
|
||||
case a z-pass happens, i.e. the pixel is written to the framebuffer, the pixel
|
||||
is counted in the query.
|
||||
The result of a query is the number of pixels which got through. One can, based
|
||||
on this number, judge if the scene node is visible enough to be rendered, or if
|
||||
the node should be removed in the next round. Also note that the number of
|
||||
pixels is a safe over approximation in general. The pixels might be overdrawn
|
||||
later on, and the GPU tries to avoid inaccuracies which could lead to false
|
||||
negatives in the queries.
|
||||
|
||||
As you might have recognized already, we had to render the node to get the
|
||||
numbers. So where's the benefit, you might say. There are several ways where
|
||||
occlusion queries can help. It is often a good idea to just render the bbox
|
||||
of the node instead of the actual mesh. This is really fast and is a safe over
|
||||
approximation. If you need a more exact render with the actual geometry, it's
|
||||
a good idea to render with just basic solid material. Avoid complex shaders
|
||||
and state changes through textures. There's no need while just doing the
|
||||
occlusion query. At least if the render is not used for the actual scene. This
|
||||
is the third way to optimize occlusion queries. Just check the queries every
|
||||
5th or 10th frame, or even less frequent. This depends on the movement speed
|
||||
of the objects and camera.
|
||||
*/
|
||||
|
||||
#ifdef _MSC_VER
|
||||
// We'll also define this to stop MSVC complaining about sprintf().
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
We need keyboard input events to switch some parameters
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// This is the one method that we have to implement
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// Remember whether each key is down or up
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// This is used to check whether a key is being held down
|
||||
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||
{
|
||||
return KeyIsDown[keyCode];
|
||||
}
|
||||
|
||||
MyEventReceiver()
|
||||
{
|
||||
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||
KeyIsDown[i] = false;
|
||||
}
|
||||
|
||||
private:
|
||||
// We use this array to store the current state of each key
|
||||
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
We create an irr::IrrlichtDevice and the scene nodes. One occluder, one
|
||||
occluded. The latter is a complex sphere, which has many triangles.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
MyEventReceiver receiver;
|
||||
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
smgr->getGUIEnvironment()->addStaticText(L"Press Space to hide occluder.", core::recti(10,10, 200,50));
|
||||
|
||||
/*
|
||||
Create the node to be occluded. We create a sphere node with high poly count.
|
||||
*/
|
||||
scene::ISceneNode * node = smgr->addSphereSceneNode(10, 64);
|
||||
if (node)
|
||||
{
|
||||
node->setPosition(core::vector3df(0,0,60));
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
/*
|
||||
Now we create another node, the occluder. It's a simple plane.
|
||||
*/
|
||||
scene::ISceneNode* plane = smgr->addMeshSceneNode(smgr->addHillPlaneMesh(
|
||||
"plane", core::dimension2df(10,10), core::dimension2du(2,2)), 0, -1,
|
||||
core::vector3df(0,0,20), core::vector3df(270,0,0));
|
||||
|
||||
if (plane)
|
||||
{
|
||||
plane->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
|
||||
plane->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
}
|
||||
|
||||
/*
|
||||
Here we create the occlusion query. Because we don't have a plain mesh scene node
|
||||
(ESNT_MESH or ESNT_ANIMATED_MESH), we pass the base geometry as well. Instead,
|
||||
we could also pass a simpler mesh or the bounding box. But we will use a time
|
||||
based method, where the occlusion query renders to the frame buffer and in case
|
||||
of success (occlusion), the mesh is not drawn for several frames.
|
||||
*/
|
||||
driver->addOcclusionQuery(node, ((scene::IMeshSceneNode*)node)->getMesh());
|
||||
|
||||
/*
|
||||
We have done everything, just a camera and draw it. We also write the
|
||||
current frames per second and the name of the driver to the caption of the
|
||||
window to examine the render speedup.
|
||||
We also store the time for measuring the time since the last occlusion query ran
|
||||
and store whether the node should be visible in the next frames.
|
||||
*/
|
||||
smgr->addCameraSceneNode();
|
||||
int lastFPS = -1;
|
||||
u32 timeNow = device->getTimer()->getTime();
|
||||
bool nodeVisible=true;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
plane->setVisible(!receiver.IsKeyDown(irr::KEY_SPACE));
|
||||
|
||||
driver->beginScene(true, true, video::SColor(255,113,113,133));
|
||||
/*
|
||||
First, we draw the scene, possibly without the occluded element. This is necessary
|
||||
because we need the occluder to be drawn first. You can also use several scene
|
||||
managers to collect a number of possible occluders in a separately rendered
|
||||
scene.
|
||||
*/
|
||||
node->setVisible(nodeVisible);
|
||||
smgr->drawAll();
|
||||
smgr->getGUIEnvironment()->drawAll();
|
||||
|
||||
/*
|
||||
Once in a while, here every 100 ms, we check the visibility. We run the queries,
|
||||
update the pixel value, and query the result. Since we already rendered the node
|
||||
we render the query invisible. The update is made blocking, as we need the result
|
||||
immediately. If you don't need the result immediately, e.g. because you have other
|
||||
things to render, you can call the update non-blocking. This gives the GPU more
|
||||
time to pass back the results without flushing the render pipeline.
|
||||
If the update was called non-blocking, the result from getOcclusionQueryResult is
|
||||
either the previous value, or 0xffffffff if no value has been generated at all, yet.
|
||||
The result is taken immediately as visibility flag for the node.
|
||||
*/
|
||||
if (device->getTimer()->getTime()-timeNow>100)
|
||||
{
|
||||
driver->runAllOcclusionQueries(false);
|
||||
driver->updateAllOcclusionQueries();
|
||||
nodeVisible=driver->getOcclusionQueryResult(node)>0;
|
||||
timeNow=device->getTimer()->getTime();
|
||||
}
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw tmp(L"OcclusionQuery Example [");
|
||||
tmp += driver->getName();
|
||||
tmp += L"] fps: ";
|
||||
tmp += fps;
|
||||
|
||||
device->setWindowCaption(tmp.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
Reference in New Issue
Block a user