Avoid warning and make local variable lower-case.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2019-12-12 16:32:41 +00:00
commit 8310a3fbad
1909 changed files with 607639 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
# Name of the executable created (.exe will be added automatically if necessary)
Target := 13.RenderToTexture
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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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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/** Example 013 Render To Texture
This tutorial shows how to render to a texture using Irrlicht. Render to
texture is a feature where everything which would usually be rendered to
the screen is instead written to a (special) texture. This can be used 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"
#include "exampleHelper.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();
const io::path mediaPath = getExampleMediaPath();
/*
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(mediaPath + "faerie.md2"));
if (fairy)
{
fairy->setMaterialTexture(0,
driver->getTexture(mediaPath + "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* cube = smgr->addCubeSceneNode(60);
// let the cube rotate and set some light settings
scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
core::vector3df(0.3f, 0.3f,0));
cube->setPosition(core::vector3df(-100,0,-100));
cube->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
cube->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 to define our
new rendertarget. The rendertarget will need one texture to receive
the result you would otherwise see on screen and one texture
which is used as depth-buffer.
(Note: If you worked with older Irrlicht versions (before 1.9) you might be
used to only create a rendertarget texture and no explicit rendertarget. While
that's still possible, it's no longer recommended.)
The rendertarget textures are not like standard textures, but need to be created
first. To create them, we call IVideoDriver::addRenderTargetTexture()
and specify the size of the texture and the type.
For depth-maps you can use types ECF_D16, ECF_D32 or ECF_D24S8. When ECF_D24S8
you can also use a stencil-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::IRenderTarget* renderTarget = 0;
scene::ICameraSceneNode* fixedCam = 0;
if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
{
const core::dimension2d<u32> rtDim(256, 256); // always use same size for render target texture and it's depth-buffer
video::ITexture* renderTargetTex = driver->addRenderTargetTexture(rtDim, "RTT1", video::ECF_A8R8G8B8);
video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(rtDim, "DepthStencil", video::ECF_D16);
renderTarget = driver->addRenderTarget();
renderTarget->setTexture(renderTargetTex, renderTargetDepth);
cube->setMaterialTexture(0, renderTargetTex); // 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(mediaPath + "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(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
if (renderTarget)
{
// draw scene into render target
// set render target
driver->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,255));
// make cube invisible and set fixed camera as active camera
cube->setVisible(false);
smgr->setActiveCamera(fixedCam);
// draw whole scene into render buffer
smgr->drawAll();
// set back old render target (the screen)
driver->setRenderTargetEx(0, 0);
// make the cube visible and set the user controlled camera as active one
cube->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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<div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div>
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<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>
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
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<p>In the beginning, everything as usual. Include the needed headers,
ask the user for the rendering driver, create the Irrlicht Device:</p>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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// 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>
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<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>
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<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>
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<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>
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<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;
}
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<p>&nbsp;</p></div>
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<p>&nbsp;</p>
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