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GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
245 lines
9.7 KiB
HTML
245 lines
9.7 KiB
HTML
<html>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<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>
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<td bgcolor="#666699" width="100%">
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<div align="center">
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<div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div>
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</div>
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</td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2">
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<div align="left">
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<p> This tutorial shows how to render to a texture using Irrlicht. Render
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to texture is a feature with which it is possible to create nice special
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effects. In addition, this tutorial shows how to enable specular highlights.</p>
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<p>The program which is described here will look like this:</p>
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<p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><br>
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</p>
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</div>
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</td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<div align="left">
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<p>In the beginning, everything as usual. Include the needed headers,
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ask the user for the rendering driver, create the Irrlicht Device:</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>#include <irrlicht.h>
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#include <iostream>
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using namespace irr;
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#pragma comment(lib, "Irrlicht.lib")
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int main()
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{
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// let user select driver type
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video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
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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");
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char i;
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std::cin >> i;
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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> }
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// create device and exit if creation failed
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IrrlichtDevice *device =
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createDevice(driverType, core::dimension2d<s32>(640, 480),
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16, false, false);
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if (device == 0)
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return 1; // could not create selected driver.
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td>
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</tr>
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</table>
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<p>Now, we load an animated mesh to be displayed. As in most examples,
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we'll take the fairy md2 model. The difference here: We set the shininess<br>
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of the model to a value other than 0 which is the default value. This
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enables specular highlights on the model if dynamic lighting is on.
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The value influences the size of the highlights.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>// load and display animated fairy mesh
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scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
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smgr->getMesh("../../media/faerie.md2"));
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if (fairy)
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{
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fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
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fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
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fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
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fairy->setPosition(core::vector3df(-10,0,-100));
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}</pre></td>
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</tr>
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</table>
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<p> To make specular highlights appear on the model, we need a dynamic
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light in the scene. We add one directly in vicinity of the model.
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In addition, to make the model not that dark, we set the ambient light
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to gray. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>
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// add white light
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scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
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core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
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// set ambient light
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driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td>
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</tr>
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</table>
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<p>The next is just some standard stuff: Add a user controlled camera
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to the scene, disable mouse cursor, and add a test cube and let it
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rotate to make the scene more interesting.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>
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// add fps camera
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scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
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fpsCamera->setPosition(core::vector3df(-50,50,-150));
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// disable mouse cursor
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device->getCursorControl()->setVisible(false);
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// create test cube
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scene::ISceneNode* test = smgr->addCubeSceneNode(60);
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// let the cube rotate and set some light settings
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scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
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core::vector3df(0.3f, 0.3f,0));
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test->setPosition(core::vector3df(-100,0,-100));
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test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
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test->addAnimator(anim);
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anim->drop();
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// set window caption
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device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td>
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</tr>
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</table>
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<p> To test out the render to texture feature, we need a render target
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texture. These are not like standard textures, but need to be created
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first. To create one, we call IVideoDriver::createRenderTargetTexture()
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and specify the size of the texture. Please don't use sizes bigger
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than the frame buffer for this, because the render target shares the
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zbuffer with the frame buffer. And because we want to render the scene
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not from the user camera into the texture, we add another, fixed camera
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to the scene. But before we do all this, we check if the current running
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driver is able to render to textures. If it is not, we simply display
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a warning text.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>// create render target
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video::ITexture* rt = 0;
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scene::ICameraSceneNode* fixedCam = 0;
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if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
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{
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rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256));
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test->setMaterialTexture(0, rt); // set material of cube to render target
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// add fixed camera
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fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
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core::vector3df(-10,10,-100));
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}
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else
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{
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// create problem text
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gui::IGUISkin* skin = env->getSkin();
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gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
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if (font)
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skin->setFont(font);
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gui::IGUIStaticText* text = env->addStaticText(
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L"Your hardware or this renderer is not able to use the "\
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L"render to texture feature. RTT Disabled.",
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core::rect<s32>(150,20,470,60));
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text->setOverrideColor(video::SColor(100,255,255,255));
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}</pre></td>
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</tr>
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</table>
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<p> Nearly finished. Now we need to draw everything. Every frame, we
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draw the scene twice. Once from the fixed camera into the render target
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texture and once as usual. When rendering into the render target,
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we need to disable the visibilty of the test cube, because it has
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the render target texture applied to it.<br>
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That's, wasn't quite complicated I hope. :)</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(true, true, 0);
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if (rt)
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{
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// draw scene into render target
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// set render target texture
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driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
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// make cube invisible and set fixed camera as active camera
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test->setVisible(false);
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smgr->setActiveCamera(fixedCam);
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// draw whole scene into render buffer
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smgr->drawAll();
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// set back old render target
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driver->setRenderTarget(0);
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// make the cube visible and set the user controlled camera as active one
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test->setVisible(true);
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smgr->setActiveCamera(fpsCamera);
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}
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// draw scene normally
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smgr->drawAll();
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env->drawAll();
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driver->endScene();
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}
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if (rt)
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rt->drop(); // drop render target because we created if with a create() method
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device->drop(); // drop device
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return 0;
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}
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</pre></td>
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</tr>
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</table>
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<p> </p></div>
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</div>
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</td>
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</tr>
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</table>
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<p> </p>
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</body>
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</html>
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