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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
230 lines
7.5 KiB
C++
230 lines
7.5 KiB
C++
/** Example 013 Render To Texture
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This tutorial shows how to render to a texture using Irrlicht. Render to
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texture is a feature where everything which would usually be rendered to
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the screen is instead written to a (special) texture. This can be used to
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create nice special effects.
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In addition, this tutorial shows how to enable specular highlights.
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In the beginning, everything as usual. Include the needed headers, ask the user
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for the rendering driver, create the Irrlicht device:
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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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<u32>(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();
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const io::path mediaPath = getExampleMediaPath();
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/*
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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
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shininess of the model to a value other than 0 which is the default
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value. This enables specular highlights on the model if dynamic
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lighting is on. The value influences the size of the highlights.
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*/
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// load and display animated fairy mesh
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scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
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smgr->getMesh(mediaPath + "faerie.md2"));
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if (fairy)
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{
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fairy->setMaterialTexture(0,
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driver->getTexture(mediaPath + "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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fairy->setMD2Animation ( scene::EMAT_STAND );
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}
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/*
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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. In
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addition, to make the model not that dark, we set the ambient light to
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gray.
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*/
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// add white light
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smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),
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video::SColorf(1.0f, 1.0f, 1.0f));
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// set ambient light
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smgr->setAmbientLight(video::SColor(0,60,60,60));
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/*
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The next is just some standard stuff: Add a test cube and let it rotate
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to make the scene more interesting. The user defined camera and cursor
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setup is made later on, right before the render loop.
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*/
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// create test cube
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scene::ISceneNode* cube = 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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cube->setPosition(core::vector3df(-100,0,-100));
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cube->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
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cube->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");
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/*
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To test out the render to texture feature, we need to define our
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new rendertarget. The rendertarget will need one texture to receive
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the result you would otherwise see on screen and one texture
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which is used as depth-buffer.
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(Note: If you worked with older Irrlicht versions (before 1.9) you might be
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used to only create a rendertarget texture and no explicit rendertarget. While
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that's still possible, it's no longer recommended.)
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The rendertarget textures are not like standard textures, but need to be created
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first. To create them, we call IVideoDriver::addRenderTargetTexture()
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and specify the size of the texture and the type.
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For depth-maps you can use types ECF_D16, ECF_D32 or ECF_D24S8. When ECF_D24S8
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you can also use a stencil-buffer.
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Because we want to render the scene not from the user camera into the
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texture, we add another fixed camera to the scene. But before we do all
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this, we check if the current running driver is able to render to
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textures. If it is not, we simply display a warning text.
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*/
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// create render target
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video::IRenderTarget* renderTarget = 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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const core::dimension2d<u32> rtDim(256, 256); // always use same size for render target texture and it's depth-buffer
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video::ITexture* renderTargetTex = driver->addRenderTargetTexture(rtDim, "RTT1", video::ECF_A8R8G8B8);
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video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(rtDim, "DepthStencil", video::ECF_D16);
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renderTarget = driver->addRenderTarget();
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renderTarget->setTexture(renderTargetTex, renderTargetDepth);
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cube->setMaterialTexture(0, renderTargetTex); // 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(mediaPath + "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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}
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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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/*
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Nearly finished. Now we need to draw everything. Every frame, we draw
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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, we
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need to disable the visibility of the test cube, because it has the
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render target texture applied to it. That's it, wasn't too complicated
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I hope. :)
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*/
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int lastFPS = -1;
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
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if (renderTarget)
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{
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// draw scene into render target
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// set render target
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driver->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,255));
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// make cube invisible and set fixed camera as active camera
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cube->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 (the screen)
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driver->setRenderTargetEx(0, 0);
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// make the cube visible and set the user controlled camera as active one
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cube->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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// display frames per second in window title
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int fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example";
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str += " FPS:";
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str += fps;
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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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}
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}
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device->drop(); // drop device
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return 0;
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}
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/*
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**/
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