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2ae2a551a6
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
173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
/** Example 013 Render To Texture on emscripten
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*/
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#include <irrlicht.h>
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#include <emscripten.h>
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#include "exampleHelper.h"
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using namespace irr;
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IrrlichtDevice *device = 0;
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video::IVideoDriver* driver = 0;
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scene::ISceneManager* smgr = 0;
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gui::IGUIEnvironment* guienv = 0;
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scene::ICameraSceneNode* fpsCamera = 0;
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scene::ICameraSceneNode* fixedCam = 0;
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video::IRenderTarget* renderTarget = 0;
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scene::ISceneNode* cube = 0;
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void one_iter()
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{
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if(!device->run())
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{
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// Could clean up here in theory, but not sure if it makes a difference
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/*
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This tells emscripten to not run any further code.
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*/
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emscripten_cancel_main_loop();
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return;
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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
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// The buffer might have been distorted, so clear it
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driver->setRenderTargetEx(0, 0, video::SColor(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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guienv->drawAll();
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driver->endScene();
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}
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int main()
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{
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// create device and exit if creation failed
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device = createDevice(video::EDT_WEBGL1, core::dimension2d<u32>(640, 480), 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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driver = device->getVideoDriver();
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smgr = device->getSceneManager();
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guienv = device->getGUIEnvironment();
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const io::path mediaPath = getExampleMediaPath();
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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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return 1;
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fairy->setMaterialTexture(0, 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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// add white light
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smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), 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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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 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::addRenderTargetTexture()
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and specify the size of the texture. Please don't use sizes bigger than
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the frame buffer for this, because the render target shares the zbuffer
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with the frame 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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if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
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{
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video::ITexture* renderTargetTex = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "RTT1", video::ECF_A8R8G8B8);
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video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "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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return 1;
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}
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// add fps camera
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fpsCamera = smgr->addCameraSceneNodeFPS();
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fpsCamera->setPosition(core::vector3df(-50,50,-150));
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/*
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Setting fps to 0 or a negative value will use the browser’s
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requestAnimationFrame mechanism to call the main loop function.
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Emscripten documentation recommends to do that, but you can also set
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another fps value and the browser will try to call the main-loop
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fps times per second.
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The simulate_infinite_loop tells emscripten that this is an application
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which will simulate an infinite loop. There is also a flag in the
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Makefile about that: -s NO_EXIT_RUNTIME=1
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*/
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int fps = 0;
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int simulate_infinite_loop = 1;
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emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
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return 0;
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}
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