diff options
author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
---|---|---|
committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/13.RenderToTexture | |
parent | Add info about changes to Irrlicht. (diff) | |
download | SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2 SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz |
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/13.RenderToTexture')
9 files changed, 1640 insertions, 1640 deletions
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile b/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile index 7888648..b3129bc 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile | |||
@@ -1,38 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | 1 | # Makefile for Irrlicht Examples |
2 | # It's usually sufficient to change just the target name and source file list | 2 | # It's usually sufficient to change just the target name and source file list |
3 | # and be sure that CXX is set to a valid compiler | 3 | # and be sure that CXX is set to a valid compiler |
4 | Target = 13.RenderToTexture | 4 | Target = 13.RenderToTexture |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | 23 | all_win32 clean_win32: SYSTEM=Win32-gcc |
24 | all_win32 clean_win32: SUF=.exe | 24 | all_win32 clean_win32: SUF=.exe |
25 | # name of the binary - only valid for targets which set SYSTEM | 25 | # name of the binary - only valid for targets which set SYSTEM |
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
27 | 27 | ||
28 | all_linux all_win32: | 28 | all_linux all_win32: |
29 | $(warning Building...) | 29 | $(warning Building...) |
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
31 | 31 | ||
32 | clean: clean_linux clean_win32 | 32 | clean: clean_linux clean_win32 |
33 | $(warning Cleaning...) | 33 | $(warning Cleaning...) |
34 | 34 | ||
35 | clean_linux clean_win32: | 35 | clean_linux clean_win32: |
36 | @$(RM) $(DESTPATH) | 36 | @$(RM) $(DESTPATH) |
37 | 37 | ||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | 38 | .PHONY: all all_win32 clean clean_linux clean_win32 |
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev index 0ebdf28..83a89b0 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev | |||
@@ -1,59 +1,59 @@ | |||
1 | [Project] | 1 | [Project] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 13 Render To Texture | 3 | Name=Irrlicht Example 13 Render To Texture |
4 | UnitCount=1 | 4 | UnitCount=1 |
5 | Type=1 | 5 | Type=1 |
6 | Ver=1 | 6 | Ver=1 |
7 | ObjFiles= | 7 | ObjFiles= |
8 | Includes=..\..\include | 8 | Includes=..\..\include |
9 | Libs= | 9 | Libs= |
10 | PrivateResource= | 10 | PrivateResource= |
11 | ResourceIncludes= | 11 | ResourceIncludes= |
12 | MakeIncludes= | 12 | MakeIncludes= |
13 | Compiler= | 13 | Compiler= |
14 | CppCompiler= | 14 | CppCompiler= |
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | 15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ |
16 | IsCpp=1 | 16 | IsCpp=1 |
17 | Icon= | 17 | Icon= |
18 | ExeOutput=../../bin/Win32-gcc | 18 | ExeOutput=../../bin/Win32-gcc |
19 | ObjectOutput=obj | 19 | ObjectOutput=obj |
20 | OverrideOutput=1 | 20 | OverrideOutput=1 |
21 | OverrideOutputName=13.RenderToTexture.exe | 21 | OverrideOutputName=13.RenderToTexture.exe |
22 | HostApplication= | 22 | HostApplication= |
23 | Folders= | 23 | Folders= |
24 | CommandLine= | 24 | CommandLine= |
25 | IncludeVersionInfo=0 | 25 | IncludeVersionInfo=0 |
26 | SupportXPThemes=0 | 26 | SupportXPThemes=0 |
27 | CompilerSet=0 | 27 | CompilerSet=0 |
28 | CompilerSettings=0000000000000000000000 | 28 | CompilerSettings=0000000000000000000000 |
29 | UseCustomMakefile=0 | 29 | UseCustomMakefile=0 |
30 | CustomMakefile= | 30 | CustomMakefile= |
31 | 31 | ||
32 | [Unit1] | 32 | [Unit1] |
33 | FileName=main.cpp | 33 | FileName=main.cpp |
34 | CompileCpp=1 | 34 | CompileCpp=1 |
35 | Folder=Projekt1 | 35 | Folder=Projekt1 |
36 | Compile=1 | 36 | Compile=1 |
37 | Link=1 | 37 | Link=1 |
38 | Priority=1000 | 38 | Priority=1000 |
39 | OverrideBuildCmd=0 | 39 | OverrideBuildCmd=0 |
40 | BuildCmd= | 40 | BuildCmd= |
41 | 41 | ||
42 | [VersionInfo] | 42 | [VersionInfo] |
43 | Major=0 | 43 | Major=0 |
44 | Minor=1 | 44 | Minor=1 |
45 | Release=1 | 45 | Release=1 |
46 | Build=1 | 46 | Build=1 |
47 | LanguageID=1033 | 47 | LanguageID=1033 |
48 | CharsetID=1252 | 48 | CharsetID=1252 |
49 | CompanyName= | 49 | CompanyName= |
50 | FileVersion= | 50 | FileVersion= |
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | 51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc |
52 | InternalName= | 52 | InternalName= |
53 | LegalCopyright= | 53 | LegalCopyright= |
54 | LegalTrademarks= | 54 | LegalTrademarks= |
55 | OriginalFilename= | 55 | OriginalFilename= |
56 | ProductName= | 56 | ProductName= |
57 | ProductVersion= | 57 | ProductVersion= |
58 | AutoIncBuildNr=0 | 58 | AutoIncBuildNr=0 |
59 | 59 | ||
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj index 8fd8e6c..bf3aaaa 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj | |||
@@ -1,163 +1,163 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="7.10" | 4 | Version="7.10" |
5 | Name="13.RenderToTexture" | 5 | Name="13.RenderToTexture" |
6 | ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}" | 6 | ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}" |
7 | SccProjectName="" | 7 | SccProjectName="" |
8 | SccLocalPath=""> | 8 | SccLocalPath=""> |
9 | <Platforms> | 9 | <Platforms> |
10 | <Platform | 10 | <Platform |
11 | Name="Win32"/> | 11 | Name="Win32"/> |
12 | </Platforms> | 12 | </Platforms> |
13 | <Configurations> | 13 | <Configurations> |
14 | <Configuration | 14 | <Configuration |
15 | Name="Release|Win32" | 15 | Name="Release|Win32" |
16 | OutputDirectory=".\Release" | 16 | OutputDirectory=".\Release" |
17 | IntermediateDirectory=".\Release" | 17 | IntermediateDirectory=".\Release" |
18 | ConfigurationType="1" | 18 | ConfigurationType="1" |
19 | UseOfMFC="0" | 19 | UseOfMFC="0" |
20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
21 | CharacterSet="2"> | 21 | CharacterSet="2"> |
22 | <Tool | 22 | <Tool |
23 | Name="VCCLCompilerTool" | 23 | Name="VCCLCompilerTool" |
24 | Optimization="2" | 24 | Optimization="2" |
25 | InlineFunctionExpansion="1" | 25 | InlineFunctionExpansion="1" |
26 | AdditionalIncludeDirectories="..\..\include" | 26 | AdditionalIncludeDirectories="..\..\include" |
27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
28 | StringPooling="TRUE" | 28 | StringPooling="TRUE" |
29 | RuntimeLibrary="4" | 29 | RuntimeLibrary="4" |
30 | EnableFunctionLevelLinking="TRUE" | 30 | EnableFunctionLevelLinking="TRUE" |
31 | UsePrecompiledHeader="2" | 31 | UsePrecompiledHeader="2" |
32 | PrecompiledHeaderFile=".\Release/RenderToTexture.pch" | 32 | PrecompiledHeaderFile=".\Release/RenderToTexture.pch" |
33 | AssemblerListingLocation=".\Release/" | 33 | AssemblerListingLocation=".\Release/" |
34 | ObjectFile=".\Release/" | 34 | ObjectFile=".\Release/" |
35 | ProgramDataBaseFileName=".\Release/" | 35 | ProgramDataBaseFileName=".\Release/" |
36 | WarningLevel="3" | 36 | WarningLevel="3" |
37 | SuppressStartupBanner="TRUE" | 37 | SuppressStartupBanner="TRUE" |
38 | CompileAs="0"/> | 38 | CompileAs="0"/> |
39 | <Tool | 39 | <Tool |
40 | Name="VCCustomBuildTool"/> | 40 | Name="VCCustomBuildTool"/> |
41 | <Tool | 41 | <Tool |
42 | Name="VCLinkerTool" | 42 | Name="VCLinkerTool" |
43 | OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe" | 43 | OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe" |
44 | LinkIncremental="0" | 44 | LinkIncremental="0" |
45 | SuppressStartupBanner="TRUE" | 45 | SuppressStartupBanner="TRUE" |
46 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 46 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
47 | ProgramDatabaseFile=".\Release/RenderToTexture.pdb" | 47 | ProgramDatabaseFile=".\Release/RenderToTexture.pdb" |
48 | SubSystem="1" | 48 | SubSystem="1" |
49 | TargetMachine="1"/> | 49 | TargetMachine="1"/> |
50 | <Tool | 50 | <Tool |
51 | Name="VCMIDLTool" | 51 | Name="VCMIDLTool" |
52 | TypeLibraryName=".\Release/RenderToTexture.tlb" | 52 | TypeLibraryName=".\Release/RenderToTexture.tlb" |
53 | HeaderFileName=""/> | 53 | HeaderFileName=""/> |
54 | <Tool | 54 | <Tool |
55 | Name="VCPostBuildEventTool"/> | 55 | Name="VCPostBuildEventTool"/> |
56 | <Tool | 56 | <Tool |
57 | Name="VCPreBuildEventTool"/> | 57 | Name="VCPreBuildEventTool"/> |
58 | <Tool | 58 | <Tool |
59 | Name="VCPreLinkEventTool"/> | 59 | Name="VCPreLinkEventTool"/> |
60 | <Tool | 60 | <Tool |
61 | Name="VCResourceCompilerTool" | 61 | Name="VCResourceCompilerTool" |
62 | PreprocessorDefinitions="NDEBUG" | 62 | PreprocessorDefinitions="NDEBUG" |
63 | Culture="3079"/> | 63 | Culture="3079"/> |
64 | <Tool | 64 | <Tool |
65 | Name="VCWebServiceProxyGeneratorTool"/> | 65 | Name="VCWebServiceProxyGeneratorTool"/> |
66 | <Tool | 66 | <Tool |
67 | Name="VCXMLDataGeneratorTool"/> | 67 | Name="VCXMLDataGeneratorTool"/> |
68 | <Tool | 68 | <Tool |
69 | Name="VCWebDeploymentTool"/> | 69 | Name="VCWebDeploymentTool"/> |
70 | <Tool | 70 | <Tool |
71 | Name="VCManagedWrapperGeneratorTool"/> | 71 | Name="VCManagedWrapperGeneratorTool"/> |
72 | <Tool | 72 | <Tool |
73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 73 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
74 | </Configuration> | 74 | </Configuration> |
75 | <Configuration | 75 | <Configuration |
76 | Name="Debug|Win32" | 76 | Name="Debug|Win32" |
77 | OutputDirectory=".\Debug" | 77 | OutputDirectory=".\Debug" |
78 | IntermediateDirectory=".\Debug" | 78 | IntermediateDirectory=".\Debug" |
79 | ConfigurationType="1" | 79 | ConfigurationType="1" |
80 | UseOfMFC="0" | 80 | UseOfMFC="0" |
81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
82 | CharacterSet="2"> | 82 | CharacterSet="2"> |
83 | <Tool | 83 | <Tool |
84 | Name="VCCLCompilerTool" | 84 | Name="VCCLCompilerTool" |
85 | Optimization="0" | 85 | Optimization="0" |
86 | AdditionalIncludeDirectories="..\..\include" | 86 | AdditionalIncludeDirectories="..\..\include" |
87 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 87 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
88 | BasicRuntimeChecks="3" | 88 | BasicRuntimeChecks="3" |
89 | RuntimeLibrary="5" | 89 | RuntimeLibrary="5" |
90 | UsePrecompiledHeader="2" | 90 | UsePrecompiledHeader="2" |
91 | PrecompiledHeaderFile=".\Debug/RenderToTexture.pch" | 91 | PrecompiledHeaderFile=".\Debug/RenderToTexture.pch" |
92 | AssemblerListingLocation=".\Debug/" | 92 | AssemblerListingLocation=".\Debug/" |
93 | ObjectFile=".\Debug/" | 93 | ObjectFile=".\Debug/" |
94 | ProgramDataBaseFileName=".\Debug/" | 94 | ProgramDataBaseFileName=".\Debug/" |
95 | WarningLevel="3" | 95 | WarningLevel="3" |
96 | SuppressStartupBanner="TRUE" | 96 | SuppressStartupBanner="TRUE" |
97 | DebugInformationFormat="4" | 97 | DebugInformationFormat="4" |
98 | CompileAs="0"/> | 98 | CompileAs="0"/> |
99 | <Tool | 99 | <Tool |
100 | Name="VCCustomBuildTool"/> | 100 | Name="VCCustomBuildTool"/> |
101 | <Tool | 101 | <Tool |
102 | Name="VCLinkerTool" | 102 | Name="VCLinkerTool" |
103 | OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe" | 103 | OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe" |
104 | LinkIncremental="0" | 104 | LinkIncremental="0" |
105 | SuppressStartupBanner="TRUE" | 105 | SuppressStartupBanner="TRUE" |
106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 106 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
107 | GenerateDebugInformation="TRUE" | 107 | GenerateDebugInformation="TRUE" |
108 | ProgramDatabaseFile=".\Debug/RenderToTexture.pdb" | 108 | ProgramDatabaseFile=".\Debug/RenderToTexture.pdb" |
109 | SubSystem="1" | 109 | SubSystem="1" |
110 | TargetMachine="1"/> | 110 | TargetMachine="1"/> |
111 | <Tool | 111 | <Tool |
112 | Name="VCMIDLTool" | 112 | Name="VCMIDLTool" |
113 | TypeLibraryName=".\Debug/RenderToTexture.tlb" | 113 | TypeLibraryName=".\Debug/RenderToTexture.tlb" |
114 | HeaderFileName=""/> | 114 | HeaderFileName=""/> |
115 | <Tool | 115 | <Tool |
116 | Name="VCPostBuildEventTool"/> | 116 | Name="VCPostBuildEventTool"/> |
117 | <Tool | 117 | <Tool |
118 | Name="VCPreBuildEventTool"/> | 118 | Name="VCPreBuildEventTool"/> |
119 | <Tool | 119 | <Tool |
120 | Name="VCPreLinkEventTool"/> | 120 | Name="VCPreLinkEventTool"/> |
121 | <Tool | 121 | <Tool |
122 | Name="VCResourceCompilerTool" | 122 | Name="VCResourceCompilerTool" |
123 | PreprocessorDefinitions="_DEBUG" | 123 | PreprocessorDefinitions="_DEBUG" |
124 | Culture="3079"/> | 124 | Culture="3079"/> |
125 | <Tool | 125 | <Tool |
126 | Name="VCWebServiceProxyGeneratorTool"/> | 126 | Name="VCWebServiceProxyGeneratorTool"/> |
127 | <Tool | 127 | <Tool |
128 | Name="VCXMLDataGeneratorTool"/> | 128 | Name="VCXMLDataGeneratorTool"/> |
129 | <Tool | 129 | <Tool |
130 | Name="VCWebDeploymentTool"/> | 130 | Name="VCWebDeploymentTool"/> |
131 | <Tool | 131 | <Tool |
132 | Name="VCManagedWrapperGeneratorTool"/> | 132 | Name="VCManagedWrapperGeneratorTool"/> |
133 | <Tool | 133 | <Tool |
134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> | 134 | Name="VCAuxiliaryManagedWrapperGeneratorTool"/> |
135 | </Configuration> | 135 | </Configuration> |
136 | </Configurations> | 136 | </Configurations> |
137 | <References> | 137 | <References> |
138 | </References> | 138 | </References> |
139 | <Files> | 139 | <Files> |
140 | <File | 140 | <File |
141 | RelativePath="main.cpp"> | 141 | RelativePath="main.cpp"> |
142 | <FileConfiguration | 142 | <FileConfiguration |
143 | Name="Release|Win32"> | 143 | Name="Release|Win32"> |
144 | <Tool | 144 | <Tool |
145 | Name="VCCLCompilerTool" | 145 | Name="VCCLCompilerTool" |
146 | Optimization="2" | 146 | Optimization="2" |
147 | AdditionalIncludeDirectories="" | 147 | AdditionalIncludeDirectories="" |
148 | PreprocessorDefinitions=""/> | 148 | PreprocessorDefinitions=""/> |
149 | </FileConfiguration> | 149 | </FileConfiguration> |
150 | <FileConfiguration | 150 | <FileConfiguration |
151 | Name="Debug|Win32"> | 151 | Name="Debug|Win32"> |
152 | <Tool | 152 | <Tool |
153 | Name="VCCLCompilerTool" | 153 | Name="VCCLCompilerTool" |
154 | Optimization="0" | 154 | Optimization="0" |
155 | AdditionalIncludeDirectories="" | 155 | AdditionalIncludeDirectories="" |
156 | PreprocessorDefinitions="" | 156 | PreprocessorDefinitions="" |
157 | BasicRuntimeChecks="3"/> | 157 | BasicRuntimeChecks="3"/> |
158 | </FileConfiguration> | 158 | </FileConfiguration> |
159 | </File> | 159 | </File> |
160 | </Files> | 160 | </Files> |
161 | <Globals> | 161 | <Globals> |
162 | </Globals> | 162 | </Globals> |
163 | </VisualStudioProject> | 163 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj index e376054..8726dc7 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj | |||
@@ -1,231 +1,231 @@ | |||
1 | <?xml version="1.0" encoding="utf-8"?> | 1 | <?xml version="1.0" encoding="utf-8"?> |
2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | 2 | <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
3 | <ItemGroup Label="ProjectConfigurations"> | 3 | <ItemGroup Label="ProjectConfigurations"> |
4 | <ProjectConfiguration Include="Debug|Win32"> | 4 | <ProjectConfiguration Include="Debug|Win32"> |
5 | <Configuration>Debug</Configuration> | 5 | <Configuration>Debug</Configuration> |
6 | <Platform>Win32</Platform> | 6 | <Platform>Win32</Platform> |
7 | </ProjectConfiguration> | 7 | </ProjectConfiguration> |
8 | <ProjectConfiguration Include="Debug|x64"> | 8 | <ProjectConfiguration Include="Debug|x64"> |
9 | <Configuration>Debug</Configuration> | 9 | <Configuration>Debug</Configuration> |
10 | <Platform>x64</Platform> | 10 | <Platform>x64</Platform> |
11 | </ProjectConfiguration> | 11 | </ProjectConfiguration> |
12 | <ProjectConfiguration Include="Release|Win32"> | 12 | <ProjectConfiguration Include="Release|Win32"> |
13 | <Configuration>Release</Configuration> | 13 | <Configuration>Release</Configuration> |
14 | <Platform>Win32</Platform> | 14 | <Platform>Win32</Platform> |
15 | </ProjectConfiguration> | 15 | </ProjectConfiguration> |
16 | <ProjectConfiguration Include="Release|x64"> | 16 | <ProjectConfiguration Include="Release|x64"> |
17 | <Configuration>Release</Configuration> | 17 | <Configuration>Release</Configuration> |
18 | <Platform>x64</Platform> | 18 | <Platform>x64</Platform> |
19 | </ProjectConfiguration> | 19 | </ProjectConfiguration> |
20 | </ItemGroup> | 20 | </ItemGroup> |
21 | <PropertyGroup Label="Globals"> | 21 | <PropertyGroup Label="Globals"> |
22 | <ProjectName>13.RenderToTexture</ProjectName> | 22 | <ProjectName>13.RenderToTexture</ProjectName> |
23 | <ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid> | 23 | <ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid> |
24 | <RootNamespace>RenderToTexture</RootNamespace> | 24 | <RootNamespace>RenderToTexture</RootNamespace> |
25 | </PropertyGroup> | 25 | </PropertyGroup> |
26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> | 26 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> | 27 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
28 | <ConfigurationType>Application</ConfigurationType> | 28 | <ConfigurationType>Application</ConfigurationType> |
29 | <UseOfMfc>false</UseOfMfc> | 29 | <UseOfMfc>false</UseOfMfc> |
30 | <CharacterSet>MultiByte</CharacterSet> | 30 | <CharacterSet>MultiByte</CharacterSet> |
31 | </PropertyGroup> | 31 | </PropertyGroup> |
32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> | 32 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
33 | <ConfigurationType>Application</ConfigurationType> | 33 | <ConfigurationType>Application</ConfigurationType> |
34 | <UseOfMfc>false</UseOfMfc> | 34 | <UseOfMfc>false</UseOfMfc> |
35 | <CharacterSet>MultiByte</CharacterSet> | 35 | <CharacterSet>MultiByte</CharacterSet> |
36 | </PropertyGroup> | 36 | </PropertyGroup> |
37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> | 37 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
38 | <ConfigurationType>Application</ConfigurationType> | 38 | <ConfigurationType>Application</ConfigurationType> |
39 | <UseOfMfc>false</UseOfMfc> | 39 | <UseOfMfc>false</UseOfMfc> |
40 | <CharacterSet>MultiByte</CharacterSet> | 40 | <CharacterSet>MultiByte</CharacterSet> |
41 | </PropertyGroup> | 41 | </PropertyGroup> |
42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> | 42 | <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
43 | <ConfigurationType>Application</ConfigurationType> | 43 | <ConfigurationType>Application</ConfigurationType> |
44 | <UseOfMfc>false</UseOfMfc> | 44 | <UseOfMfc>false</UseOfMfc> |
45 | <CharacterSet>MultiByte</CharacterSet> | 45 | <CharacterSet>MultiByte</CharacterSet> |
46 | </PropertyGroup> | 46 | </PropertyGroup> |
47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> | 47 | <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
48 | <ImportGroup Label="ExtensionSettings"> | 48 | <ImportGroup Label="ExtensionSettings"> |
49 | </ImportGroup> | 49 | </ImportGroup> |
50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> | 50 | <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> |
51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | 51 | <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> | 52 | <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" /> |
53 | </ImportGroup> | 53 | </ImportGroup> |
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diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj index 7ee213b..41518d5 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp b/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp index 35ea009..2ba54ab 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp | |||
@@ -1,211 +1,211 @@ | |||
1 | /** Example 013 Render To Texture | 1 | /** Example 013 Render To Texture |
2 | 2 | ||
3 | This tutorial shows how to render to a texture using Irrlicht. Render to | 3 | This tutorial shows how to render to a texture using Irrlicht. Render to |
4 | texture is a feature with which it is possible to create nice special effects. | 4 | texture is a feature with which it is possible to create nice special effects. |
5 | In addition, this tutorial shows how to enable specular highlights. | 5 | In addition, this tutorial shows how to enable specular highlights. |
6 | 6 | ||
7 | In the beginning, everything as usual. Include the needed headers, ask the user | 7 | In the beginning, everything as usual. Include the needed headers, ask the user |
8 | for the rendering driver, create the Irrlicht Device: | 8 | for the rendering driver, create the Irrlicht Device: |
9 | */ | 9 | */ |
10 | 10 | ||
11 | #include <irrlicht.h> | 11 | #include <irrlicht.h> |
12 | #include "driverChoice.h" | 12 | #include "driverChoice.h" |
13 | 13 | ||
14 | using namespace irr; | 14 | using namespace irr; |
15 | 15 | ||
16 | #ifdef _MSC_VER | 16 | #ifdef _MSC_VER |
17 | #pragma comment(lib, "Irrlicht.lib") | 17 | #pragma comment(lib, "Irrlicht.lib") |
18 | #endif | 18 | #endif |
19 | 19 | ||
20 | int main() | 20 | int main() |
21 | { | 21 | { |
22 | // ask user for driver | 22 | // ask user for driver |
23 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | 23 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); |
24 | if (driverType==video::EDT_COUNT) | 24 | if (driverType==video::EDT_COUNT) |
25 | return 1; | 25 | return 1; |
26 | 26 | ||
27 | // create device and exit if creation failed | 27 | // create device and exit if creation failed |
28 | 28 | ||
29 | IrrlichtDevice *device = | 29 | IrrlichtDevice *device = |
30 | createDevice(driverType, core::dimension2d<u32>(640, 480), | 30 | createDevice(driverType, core::dimension2d<u32>(640, 480), |
31 | 16, false, false); | 31 | 16, false, false); |
32 | 32 | ||
33 | if (device == 0) | 33 | if (device == 0) |
34 | return 1; // could not create selected driver. | 34 | return 1; // could not create selected driver. |
35 | 35 | ||
36 | video::IVideoDriver* driver = device->getVideoDriver(); | 36 | video::IVideoDriver* driver = device->getVideoDriver(); |
37 | scene::ISceneManager* smgr = device->getSceneManager(); | 37 | scene::ISceneManager* smgr = device->getSceneManager(); |
38 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); | 38 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); |
39 | 39 | ||
40 | /* | 40 | /* |
41 | Now, we load an animated mesh to be displayed. As in most examples, | 41 | Now, we load an animated mesh to be displayed. As in most examples, |
42 | we'll take the fairy md2 model. The difference here: We set the | 42 | we'll take the fairy md2 model. The difference here: We set the |
43 | shininess of the model to a value other than 0 which is the default | 43 | shininess of the model to a value other than 0 which is the default |
44 | value. This enables specular highlights on the model if dynamic | 44 | value. This enables specular highlights on the model if dynamic |
45 | lighting is on. The value influences the size of the highlights. | 45 | lighting is on. The value influences the size of the highlights. |
46 | */ | 46 | */ |
47 | 47 | ||
48 | // load and display animated fairy mesh | 48 | // load and display animated fairy mesh |
49 | 49 | ||
50 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( | 50 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( |
51 | smgr->getMesh("../../media/faerie.md2")); | 51 | smgr->getMesh("../../media/faerie.md2")); |
52 | 52 | ||
53 | if (fairy) | 53 | if (fairy) |
54 | { | 54 | { |
55 | fairy->setMaterialTexture(0, | 55 | fairy->setMaterialTexture(0, |
56 | driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture | 56 | driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture |
57 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting | 57 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting |
58 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights | 58 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights |
59 | fairy->setPosition(core::vector3df(-10,0,-100)); | 59 | fairy->setPosition(core::vector3df(-10,0,-100)); |
60 | fairy->setMD2Animation ( scene::EMAT_STAND ); | 60 | fairy->setMD2Animation ( scene::EMAT_STAND ); |
61 | } | 61 | } |
62 | 62 | ||
63 | /* | 63 | /* |
64 | To make specular highlights appear on the model, we need a dynamic | 64 | To make specular highlights appear on the model, we need a dynamic |
65 | light in the scene. We add one directly in vicinity of the model. In | 65 | light in the scene. We add one directly in vicinity of the model. In |
66 | addition, to make the model not that dark, we set the ambient light to | 66 | addition, to make the model not that dark, we set the ambient light to |
67 | gray. | 67 | gray. |
68 | */ | 68 | */ |
69 | 69 | ||
70 | // add white light | 70 | // add white light |
71 | smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), | 71 | smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), |
72 | video::SColorf(1.0f, 1.0f, 1.0f)); | 72 | video::SColorf(1.0f, 1.0f, 1.0f)); |
73 | 73 | ||
74 | // set ambient light | 74 | // set ambient light |
75 | smgr->setAmbientLight(video::SColor(0,60,60,60)); | 75 | smgr->setAmbientLight(video::SColor(0,60,60,60)); |
76 | 76 | ||
77 | /* | 77 | /* |
78 | The next is just some standard stuff: Add a test cube and let it rotate | 78 | The next is just some standard stuff: Add a test cube and let it rotate |
79 | to make the scene more interesting. The user defined camera and cursor | 79 | to make the scene more interesting. The user defined camera and cursor |
80 | setup is made later on, right before the render loop. | 80 | setup is made later on, right before the render loop. |
81 | */ | 81 | */ |
82 | 82 | ||
83 | // create test cube | 83 | // create test cube |
84 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); | 84 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); |
85 | 85 | ||
86 | // let the cube rotate and set some light settings | 86 | // let the cube rotate and set some light settings |
87 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( | 87 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( |
88 | core::vector3df(0.3f, 0.3f,0)); | 88 | core::vector3df(0.3f, 0.3f,0)); |
89 | 89 | ||
90 | test->setPosition(core::vector3df(-100,0,-100)); | 90 | test->setPosition(core::vector3df(-100,0,-100)); |
91 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting | 91 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting |
92 | test->addAnimator(anim); | 92 | test->addAnimator(anim); |
93 | anim->drop(); | 93 | anim->drop(); |
94 | 94 | ||
95 | // set window caption | 95 | // set window caption |
96 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example"); | 96 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example"); |
97 | 97 | ||
98 | /* | 98 | /* |
99 | To test out the render to texture feature, we need a render target | 99 | To test out the render to texture feature, we need a render target |
100 | texture. These are not like standard textures, but need to be created | 100 | texture. These are not like standard textures, but need to be created |
101 | first. To create one, we call IVideoDriver::addRenderTargetTexture() | 101 | first. To create one, we call IVideoDriver::addRenderTargetTexture() |
102 | and specify the size of the texture. Please don't use sizes bigger than | 102 | and specify the size of the texture. Please don't use sizes bigger than |
103 | the frame buffer for this, because the render target shares the zbuffer | 103 | the frame buffer for this, because the render target shares the zbuffer |
104 | with the frame buffer. | 104 | with the frame buffer. |
105 | Because we want to render the scene not from the user camera into the | 105 | Because we want to render the scene not from the user camera into the |
106 | texture, we add another fixed camera to the scene. But before we do all | 106 | texture, we add another fixed camera to the scene. But before we do all |
107 | this, we check if the current running driver is able to render to | 107 | this, we check if the current running driver is able to render to |
108 | textures. If it is not, we simply display a warning text. | 108 | textures. If it is not, we simply display a warning text. |
109 | */ | 109 | */ |
110 | 110 | ||
111 | // create render target | 111 | // create render target |
112 | video::ITexture* rt = 0; | 112 | video::ITexture* rt = 0; |
113 | scene::ICameraSceneNode* fixedCam = 0; | 113 | scene::ICameraSceneNode* fixedCam = 0; |
114 | 114 | ||
115 | 115 | ||
116 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) | 116 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) |
117 | { | 117 | { |
118 | rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1"); | 118 | rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1"); |
119 | test->setMaterialTexture(0, rt); // set material of cube to render target | 119 | test->setMaterialTexture(0, rt); // set material of cube to render target |
120 | 120 | ||
121 | // add fixed camera | 121 | // add fixed camera |
122 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), | 122 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), |
123 | core::vector3df(-10,10,-100)); | 123 | core::vector3df(-10,10,-100)); |
124 | } | 124 | } |
125 | else | 125 | else |
126 | { | 126 | { |
127 | // create problem text | 127 | // create problem text |
128 | gui::IGUISkin* skin = env->getSkin(); | 128 | gui::IGUISkin* skin = env->getSkin(); |
129 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); | 129 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); |
130 | if (font) | 130 | if (font) |
131 | skin->setFont(font); | 131 | skin->setFont(font); |
132 | 132 | ||
133 | gui::IGUIStaticText* text = env->addStaticText( | 133 | gui::IGUIStaticText* text = env->addStaticText( |
134 | L"Your hardware or this renderer is not able to use the "\ | 134 | L"Your hardware or this renderer is not able to use the "\ |
135 | L"render to texture feature. RTT Disabled.", | 135 | L"render to texture feature. RTT Disabled.", |
136 | core::rect<s32>(150,20,470,60)); | 136 | core::rect<s32>(150,20,470,60)); |
137 | 137 | ||
138 | text->setOverrideColor(video::SColor(100,255,255,255)); | 138 | text->setOverrideColor(video::SColor(100,255,255,255)); |
139 | } | 139 | } |
140 | 140 | ||
141 | // add fps camera | 141 | // add fps camera |
142 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); | 142 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); |
143 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); | 143 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); |
144 | 144 | ||
145 | // disable mouse cursor | 145 | // disable mouse cursor |
146 | device->getCursorControl()->setVisible(false); | 146 | device->getCursorControl()->setVisible(false); |
147 | 147 | ||
148 | /* | 148 | /* |
149 | Nearly finished. Now we need to draw everything. Every frame, we draw | 149 | Nearly finished. Now we need to draw everything. Every frame, we draw |
150 | the scene twice. Once from the fixed camera into the render target | 150 | the scene twice. Once from the fixed camera into the render target |
151 | texture and once as usual. When rendering into the render target, we | 151 | texture and once as usual. When rendering into the render target, we |
152 | need to disable the visibility of the test cube, because it has the | 152 | need to disable the visibility of the test cube, because it has the |
153 | render target texture applied to it. That's it, wasn't too complicated | 153 | render target texture applied to it. That's it, wasn't too complicated |
154 | I hope. :) | 154 | I hope. :) |
155 | */ | 155 | */ |
156 | 156 | ||
157 | int lastFPS = -1; | 157 | int lastFPS = -1; |
158 | 158 | ||
159 | while(device->run()) | 159 | while(device->run()) |
160 | if (device->isWindowActive()) | 160 | if (device->isWindowActive()) |
161 | { | 161 | { |
162 | driver->beginScene(true, true, 0); | 162 | driver->beginScene(true, true, 0); |
163 | 163 | ||
164 | if (rt) | 164 | if (rt) |
165 | { | 165 | { |
166 | // draw scene into render target | 166 | // draw scene into render target |
167 | 167 | ||
168 | // set render target texture | 168 | // set render target texture |
169 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); | 169 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); |
170 | 170 | ||
171 | // make cube invisible and set fixed camera as active camera | 171 | // make cube invisible and set fixed camera as active camera |
172 | test->setVisible(false); | 172 | test->setVisible(false); |
173 | smgr->setActiveCamera(fixedCam); | 173 | smgr->setActiveCamera(fixedCam); |
174 | 174 | ||
175 | // draw whole scene into render buffer | 175 | // draw whole scene into render buffer |
176 | smgr->drawAll(); | 176 | smgr->drawAll(); |
177 | 177 | ||
178 | // set back old render target | 178 | // set back old render target |
179 | // The buffer might have been distorted, so clear it | 179 | // The buffer might have been distorted, so clear it |
180 | driver->setRenderTarget(0, true, true, 0); | 180 | driver->setRenderTarget(0, true, true, 0); |
181 | 181 | ||
182 | // make the cube visible and set the user controlled camera as active one | 182 | // make the cube visible and set the user controlled camera as active one |
183 | test->setVisible(true); | 183 | test->setVisible(true); |
184 | smgr->setActiveCamera(fpsCamera); | 184 | smgr->setActiveCamera(fpsCamera); |
185 | } | 185 | } |
186 | 186 | ||
187 | // draw scene normally | 187 | // draw scene normally |
188 | smgr->drawAll(); | 188 | smgr->drawAll(); |
189 | env->drawAll(); | 189 | env->drawAll(); |
190 | 190 | ||
191 | driver->endScene(); | 191 | driver->endScene(); |
192 | 192 | ||
193 | // display frames per second in window title | 193 | // display frames per second in window title |
194 | int fps = driver->getFPS(); | 194 | int fps = driver->getFPS(); |
195 | if (lastFPS != fps) | 195 | if (lastFPS != fps) |
196 | { | 196 | { |
197 | core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example"; | 197 | core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example"; |
198 | str += " FPS:"; | 198 | str += " FPS:"; |
199 | str += fps; | 199 | str += fps; |
200 | 200 | ||
201 | device->setWindowCaption(str.c_str()); | 201 | device->setWindowCaption(str.c_str()); |
202 | lastFPS = fps; | 202 | lastFPS = fps; |
203 | } | 203 | } |
204 | } | 204 | } |
205 | 205 | ||
206 | device->drop(); // drop device | 206 | device->drop(); // drop device |
207 | return 0; | 207 | return 0; |
208 | } | 208 | } |
209 | 209 | ||
210 | /* | 210 | /* |
211 | **/ | 211 | **/ |
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html b/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html index 26340a3..051a251 100644 --- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html +++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html | |||
@@ -1,244 +1,244 @@ | |||
1 | <html> | 1 | <html> |
2 | <head> | 2 | <head> |
3 | <title>Irrlicht Engine Tutorial</title> | 3 | <title>Irrlicht Engine Tutorial</title> |
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | 4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> |
5 | </head> | 5 | </head> |
6 | 6 | ||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | 7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> |
8 | <br> | 8 | <br> |
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
10 | <tr> | 10 | <tr> |
11 | <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> | 11 | <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> |
12 | <td bgcolor="#666699" width="100%"> | 12 | <td bgcolor="#666699" width="100%"> |
13 | <div align="center"> | 13 | <div align="center"> |
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div> | 14 | <div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div> |
15 | </div> | 15 | </div> |
16 | </td> | 16 | </td> |
17 | </tr> | 17 | </tr> |
18 | <tr bgcolor="#eeeeff"> | 18 | <tr bgcolor="#eeeeff"> |
19 | <td height="90" colspan="2"> | 19 | <td height="90" colspan="2"> |
20 | <div align="left"> | 20 | <div align="left"> |
21 | <p> This tutorial shows how to render to a texture using Irrlicht. Render | 21 | <p> This tutorial shows how to render to a texture using Irrlicht. Render |
22 | to texture is a feature with which it is possible to create nice special | 22 | to texture is a feature with which it is possible to create nice special |
23 | effects. In addition, this tutorial shows how to enable specular highlights.</p> | 23 | effects. In addition, this tutorial shows how to enable specular highlights.</p> |
24 | <p>The program which is described here will look like this:</p> | 24 | <p>The program which is described here will look like this:</p> |
25 | <p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><br> | 25 | <p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><br> |
26 | </p> | 26 | </p> |
27 | </div> | 27 | </div> |
28 | </td> | 28 | </td> |
29 | </tr> | 29 | </tr> |
30 | </table> | 30 | </table> |
31 | <br> | 31 | <br> |
32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
33 | <tr> | 33 | <tr> |
34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | 34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> |
35 | </tr> | 35 | </tr> |
36 | <tr> | 36 | <tr> |
37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
38 | <div align="left"> | 38 | <div align="left"> |
39 | <p>In the beginning, everything as usual. Include the needed headers, | 39 | <p>In the beginning, everything as usual. Include the needed headers, |
40 | ask the user for the rendering driver, create the Irrlicht Device:</p> | 40 | ask the user for the rendering driver, create the Irrlicht Device:</p> |
41 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 41 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
42 | <tr> | 42 | <tr> |
43 | <td><pre>#include <irrlicht.h> | 43 | <td><pre>#include <irrlicht.h> |
44 | #include <iostream> | 44 | #include <iostream> |
45 | 45 | ||
46 | using namespace irr; | 46 | using namespace irr; |
47 | 47 | ||
48 | #pragma comment(lib, "Irrlicht.lib") | 48 | #pragma comment(lib, "Irrlicht.lib") |
49 | 49 | ||
50 | int main() | 50 | int main() |
51 | { | 51 | { |
52 | // let user select driver type | 52 | // let user select driver type |
53 | 53 | ||
54 | video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; | 54 | video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; |
55 | 55 | ||
56 | 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"); | 56 | 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"); |
57 | 57 | ||
58 | char i; | 58 | char i; |
59 | std::cin >> i; | 59 | std::cin >> i; |
60 | 60 | ||
61 | 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> } | 61 | 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> } |
62 | 62 | ||
63 | // create device and exit if creation failed | 63 | // create device and exit if creation failed |
64 | 64 | ||
65 | IrrlichtDevice *device = | 65 | IrrlichtDevice *device = |
66 | createDevice(driverType, core::dimension2d<s32>(640, 480), | 66 | createDevice(driverType, core::dimension2d<s32>(640, 480), |
67 | 16, false, false); | 67 | 16, false, false); |
68 | 68 | ||
69 | if (device == 0) | 69 | if (device == 0) |
70 | return 1; // could not create selected driver. | 70 | return 1; // could not create selected driver. |
71 | 71 | ||
72 | video::IVideoDriver* driver = device->getVideoDriver(); | 72 | video::IVideoDriver* driver = device->getVideoDriver(); |
73 | scene::ISceneManager* smgr = device->getSceneManager(); | 73 | scene::ISceneManager* smgr = device->getSceneManager(); |
74 | gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td> | 74 | gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td> |
75 | </tr> | 75 | </tr> |
76 | </table> | 76 | </table> |
77 | <p>Now, we load an animated mesh to be displayed. As in most examples, | 77 | <p>Now, we load an animated mesh to be displayed. As in most examples, |
78 | we'll take the fairy md2 model. The difference here: We set the shininess<br> | 78 | we'll take the fairy md2 model. The difference here: We set the shininess<br> |
79 | of the model to a value other than 0 which is the default value. This | 79 | of the model to a value other than 0 which is the default value. This |
80 | enables specular highlights on the model if dynamic lighting is on. | 80 | enables specular highlights on the model if dynamic lighting is on. |
81 | The value influences the size of the highlights.</p> | 81 | The value influences the size of the highlights.</p> |
82 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 82 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
83 | <tr> | 83 | <tr> |
84 | <td><pre>// load and display animated fairy mesh | 84 | <td><pre>// load and display animated fairy mesh |
85 | 85 | ||
86 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( | 86 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( |
87 | smgr->getMesh("../../media/faerie.md2")); | 87 | smgr->getMesh("../../media/faerie.md2")); |
88 | 88 | ||
89 | if (fairy) | 89 | if (fairy) |
90 | { | 90 | { |
91 | fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture | 91 | fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture |
92 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting | 92 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting |
93 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights | 93 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights |
94 | fairy->setPosition(core::vector3df(-10,0,-100)); | 94 | fairy->setPosition(core::vector3df(-10,0,-100)); |
95 | }</pre></td> | 95 | }</pre></td> |
96 | </tr> | 96 | </tr> |
97 | </table> | 97 | </table> |
98 | <p> To make specular highlights appear on the model, we need a dynamic | 98 | <p> To make specular highlights appear on the model, we need a dynamic |
99 | light in the scene. We add one directly in vicinity of the model. | 99 | light in the scene. We add one directly in vicinity of the model. |
100 | In addition, to make the model not that dark, we set the ambient light | 100 | In addition, to make the model not that dark, we set the ambient light |
101 | to gray. </p> | 101 | to gray. </p> |
102 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 102 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
103 | <tr> | 103 | <tr> |
104 | <td><pre> | 104 | <td><pre> |
105 | // add white light | 105 | // add white light |
106 | scene::ILightSceneNode* light = smgr->addLightSceneNode(0, | 106 | scene::ILightSceneNode* light = smgr->addLightSceneNode(0, |
107 | core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f)); | 107 | core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f)); |
108 | 108 | ||
109 | // set ambient light | 109 | // set ambient light |
110 | driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td> | 110 | driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td> |
111 | </tr> | 111 | </tr> |
112 | </table> | 112 | </table> |
113 | <p>The next is just some standard stuff: Add a user controlled camera | 113 | <p>The next is just some standard stuff: Add a user controlled camera |
114 | to the scene, disable mouse cursor, and add a test cube and let it | 114 | to the scene, disable mouse cursor, and add a test cube and let it |
115 | rotate to make the scene more interesting.</p> | 115 | rotate to make the scene more interesting.</p> |
116 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 116 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
117 | <tr> | 117 | <tr> |
118 | <td><pre> | 118 | <td><pre> |
119 | // add fps camera | 119 | // add fps camera |
120 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); | 120 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); |
121 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); | 121 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); |
122 | 122 | ||
123 | // disable mouse cursor | 123 | // disable mouse cursor |
124 | device->getCursorControl()->setVisible(false); | 124 | device->getCursorControl()->setVisible(false); |
125 | 125 | ||
126 | // create test cube | 126 | // create test cube |
127 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); | 127 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); |
128 | 128 | ||
129 | // let the cube rotate and set some light settings | 129 | // let the cube rotate and set some light settings |
130 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( | 130 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( |
131 | core::vector3df(0.3f, 0.3f,0)); | 131 | core::vector3df(0.3f, 0.3f,0)); |
132 | 132 | ||
133 | test->setPosition(core::vector3df(-100,0,-100)); | 133 | test->setPosition(core::vector3df(-100,0,-100)); |
134 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting | 134 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting |
135 | test->addAnimator(anim); | 135 | test->addAnimator(anim); |
136 | anim->drop(); | 136 | anim->drop(); |
137 | 137 | ||
138 | // set window caption | 138 | // set window caption |
139 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td> | 139 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td> |
140 | </tr> | 140 | </tr> |
141 | </table> | 141 | </table> |
142 | <p> To test out the render to texture feature, we need a render target | 142 | <p> To test out the render to texture feature, we need a render target |
143 | texture. These are not like standard textures, but need to be created | 143 | texture. These are not like standard textures, but need to be created |
144 | first. To create one, we call IVideoDriver::createRenderTargetTexture() | 144 | first. To create one, we call IVideoDriver::createRenderTargetTexture() |
145 | and specify the size of the texture. Please don't use sizes bigger | 145 | and specify the size of the texture. Please don't use sizes bigger |
146 | than the frame buffer for this, because the render target shares the | 146 | than the frame buffer for this, because the render target shares the |
147 | zbuffer with the frame buffer. And because we want to render the scene | 147 | zbuffer with the frame buffer. And because we want to render the scene |
148 | not from the user camera into the texture, we add another, fixed camera | 148 | not from the user camera into the texture, we add another, fixed camera |
149 | to the scene. But before we do all this, we check if the current running | 149 | to the scene. But before we do all this, we check if the current running |
150 | driver is able to render to textures. If it is not, we simply display | 150 | driver is able to render to textures. If it is not, we simply display |
151 | a warning text.</p> | 151 | a warning text.</p> |
152 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 152 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
153 | <tr> | 153 | <tr> |
154 | <td><pre>// create render target | 154 | <td><pre>// create render target |
155 | video::ITexture* rt = 0; | 155 | video::ITexture* rt = 0; |
156 | scene::ICameraSceneNode* fixedCam = 0; | 156 | scene::ICameraSceneNode* fixedCam = 0; |
157 | 157 | ||
158 | 158 | ||
159 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) | 159 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) |
160 | { | 160 | { |
161 | rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256)); | 161 | rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256)); |
162 | test->setMaterialTexture(0, rt); // set material of cube to render target | 162 | test->setMaterialTexture(0, rt); // set material of cube to render target |
163 | 163 | ||
164 | // add fixed camera | 164 | // add fixed camera |
165 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), | 165 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), |
166 | core::vector3df(-10,10,-100)); | 166 | core::vector3df(-10,10,-100)); |
167 | } | 167 | } |
168 | else | 168 | else |
169 | { | 169 | { |
170 | // create problem text | 170 | // create problem text |
171 | gui::IGUISkin* skin = env->getSkin(); | 171 | gui::IGUISkin* skin = env->getSkin(); |
172 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); | 172 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); |
173 | if (font) | 173 | if (font) |
174 | skin->setFont(font); | 174 | skin->setFont(font); |
175 | 175 | ||
176 | gui::IGUIStaticText* text = env->addStaticText( | 176 | gui::IGUIStaticText* text = env->addStaticText( |
177 | L"Your hardware or this renderer is not able to use the "\ | 177 | L"Your hardware or this renderer is not able to use the "\ |
178 | L"render to texture feature. RTT Disabled.", | 178 | L"render to texture feature. RTT Disabled.", |
179 | core::rect<s32>(150,20,470,60)); | 179 | core::rect<s32>(150,20,470,60)); |
180 | 180 | ||
181 | text->setOverrideColor(video::SColor(100,255,255,255)); | 181 | text->setOverrideColor(video::SColor(100,255,255,255)); |
182 | }</pre></td> | 182 | }</pre></td> |
183 | </tr> | 183 | </tr> |
184 | </table> | 184 | </table> |
185 | <p> Nearly finished. Now we need to draw everything. Every frame, we | 185 | <p> Nearly finished. Now we need to draw everything. Every frame, we |
186 | draw the scene twice. Once from the fixed camera into the render target | 186 | draw the scene twice. Once from the fixed camera into the render target |
187 | texture and once as usual. When rendering into the render target, | 187 | texture and once as usual. When rendering into the render target, |
188 | we need to disable the visibilty of the test cube, because it has | 188 | we need to disable the visibilty of the test cube, because it has |
189 | the render target texture applied to it.<br> | 189 | the render target texture applied to it.<br> |
190 | That's, wasn't quite complicated I hope. :)</p> | 190 | That's, wasn't quite complicated I hope. :)</p> |
191 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 191 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
192 | <tr> | 192 | <tr> |
193 | <td><pre>while(device->run()) | 193 | <td><pre>while(device->run()) |
194 | if (device->isWindowActive()) | 194 | if (device->isWindowActive()) |
195 | { | 195 | { |
196 | driver->beginScene(true, true, 0); | 196 | driver->beginScene(true, true, 0); |
197 | 197 | ||
198 | if (rt) | 198 | if (rt) |
199 | { | 199 | { |
200 | // draw scene into render target | 200 | // draw scene into render target |
201 | 201 | ||
202 | // set render target texture | 202 | // set render target texture |
203 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); | 203 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); |
204 | 204 | ||
205 | // make cube invisible and set fixed camera as active camera | 205 | // make cube invisible and set fixed camera as active camera |
206 | test->setVisible(false); | 206 | test->setVisible(false); |
207 | smgr->setActiveCamera(fixedCam); | 207 | smgr->setActiveCamera(fixedCam); |
208 | 208 | ||
209 | // draw whole scene into render buffer | 209 | // draw whole scene into render buffer |
210 | smgr->drawAll(); | 210 | smgr->drawAll(); |
211 | 211 | ||
212 | // set back old render target | 212 | // set back old render target |
213 | driver->setRenderTarget(0); | 213 | driver->setRenderTarget(0); |
214 | 214 | ||
215 | // make the cube visible and set the user controlled camera as active one | 215 | // make the cube visible and set the user controlled camera as active one |
216 | test->setVisible(true); | 216 | test->setVisible(true); |
217 | smgr->setActiveCamera(fpsCamera); | 217 | smgr->setActiveCamera(fpsCamera); |
218 | } | 218 | } |
219 | 219 | ||
220 | // draw scene normally | 220 | // draw scene normally |
221 | smgr->drawAll(); | 221 | smgr->drawAll(); |
222 | env->drawAll(); | 222 | env->drawAll(); |
223 | 223 | ||
224 | driver->endScene(); | 224 | driver->endScene(); |
225 | } | 225 | } |
226 | 226 | ||
227 | if (rt) | 227 | if (rt) |
228 | rt->drop(); // drop render target because we created if with a create() method | 228 | rt->drop(); // drop render target because we created if with a create() method |
229 | 229 | ||
230 | device->drop(); // drop device | 230 | device->drop(); // drop device |
231 | return 0; | 231 | return 0; |
232 | } | 232 | } |
233 | </pre></td> | 233 | </pre></td> |
234 | </tr> | 234 | </tr> |
235 | </table> | 235 | </table> |
236 | 236 | ||
237 | <p> </p></div> | 237 | <p> </p></div> |
238 | </div> | 238 | </div> |
239 | </td> | 239 | </td> |
240 | </tr> | 240 | </tr> |
241 | </table> | 241 | </table> |
242 | <p> </p> | 242 | <p> </p> |
243 | </body> | 243 | </body> |
244 | </html> | 244 | </html> |