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-rw-r--r-- | libraries/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp | 211 |
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diff --git a/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp b/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp new file mode 100644 index 0000000..35ea009 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp | |||
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1 | /** Example 013 Render To Texture | ||
2 | |||
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. | ||
5 | In addition, this tutorial shows how to enable specular highlights. | ||
6 | |||
7 | In the beginning, everything as usual. Include the needed headers, ask the user | ||
8 | for the rendering driver, create the Irrlicht Device: | ||
9 | */ | ||
10 | |||
11 | #include <irrlicht.h> | ||
12 | #include "driverChoice.h" | ||
13 | |||
14 | using namespace irr; | ||
15 | |||
16 | #ifdef _MSC_VER | ||
17 | #pragma comment(lib, "Irrlicht.lib") | ||
18 | #endif | ||
19 | |||
20 | int main() | ||
21 | { | ||
22 | // ask user for driver | ||
23 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | ||
24 | if (driverType==video::EDT_COUNT) | ||
25 | return 1; | ||
26 | |||
27 | // create device and exit if creation failed | ||
28 | |||
29 | IrrlichtDevice *device = | ||
30 | createDevice(driverType, core::dimension2d<u32>(640, 480), | ||
31 | 16, false, false); | ||
32 | |||
33 | if (device == 0) | ||
34 | return 1; // could not create selected driver. | ||
35 | |||
36 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
37 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
38 | gui::IGUIEnvironment* env = device->getGUIEnvironment(); | ||
39 | |||
40 | /* | ||
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 | ||
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 | ||
45 | lighting is on. The value influences the size of the highlights. | ||
46 | */ | ||
47 | |||
48 | // load and display animated fairy mesh | ||
49 | |||
50 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( | ||
51 | smgr->getMesh("../../media/faerie.md2")); | ||
52 | |||
53 | if (fairy) | ||
54 | { | ||
55 | fairy->setMaterialTexture(0, | ||
56 | driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture | ||
57 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting | ||
58 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights | ||
59 | fairy->setPosition(core::vector3df(-10,0,-100)); | ||
60 | fairy->setMD2Animation ( scene::EMAT_STAND ); | ||
61 | } | ||
62 | |||
63 | /* | ||
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 | ||
66 | addition, to make the model not that dark, we set the ambient light to | ||
67 | gray. | ||
68 | */ | ||
69 | |||
70 | // add white light | ||
71 | smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), | ||
72 | video::SColorf(1.0f, 1.0f, 1.0f)); | ||
73 | |||
74 | // set ambient light | ||
75 | smgr->setAmbientLight(video::SColor(0,60,60,60)); | ||
76 | |||
77 | /* | ||
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 | ||
80 | setup is made later on, right before the render loop. | ||
81 | */ | ||
82 | |||
83 | // create test cube | ||
84 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); | ||
85 | |||
86 | // let the cube rotate and set some light settings | ||
87 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( | ||
88 | core::vector3df(0.3f, 0.3f,0)); | ||
89 | |||
90 | test->setPosition(core::vector3df(-100,0,-100)); | ||
91 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting | ||
92 | test->addAnimator(anim); | ||
93 | anim->drop(); | ||
94 | |||
95 | // set window caption | ||
96 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example"); | ||
97 | |||
98 | /* | ||
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 | ||
101 | first. To create one, we call IVideoDriver::addRenderTargetTexture() | ||
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 | ||
104 | with the frame buffer. | ||
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 | ||
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. | ||
109 | */ | ||
110 | |||
111 | // create render target | ||
112 | video::ITexture* rt = 0; | ||
113 | scene::ICameraSceneNode* fixedCam = 0; | ||
114 | |||
115 | |||
116 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) | ||
117 | { | ||
118 | rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1"); | ||
119 | test->setMaterialTexture(0, rt); // set material of cube to render target | ||
120 | |||
121 | // add fixed camera | ||
122 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), | ||
123 | core::vector3df(-10,10,-100)); | ||
124 | } | ||
125 | else | ||
126 | { | ||
127 | // create problem text | ||
128 | gui::IGUISkin* skin = env->getSkin(); | ||
129 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); | ||
130 | if (font) | ||
131 | skin->setFont(font); | ||
132 | |||
133 | gui::IGUIStaticText* text = env->addStaticText( | ||
134 | L"Your hardware or this renderer is not able to use the "\ | ||
135 | L"render to texture feature. RTT Disabled.", | ||
136 | core::rect<s32>(150,20,470,60)); | ||
137 | |||
138 | text->setOverrideColor(video::SColor(100,255,255,255)); | ||
139 | } | ||
140 | |||
141 | // add fps camera | ||
142 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); | ||
143 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); | ||
144 | |||
145 | // disable mouse cursor | ||
146 | device->getCursorControl()->setVisible(false); | ||
147 | |||
148 | /* | ||
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 | ||
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 | ||
153 | render target texture applied to it. That's it, wasn't too complicated | ||
154 | I hope. :) | ||
155 | */ | ||
156 | |||
157 | int lastFPS = -1; | ||
158 | |||
159 | while(device->run()) | ||
160 | if (device->isWindowActive()) | ||
161 | { | ||
162 | driver->beginScene(true, true, 0); | ||
163 | |||
164 | if (rt) | ||
165 | { | ||
166 | // draw scene into render target | ||
167 | |||
168 | // set render target texture | ||
169 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); | ||
170 | |||
171 | // make cube invisible and set fixed camera as active camera | ||
172 | test->setVisible(false); | ||
173 | smgr->setActiveCamera(fixedCam); | ||
174 | |||
175 | // draw whole scene into render buffer | ||
176 | smgr->drawAll(); | ||
177 | |||
178 | // set back old render target | ||
179 | // The buffer might have been distorted, so clear it | ||
180 | driver->setRenderTarget(0, true, true, 0); | ||
181 | |||
182 | // make the cube visible and set the user controlled camera as active one | ||
183 | test->setVisible(true); | ||
184 | smgr->setActiveCamera(fpsCamera); | ||
185 | } | ||
186 | |||
187 | // draw scene normally | ||
188 | smgr->drawAll(); | ||
189 | env->drawAll(); | ||
190 | |||
191 | driver->endScene(); | ||
192 | |||
193 | // display frames per second in window title | ||
194 | int fps = driver->getFPS(); | ||
195 | if (lastFPS != fps) | ||
196 | { | ||
197 | core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example"; | ||
198 | str += " FPS:"; | ||
199 | str += fps; | ||
200 | |||
201 | device->setWindowCaption(str.c_str()); | ||
202 | lastFPS = fps; | ||
203 | } | ||
204 | } | ||
205 | |||
206 | device->drop(); // drop device | ||
207 | return 0; | ||
208 | } | ||
209 | |||
210 | /* | ||
211 | **/ | ||