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1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
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> | ||
12 | <td bgcolor="#666699" width="100%"> | ||
13 | <div align="center"> | ||
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div> | ||
15 | </div> | ||
16 | </td> | ||
17 | </tr> | ||
18 | <tr bgcolor="#eeeeff"> | ||
19 | <td height="90" colspan="2"> | ||
20 | <div align="left"> | ||
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 | ||
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> | ||
25 | <p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><br> | ||
26 | </p> | ||
27 | </div> | ||
28 | </td> | ||
29 | </tr> | ||
30 | </table> | ||
31 | <br> | ||
32 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
33 | <tr> | ||
34 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | ||
35 | </tr> | ||
36 | <tr> | ||
37 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
38 | <div align="left"> | ||
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> | ||
41 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
42 | <tr> | ||
43 | <td><pre>#include <irrlicht.h> | ||
44 | #include <iostream> | ||
45 | |||
46 | using namespace irr; | ||
47 | |||
48 | #pragma comment(lib, "Irrlicht.lib") | ||
49 | |||
50 | int main() | ||
51 | { | ||
52 | // let user select driver type | ||
53 | |||
54 | video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; | ||
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"); | ||
57 | |||
58 | char i; | ||
59 | std::cin >> i; | ||
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> } | ||
62 | |||
63 | // create device and exit if creation failed | ||
64 | |||
65 | IrrlichtDevice *device = | ||
66 | createDevice(driverType, core::dimension2d<s32>(640, 480), | ||
67 | 16, false, false); | ||
68 | |||
69 | if (device == 0) | ||
70 | return 1; // could not create selected driver. | ||
71 | |||
72 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
73 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
74 | gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td> | ||
75 | </tr> | ||
76 | </table> | ||
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> | ||
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. | ||
81 | The value influences the size of the highlights.</p> | ||
82 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
83 | <tr> | ||
84 | <td><pre>// load and display animated fairy mesh | ||
85 | |||
86 | scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( | ||
87 | smgr->getMesh("../../media/faerie.md2")); | ||
88 | |||
89 | if (fairy) | ||
90 | { | ||
91 | fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture | ||
92 | fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting | ||
93 | fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights | ||
94 | fairy->setPosition(core::vector3df(-10,0,-100)); | ||
95 | }</pre></td> | ||
96 | </tr> | ||
97 | </table> | ||
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. | ||
100 | In addition, to make the model not that dark, we set the ambient light | ||
101 | to gray. </p> | ||
102 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
103 | <tr> | ||
104 | <td><pre> | ||
105 | // add white light | ||
106 | scene::ILightSceneNode* light = smgr->addLightSceneNode(0, | ||
107 | core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f)); | ||
108 | |||
109 | // set ambient light | ||
110 | driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td> | ||
111 | </tr> | ||
112 | </table> | ||
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 | ||
115 | rotate to make the scene more interesting.</p> | ||
116 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
117 | <tr> | ||
118 | <td><pre> | ||
119 | // add fps camera | ||
120 | scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); | ||
121 | fpsCamera->setPosition(core::vector3df(-50,50,-150)); | ||
122 | |||
123 | // disable mouse cursor | ||
124 | device->getCursorControl()->setVisible(false); | ||
125 | |||
126 | // create test cube | ||
127 | scene::ISceneNode* test = smgr->addCubeSceneNode(60); | ||
128 | |||
129 | // let the cube rotate and set some light settings | ||
130 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( | ||
131 | core::vector3df(0.3f, 0.3f,0)); | ||
132 | |||
133 | test->setPosition(core::vector3df(-100,0,-100)); | ||
134 | test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting | ||
135 | test->addAnimator(anim); | ||
136 | anim->drop(); | ||
137 | |||
138 | // set window caption | ||
139 | device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td> | ||
140 | </tr> | ||
141 | </table> | ||
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 | ||
144 | first. To create one, we call IVideoDriver::createRenderTargetTexture() | ||
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 | ||
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 | ||
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 | ||
151 | a warning text.</p> | ||
152 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
153 | <tr> | ||
154 | <td><pre>// create render target | ||
155 | video::ITexture* rt = 0; | ||
156 | scene::ICameraSceneNode* fixedCam = 0; | ||
157 | |||
158 | |||
159 | if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) | ||
160 | { | ||
161 | rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256)); | ||
162 | test->setMaterialTexture(0, rt); // set material of cube to render target | ||
163 | |||
164 | // add fixed camera | ||
165 | fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), | ||
166 | core::vector3df(-10,10,-100)); | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | // create problem text | ||
171 | gui::IGUISkin* skin = env->getSkin(); | ||
172 | gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); | ||
173 | if (font) | ||
174 | skin->setFont(font); | ||
175 | |||
176 | gui::IGUIStaticText* text = env->addStaticText( | ||
177 | L"Your hardware or this renderer is not able to use the "\ | ||
178 | L"render to texture feature. RTT Disabled.", | ||
179 | core::rect<s32>(150,20,470,60)); | ||
180 | |||
181 | text->setOverrideColor(video::SColor(100,255,255,255)); | ||
182 | }</pre></td> | ||
183 | </tr> | ||
184 | </table> | ||
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 | ||
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 | ||
189 | the render target texture applied to it.<br> | ||
190 | That's, wasn't quite complicated I hope. :)</p> | ||
191 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
192 | <tr> | ||
193 | <td><pre>while(device->run()) | ||
194 | if (device->isWindowActive()) | ||
195 | { | ||
196 | driver->beginScene(true, true, 0); | ||
197 | |||
198 | if (rt) | ||
199 | { | ||
200 | // draw scene into render target | ||
201 | |||
202 | // set render target texture | ||
203 | driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); | ||
204 | |||
205 | // make cube invisible and set fixed camera as active camera | ||
206 | test->setVisible(false); | ||
207 | smgr->setActiveCamera(fixedCam); | ||
208 | |||
209 | // draw whole scene into render buffer | ||
210 | smgr->drawAll(); | ||
211 | |||
212 | // set back old render target | ||
213 | driver->setRenderTarget(0); | ||
214 | |||
215 | // make the cube visible and set the user controlled camera as active one | ||
216 | test->setVisible(true); | ||
217 | smgr->setActiveCamera(fpsCamera); | ||
218 | } | ||
219 | |||
220 | // draw scene normally | ||
221 | smgr->drawAll(); | ||
222 | env->drawAll(); | ||
223 | |||
224 | driver->endScene(); | ||
225 | } | ||
226 | |||
227 | if (rt) | ||
228 | rt->drop(); // drop render target because we created if with a create() method | ||
229 | |||
230 | device->drop(); // drop device | ||
231 | return 0; | ||
232 | } | ||
233 | </pre></td> | ||
234 | </tr> | ||
235 | </table> | ||
236 | |||
237 | <p> </p></div> | ||
238 | </div> | ||
239 | </td> | ||
240 | </tr> | ||
241 | </table> | ||
242 | <p> </p> | ||
243 | </body> | ||
244 | </html> | ||