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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 &lt;irrlicht.h>
44#include &lt;iostream>
45
46using namespace irr;
47
48#pragma comment(lib, "Irrlicht.lib")
49
50int main()
51{
52 // let user select driver type
53
54 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
55
56 printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);
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>&nbsp;</p></div>
238 </div>
239 </td>
240 </tr>
241</table>
242<p>&nbsp;</p>
243 </body>
244</html>