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Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/13.RenderToTexture')
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/Makefile38
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.cbp55
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.dev59
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.vcproj163
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc11.vcxproj235
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc8.vcproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj230
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp211
-rw-r--r--src/others/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html244
10 files changed, 1697 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/Makefile b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/Makefile
new file mode 100644
index 0000000..7888648
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/Makefile
@@ -0,0 +1,38 @@
1# Makefile for Irrlicht Examples
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
4Target = 13.RenderToTexture
5Sources = main.cpp
6
7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall
11
12#default target is Linux
13all: all_linux
14
15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64
17endif
18
19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe
25# name of the binary - only valid for targets which set SYSTEM
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27
28all_linux all_win32:
29 $(warning Building...)
30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
31
32clean: clean_linux clean_win32
33 $(warning Cleaning...)
34
35clean_linux clean_win32:
36 @$(RM) $(DESTPATH)
37
38.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.cbp b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.cbp
new file mode 100644
index 0000000..db3911e
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.cbp
@@ -0,0 +1,55 @@
1<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
2<CodeBlocks_project_file>
3 <FileVersion major="1" minor="6" />
4 <Project>
5 <Option title="Irrlicht Example 13 Render to Texture" />
6 <Option pch_mode="0" />
7 <Option compiler="gcc" />
8 <Build>
9 <Target title="Windows">
10 <Option platforms="Windows;" />
11 <Option output="..\..\bin\Win32-gcc\RenderToTexture" prefix_auto="0" extension_auto="1" />
12 <Option type="1" />
13 <Option compiler="gcc" />
14 <Option projectResourceIncludeDirsRelation="1" />
15 <Compiler>
16 <Add option="-g" />
17 </Compiler>
18 <Linker>
19 <Add directory="..\..\lib\Win32-gcc" />
20 </Linker>
21 </Target>
22 <Target title="Linux">
23 <Option platforms="Unix;" />
24 <Option output="..\..\bin\Linux\RenderToTexture" prefix_auto="0" extension_auto="0" />
25 <Option type="1" />
26 <Option compiler="gcc" />
27 <Compiler>
28 <Add option="-g" />
29 </Compiler>
30 <Linker>
31 <Add library="Xxf86vm" />
32 <Add library="Xcursor" />
33 <Add library="GL" />
34 <Add directory="..\..\lib\Linux" />
35 </Linker>
36 </Target>
37 </Build>
38 <VirtualTargets>
39 <Add alias="All" targets="Windows;Linux;" />
40 </VirtualTargets>
41 <Compiler>
42 <Add option="-g" />
43 <Add directory="..\..\include" />
44 </Compiler>
45 <Linker>
46 <Add library="Irrlicht" />
47 </Linker>
48 <Unit filename="main.cpp" />
49 <Extensions>
50 <code_completion />
51 <debugger />
52 <envvars />
53 </Extensions>
54 </Project>
55</CodeBlocks_project_file>
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.dev b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.dev
new file mode 100644
index 0000000..0ebdf28
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.dev
@@ -0,0 +1,59 @@
1[Project]
2FileName=example.dev
3Name=Irrlicht Example 13 Render To Texture
4UnitCount=1
5Type=1
6Ver=1
7ObjFiles=
8Includes=..\..\include
9Libs=
10PrivateResource=
11ResourceIncludes=
12MakeIncludes=
13Compiler=
14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1
17Icon=
18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj
20OverrideOutput=1
21OverrideOutputName=13.RenderToTexture.exe
22HostApplication=
23Folders=
24CommandLine=
25IncludeVersionInfo=0
26SupportXPThemes=0
27CompilerSet=0
28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0
30CustomMakefile=
31
32[Unit1]
33FileName=main.cpp
34CompileCpp=1
35Folder=Projekt1
36Compile=1
37Link=1
38Priority=1000
39OverrideBuildCmd=0
40BuildCmd=
41
42[VersionInfo]
43Major=0
44Minor=1
45Release=1
46Build=1
47LanguageID=1033
48CharsetID=1252
49CompanyName=
50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName=
53LegalCopyright=
54LegalTrademarks=
55OriginalFilename=
56ProductName=
57ProductVersion=
58AutoIncBuildNr=0
59
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.vcproj b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.vcproj
new file mode 100644
index 0000000..8fd8e6c
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture.vcproj
@@ -0,0 +1,163 @@
1<?xml version="1.0" encoding="Windows-1252"?>
2<VisualStudioProject
3 ProjectType="Visual C++"
4 Version="7.10"
5 Name="13.RenderToTexture"
6 ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}"
7 SccProjectName=""
8 SccLocalPath="">
9 <Platforms>
10 <Platform
11 Name="Win32"/>
12 </Platforms>
13 <Configurations>
14 <Configuration
15 Name="Release|Win32"
16 OutputDirectory=".\Release"
17 IntermediateDirectory=".\Release"
18 ConfigurationType="1"
19 UseOfMFC="0"
20 ATLMinimizesCRunTimeLibraryUsage="FALSE"
21 CharacterSet="2">
22 <Tool
23 Name="VCCLCompilerTool"
24 Optimization="2"
25 InlineFunctionExpansion="1"
26 AdditionalIncludeDirectories="..\..\include"
27 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
28 StringPooling="TRUE"
29 RuntimeLibrary="4"
30 EnableFunctionLevelLinking="TRUE"
31 UsePrecompiledHeader="2"
32 PrecompiledHeaderFile=".\Release/RenderToTexture.pch"
33 AssemblerListingLocation=".\Release/"
34 ObjectFile=".\Release/"
35 ProgramDataBaseFileName=".\Release/"
36 WarningLevel="3"
37 SuppressStartupBanner="TRUE"
38 CompileAs="0"/>
39 <Tool
40 Name="VCCustomBuildTool"/>
41 <Tool
42 Name="VCLinkerTool"
43 OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe"
44 LinkIncremental="0"
45 SuppressStartupBanner="TRUE"
46 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
47 ProgramDatabaseFile=".\Release/RenderToTexture.pdb"
48 SubSystem="1"
49 TargetMachine="1"/>
50 <Tool
51 Name="VCMIDLTool"
52 TypeLibraryName=".\Release/RenderToTexture.tlb"
53 HeaderFileName=""/>
54 <Tool
55 Name="VCPostBuildEventTool"/>
56 <Tool
57 Name="VCPreBuildEventTool"/>
58 <Tool
59 Name="VCPreLinkEventTool"/>
60 <Tool
61 Name="VCResourceCompilerTool"
62 PreprocessorDefinitions="NDEBUG"
63 Culture="3079"/>
64 <Tool
65 Name="VCWebServiceProxyGeneratorTool"/>
66 <Tool
67 Name="VCXMLDataGeneratorTool"/>
68 <Tool
69 Name="VCWebDeploymentTool"/>
70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration>
75 <Configuration
76 Name="Debug|Win32"
77 OutputDirectory=".\Debug"
78 IntermediateDirectory=".\Debug"
79 ConfigurationType="1"
80 UseOfMFC="0"
81 ATLMinimizesCRunTimeLibraryUsage="FALSE"
82 CharacterSet="2">
83 <Tool
84 Name="VCCLCompilerTool"
85 Optimization="0"
86 AdditionalIncludeDirectories="..\..\include"
87 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
88 BasicRuntimeChecks="3"
89 RuntimeLibrary="5"
90 UsePrecompiledHeader="2"
91 PrecompiledHeaderFile=".\Debug/RenderToTexture.pch"
92 AssemblerListingLocation=".\Debug/"
93 ObjectFile=".\Debug/"
94 ProgramDataBaseFileName=".\Debug/"
95 WarningLevel="3"
96 SuppressStartupBanner="TRUE"
97 DebugInformationFormat="4"
98 CompileAs="0"/>
99 <Tool
100 Name="VCCustomBuildTool"/>
101 <Tool
102 Name="VCLinkerTool"
103 OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.exe"
104 LinkIncremental="0"
105 SuppressStartupBanner="TRUE"
106 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
107 GenerateDebugInformation="TRUE"
108 ProgramDatabaseFile=".\Debug/RenderToTexture.pdb"
109 SubSystem="1"
110 TargetMachine="1"/>
111 <Tool
112 Name="VCMIDLTool"
113 TypeLibraryName=".\Debug/RenderToTexture.tlb"
114 HeaderFileName=""/>
115 <Tool
116 Name="VCPostBuildEventTool"/>
117 <Tool
118 Name="VCPreBuildEventTool"/>
119 <Tool
120 Name="VCPreLinkEventTool"/>
121 <Tool
122 Name="VCResourceCompilerTool"
123 PreprocessorDefinitions="_DEBUG"
124 Culture="3079"/>
125 <Tool
126 Name="VCWebServiceProxyGeneratorTool"/>
127 <Tool
128 Name="VCXMLDataGeneratorTool"/>
129 <Tool
130 Name="VCWebDeploymentTool"/>
131 <Tool
132 Name="VCManagedWrapperGeneratorTool"/>
133 <Tool
134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
135 </Configuration>
136 </Configurations>
137 <References>
138 </References>
139 <Files>
140 <File
141 RelativePath="main.cpp">
142 <FileConfiguration
143 Name="Release|Win32">
144 <Tool
145 Name="VCCLCompilerTool"
146 Optimization="2"
147 AdditionalIncludeDirectories=""
148 PreprocessorDefinitions=""/>
149 </FileConfiguration>
150 <FileConfiguration
151 Name="Debug|Win32">
152 <Tool
153 Name="VCCLCompilerTool"
154 Optimization="0"
155 AdditionalIncludeDirectories=""
156 PreprocessorDefinitions=""
157 BasicRuntimeChecks="3"/>
158 </FileConfiguration>
159 </File>
160 </Files>
161 <Globals>
162 </Globals>
163</VisualStudioProject>
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj
new file mode 100644
index 0000000..e376054
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj
@@ -0,0 +1,231 @@
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3 <ItemGroup Label="ProjectConfigurations">
4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration>
6 <Platform>Win32</Platform>
7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform>
11 </ProjectConfiguration>
12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform>
15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform>
19 </ProjectConfiguration>
20 </ItemGroup>
21 <PropertyGroup Label="Globals">
22 <ProjectName>13.RenderToTexture</ProjectName>
23 <ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid>
24 <RootNamespace>RenderToTexture</RootNamespace>
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26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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37 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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90 <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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92 <TypeLibraryName>.\Release/RenderToTexture.tlb</TypeLibraryName>
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98 <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
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216 <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
217 <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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231</Project> \ No newline at end of file
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc11.vcxproj b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc11.vcxproj
new file mode 100644
index 0000000..f80b7c7
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc11.vcxproj
@@ -0,0 +1,235 @@
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4 <ProjectConfiguration Include="Debug|Win32">
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6 <Platform>Win32</Platform>
7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration>
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index 0000000..35ea009
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1/** Example 013 Render To Texture
2
3This tutorial shows how to render to a texture using Irrlicht. Render to
4texture is a feature with which it is possible to create nice special effects.
5In addition, this tutorial shows how to enable specular highlights.
6
7In the beginning, everything as usual. Include the needed headers, ask the user
8for the rendering driver, create the Irrlicht Device:
9*/
10
11#include <irrlicht.h>
12#include "driverChoice.h"
13
14using namespace irr;
15
16#ifdef _MSC_VER
17#pragma comment(lib, "Irrlicht.lib")
18#endif
19
20int 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**/
diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html
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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>