diff options
Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/13.RenderToTexture')
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 | ||
4 | Target = 13.RenderToTexture | ||
5 | Sources = main.cpp | ||
6 | |||
7 | # general compiler settings | ||
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | ||
9 | CXXFLAGS = -O3 -ffast-math | ||
10 | #CXXFLAGS = -g -Wall | ||
11 | |||
12 | #default target is Linux | ||
13 | all: all_linux | ||
14 | |||
15 | ifeq ($(HOSTTYPE), x86_64) | ||
16 | LIBSELECT=64 | ||
17 | endif | ||
18 | |||
19 | # target specific settings | ||
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
21 | all_linux clean_linux: SYSTEM=Linux | ||
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | ||
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | ||
24 | all_win32 clean_win32: SUF=.exe | ||
25 | # name of the binary - only valid for targets which set SYSTEM | ||
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | ||
27 | |||
28 | all_linux all_win32: | ||
29 | $(warning Building...) | ||
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
31 | |||
32 | clean: clean_linux clean_win32 | ||
33 | $(warning Cleaning...) | ||
34 | |||
35 | clean_linux clean_win32: | ||
36 | @$(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] | ||
2 | FileName=example.dev | ||
3 | Name=Irrlicht Example 13 Render To Texture | ||
4 | UnitCount=1 | ||
5 | Type=1 | ||
6 | Ver=1 | ||
7 | ObjFiles= | ||
8 | Includes=..\..\include | ||
9 | Libs= | ||
10 | PrivateResource= | ||
11 | ResourceIncludes= | ||
12 | MakeIncludes= | ||
13 | Compiler= | ||
14 | CppCompiler= | ||
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | ||
16 | IsCpp=1 | ||
17 | Icon= | ||
18 | ExeOutput=../../bin/Win32-gcc | ||
19 | ObjectOutput=obj | ||
20 | OverrideOutput=1 | ||
21 | OverrideOutputName=13.RenderToTexture.exe | ||
22 | HostApplication= | ||
23 | Folders= | ||
24 | CommandLine= | ||
25 | IncludeVersionInfo=0 | ||
26 | SupportXPThemes=0 | ||
27 | CompilerSet=0 | ||
28 | CompilerSettings=0000000000000000000000 | ||
29 | UseCustomMakefile=0 | ||
30 | CustomMakefile= | ||
31 | |||
32 | [Unit1] | ||
33 | FileName=main.cpp | ||
34 | CompileCpp=1 | ||
35 | Folder=Projekt1 | ||
36 | Compile=1 | ||
37 | Link=1 | ||
38 | Priority=1000 | ||
39 | OverrideBuildCmd=0 | ||
40 | BuildCmd= | ||
41 | |||
42 | [VersionInfo] | ||
43 | Major=0 | ||
44 | Minor=1 | ||
45 | Release=1 | ||
46 | Build=1 | ||
47 | LanguageID=1033 | ||
48 | CharsetID=1252 | ||
49 | CompanyName= | ||
50 | FileVersion= | ||
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | ||
52 | InternalName= | ||
53 | LegalCopyright= | ||
54 | LegalTrademarks= | ||
55 | OriginalFilename= | ||
56 | ProductName= | ||
57 | ProductVersion= | ||
58 | AutoIncBuildNr=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 @@ | |||
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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" | ||
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23 | Name="VCCLCompilerTool" | ||
24 | Optimization="2" | ||
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27 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | ||
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32 | PrecompiledHeaderFile=".\Release/RenderToTexture.pch" | ||
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34 | ObjectFile=".\Release/" | ||
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36 | WarningLevel="3" | ||
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62 | PreprocessorDefinitions="NDEBUG" | ||
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136 | </Configurations> | ||
137 | <References> | ||
138 | </References> | ||
139 | <Files> | ||
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159 | </File> | ||
160 | </Files> | ||
161 | <Globals> | ||
162 | </Globals> | ||
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@@ -0,0 +1,231 @@ | |||
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diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj new file mode 100644 index 0000000..7ee213b --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj | |||
@@ -0,0 +1,230 @@ | |||
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186 | Name="VCBscMakeTool" | ||
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diff --git a/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp new file mode 100644 index 0000000..35ea009 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/main.cpp | |||
@@ -0,0 +1,211 @@ | |||
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 | **/ | ||
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 new file mode 100644 index 0000000..26340a3 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html | |||
@@ -0,0 +1,244 @@ | |||
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> | ||