From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../examples/13.RenderToTexture/tutorial.html | 244 +++++++++++++++++++++ 1 file changed, 244 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html') diff --git a/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html b/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html new file mode 100644 index 0000000..26340a3 --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/13.RenderToTexture/tutorial.html @@ -0,0 +1,244 @@ + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+
+
Tutorial 13. Render to Texture
+
+
+
+

This tutorial shows how to render to a texture using Irrlicht. Render + to texture is a feature with which it is possible to create nice special + effects. In addition, this tutorial shows how to enable specular highlights.

+

The program which is described here will look like this:

+


+

+
+
+
+ + + + + + + +
Lets start!
+
+

In the beginning, everything as usual. Include the needed headers, + ask the user for the rendering driver, create the Irrlicht Device:

+ + + + +
#include <irrlicht.h>
+#include <iostream>
+
+using namespace irr;
+
+#pragma comment(lib, "Irrlicht.lib")
+
+int main()
+{
+	// let user select driver type
+
+	video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
+
+	printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n"); + + char i; + std::cin >> i; + + switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
} + + // create device and exit if creation failed + + IrrlichtDevice *device = + createDevice(driverType, core::dimension2d(640, 480), + 16, false, false); + + if (device == 0) + return 1; // could not create selected driver. + + video::IVideoDriver* driver = device->getVideoDriver(); + scene::ISceneManager* smgr = device->getSceneManager(); + gui::IGUIEnvironment* env = device->getGUIEnvironment();
+

Now, we load an animated mesh to be displayed. As in most examples, + we'll take the fairy md2 model. The difference here: We set the shininess
+ of the model to a value other than 0 which is the default value. This + enables specular highlights on the model if dynamic lighting is on. + The value influences the size of the highlights.

+ + + + +
// load and display animated fairy mesh
+
+	scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
+		smgr->getMesh("../../media/faerie.md2"));
+
+	if (fairy)
+	{
+		fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
+		fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
+		fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
+		fairy->setPosition(core::vector3df(-10,0,-100));
+	}
+

To make specular highlights appear on the model, we need a dynamic + light in the scene. We add one directly in vicinity of the model. + In addition, to make the model not that dark, we set the ambient light + to gray.

+ + + + +
+	// add white light
+	scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
+		core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
+
+	// set ambient light
+	driver->setAmbientLight(video::SColor(0,60,60,60));
+

The next is just some standard stuff: Add a user controlled camera + to the scene, disable mouse cursor, and add a test cube and let it + rotate to make the scene more interesting.

+ + + + +
+	// add fps camera
+	scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
+	fpsCamera->setPosition(core::vector3df(-50,50,-150));
+
+	// disable mouse cursor
+	device->getCursorControl()->setVisible(false);
+
+	// create test cube
+	scene::ISceneNode* test = smgr->addCubeSceneNode(60);
+
+	// let the cube rotate and set some light settings
+	scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
+		core::vector3df(0.3f, 0.3f,0));
+
+	test->setPosition(core::vector3df(-100,0,-100));
+	test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
+	test->addAnimator(anim);
+	anim->drop();
+
+	// set window caption
+	device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");
+

To test out the render to texture feature, we need a render target + texture. These are not like standard textures, but need to be created + first. To create one, we call IVideoDriver::createRenderTargetTexture() + and specify the size of the texture. Please don't use sizes bigger + than the frame buffer for this, because the render target shares the + zbuffer with the frame buffer. And because we want to render the scene + not from the user camera into the texture, we add another, fixed camera + to the scene. But before we do all this, we check if the current running + driver is able to render to textures. If it is not, we simply display + a warning text.

+ + + + +
// create render target
+	video::ITexture* rt = 0;
+	scene::ICameraSceneNode* fixedCam = 0;
+	
+
+	if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
+	{
+		rt = driver->createRenderTargetTexture(core::dimension2d(256,256));
+		test->setMaterialTexture(0, rt); // set material of cube to render target
+
+		// add fixed camera
+		fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
+			core::vector3df(-10,10,-100));
+	}
+	else
+	{
+		// create problem text
+		gui::IGUISkin* skin = env->getSkin();
+		gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
+		if (font)
+			skin->setFont(font);
+
+		gui::IGUIStaticText* text = env->addStaticText(
+			L"Your hardware or this renderer is not able to use the "\
+			L"render to texture feature. RTT Disabled.",
+			core::rect(150,20,470,60));
+
+		text->setOverrideColor(video::SColor(100,255,255,255));
+	}
+

Nearly finished. Now we need to draw everything. Every frame, we + draw the scene twice. Once from the fixed camera into the render target + texture and once as usual. When rendering into the render target, + we need to disable the visibilty of the test cube, because it has + the render target texture applied to it.
+ That's, wasn't quite complicated I hope. :)

+ + + + +
while(device->run())
+	if (device->isWindowActive())
+	{
+		driver->beginScene(true, true, 0);
+
+		if (rt)
+		{
+			// draw scene into render target
+			
+			// set render target texture
+			driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));     
+
+			// make cube invisible and set fixed camera as active camera
+			test->setVisible(false);
+			smgr->setActiveCamera(fixedCam);
+
+			// draw whole scene into render buffer
+			smgr->drawAll();                 
+
+			// set back old render target
+			driver->setRenderTarget(0);      
+
+			// make the cube visible and set the user controlled camera as active one
+			test->setVisible(true);
+			smgr->setActiveCamera(fpsCamera);
+		}
+		
+		// draw scene normally
+		smgr->drawAll(); 
+		env->drawAll();
+
+		driver->endScene();
+	}
+
+	if (rt)
+		rt->drop(); // drop render target because we created if with a create() method
+
+	device->drop(); // drop device
+	return 0;
+}
+
+ +

 

+
+
+

 

+ + -- cgit v1.1