From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- src/others/irrlicht-1.8.1/doc/html/example013.html | 279 +++++++++++++++++++++ 1 file changed, 279 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/doc/html/example013.html (limited to 'src/others/irrlicht-1.8.1/doc/html/example013.html') diff --git a/src/others/irrlicht-1.8.1/doc/html/example013.html b/src/others/irrlicht-1.8.1/doc/html/example013.html new file mode 100644 index 0000000..e78e101 --- /dev/null +++ b/src/others/irrlicht-1.8.1/doc/html/example013.html @@ -0,0 +1,279 @@ + + + + +Irrlicht 3D Engine: Tutorial 13: Render To Texture + + + + + + + + + + + + + + +
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Irrlicht 3D Engine + +
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Tutorial 13: Render To Texture
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+013shot.jpg +
+

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.

+

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 "driverChoice.h"
+
+using namespace irr;
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+int main()
+{
+    // ask user for driver
+    video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+    if (driverType==video::EDT_COUNT)
+        return 1;
+
+    // create device and exit if creation failed
+
+    IrrlichtDevice *device =
+        createDevice(driverType, core::dimension2d<u32>(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));
+        fairy->setMD2Animation ( scene::EMAT_STAND );
+    }
+

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
+    smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),
+            video::SColorf(1.0f, 1.0f, 1.0f));
+
+    // set ambient light
+    smgr->setAmbientLight(video::SColor(0,60,60,60));
+

The next is just some standard stuff: Add a test cube and let it rotate to make the scene more interesting. The user defined camera and cursor setup is made later on, right before the render loop.

+
    // 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::addRenderTargetTexture() 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. 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->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1");
+        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<s32>(150,20,470,60));
+
+        text->setOverrideColor(video::SColor(100,255,255,255));
+    }
+    
+    // add fps camera
+    scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
+    fpsCamera->setPosition(core::vector3df(-50,50,-150));
+
+    // disable mouse cursor
+    device->getCursorControl()->setVisible(false);
+

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 visibility of the test cube, because it has the render target texture applied to it. That's it, wasn't too complicated I hope. :)

+
    int lastFPS = -1;
+
+    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
+            // The buffer might have been distorted, so clear it
+            driver->setRenderTarget(0, true, true, 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();
+
+        // display frames per second in window title
+        int fps = driver->getFPS();
+        if (lastFPS != fps)
+        {
+            core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example";
+            str += " FPS:";
+            str += fps;
+
+            device->setWindowCaption(str.c_str());
+            lastFPS = fps;
+        }
+    }
+
+    device->drop(); // drop device
+    return 0;
+}
+
+
+ + + + + -- cgit v1.1