+
+
+ 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;
+}
+ |
+
+
+
+
+
+ |
+
+