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<div class="title">Tutorial 13: Render To Texture </div> </div>
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<div class="contents">
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<img src="../../media/example_screenshots/013shot.jpg" alt="013shot.jpg"/>
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<p>This tutorial shows how to render to a texture using Irrlicht. Render to texture is a feature where everything which would usually be rendered to the screen is instead written to a (special) texture. This can be used to create nice special effects. In addition, this tutorial shows how to enable specular highlights.</p>
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<p>In the beginning, everything as usual. Include the needed headers, ask the user for the rendering driver, create the Irrlicht device: </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">// create device and exit if creation failed</span></div><div class="line"></div><div class="line"> IrrlichtDevice *device =</div><div class="line"> createDevice(driverType, core::dimension2d<u32>(640, 480),</div><div class="line"> 16, <span class="keyword">false</span>, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line"> video::IVideoDriver* driver = device->getVideoDriver();</div><div class="line"> scene::ISceneManager* smgr = device->getSceneManager();</div><div class="line"> gui::IGUIEnvironment* env = device->getGUIEnvironment();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="comment">// load and display animated fairy mesh</span></div><div class="line"></div><div class="line">scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(</div><div class="line"> smgr->getMesh(mediaPath + <span class="stringliteral">"faerie.md2"</span>));</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (fairy)</div><div class="line">{</div><div class="line"> fairy->setMaterialTexture(0,</div><div class="line"> driver->getTexture(mediaPath + <span class="stringliteral">"faerie2.bmp"</span>)); <span class="comment">// set diffuse texture</span></div><div class="line"> fairy->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">true</span>); <span class="comment">// enable dynamic lighting</span></div><div class="line"> fairy->getMaterial(0).Shininess = 20.0f; <span class="comment">// set size of specular highlights</span></div><div class="line"> fairy->setPosition(core::vector3df(-10,0,-100));</div><div class="line"> fairy->setMD2Animation ( scene::EMAT_STAND );</div><div class="line">}</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="comment">// add white light</span></div><div class="line">smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),</div><div class="line"> video::SColorf(1.0f, 1.0f, 1.0f));</div><div class="line"></div><div class="line"><span class="comment">// set ambient light</span></div><div class="line">smgr->setAmbientLight(video::SColor(0,60,60,60));</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="comment">// create test cube</span></div><div class="line">scene::ISceneNode* cube = smgr->addCubeSceneNode(60);</div><div class="line"></div><div class="line"><span class="comment">// let the cube rotate and set some light settings</span></div><div class="line">scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(</div><div class="line"> core::vector3df(0.3f, 0.3f,0));</div><div class="line"></div><div class="line">cube->setPosition(core::vector3df(-100,0,-100));</div><div class="line">cube->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>); <span class="comment">// disable dynamic lighting</span></div><div class="line">cube->addAnimator(anim);</div><div class="line">anim->drop();</div><div class="line"></div><div class="line"><span class="comment">// set window caption</span></div><div class="line">device->setWindowCaption(L<span class="stringliteral">"Irrlicht Engine - Render to Texture and Specular Highlights example"</span>);</div></div><!-- fragment --><p> To test out the render to texture feature, we need to define our new rendertarget. The rendertarget will need one texture to receive the result you would otherwise see on screen and one texture which is used as depth-buffer.</p>
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<p>(Note: If you worked with older Irrlicht versions (before 1.9) you might be used to only create a rendertarget texture and no explicit rendertarget. While that's still possible, it's no longer recommended.)</p>
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<p>The rendertarget textures are not like standard textures, but need to be created first. To create them, we call IVideoDriver::addRenderTargetTexture() and specify the size of the texture and the type. For depth-maps you can use types ECF_D16, ECF_D32 or ECF_D24S8. When ECF_D24S8 you can also use a stencil-buffer.</p>
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<p>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. </p><div class="fragment"><div class="line"><span class="comment">// create render target</span></div><div class="line">video::IRenderTarget* renderTarget = 0;</div><div class="line">scene::ICameraSceneNode* fixedCam = 0;</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> core::dimension2d<u32> rtDim(256, 256); <span class="comment">// always use same size for render target texture and it's depth-buffer</span></div><div class="line"> video::ITexture* renderTargetTex = driver->addRenderTargetTexture(rtDim, <span class="stringliteral">"RTT1"</span>, video::ECF_A8R8G8B8);</div><div class="line"> video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(rtDim, <span class="stringliteral">"DepthStencil"</span>, video::ECF_D16); </div><div class="line"></div><div class="line"> renderTarget = driver->addRenderTarget();</div><div class="line"> renderTarget->setTexture(renderTargetTex, renderTargetDepth);</div><div class="line"></div><div class="line"> cube->setMaterialTexture(0, renderTargetTex); <span class="comment">// set material of cube to render target</span></div><div class="line"></div><div class="line"> <span class="comment">// add fixed camera</span></div><div class="line"> fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),</div><div class="line"> core::vector3df(-10,10,-100));</div><div class="line">}</div><div class="line"><span class="keywordflow">else</span></div><div class="line">{</div><div class="line"> <span class="comment">// create problem text</span></div><div class="line"> gui::IGUISkin* skin = env->getSkin();</div><div class="line"> gui::IGUIFont* font = env->getFont(mediaPath + <span class="stringliteral">"fonthaettenschweiler.bmp"</span>);</div><div class="line"> <span class="keywordflow">if</span> (font)</div><div class="line"> skin->setFont(font);</div><div class="line"></div><div class="line"> gui::IGUIStaticText* text = env->addStaticText(</div><div class="line"> L<span class="stringliteral">"Your hardware or this renderer is not able to use the "</span>\</div><div class="line"> L<span class="stringliteral">"render to texture feature. RTT Disabled."</span>,</div><div class="line"> core::rect<s32>(150,20,470,60));</div><div class="line"></div><div class="line"> text->setOverrideColor(video::SColor(100,255,255,255));</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// add fps camera</span></div><div class="line">scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();</div><div class="line">fpsCamera->setPosition(core::vector3df(-50,50,-150));</div><div class="line"></div><div class="line"><span class="comment">// disable mouse cursor</span></div><div class="line">device->getCursorControl()->setVisible(<span class="keyword">false</span>);</div></div><!-- fragment --><p> 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. :) </p><div class="fragment"><div class="line"> <span class="keywordtype">int</span> lastFPS = -1;</div><div class="line"></div><div class="line"> <span class="keywordflow">while</span>(device->run())</div><div class="line"> <span class="keywordflow">if</span> (device->isWindowActive())</div><div class="line"> {</div><div class="line"> driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (renderTarget)</div><div class="line"> {</div><div class="line"> <span class="comment">// draw scene into render target</span></div><div class="line"> </div><div class="line"> <span class="comment">// set render target</span></div><div class="line"> driver->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,0,0,255));</div><div class="line"></div><div class="line"> <span class="comment">// make cube invisible and set fixed camera as active camera</span></div><div class="line"> cube->setVisible(<span class="keyword">false</span>);</div><div class="line"> smgr->setActiveCamera(fixedCam);</div><div class="line"></div><div class="line"> <span class="comment">// draw whole scene into render buffer</span></div><div class="line"> smgr->drawAll();</div><div class="line"></div><div class="line"> <span class="comment">// set back old render target (the screen)</span></div><div class="line"> driver->setRenderTargetEx(0, 0);</div><div class="line"></div><div class="line"> <span class="comment">// make the cube visible and set the user controlled camera as active one</span></div><div class="line"> cube->setVisible(<span class="keyword">true</span>);</div><div class="line"> smgr->setActiveCamera(fpsCamera);</div><div class="line"> }</div><div class="line"> </div><div class="line"> <span class="comment">// draw scene normally</span></div><div class="line"> smgr->drawAll();</div><div class="line"> env->drawAll();</div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line"></div><div class="line"> <span class="comment">// display frames per second in window title</span></div><div class="line"> <span class="keywordtype">int</span> fps = driver->getFPS();</div><div class="line"> <span class="keywordflow">if</span> (lastFPS != fps)</div><div class="line"> {</div><div class="line"> core::stringw str = L<span class="stringliteral">"Irrlicht Engine - Render to Texture and Specular Highlights example"</span>;</div><div class="line"> str += <span class="stringliteral">" FPS:"</span>;</div><div class="line"> str += fps;</div><div class="line"></div><div class="line"> device->setWindowCaption(str.c_str());</div><div class="line"> lastFPS = fps;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop(); <span class="comment">// drop device</span></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents -->
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