public void run() { /* The next few lines start up the engine. Just like in most other tutorials * before. But in addition, we ask the user if he wants this example to use * high level shaders if he selected a driver which is capable of doing so. */ // ask user for driver DriverType driverType; // Ask user to select driver: StringBuilder sb = new StringBuilder(); sb.Append("Please select the driver you want for this example:\n"); sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5"); sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer"); sb.Append("\n(f) Null Device\n(otherKey) exit\n\n"); // Get the user's input: TextReader tIn = Console.In; TextWriter tOut = Console.Out; tOut.Write(sb.ToString()); string input = tIn.ReadLine(); // Select device based on user's input: switch (input) { case "a": driverType = DriverType.DIRECT3D9; break; case "b": driverType = DriverType.DIRECT3D8; break; case "c": driverType = DriverType.OPENGL; break; case "d": driverType = DriverType.SOFTWARE; break; case "e": driverType = DriverType.SOFTWARE2; break; case "f": driverType = DriverType.NULL_DRIVER; break; default: return; } // ask the user if we should use high level shaders for this example if (driverType == DriverType.DIRECT3D9 || driverType == DriverType.OPENGL) { tOut.Write("Please press 'y' if you want to use high level shaders.\n"); input = tIn.ReadLine(); if (input.ToLower() == "y") { UseHighLevelShaders = true; } } // create device device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, true, true); if (device == null) { tOut.Write("Device creation failed."); return; } ISceneManager smgr = device.SceneManager; IVideoDriver driver = device.VideoDriver; IGUIEnvironment gui = device.GUIEnvironment; /*Now for the more interesting parts. If we are using Direct3D, we want to * load vertex and pixel shader programs, if we have OpenGL, we want to use ARB * fragment and vertex programs. I wrote the corresponding programs down into the * files d3d8.ps, d3d8.vs, d3d9.ps, d3d9.vs, opengl.ps and opengl.vs. We only * need the right filenames now. This is done in the following switch. Note, * that it is not necessary to write the shaders into text files, like in this * example. You can even write the shaders directly as strings into the cpp source * file, and use later addShaderMaterial() instead of addShaderMaterialFromFiles().*/ string vsFileName = ""; string psFileName = ""; switch (driverType) { case DriverType.DIRECT3D8: psFileName = path + "d3d8.psh"; vsFileName = path + "d3d8.vsh"; break; case DriverType.DIRECT3D9: if (UseHighLevelShaders) { psFileName = path + "d3d9.hlsl"; vsFileName = psFileName; // both shaders are in the same file } else { psFileName = path + "d3d9.psh"; vsFileName = path + "d3d9.vsh"; } break; case DriverType.OPENGL: if (UseHighLevelShaders) { psFileName = path + "opengl.frag"; vsFileName = path + "opengl.vert"; } else { psFileName = path + "opengl.psh"; vsFileName = path + "opengl.vsh"; } break; } /*In addition, we check if the hardware and the selected renderer is capable * of executing the shaders we want. If not, we simply set the filename string * to 0. This is not necessary, but useful in this example: For example, if the * hardware is able to execute vertex shaders but not pixel shaders, we create a * new material which only uses the vertex shader, and no pixel shader. Otherwise, * if we would tell the engine to create this material and the engine sees that * the hardware wouldn't be able to fullfill the request completely, it would not * create any new material at all. So in this example you would see at least the * vertex shader in action, without the pixel shader.*/ if (!driver.QueryFeature(VideoDriverFeature.PIXEL_SHADER_1_1) && !driver.QueryFeature(VideoDriverFeature.ARB_FRAGMENT_PROGRAM_1)) { // still unimplemented //device.Logger.log("WARNING: Pixel shaders disabled \n"+ // "because of missing driver/hardware support."); psFileName = null; } if (!driver.QueryFeature(VideoDriverFeature.VERTEX_SHADER_1_1) && !driver.QueryFeature(VideoDriverFeature.ARB_FRAGMENT_PROGRAM_1)) { // still unimplemented //device.Logger.log("WARNING: Vertex shaders disabled \n"+ // "because of missing driver/hardware support."); vsFileName = null; } /*Now lets create the new materials. As you maybe know from previous examples, * a material type in the Irrlicht engine is set by simply changing the * MaterialType value in the SMaterial struct. And this value is just a simple * 32 bit value, like video::EMT_SOLID. So we only need the engine to create a * new value for us which we can set there. To do this, we get a pointer to the * IGPUProgrammingServices and call addShaderMaterialFromFiles(), which returns * such a new 32 bit value. That's all. The parameters to this method are the * following: First, the names of the files containing the code of the vertex * and the pixel shader. If you would use addShaderMaterial() instead, you would * not need file names, then you could write the code of the shader directly as * string. The following parameter is a pointer to the IShaderConstantSetCallBack * class we wrote at the beginning of this tutorial. If you don't want to set * constants, set this to 0. The last paramter tells the engine which material * it should use as base material. To demonstrate this, we create two materials * with a different base material, one with EMT_SOLID and one with * EMT_TRANSPARENT_ADD_COLOR.*/ // create materials IGPUProgrammingServices gpu = driver.GPUProgrammingServices; int newMaterialType1 = 0; int newMaterialType2 = 0; if (gpu != null) { IShaderConstantSetCallBack callBack = this; // create the shaders depending on if the user wanted high level // or low level shaders: if (UseHighLevelShaders) { // create material from high level shaders (hlsl or glsl) newMaterialType1 = gpu.AddHighLevelShaderMaterialFromFiles( vsFileName, "vertexMain", VertexShaderType.VST_VS_1_1, psFileName, "pixelMain", PixelShaderType.PST_PS_1_1, callBack, MaterialType.SOLID); newMaterialType2 = gpu.AddHighLevelShaderMaterialFromFiles( vsFileName, "vertexMain", VertexShaderType.VST_VS_1_1, psFileName, "pixelMain", PixelShaderType.PST_PS_1_1, callBack, MaterialType.TRANSPARENT_ADD_COLOR); } else { newMaterialType1 = gpu.AddShaderMaterialFromFiles(vsFileName, psFileName, callBack, MaterialType.SOLID); newMaterialType2 = gpu.AddShaderMaterialFromFiles(vsFileName, psFileName, callBack, MaterialType.TRANSPARENT_ADD_COLOR); } } /*Now its time for testing out the materials. We create a test cube and set the * material we created. In addition, we add a text scene node to the cube and a * rotatation animator, to make it look more interesting and important.*/ // create test scene node 1, with the new created material type 1 ISceneNode node = smgr.AddTestSceneNode(50, null, 0, new Vector3D(0, 0, 0)); node.SetMaterialTexture(0, driver.GetTexture(path + "wall.bmp")); node.SetMaterialType((MaterialType)newMaterialType1); smgr.AddTextSceneNode(gui.BuiltInFont, "PS & VS & EMT_SOLID", new Color(255, 255, 255, 255), node, new Vector3D(), 0); ISceneNodeAnimator anim = smgr.CreateRotationAnimator( new Vector3D(0, 0.3f, 0)); node.AddAnimator(anim); //Same for the second cube, but with the second material we created. node = smgr.AddTestSceneNode(50, null, 0, new Vector3D(0, -10, 50)); node.SetMaterialTexture(0, driver.GetTexture(path + "wall.bmp")); node.SetMaterialType((MaterialType)newMaterialType2); smgr.AddTextSceneNode(gui.BuiltInFont, "PS & VS & EMT_TRANSPARENT", new Color(255, 255, 255, 255), node, new Vector3D(), 0); anim = smgr.CreateRotationAnimator( new Vector3D(0, 0.3f, 0)); node.AddAnimator(anim); // Then we add a third cube without a shader on it, to be able to compare the cubes. node = smgr.AddTestSceneNode(50, null, 0, new Vector3D(0, 50, 25)); node.SetMaterialTexture(0, driver.GetTexture(path + "wall.bmp")); smgr.AddTextSceneNode(gui.BuiltInFont, "NO SHADER", new Color(255, 255, 255, 255), node, new Vector3D(), 0); //And last, we add a skybox and a user controlled camera to the scene. For the //skybox textures, we disable mipmap generation, because we don't need mipmaps on it. // add a nice skybox driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, false); smgr.AddSkyBoxSceneNode( driver.GetTexture(path + "irrlicht2_up.jpg"), driver.GetTexture(path + "irrlicht2_dn.jpg"), driver.GetTexture(path + "irrlicht2_lf.jpg"), driver.GetTexture(path + "irrlicht2_rt.jpg"), driver.GetTexture(path + "irrlicht2_ft.jpg"), driver.GetTexture(path + "irrlicht2_bk.jpg"), null, 0); driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, true); // add a camera and disable the mouse cursor ICameraSceneNode cam = smgr.AddCameraSceneNodeFPS(null, 100, 100, 0); cam.Position = new Vector3D(-100, 50, 100); cam.Target = new Vector3D(); device.CursorControl.Visible = false; /*Finally we simply have to draw everything, that's all.*/ int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200)); device.SceneManager.DrawAll(); device.VideoDriver.EndScene(); int fps = device.VideoDriver.FPS; if (lastFPS != fps) { device.WindowCaption = "Irrlicht Engine - Quake 3 Map example [" + device.VideoDriver.Name + "] FPS:" + fps.ToString(); lastFPS = fps; } } } /* * In the end, delete the Irrlicht device. */ // Instead of device->drop, we'll use: GC.Collect(); }