CreateRenderTargetTexture() public méthode

public CreateRenderTargetTexture ( IrrlichtNETCP.Dimension2D size ) : Texture
size IrrlichtNETCP.Dimension2D
Résultat Texture
		public WaterSceneNode(SceneNode parent, SceneManager mgr, Dimension2Df tileSize,
		                      Dimension2D tileCount, Dimension2D precision, int id) : 
			base(parent, mgr, id)
		{
			_scene = mgr;
			_driver = mgr.VideoDriver;
			
			AnimatedMesh wmesh =  _scene.AddHillPlaneMesh("watermesh" + _current,
                tileSize,
                tileCount, 0,
                new Dimension2Df(0, 0),
                new Dimension2Df(1, 1));
           	_current++; 
           	 
            int dmat = (int)MaterialType.Reflection2Layer;
            if(_driver.DriverType == DriverType.OpenGL)
                dmat = _driver.GPUProgrammingServices.AddHighLevelShaderMaterial(
                 WATER_VERTEX_GLSL, "main", VertexShaderType._1_1, WATER_FRAGMENT_GLSL,
                 "main", PixelShaderType._1_1, OnShaderSet, MaterialType.TransparentAlphaChannel, 0);
            else
                dmat = _driver.GPUProgrammingServices.AddHighLevelShaderMaterial(
                 WATER_HLSL, "vertexMain", VertexShaderType._2_0, WATER_HLSL,
                 "pixelMain", PixelShaderType._2_0, OnShaderSet, MaterialType.TransparentAlphaChannel, 2);

            if (_driver.DriverType == DriverType.OpenGL)
                ClampShader = _driver.GPUProgrammingServices.AddHighLevelShaderMaterial(
                 CLAMP_VERTEX_GLSL, "main", VertexShaderType._1_1, CLAMP_FRAGMENT_GLSL,
                 "main", PixelShaderType._1_1, OnShaderSet, MaterialType.TransparentAlphaChannel, 1);
            else
                ClampShader = _driver.GPUProgrammingServices.AddHighLevelShaderMaterial(
                 CLAMP_HLSL, "vertexMain", VertexShaderType._2_0, CLAMP_HLSL,
                 "pixelMain", PixelShaderType._2_0, OnShaderSet, MaterialType.TransparentAlphaChannel, 3);
                 
           	_waternode = _scene.AddMeshSceneNode(wmesh.GetMesh(0), this, -1);  
            _waternode.SetMaterialType(dmat);
            _waternode.SetMaterialFlag(MaterialFlag.BackFaceCulling, false);
            _waternode.SetMaterialFlag(MaterialFlag.Lighting, false);
            _waternode.SetMaterialFlag(MaterialFlag.FogEnable, false);
            
            _rt = _driver.CreateRenderTargetTexture(precision);
            _waternode.SetMaterialTexture(0, _rt); 
            
            CameraSceneNode oldcam = _scene.ActiveCamera;
            _fixedcam = _scene.AddCameraSceneNode(null);
            if(oldcam != null)
            	_scene.ActiveCamera = oldcam;
		}
Exemple #2
0
        static void Main(string[] args)
        {
            //We choosed OpenGL because it is cross-platform and we only have the openGL shader
            //So please do not change this unless you change the shader !
            IrrlichtDevice device = new IrrlichtDevice(DriverType.Direct3D9,
                                                    new Dimension2D(640, 480),
                                                    32, false, true, true, false);
            //We set a new working directory
            device.FileSystem.WorkingDirectory = "../../medias";
            device.OnEvent += new OnEventDelegate(device_OnEvent);

            //We set a basic caption
            string caption = "Irrlicht .NET CP Shaders and Particles Example";

            //We set our handlers
            Driver = device.VideoDriver;
            Scene = device.SceneManager;

            //We have already seen that... The only special thing is the pointless emitter (what a funny name isn't it ?)
            //Which is detailed just down.
            Texture fire = Driver.GetTexture("fire.bmp");
            ParticleSystemSceneNode particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.ParticlesAreGlobal = false;

            particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.Position = new Vector3D(0, 400, 0);
            particles.ParticlesAreGlobal = false;

            particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.Position = new Vector3D(0, -400, 0);
            particles.ParticlesAreGlobal = false;

            //Here we only create 3 cubes and add a texture... Nothing exciting
            SceneNode cube1, cube2, cube3;
            cube1 = Scene.AddCubeSceneNode(40f, null, -1);
            cube2 = Scene.AddCubeSceneNode(40f, null, -1);
            cube3 = Scene.AddCubeSceneNode(40f, null, -1);
            cube1.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));
            cube2.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));
            cube3.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));

            //Here comes the fun... We create two low level shaders (taken from Irrlich's shader Example) and we set the base material as
            //Solid for the first one and transparent for the second
            int mat = Driver.GPUProgrammingServices.AddShaderMaterialFromFiles("opengl.vsh", "opengl.psh", OnShaderSet, MaterialType.Solid, 0);
            int mat2 = Driver.GPUProgrammingServices.AddShaderMaterialFromFiles("opengl.vsh", "opengl.psh", OnShaderSet, MaterialType.TransparentAddColor, 0);
            //And now we add both materials... Notice that no cast is needed because SetMaterialType
            //Has an overload especially made for shaders !
            cube2.SetMaterialType(mat);
            cube3.SetMaterialType(mat2);

            cube2.Position = new Vector3D(0, -40, 0);
            cube3.Position = new Vector3D(0, 40, 0);

            //We create a fixed cam for our render target scene
            CameraSceneNode fixedcam = Scene.AddCameraSceneNode(null);
            fixedcam.Position = new Vector3D(50, 0, -1000);
            fixedcam.FarValue = 10000f;
            fixedcam.AddAnimator(Scene.CreateFlyCircleAnimator(fixedcam.Target, 5000f, 0.001f));

            //And a fps cam for our main scene
            CameraSceneNode fpscam = Scene.AddCameraSceneNodeFPS(null, 100f, 400f, false);
            Scene.ActiveCamera.Position = new Vector3D(50, 0, -1000);
            Scene.ActiveCamera.FarValue = 10000f;

            Texture mask = Driver.AddTexture(new Dimension2D(128, 128), "", ColorFormat.A8R8G8B8);

            //Here is another cool feature from .NET CP
            //Direct access to textures via Texture.Lock/Unlock and Texture.SetPixel/GetPixel
            //Uncomment these lines to see the effect :)
            /*int w = mask.OriginalSize.Width;
            int h = mask.OriginalSize.Height;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            mask.Lock();
            for (int x = 0; x < w; x++)
                for (int y = 0; y < h; y++)
                {
                    double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                    double coeff = distance / maxdistance;
                    int color = (int)(255 - (255 * coeff));
                    Color pixel = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                    mask.SetPixel(x, y, pixel);
                }
            mask.Unlock();
            //Again a useful feature... Direct texture saving to common formats such as png,jpg,bmp or gif...
            //Without coding anything, your texture is directly saved in Irrlicht's working directory !
            mask.Save("image.png");*/

            //You may have noticed that GetPixel/SetPixel is very slow even if you lock the texture.
            //Another insecure but quite faster way to proceed is to convert our lock to a pointer.
            //It needs unsafe code but works very fast...
            //However it is very unsecure and you must know perfectly what you are doing...
            //That's why Modify/Retrieve exists (look down)
            /*int w = mask.OriginalSize.Width;
            int h = mask.OriginalSize.Height;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            IntPtr lockresult = mask.Lock();
            unsafe
            {
                int* directacces = (int*)(void*)lockresult;
                int pitch = mask.Pitch / 4;
                for (int x = 0; x < w; ++x)
                    for (int y = 0; y < h; ++y)
                    {
                        double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                        double coeff = distance / maxdistance;
                        int color = (int)(255 - (255 * coeff));
                        Color pixel = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                        directacces[x + y * pitch] = pixel.NativeColor;
                    }
            }
            mask.Unlock();*/

            //Here is the SAFEST AND FASTEST way to modify our texture.
            //A simple delegate which takes the coords of the pixel and returns the color
            //It is called on each pixel and you can even return false if you don't want to change the pixel.
            //We can now create our mask without speed or compatibility issue !
            int w = mask.OriginalSize.Width / 2;
            int h = mask.OriginalSize.Height / 2;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            //We create a delegate to modify each pixel
            ModifyPixel del = delegate(int x, int y, out Color col)
            {
                //Here is our formula... You can modify it as you wish, this is just an example !
                double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                double coeff = distance / maxdistance;
                int color = (int)(255 - (255 * coeff));
                //We now set the out color
                col = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                //And we return true since we created a color.
                //If you return false, the current pixel won't be modified !
                return true;
            };
            //And we modify our texture with our delegate
            mask.Modify(del);
            //Uncomment this line to save our mask on a portable network graphic file !
            //You do not need to know jpg, bmp, gif, png... formats since they are converted automatically
            //mask.Save("mask.png");

            Console.WriteLine();
            Console.WriteLine("============================================");
            Console.WriteLine("Features List :");
            Console.WriteLine();
            for (VideoDriverFeature feat = 0; feat < VideoDriverFeature.Count; feat++)
                Console.WriteLine(feat + " = " + Driver.QueryFeature(feat));
            Console.WriteLine("============================================");

            //Here is our logo
            Texture logo = Driver.GetTexture("NETCPlogo.png");

            //Here is another feature, RenderTarget
            Texture renderTarget = Driver.CreateRenderTargetTexture(new Dimension2D(320, 240));
            int lastfps = -1, fps = 0;
            while (device.Run() && !Exit)
            {
                Driver.BeginScene(true, true, Color.Gray);

                //Driver.SetRenderTarget(renderTarget, true, true, Color.TransparentBlue);
                //Scene.ActiveCamera = fixedcam;
                //Scene.DrawAll();
                //Driver.SetRenderTarget(null, true, true, Color.Gray);

                Scene.ActiveCamera = fpscam;
                Scene.DrawAll();
                //Ok, seems like Irrlicht 1.3.1 doesn't like drawing render target on OpenGL
                //I guess we will disable this for now...
                //Driver.Draw2DImage(renderTarget, new Position2D(0, 0), false);
                Driver.Draw2DImage(mask, new Rect(new Position2D(), Driver.ScreenSize), new Rect(new Position2D(), mask.OriginalSize), Color.White, true);

                //And finally our logo is painted
                Driver.Draw2DImage(logo, new Position2D(0, Driver.ScreenSize.Height - logo.OriginalSize.Height),
                                   new Rect(new Position2D(0, 0),
                                   logo.OriginalSize), Color.White, true);
                Driver.EndScene();

                fps = Driver.FPS;
                if(fps != lastfps)
                {
                    device.WindowCaption = caption + " - FPS : " + fps;
                    lastfps = fps;
                }
            }
            device.Close();
        }