This commit is contained in:
n00b
2025-03-25 11:35:37 -04:00
parent 3dcd6512df
commit 14a315db60
3 changed files with 823 additions and 0 deletions

352
wip/CShader.cpp Executable file
View File

@@ -0,0 +1,352 @@
/**************************************************************
file: CShader.h
author: Stephan Gödecker (Masterhawk studios)
version: rev. 5
description: this file was created to achieve a dynamic
management for GLSL shaders with irrlicht. After implementing
this code-snippet the user is able to dynamically load GLSL-
shader in his irrlicht application. The shader just have to
be additionally defined by a special xml-file. You can get
further information at:
http://www.masterhawk.dyndns.org/wordpress?p=267
***************************************************************/
#include "CShader.h"
rc_shader_value_obj rc_shader_float(float n)
{
rc_shader_value_obj v;
v.type = RC_SHADER_VALUE_TYPE_FLOAT;
v.fvalue = n;
return v;
}
rc_shader_value_obj rc_shader_string(std::string s)
{
rc_shader_value_obj v;
v.type = RC_SHADER_VALUE_TYPE_STRING;
v.svalue = s;
return v;
}
CShader::CShader(IrrlichtDevice* device, rc_shader_material_obj shader_material)
{
dev=device;
f_old_cycle_time = dev->getTimer()->getRealTime();
driver = device->getVideoDriver();
//Missing xml-handling
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
p_material = 0;
if(gpu)
{
p_material = gpu->addHighLevelShaderMaterial(
shader_material.vert_shader.c_str(), "vertexMain", video::EVST_VS_4_1,
shader_material.frag_shader.c_str(), "pixelMain", video::EPST_PS_4_1,
this, video::EMT_SOLID);
}
for(s32 i=0; i<shader_material.shader_object.size(); i++)
{
//create new uniform variable
SShaderVariable* shader_var = new SShaderVariable();
shader_var->predefinition = ESPV_NONE;
irr::core::stringc type( shader_material.shader_object[i].type.c_str() );
if(type.equals_ignore_case("float"))
shader_var->type = ESVT_FLOAT;
else if(type.equals_ignore_case("vec2"))
shader_var->type = ESVT_VEC2;
else if(type.equals_ignore_case("vec3"))
shader_var->type = ESVT_VEC3;
else if(type.equals_ignore_case("vec4"))
shader_var->type = ESVT_VEC4;
else if(type.equals_ignore_case("mat4"))
shader_var->type = ESVT_MAT4;
else if(type.equals_ignore_case("sampler2d"))
shader_var->type = ESVT_SAMPLER2D;
else if(type.equals_ignore_case("predefined"))
shader_var->type = ESVT_PREDEFINED;
shader_var->name = core::stringc( shader_material.shader_object[i].name.c_str() );
shader_var->b_frag_var = shader_material.shader_object[i].fragVar;
switch(shader_var->type)
{
case ESVT_SAMPLER2D:
case ESVT_FLOAT:
{
float* vars = new float[1];
vars[0] = shader_material.shader_object[i].value[0].fvalue;
shader_var->value = vars;
}break;
/*case ESVT_SAMPLER2D:
{
int tex = 0;
TiXmlNode* value = node->FirstChild("value");
tex = ((TiXmlElement*)value)->FirstAttribute()->IntValue();
float* vars = new float[1];
vars = (float*)(&tex);
shader_var->value = vars;
}break;*/
case ESVT_VEC2:
{
float* vars = new float[2];
for(s32 j=0; j<2; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_VEC3:
{
float* vars = new float[3];
for(s32 j=0; j<3; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_VEC4:
{
float* vars = new float[4];
for(s32 j=0; j<4; j++)
{
vars[j] = shader_material.shader_object[i].value[j].fvalue;
}
shader_var->value = vars;
}break;
case ESVT_MAT4:
break;
case ESVT_PREDEFINED:
{
core::stringc str_val(shader_material.shader_object[i].value[0].svalue.c_str());
shader_var->value = 0;
if(str_val.equals_ignore_case("predefined_eye_position"))
shader_var->predefinition = ESPV_EYEPOSITION;
else if(str_val.equals_ignore_case("predefined_mat4_view_proj"))
{
shader_var->predefinition = ESPV_MAT4_VIEW_PROJ;
}
else if(str_val.equals_ignore_case("predefined_mat4_view"))
{
shader_var->predefinition = ESPV_MAT4_VIEW;
}
else if(str_val.equals_ignore_case("predefined_float_time0x"))
{
shader_var->predefinition = ESPV_FLOAT_TIME0X;
shader_var->value = new float[1];
shader_var->value[0] = 0.f;
}
else if(str_val.equals_ignore_case("predefined_rtt_view"))
{
shader_var->predefinition = ESPV_NONE;
shader_var->type = ESVT_SAMPLER2D;
float* vars = new float[1];
vars[0] = (shader_material.shader_object[i].additional_value.size() > 0 ? shader_material.shader_object[i].additional_value[0].fvalue : 0);
shader_var->value = vars;
//registering for RTT_VIEW
S_RTT_Info* rtt_info = new S_RTT_Info();
rtt_info->type = ERT_VIEW;
rtt_info->tex_channel = (int)vars[0];
rtt_infos.push_back(rtt_info);
rtt_info = 0;
}
else
printf("ERROR: Unknown predefinition: %s\n",str_val.c_str());
break;
}
default:
/// printf("(XML PARSER) ERROR: No type for uniform shader variable specified: %s\n",shader_var->name);
break;
}//end switch
uniform_variables.push_back(shader_var);
}
//printf("(MATERIAL PARSER) Initialized %i uniform variables\n",uniform_variables.size());
for(s32 i=0; i<uniform_variables.size(); i++)
{
//printf("(MATERIAL PARSER) VAR%i: %s VALUE: ",i,uniform_variables[i]->name.c_str());
if(uniform_variables[i]->type == ESVT_PREDEFINED)
{
continue;
}
s32 element_count = (uniform_variables[i]->type != ESVT_SAMPLER2D) ? (s32)uniform_variables[i]->type : 1;
//for(s32 j=0; j<element_count; j++)
//if(uniform_variables[i]->type != ESVT_SAMPLER2D)
//printf("%f ",(uniform_variables[i]->value[j]));
//else
//printf("%i",*uniform_variables[i]->value);
//printf("\n\n");
}
}
void CShader::OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
for(s32 i=0; i<uniform_variables.size(); i++)
{
int element_count = 0;
switch(uniform_variables[i]->type)
{
case ESVT_SAMPLER2D:
element_count = 1;
break;
case ESVT_PREDEFINED:
{
switch(uniform_variables[i]->predefinition)
{
case ESPV_EYEPOSITION:
{
if(uniform_variables[i]->value)
{
delete[] uniform_variables[i]->value;
uniform_variables[i]->value = 0;
}
uniform_variables[i]->value = new float[3];
core::vector3df cam_pos = dev->getSceneManager()->getActiveCamera()->getAbsolutePosition();
uniform_variables[i]->value[0] = cam_pos.X;
uniform_variables[i]->value[1] = cam_pos.Y;
uniform_variables[i]->value[2] = cam_pos.Z;
element_count = 3;
}
break;
case ESPV_MAT4_VIEW:
{
core::matrix4 mat_view = dev->getVideoDriver()->getTransform(video::ETS_VIEW);
uniform_variables[i]->value = mat_view.pointer();
element_count = 16;
}
break;
case ESPV_MAT4_VIEW_PROJ:
{
core::matrix4 mat_view_proj = dev->getVideoDriver()->getTransform(video::ETS_PROJECTION);
mat_view_proj *= dev->getVideoDriver()->getTransform(video::ETS_VIEW);
uniform_variables[i]->value = mat_view_proj.pointer();
element_count = 16;
/*printf("VIEW_PROJECTION_MATRIX\n");
for(int k=0; k<16; k++)
{
printf("%f ",uniform_variables[i]->value[k]);
if(k==3 || k==7 || k==11 || k==15) printf("\n");
}*/
}
break;
case ESPV_FLOAT_TIME0X:
{
f32 f_time_diff = dev->getTimer()->getRealTime() - f_old_cycle_time;
uniform_variables[i]->value[0] += f_time_diff / 1000;
s32 i_tmp = uniform_variables[i]->value[0] / 120;
uniform_variables[i]->value[0] = uniform_variables[i]->value[0] - (i_tmp*120);
f_old_cycle_time = dev->getTimer()->getRealTime();
element_count = 1;
//printf("FLOAT_TIME0X = %f\n",uniform_variables[i]->value[0]);
}
break;
}
}
default:
element_count = (s32)uniform_variables[i]->type;
}
if(uniform_variables[i]->b_frag_var)
if(uniform_variables[i]->type != ESVT_SAMPLER2D)
services->setPixelShaderConstant(uniform_variables[i]->name.c_str(),uniform_variables[i]->value,element_count);
else
{
int tex = *uniform_variables[i]->value;
services->setPixelShaderConstant(uniform_variables[i]->name.c_str(),(float*)(&tex),element_count);
}
else
if(uniform_variables[i]->type != ESVT_SAMPLER2D)
services->setVertexShaderConstant(uniform_variables[i]->name.c_str(),uniform_variables[i]->value,element_count);
else
{
int tex = *uniform_variables[i]->value;
services->setVertexShaderConstant(uniform_variables[i]->name.c_str(),(int*)(&tex),element_count);
}
}
}
s32 CShader::getMaterial()
{
return p_material;
}
S_RTT_Info* CShader::getRTTInfo(E_RTT_TEXTURE rtt)
{
for(s32 i=0; i<rtt_infos.size(); i++)
{
if(rtt == rtt_infos[i]->type)
return rtt_infos[i];
}
return 0;
}
CShader::~CShader()
{
for(s32 i=0; i<uniform_variables.size(); i++)
{
if(uniform_variables[i]->predefinition != ESPV_MAT4_VIEW_PROJ && uniform_variables[i]->predefinition != ESPV_MAT4_VIEW)
delete[] uniform_variables[i]->value;
delete uniform_variables[i];
uniform_variables[i] = 0;
}
uniform_variables.clear();
}

117
wip/CShader.h Executable file
View File

@@ -0,0 +1,117 @@
/**************************************************************
file: CShader.h
author: Stephan Gödecker (Masterhawk studios)
version: rev. 5
description: this file was created to achieve a dynamic
management for GLSL shaders with irrlicht. After implementing
this code-snippet the user is able to dynamically load GLSL-
shader in his irrlicht application. The shader just have to
be additionally defined by a special xml-file. You can get
further information at:
http://www.masterhawk.dyndns.org/wordpress?p=267
***************************************************************/
//#include "stdafx.h"
#include <irrlicht.h>
#include "XML/tinyxml.h"
using namespace irr;
#define RC_SHADER_VALUE_TYPE_FLOAT 0
#define RC_SHADER_VALUE_TYPE_STRING 1
struct rc_shader_value_obj
{
int type;
float fvalue;
std::string svalue;
};
rc_shader_value_obj rc_shader_float(float n);
rc_shader_value_obj rc_shader_string(std::string s);
struct rc_shader_obj
{
std::string name;
std::string type;
bool fragVar;
bool artistVar;
irr::core::array<rc_shader_value_obj> value;
irr::core::array<rc_shader_value_obj> additional_value;
};
struct rc_shader_material_obj
{
std::string frag_shader;
std::string vert_shader;
irr::core::array<rc_shader_obj> shader_object;
};
enum E_SHADER_VAR_TYPE
{
ESVT_FLOAT = 1,
ESVT_VEC2 = 2,
ESVT_VEC3 = 3,
ESVT_VEC4 = 4,
ESVT_MAT4 = 16,
ESVT_SAMPLER2D,
ESVT_PREDEFINED
};
enum E_SHADER_PREDEFINED_VARS
{
ESPV_NONE,
ESPV_FLOAT_TIME0X,
ESPV_EYEPOSITION,
ESPV_MAT4_VIEW,
ESPV_MAT4_VIEW_PROJ,
ESPV_RTT_VIEW
};
enum E_RTT_TEXTURE
{
ERT_VIEW = 0x0001
};
struct S_RTT_Info
{
E_RTT_TEXTURE type;
s32 tex_channel;
};
struct SShaderVariable
{
core::stringc name;
E_SHADER_VAR_TYPE type;
E_SHADER_PREDEFINED_VARS predefinition;
bool b_frag_var;
float* value;
};
class CShader : public video::IShaderConstantSetCallBack
{
private:
s32 p_material; //material which has to be applied to a scene_node
IrrlichtDevice* dev;
video::IVideoDriver* driver;
//temporarily
TiXmlDocument doc;
core::array<SShaderVariable*> uniform_variables;
core::array<S_RTT_Info*> rtt_infos;
f32 f_old_cycle_time;
public:
CShader(IrrlichtDevice* device, rc_shader_material_obj shader_material);
~CShader();
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData);
s32 getMaterial();
S_RTT_Info* getRTTInfo(E_RTT_TEXTURE rtt);
};

354
wip/DynamicShaderExample.cpp Executable file
View File

@@ -0,0 +1,354 @@
/* DynamicShaderExample
* Masterhawk studios 2011 - http://masterhawk.dyndns.org/wordpress
*
* Description:
* This is a simple example how to use the "Dynamic Shaders for Irrlicht"
* by Masterhawk studios in your own application. This example shows how
* to use all provided features, especially the glass refraction, since
* it needs your application to support RTTs
*/
//////////////////////////////////
// DON'T FORGET TO LINK //
// //
// IRRLICHT.LIB //
// IRRLICHT-INCLUDE-DIRECTORY //
// TINYXML.LIB //
// TINYXML-INCLUDE-DIRECTORY //
// //
// TO YOUR PROJECT //
//////////////////////////////////
//stdafx inlcudes the irrlicht.h inclusion
//#include "stdafx.h"
#include <irrlicht.h>
//don't forget to include the CShader source
#include "CShader.h"
//simple Irrlicht setup stuff
using namespace irr;
IrrlichtDevice* device = 0;
video::IVideoDriver* driver = 0;
scene::ISceneManager* smgr = 0;
scene::ICameraSceneNode* cam = 0;
std::string refraction1_vert =
"varying vec3 Normal; \n"
"varying vec3 EyeDir; \n"
"varying vec4 EyePos; \n"
"varying float LightIntensity; \n"
"\n"
"void main(void) \n"
"{ \n"
" gl_Position = ftransform(); \n"
" Normal = normalize(gl_NormalMatrix * gl_Normal); \n"
" vec4 pos = gl_ModelViewMatrix * gl_Vertex; \n"
" EyeDir = pos.xyz; \n"
" EyePos = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
" LightIntensity = max(dot(normalize(gl_LightSource[0].position.xyz - EyeDir), Normal), 0.0); \n"
"}";
std::string refraction1_frag =
"const vec3 Xunitvec = vec3 (1.0, 0.0, 0.0); \n"
"const vec3 Yunitvec = vec3 (0.0, 1.0, 0.0); \n"
" \n"
"uniform vec3 BaseColor; \n"
"uniform float Depth; \n"
"uniform float MixRatio; \n"
" \n"
"// need to scale our framebuffer - it has a fixed width/height of 2048 \n"
"uniform float FrameWidth; \n"
"uniform float FrameHeight; \n"
" \n"
"uniform sampler2D EnvMap; \n"
"uniform sampler2D RefractionMap; \n"
" \n"
"varying vec3 Normal; \n"
"varying vec3 EyeDir; \n"
"varying vec4 EyePos; \n"
"varying float LightIntensity; \n"
" \n"
"void main (void) \n"
"{ \n"
" // Compute reflection vector \n"
" vec3 reflectDir = reflect(EyeDir, Normal); \n"
" \n"
" // Compute altitude and azimuth angles \n"
" \n"
" vec2 index; \n"
" \n"
" index.y = dot(normalize(reflectDir), Yunitvec); \n"
" reflectDir.y = 0.0; \n"
" index.x = dot(normalize(reflectDir), Xunitvec) * 0.5; \n"
" \n"
" // Translate index values into proper range \n"
" \n"
" if (reflectDir.z >= 0.0) \n"
" index = (index + 1.0) * 0.5; \n"
" else \n"
" { \n"
" index.t = (index.t + 1.0) * 0.5; \n"
" index.s = (-index.s) * 0.5 + 1.0; \n"
" } \n"
" \n"
" // if reflectDir.z >= 0.0, s will go from 0.25 to 0.75 \n"
" // if reflectDir.z < 0.0, s will go from 0.75 to 1.25, and \n"
" // that's OK, because we've set the texture to wrap. \n"
" \n"
" // Do a lookup into the environment map. \n"
" \n"
" vec3 envColor = vec3 (texture2D(EnvMap, index)); \n"
" \n"
" // calc fresnels term. This allows a view dependant blend of reflection/refraction \n"
" float fresnel = abs(dot(normalize(EyeDir), Normal)); \n"
" fresnel *= MixRatio; \n"
" fresnel = clamp(fresnel, 0.1, 0.9); \n"
" \n"
" // calc refraction \n"
" vec3 refractionDir = normalize(EyeDir) - normalize(Normal); \n"
" \n"
" // Scale the refraction so the z element is equal to depth \n"
" float depthVal = Depth / -refractionDir.z; \n"
" \n"
" // perform the div by w \n"
" float recipW = 1.0 / EyePos.w; \n"
" vec2 eye = EyePos.xy * vec2(recipW); \n"
" \n"
" // calc the refraction lookup \n"
" index.s = (eye.x + refractionDir.x * depthVal); \n"
" index.t = (eye.y + refractionDir.y * depthVal); \n"
" \n"
" // scale and shift so we're in the range 0-1 \n"
" index.s = index.s / 2.0 + 0.5; \n"
" index.t = index.t / 2.0 + 0.5; \n"
" \n"
" // as we're looking at the framebuffer, we want it clamping at the edge of the rendered scene, not the edge of the texture, \n"
" // so we clamp before scaling to fit \n"
" float recip1k = 1.0 / 255.0; \n"
" index.s = clamp(index.s, 0.0, 1.0 - recip1k); \n"
" index.t = clamp(index.t, 0.0, 1.0 - recip1k); \n"
" \n"
" // scale the texture so we just see the rendered framebuffer \n"
" index.s = index.s * FrameWidth * recip1k; \n"
" index.t = index.t * FrameHeight * recip1k; \n"
" \n"
" vec3 RefractionColor = vec3 (texture2D(RefractionMap, index)); \n"
" \n"
" // Add lighting to base color and mix \n"
" vec3 base = LightIntensity * BaseColor; \n"
" envColor = mix(envColor, RefractionColor, fresnel); \n"
" envColor = mix(envColor, base, 0.2); \n"
" \n"
" gl_FragColor = vec4 (envColor, 1.0); \n"
"}";
irr::core::array<rc_shader_material_obj> rc_shader_materials;
void init_refraction1()
{
rc_shader_material_obj shader_material;
rc_shader_obj obj;
obj.name = "BaseColor";
obj.type = "vec3";
obj.fragVar = true;
obj.artistVar = true;
obj.value.push_back(rc_shader_float(0.40000));
obj.value.push_back(rc_shader_float(0.40000));
obj.value.push_back(rc_shader_float(0.10000));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "Depth";
obj.type = "float";
obj.fragVar = true;
obj.artistVar = true;
obj.value.push_back(rc_shader_float(0.10000));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "MixRatio";
obj.type = "float";
obj.fragVar = true;
obj.artistVar = true;
obj.value.push_back(rc_shader_float(1.0000));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "FrameHeight";
obj.type = "float";
obj.fragVar = true;
obj.artistVar = false;
obj.value.push_back(rc_shader_float(255.0000));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "FrameWidth";
obj.type = "float";
obj.fragVar = true;
obj.artistVar = false;
obj.value.push_back(rc_shader_float(255.0000));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "EnvMap";
obj.type = "sampler2d";
obj.fragVar = true;
obj.artistVar = false;
obj.value.push_back(rc_shader_float(0));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
obj.name = "RefractionMap";
obj.type = "predefined";
obj.fragVar = true;
obj.artistVar = false;
obj.value.push_back(rc_shader_string("predefined_rtt_view"));
obj.additional_value.push_back(rc_shader_float(1));
shader_material.shader_object.push_back(obj);
obj.value.clear();
obj.additional_value.clear();
shader_material.frag_shader = refraction1_frag;
shader_material.vert_shader = refraction1_vert;
rc_shader_materials.push_back(shader_material);
}
std::string refraction2_frag;
std::string refraction2_vert;
void init_refraction2()
{
rc_shader_material_obj shader_material;
shader_material.frag_shader = refraction2_frag;
shader_material.vert_shader = refraction2_vert;
rc_shader_materials.push_back(shader_material);
}
//Now we have to set up a simple Render-To-Texture management
//-----------------------------------------------------------
//scenenode_for_rtt_view:
//Here all scenenodes get stored which use a shader with RTT requirement.
//This is currently just the glass refraction shader
core::array<scene::ISceneNode*> scenenodes_for_rtt_view;
//tex_rtt_view:
//The texture which holds the texture render from the view position.
//There's currently no other RTT-type supported. Each type would need
//its own texture.
video::ITexture* tex_rtt_view = 0;
//Adds a scenenode to the RTT-queue if it has a RTT-requirement
//These information are all provided and handled by the DynamicShader files.
void registerSceneNodeForRTT(scene::ISceneNode* node, S_RTT_Info* rtt_info)
{
if(node && rtt_info)
{
switch(rtt_info->type)
{
case ERT_VIEW:
{
if(scenenodes_for_rtt_view.size() <= 0)
tex_rtt_view = driver->addRenderTargetTexture( core::dimension2d<u32>(256,256) );
scenenodes_for_rtt_view.push_back(node);
node->setMaterialTexture(rtt_info->tex_channel,tex_rtt_view);
}
}
}
}
int main()
{
//again simple Irrlicht setup/loading stuff
device = createDevice(video::EDT_OPENGL, core::dimension2d<u32>(800,600));
if(!device) return -1;
driver = device->getVideoDriver();
if(!driver) return -2;
smgr = device->getSceneManager();
if(!smgr) return -3;
cam = smgr->addCameraSceneNodeMaya();
device->setWindowCaption(L"Dynamic Shader Example - Masterhawk studios 2011");
//loading the angel model
scene::ISceneNode* glass_angel = smgr->addMeshSceneNode(smgr->getMesh("./meshes/statue_angel.obj"));
//setting up the environment texture for the simulated reflection.
//In IrrShaderViewer this is achieved by the settings xml files.
glass_angel->setMaterialTexture(0,driver->getTexture("./media/House.jpg"));
//disable lighting. This shader doesn't need a light source
glass_angel->setMaterialFlag(video::EMF_LIGHTING,false);
//loading the shader-defintion and create a shader. Don't forget to delete
//the pointer!
init_refraction1();
CShader* glass_shader = new CShader(device, rc_shader_materials[0]);
//assigning the shader to the scenenode
if(glass_shader)
glass_angel->setMaterialType((video::E_MATERIAL_TYPE)glass_shader->getMaterial());
//register the scenenode for RTT handling. This is made for every scenenode, no
//matter if its shader requires RTT support or not. The registerSceneNodeForRTT()
//takes care of this
registerSceneNodeForRTT(glass_angel,glass_shader->getRTTInfo(ERT_VIEW));
//adding a skybox so you can see a transparency effect
smgr->addSkyBoxSceneNode(
driver->getTexture("./media/irrlicht2_up.jpg"),
driver->getTexture("./media/irrlicht2_dn.jpg"),
driver->getTexture("./media/irrlicht2_lf.jpg"),
driver->getTexture("./media/irrlicht2_rt.jpg"),
driver->getTexture("./media/irrlicht2_ft.jpg"),
driver->getTexture("./media/irrlicht2_bk.jpg"));
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,100,100,100));
//creating the RTT-VIEW texture for every frame
if(scenenodes_for_rtt_view.size() > 0)
{
for(s32 i=0; i<scenenodes_for_rtt_view.size(); i++)
scenenodes_for_rtt_view[i]->setVisible(false);
driver->setRenderTarget(tex_rtt_view);
smgr->drawAll();
driver->setRenderTarget(0);
for(s32 i=0; i<scenenodes_for_rtt_view.size(); i++)
scenenodes_for_rtt_view[i]->setVisible(true);
}
//just the normal rendering
smgr->drawAll();
driver->endScene();
}
device->drop();
//deleting the shader
delete glass_shader;
return 0;
}