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