Cleaned up render-to-texture code. It should be much more efficient for kart rendering, and also code should be easier to read. @Joerg: I think I didn't break your RTT bits but better check *blush*

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3948 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2009-08-29 17:09:03 +00:00
parent c4eea1020f
commit ff2dd24ec6
7 changed files with 216 additions and 145 deletions

View File

@ -279,121 +279,6 @@ scene::ISceneNode *IrrDriver::addMesh(scene::IMesh *mesh)
return m_scene_manager->addMeshSceneNode(mesh);
} // addMesh
// ----------------------------------------------------------------------------
/** Begins a rendering to a texture.
* \param dimension The size of the texture.
* \param name Name of the texture.
*/
#ifdef IRR_SVN
void IrrDriver::beginRenderToTexture(const core::dimension2du &dimension,
const std::string &name)
#else
void IrrDriver::beginRenderToTexture(const core::dimension2di &dimension,
const std::string &name)
#endif
{
m_render_target_texture = m_video_driver->addRenderTargetTexture(dimension,
name.c_str());
m_device->getVideoDriver()->setRenderTarget(m_render_target_texture);
} // beginRenderToTexture
// ----------------------------------------------------------------------------
/** Does the actual rendering to a texture, and switches the rendering system
* back to render on the screen.
* \return A pointer to the texture on which the scene was rendered.
*/
video::ITexture *IrrDriver::endRenderToTexture()
{
m_scene_manager->drawAll();
m_device->getVideoDriver()->setRenderTarget(0, false, false);
return m_render_target_texture;
} // endRenderToTexture
// ----------------------------------------------------------------------------
/** Renders a given vector of meshes onto a texture. Parameters:
* \param mesh Vector of meshes to render.
* \param mesh_location For each mesh the location where it should be
* positioned.
* \param target The texture to render the meshes to.
* \param angle Heading for all meshes.
*/
void IrrDriver::renderToTexture(ptr_vector<scene::IMesh, REF>& mesh,
std::vector<Vec3>& mesh_location,
ITexture* target, float angle)
{
scene::ISceneNode* main_node = NULL;
const int mesh_amount = mesh.size();
for(int n=0; n<mesh_amount; n++)
{
scene::ISceneNode* node = addMesh(mesh.get(n));
if(main_node == NULL)
{
main_node = node;
}
else
{
node->setParent(main_node);
}
node->setPosition( mesh_location[n].toIrrVector() );
node->updateAbsolutePosition();
}
main_node->setScale( core::vector3df(50.0f, 50.0f, 50.0f) );
main_node->setRotation( core::vector3df(0, angle, 0) );
//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
scene::ILightSceneNode* light = getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
//light->setLightType(ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
//light->getLightData().AmbientColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 1.0f);
//light->getLightData().Attenuation = core::vector3df(10, 10, 10);
light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
main_node->setMaterialFlag(EMF_LIGHTING, true);
// node->setMaterialFlag(EMF_LIGHTING, true);
const int materials = main_node->getMaterialCount();
for(int n=0; n<materials; n++)
{
main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
main_node->getMaterial(n).Shininess = 200.0f; // set size of specular highlights
main_node->getMaterial(n).SpecularColor.set(255,150,150,150);
main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
//node->getMaterial(n).setFlag(EMF_NORMALIZE_NORMALS , true);
main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
main_node->getMaterial(n).GouraudShading = true;
}
ICameraSceneNode* camera = m_scene_manager->addCameraSceneNode();
camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
camera->setTarget( core::vector3df(0, 10, 0.0f) );
camera->updateAbsolutePosition();
m_device->getVideoDriver()->setRenderTarget(target);
//m_device->getVideoDriver()->beginScene(true, true, video::SColor(0,0,0,0));
m_scene_manager->drawAll();
//m_device->getVideoDriver()->endScene();
removeNode(main_node);
removeCamera(camera);
removeNode(light);
m_device->getVideoDriver()->setRenderTarget(0, false, false);
}
// ----------------------------------------------------------------------------
/** Creates a quad mesh buffer and adds it to the scene graph.
*/
@ -723,3 +608,133 @@ bool IrrDriver::OnEvent(const irr::SEvent &event)
} // OnEvent
// ----------------------------------------------------------------------------
#if 0
#pragma mark -
#pragma mark RTT
#endif
// ----------------------------------------------------------------------------
/** Begins a rendering to a texture.
* \param dimension The size of the texture.
* \param name Name of the texture.
*/
#ifdef IRR_SVN
IrrDriver::RTTProvider::RTTProvider(const core::dimension2du &dimension,
const std::string &name)
#else
IrrDriver::RTTProvider::RTTProvider(const core::dimension2di &dimension,
const std::string &name)
#endif
{
m_video_driver = irr_driver->getVideoDriver();
m_render_target_texture = m_video_driver->addRenderTargetTexture(dimension,
name.c_str());
m_video_driver->setRenderTarget(m_render_target_texture);
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
}
// ----------------------------------------------------------------------------
IrrDriver::RTTProvider::~RTTProvider()
{
tearDownRTTScene();
}
// ----------------------------------------------------------------------------
/** Sets up a given vector of meshes for render-to-texture. Parameters:
* \param mesh Vector of meshes to render.
* \param mesh_location For each mesh the location where it should be
* positioned.
*/
void IrrDriver::RTTProvider::setupRTTScene(ptr_vector<scene::IMesh, REF>& mesh,
std::vector<Vec3>& mesh_location)
{
m_rtt_main_node = NULL;
const int mesh_amount = mesh.size();
for (int n=0; n<mesh_amount; n++)
{
scene::ISceneNode* node = irr_driver->addMesh(mesh.get(n));
if (m_rtt_main_node == NULL)
{
m_rtt_main_node = node;
}
else
{
node->setParent(m_rtt_main_node);
}
node->setPosition( mesh_location[n].toIrrVector() );
node->updateAbsolutePosition();
}
m_rtt_main_node->setScale( core::vector3df(50.0f, 50.0f, 50.0f) );
//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
m_light = irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
//light->setLightType(ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
//light->getLightData().AmbientColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 1.0f);
//light->getLightData().Attenuation = core::vector3df(10, 10, 10);
m_light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
m_light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
m_rtt_main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
m_rtt_main_node->setMaterialFlag(EMF_LIGHTING, true);
// node->setMaterialFlag(EMF_LIGHTING, true);
const int materials = m_rtt_main_node->getMaterialCount();
for (int n=0; n<materials; n++)
{
m_rtt_main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
m_rtt_main_node->getMaterial(n).Shininess = 200.0f; // set size of specular highlights
m_rtt_main_node->getMaterial(n).SpecularColor.set(255,150,150,150);
m_rtt_main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
//node->getMaterial(n).setFlag(EMF_NORMALIZE_NORMALS , true);
m_rtt_main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
m_rtt_main_node->getMaterial(n).GouraudShading = true;
}
m_camera = irr_driver->getSceneManager()->addCameraSceneNode();
m_camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
m_camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
m_camera->updateAbsolutePosition();
}
void IrrDriver::RTTProvider::tearDownRTTScene()
{
if (m_rtt_main_node != NULL) irr_driver->removeNode(m_rtt_main_node);
if (m_camera != NULL) irr_driver->removeCamera(m_camera);
if (m_light != NULL) irr_driver->removeNode(m_light);
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
}
/**
* Performs the actual render-to-texture
* \param target The texture to render the meshes to.
* \param angle (Optional) heading for all meshes.
*/
ITexture* IrrDriver::RTTProvider::renderToTexture(float angle)
{
m_video_driver->setRenderTarget(m_render_target_texture);
irr_driver->getSceneManager()->drawAll();
if (angle != -1) m_rtt_main_node->setRotation( core::vector3df(0, angle, 0) );
m_video_driver->setRenderTarget(0, false, false);
return m_render_target_texture;
}

View File

@ -48,9 +48,7 @@ private:
/** Irrlicht race font. */
irr::gui::IGUIFont *m_race_font;
/** A pointer to texture on which a scene is rendered. Only used
* in between beginRenderToTexture() and endRenderToTexture calls. */
video::ITexture *m_render_target_texture;
void setAllMaterialFlags(scene::IAnimatedMesh *mesh) const;
std::vector<VideoMode> m_modes;
@ -115,22 +113,58 @@ public:
*/
unsigned int getRealTime() {return m_device->getTimer()->getRealTime(); }
void renderToTexture(ptr_vector<scene::IMesh, REF>& mesh,
std::vector<Vec3>& mesh_location,
video::ITexture* target, float angle);
#ifdef IRR_SVN
void beginRenderToTexture(const core::dimension2du &dimension,
const std::string &name);
#else
void beginRenderToTexture(const core::dimension2di &dimension,
const std::string &name);
#endif
video::ITexture *endRenderToTexture();
void draw2dTriangle(const core::vector2df &a, const core::vector2df &b,
const core::vector2df &c,
const video::ITexture *texture = NULL,
const video::SColor *ca=NULL, const video::SColor *cb=NULL,
const video::SColor *cc=NULL);
// --------------------- RTT --------------------
/**
* Class that provides RTT (currently, only when no other 3D rendering in the main scene is required)
* Provides an optional 'setupRTTScene' method to make it quick and easy to prepare rendering of 3D objects
* but you can also manually set the scene/camera. If you use the factory 'setupRTTScene', cleanup can be
* done through 'tearDownRTTScene' (destructor will also do this). If you set it up manually, you need
* to clean it up manually.
*/
class RTTProvider
{
/** A pointer to texture on which a scene is rendered. Only used
* in between beginRenderToTexture() and endRenderToTexture calls. */
video::ITexture *m_render_target_texture;
/** Main node of the RTT scene */
scene::ISceneNode *m_rtt_main_node;
scene::ICameraSceneNode *m_camera;
scene::ILightSceneNode *m_light;
/** Irrlicht video driver. */
video::IVideoDriver *m_video_driver;
public:
#ifdef IRR_SVN
RTTProvider(const core::dimension2du &dimension,
const std::string &name);
#else
RTTProvider(const core::dimension2di &dimension,
const std::string &name);
#endif
~RTTProvider();
void setupRTTScene(ptr_vector<scene::IMesh, REF>& mesh,
std::vector<Vec3>& mesh_location);
/** Optional 'angle' parameter will rotate the object added *through setupRTTScene* */
video::ITexture* renderToTexture(float angle=-1);
void tearDownRTTScene();
};
}; // IrrDriver

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@ -23,11 +23,15 @@ using namespace GUIEngine;
ModelViewWidget::ModelViewWidget()
{
m_type = WTYPE_MODEL_VIEW;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
ModelViewWidget::~ModelViewWidget()
{
GUIEngine::needsUpdate.remove(this);
delete m_rtt_provider;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
void ModelViewWidget::add()
@ -51,13 +55,6 @@ void ModelViewWidget::add()
//m_element->setTabOrder(id);
m_element->setTabGroup(false);
m_element->setTabStop(false);
std::string name = "model view "; name += m_properties[PROP_ID].c_str();
#ifdef IRR_SVN
m_texture = GUIEngine::getDriver()->addRenderTargetTexture( core::dimension2d< u32 >(512, 512), name.c_str() );
#else
m_texture = GUIEngine::getDriver()->addRenderTargetTexture( core::dimension2d< s32 >(512, 512), name.c_str() );
#endif
} // add
// -----------------------------------------------------------------------------
@ -65,6 +62,9 @@ void ModelViewWidget::clearModels()
{
m_models.clearWithoutDeleting();
m_model_location.clear();
delete m_rtt_provider;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location)
@ -81,14 +81,29 @@ void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location)
//mat.setFlag(EMF_NORMALIZE_NORMALS, true);
((IGUIMeshViewer*)m_element)->setMaterial(mat);
*/
delete m_rtt_provider;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
void ModelViewWidget::update(float delta)
{
angle += delta*25;
if(angle > 360) angle -= 360;
if (angle > 360) angle -= 360;
irr_driver->renderToTexture(m_models, m_model_location, m_texture, angle);
if (m_rtt_provider == NULL)
{
std::string name = "model view ";
name += m_properties[PROP_ID].c_str();
#ifdef IRR_SVN
m_rtt_provider = new IrrDriver::RTTProvider(core::dimension2d< u32 >(512, 512), name );
#else
m_rtt_provider = new IrrDriver::RTTProvider(core::dimension2d< s32 >(512, 512), name );
#endif
m_rtt_provider->setupRTTScene(m_models, m_model_location);
}
m_texture = m_rtt_provider->renderToTexture(angle);
((IGUIImage*)m_element)->setImage(m_texture);
}

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@ -22,12 +22,14 @@
#include <irrlicht.h>
#include "graphics/irr_driver.hpp"
#include "guiengine/widget.hpp"
#include "utils/ptr_vector.hpp"
using namespace irr;
using namespace gui;
namespace GUIEngine
{
/** A model view widget. See guiengine/engine.hpp for a detailed overview */
@ -38,6 +40,9 @@ namespace GUIEngine
std::vector<Vec3> m_model_location;
video::ITexture* m_texture;
IrrDriver::RTTProvider* m_rtt_provider;
float angle;
public:
ModelViewWidget();

View File

@ -387,9 +387,9 @@ namespace KartSelectionScreen
const int modelMaxWidth = w;
const int bestSize = std::min(modelMaxWidth, modelMaxHeight);
const int modelY = y + player_name_h + player_id_h;
model_x = x + w/2 - (int)(bestSize*1.2f/2);
model_x = x + w/2 - (int)(bestSize/2);
model_y = modelY + modelMaxHeight/2 - bestSize/2;
model_w = (int)(bestSize*1.2f); // FIXME : for some reason, it looks better this way, though full square should be ok
model_w = (int)(bestSize);
model_h = bestSize;
kart_name_x = x;

View File

@ -82,11 +82,11 @@ void RaceGUI::createMarkerTexture()
int radius = (m_marker_rendered_size>>1)-1;
#ifdef IRR_SVN
irr_driver->beginRenderToTexture(core::dimension2du(m_marker_rendered_size * npower2,
IrrDriver::RTTProvider rttProvider(core::dimension2du(m_marker_rendered_size * npower2,
m_marker_rendered_size),
"RaceGUI::markers");
#else
irr_driver->beginRenderToTexture(core::dimension2di(m_marker_rendered_size * npower2,
IrrDriver::RTTProvider rttProvider(core::dimension2di(m_marker_rendered_size * npower2,
m_marker_rendered_size),
"RaceGUI::markers");
#endif
@ -125,7 +125,7 @@ void RaceGUI::createMarkerTexture()
#endif
}
m_marker = irr_driver->endRenderToTexture();
m_marker = rttProvider.renderToTexture();
irr_driver->removeCamera(camera);
} // createMarkerTexture

View File

@ -421,7 +421,7 @@ video::ITexture *QuadGraph::makeMiniMap(const core::dimension2di &dimension,
const video::SColor &fill_color)
#endif
{
irr_driver->beginRenderToTexture(dimension, name);
IrrDriver::RTTProvider rttProvider(dimension, name);
createMesh();
video::S3DVertex *v = (video::S3DVertex*)m_mesh_buffer->getVertices();
for(unsigned int i=0; i<m_mesh_buffer->getVertexCount(); i++)
@ -446,7 +446,9 @@ video::ITexture *QuadGraph::makeMiniMap(const core::dimension2di &dimension,
camera->setPosition(core::vector3df(center.getX(), bb_max.getZ(), center.getY()));
camera->setUpVector(core::vector3df(0,0,1));
camera->setTarget(core::vector3df(center.getX(),0,center.getY()));
video::ITexture *texture=irr_driver->endRenderToTexture();
video::ITexture *texture = rttProvider.renderToTexture();
cleanupDebugMesh();
irr_driver->removeCamera(camera);
m_min_coord = bb_min;