Anaglyph rendering.

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
wyrmmage
Posts: 204
Joined: Sun Mar 16, 2008 3:12 am
Contact:

Post by wyrmmage »

very cool :)
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
kaos
Posts: 155
Joined: Tue Aug 12, 2008 8:25 pm
Location: Spain

Re: Anaglyph rendering.

Post by kaos »

Luke wrote:hey, though I should post a bit of code I did lately for anaglyph rendering.

Code: Select all


void CGameEngine::drawAnaglyph()
{
    vector3df oldPosition=camera->getPosition();
	vector3df oldTarget=camera->getTarget();
	
	matrix4 startMatrix=camera->getAbsoluteTransformation();

	vector3df focusPoint= (camera->getTarget()-camera->getAbsolutePosition()).setLength(1) + camera->getAbsolutePosition() ;

	//Left eye...

	vector3df leftEye;
	matrix4 leftMove;
	leftMove.setTranslation( vector3df(-0.01f,0.0f,0.0f) );
	leftEye=(startMatrix*leftMove).getTranslation();

	//clear the depth buffer, and color
 	driver->beginScene( true, true, SColor(0,200,200,255) );

	driver->getOverrideMaterial().Material.ColorMask=ECP_RED;
	driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK;
	driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW;

    camera->setPosition( leftEye );
    camera->setTarget( focusPoint );

	draw(); // 'smgr->drawAll();' may go here


	//Right eye...

	vector3df rightEye;
	matrix4 rightMove;
	rightMove.setTranslation( vector3df(0.01f,0.0f,0.0f) );
	rightEye=(startMatrix*rightMove).getTranslation();

	//clear the depth buffer
	driver->clearZBuffer();

	driver->getOverrideMaterial().Material.ColorMask=ECP_GREEN+ECP_BLUE;
	driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK;
	driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW;

    camera->setPosition( rightEye );
	camera->setTarget( focusPoint );

    draw(); // 'smgr->drawAll();' may go here

    driver->endScene();

	driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
	driver->getOverrideMaterial().EnableFlags=0;
	driver->getOverrideMaterial().EnablePasses=0;

    camera->setPosition( oldPosition );

    camera->setTarget( oldTarget );

}
similar to the code by bob, here: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32209

but fixes a few problems, and more irrlicht friendly.




Image

more images here
this work??? I have svn version a don´t see any change in the render.
kaos
Posts: 155
Joined: Tue Aug 12, 2008 8:25 pm
Location: Spain

Post by kaos »

My console

begin scene failed
begin scene failed
begin scene failed
begin scene failed
begin scene failed
msxfan
Posts: 4
Joined: Wed Dec 16, 2009 10:12 pm

using a secondary camera for anaglyph rendering

Post by msxfan »

In my mac osx 10.6 + irrlicht 1.6 installation this code (as well as the code posted by Bob) does not allow me to change the location and the orientation of the FPS camera. My 'solution' is to add an additional 'anaglyph' camera that is disabled by default. This secondary camera is only used for rendering without altering the primary camera settings.

Here is the header file (anaglyph.h):

Code: Select all

#ifndef _ANAGLYPH_IRRLICHT_H_
#define _ANAGLYPH_IRRLICHT_H_

#include <irrlicht.h>
using namespace irr;

scene::ICameraSceneNode* CreateAnaglyphCamera (scene::ISceneManager* smgr ,
											   scene::ICameraSceneNode* pPlayerCamera);

void RenderSceneAnaglyphMac (scene::ICameraSceneNode* pAnaglyphCamera, video::IVideoDriver* driver, scene::ISceneManager* smgr , video::SColor backgroundColor,  float eyeDist = 0.01, bool endScene= true);

#endif
and the c++ source code file (anaglyph.cpp):

Code: Select all

 #include "anaglyph.h"
#include <Irrlicht/os.h>

scene::ICameraSceneNode* CreateAnaglyphCamera (scene::ISceneManager* smgr ,
											   scene::ICameraSceneNode* pPlayerCamera)
{
	scene::ICameraSceneNode* pAnaglyphCamera;
	
	pAnaglyphCamera = smgr->addCameraSceneNode();
	pAnaglyphCamera->setInputReceiverEnabled(false); 
	pAnaglyphCamera->setScale( pPlayerCamera->getScale());
	pAnaglyphCamera->setNearValue( pPlayerCamera->getNearValue());
	pAnaglyphCamera->setFarValue( pPlayerCamera->getFarValue());
	pAnaglyphCamera->setAspectRatio( pPlayerCamera->getAspectRatio());
	
	return pAnaglyphCamera;
}

void RenderSceneAnaglyphMac (scene::ICameraSceneNode* pAnaglyphCamera  , video::IVideoDriver* driver, scene::ISceneManager* smgr, video::SColor backgroundColor,	 float eyeDist,  bool endScene)
{
	scene::ICameraSceneNode* pCamera = smgr->getActiveCamera();
	
	// explicitly update attached camera animators
	pCamera->OnAnimate(os::Timer::getTime());
	pCamera->OnRegisterSceneNode();
	core::matrix4 startMatrix=pCamera->getAbsoluteTransformation(); 
	core:: vector3df focusPoint= 
	(pCamera->getTarget()-pCamera->getAbsolutePosition()).setLength(1) + pCamera->getAbsolutePosition() ; 
	
	//Left eye... 
	core::vector3df leftEye; 
	core::matrix4 leftMove; 
	leftMove.setTranslation( core::vector3df(-eyeDist,0.0f,0.0f) ); 
	leftEye=(startMatrix*leftMove).getTranslation(); 
	
	//Right eye... 
	core::vector3df rightEye; 
	core::matrix4 rightMove; 
	rightMove.setTranslation( core::vector3df(eyeDist,0.0f,0.0f) ); 
	rightEye=(startMatrix*rightMove).getTranslation(); 
	
	
	// enable secondary camera for anaglyph rendering 
	smgr->setActiveCamera(pAnaglyphCamera);
	
	// -------  RENDER LEFT EYE ----------
	driver->beginScene( true, true, backgroundColor ); 
	driver->getOverrideMaterial().Material.ColorMask= video::ECP_RED; 
	driver->getOverrideMaterial().EnableFlags=	video::EMF_COLOR_MASK; 
	driver->getOverrideMaterial().EnablePasses= scene::ESNRP_SKY_BOX+ scene::ESNRP_SOLID + 
	scene::ESNRP_TRANSPARENT+ scene::ESNRP_TRANSPARENT_EFFECT+ scene::ESNRP_SHADOW; 
	pAnaglyphCamera->setTarget( focusPoint ); 
	pAnaglyphCamera->setPosition( leftEye ); 
	pAnaglyphCamera->OnRegisterSceneNode();
	
	smgr->drawAll(); 
	
	// -------  RENDER RIGHT EYE ----------	
	driver->clearZBuffer(); 
	driver->getOverrideMaterial().Material.ColorMask= video::ECP_GREEN + video::ECP_BLUE; 
	driver->getOverrideMaterial().EnableFlags= video::EMF_COLOR_MASK; 
	driver->getOverrideMaterial().EnablePasses= scene::ESNRP_SKY_BOX+ scene::ESNRP_SOLID+ 
	scene::ESNRP_TRANSPARENT+ scene::ESNRP_TRANSPARENT_EFFECT+ scene::ESNRP_SHADOW; 
	pAnaglyphCamera->setTarget( focusPoint ); 
	pAnaglyphCamera->setPosition( rightEye ); 
	pAnaglyphCamera->OnRegisterSceneNode();	
  
	smgr->drawAll();
	
	driver->getOverrideMaterial().Material.ColorMask= video::ECP_ALL; 
	driver->getOverrideMaterial().EnableFlags=0; 
	driver->getOverrideMaterial().EnablePasses=0; 
	
	if (endScene) driver->endScene(); 
	
	// restore active camera 
	smgr->setActiveCamera(pCamera);
} 
Usage:

(1) Setup before the rendering loop:

Code: Select all

scene::ICameraSceneNode* pAnaglyphCamera =CreateAnaglyphCamera( smgr, pFpsCamera );
smgr->setActiveCamera(pFpsCamera);
where pFpsCamera is a pointer to the main camera (usually the player camera in a FPS game).

(2) Rendering loop must call:

Code: Select all

RenderSceneAnaglyphMac ( pAnaglyphCamera, driver, smgr ); 

instead of the 'traditional' code:

Code: Select all

driver->beginScene(true, true, video::SColor(255,200,200,200)); 
smgr->drawAll(); 
driver->endScene(); 
Hope this helps!
msxfan
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Post by netpipe »

http://www.xup.in/dl,18161740/anaglyph.7z/

your code is segfaulting , bobs is sortof working. perhaps someone knows how to fix this demo. it includes both versions as a define.

http://cgi.ebay.ca/50-Pair-Red-Green-3D ... 1c125b6c70
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

3D in 3D? lol

meh most people don't own a microphone let alone 3D glasses. but still pretty cool even though it's useless to me outside of educational.
jeromegz
Posts: 14
Joined: Sat Aug 02, 2008 10:51 am

Post by jeromegz »

the link dosn'nt work

the mac code is

Code: Select all

scene::ICameraSceneNode* pAnaglyphCamera, video::IVideoDriver* driver, scene::ISceneManager* smgr , video::SColor backgroundColor,  float eyeDist = 0.01, bool endScene= true
so you need bacjgroung color, eyedist and endscene (i try this on pc : os::Timer::getTime() error , erase this fix the problem)?

and the first code crash on my pc

so, this only work with irrlicht 1.4, it is out of date. i propose a version (based on the original version by the author of this post) that work with irrlicht 1.6 and 1.7, it is terrain rendering exemple, but the caùera is buggy, i try to fix the problem.analygriph work , but not the fps camera, :(- maybe with a modified fps camera, or a big research in the doc and internet.others code don't work.but, finaly , i don't need a fps camera for my application, so, this code work, and i want to said a VERY BIG THANK to the author

Code: Select all

/** Example 012 Terrain Rendering

This tutorial will briefly show how to use the terrain renderer of Irrlicht. It
will also show the terrain renderer triangle selector to be able to do
collision detection with terrain.

Note that the Terrain Renderer in Irrlicht is based on Spintz'
GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant
simple solution for building larger area on small heightmaps -> terrain
smoothing.

In the beginning there is nothing special. We include the needed header files
and create an event listener to listen if the user presses a key: The 'W' key
switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key
toggles between solid and detail mapped material.
*/
#include <irrlicht.h>
 using namespace irr;
 using namespace core;
using namespace video;
using namespace io;
using namespace gui;
using namespace std;
using namespace scene; 





#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif


class MyEventReceiver : public IEventReceiver
{
public:

	MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
		Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
	{
		Skybox->setVisible(true);
		Skydome->setVisible(false);
	}

	bool OnEvent(const SEvent& event)
	{
		// check if user presses the key 'W' or 'D'
		if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
		{
			switch (event.KeyInput.Key)
			{
			case irr::KEY_KEY_W: // switch wire frame mode
				Terrain->setMaterialFlag(video::EMF_WIREFRAME,
						!Terrain->getMaterial(0).Wireframe);
				Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
				return true;
			case irr::KEY_KEY_P: // switch wire frame mode
				Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
						!Terrain->getMaterial(0).PointCloud);
				Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
				return true;
			case irr::KEY_KEY_D: // toggle detail map
				Terrain->setMaterialType(
					Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
					video::EMT_DETAIL_MAP : video::EMT_SOLID);
				return true;
			case irr::KEY_KEY_S: // toggle skies
				showBox=!showBox;
				Skybox->setVisible(showBox);
				Skydome->setVisible(!showBox);
				return true;
			default:
				break;
			}
		}

		return false;
	}

private:
	scene::ISceneNode* Terrain;
	scene::ISceneNode* Skybox;
	scene::ISceneNode* Skydome;
	bool showBox;
};


/*
The start of the main function starts like in most other example. We ask the
user for the desired renderer and start it up. This time with the advanced
parameter handling.
*/
int main()
{
	// ask user for driver
 

	// create device with full flexibility over creation parameters
	// you can add more parameters if desired, check irr::SIrrlichtCreationParameters
	irr::SIrrlichtCreationParameters params;
	params.DriverType= video::EDT_OPENGL;
	params.WindowSize=core::dimension2d<u32>(640, 480);
	IrrlichtDevice* device = createDeviceEx(params);

	if (device == 0)
		return 1; // could not create selected driver.

	
	/*
	First, we add standard stuff to the scene: A nice irrlicht engine
	logo, a small help text, a user controlled camera, and we disable
	the mouse cursor.
	*/

	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
	gui::IGUIEnvironment* env = device->getGUIEnvironment();

	driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);

	// add irrlicht logo
	env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
		core::position2d<s32>(10,10));

	//set other font
	env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));

	// add some help text
	env->addStaticText(
		L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
		core::rect<s32>(10,421,250,475), true, true, 0, -1, true);

	// add camera
	scene::ICameraSceneNode* camera =
		smgr->addCameraSceneNode();

	camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
	camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
	camera->setFarValue(42000.0f);


scene::ICameraSceneNode* pcamera =
		smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);

	pcamera->setPosition(core::vector3df(2700*2,255*2,2600*2));
	pcamera->setTarget(core::vector3df(2397*2,343*2,2700*2));
	pcamera->setFarValue(42000.0f);



	// disable mouse cursor
	device->getCursorControl()->setVisible(false);

	/*
	Here comes the terrain renderer scene node: We add it just like any
	other scene node to the scene using
	ISceneManager::addTerrainSceneNode(). The only parameter we use is a
	file name to the heightmap we use. A heightmap is simply a gray scale
	texture. The terrain renderer loads it and creates the 3D terrain from
	it.

	To make the terrain look more big, we change the scale factor of
	it to (40, 4.4, 40). Because we don't have any dynamic lights in the
	scene, we switch off the lighting, and we set the file
	terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
	second texture, called detail map. At last, we set the scale values for
	the texture: The first texture will be repeated only one time over the
	whole terrain, and the second one (detail map) 20 times.
	*/

	// add terrain scene node
	scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
		"../../media/terrain-heightmap.bmp",
		0,					// parent node
		-1,					// node id
		core::vector3df(0.f, 0.f, 0.f),		// position
		core::vector3df(0.f, 0.f, 0.f),		// rotation
		core::vector3df(40.f, 4.4f, 40.f),	// scale
		video::SColor ( 255, 255, 255, 255 ),	// vertexColor
		5,					// maxLOD
		scene::ETPS_17,				// patchSize
		4					// smoothFactor
		);

	terrain->setMaterialFlag(video::EMF_LIGHTING, false);

	terrain->setMaterialTexture(0,
			driver->getTexture("../../media/terrain-texture.jpg"));
	terrain->setMaterialTexture(1,
			driver->getTexture("../../media/detailmap3.jpg"));
	
	terrain->setMaterialType(video::EMT_DETAIL_MAP);

	terrain->scaleTexture(1.0f, 20.0f);
	//terrain->setDebugDataVisible ( true );

	/*
	To be able to do collision with the terrain, we create a triangle selector.
	If you want to know what triangle selectors do, just take a look into the
	collision tutorial. The terrain triangle selector works together with the
	terrain. To demonstrate this, we create a collision response animator
	and attach it to the camera, so that the camera will not be able to fly
	through the terrain.
	*/

	// create triangle selector for the terrain	
	scene::ITriangleSelector* selector
		= smgr->createTerrainTriangleSelector(terrain, 0);
	terrain->setTriangleSelector(selector);

	// create collision response animator and attach it to the camera
	scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
		selector, pcamera, core::vector3df(60,100,60),
		core::vector3df(0,0,0),
		core::vector3df(0,50,0));
	selector->drop();
	pcamera->addAnimator(anim);
	anim->drop();

	/* If you need access to the terrain data you can also do this directly via the following code fragment.
	*/
	scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
	terrain->getMeshBufferForLOD(*buffer, 0);
	video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
	// Work on data or get the IndexBuffer with a similar call.
	buffer->drop(); // When done drop the buffer again.

	/*
	To make the user be able to switch between normal and wireframe mode,
	we create an instance of the event reciever from above and let Irrlicht
	know about it. In addition, we add the skybox which we already used in
	lots of Irrlicht examples and a skydome, which is shown mutually
	exclusive with the skybox by pressing 'S'.
	*/

	// create skybox and skydome
	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	scene::ISceneNode* skybox=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"));
	scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);

	// create event receiver
	MyEventReceiver receiver(terrain, skybox, skydome);
	device->setEventReceiver(&receiver);

	/*
	That's it, draw everything.
	*/

	int lastFPS = -1;

	while(device->run())
	if (device->isWindowActive())
	{
 core::vector3df oldPosition = pcamera->getPosition();
   core::vector3df oldTarget = pcamera->getTarget();
   
   core::matrix4 startMatrix= pcamera->getAbsoluteTransformation();

   core::vector3df focusPoint= (pcamera->getTarget()-pcamera->getAbsolutePosition()).setLength(1) + pcamera->getAbsolutePosition() ;

   //Left eye...
smgr->setActiveCamera(camera); 
   core::vector3df leftEye;
   core::matrix4 leftMove;
   leftMove.setTranslation( core::vector3df(-0.01f,0.0f,0.0f) );
   leftEye=(startMatrix*leftMove).getTranslation();

   //clear the depth buffer, and color
    driver->beginScene( true, true, SColor(0,200,200,255) );

   driver->getOverrideMaterial().Material.ColorMask=ECP_RED;
   driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK;
   driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW;

    camera->setPosition( leftEye );
    camera->setTarget( focusPoint );

    smgr->drawAll();


   //Right eye...

   core::vector3df rightEye;
   core::matrix4 rightMove;
   rightMove.setTranslation( core::vector3df(0.01f,0.0f,0.0f) );
   rightEye=(startMatrix*rightMove).getTranslation();

   //clear the depth buffer
   driver->clearZBuffer();

   driver->getOverrideMaterial().Material.ColorMask=ECP_GREEN+ECP_BLUE;
   driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK;
   driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW;

    camera->setPosition( rightEye );
   camera->setTarget( focusPoint );

    smgr->drawAll();

    driver->endScene();
smgr->setActiveCamera(pcamera); 
   driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
   driver->getOverrideMaterial().EnableFlags=0;
   driver->getOverrideMaterial().EnablePasses=0;

     camera->setPosition( oldPosition );

     camera->setTarget( oldTarget ); 

		// display frames per second in window title
		int fps = driver->getFPS();
		if (lastFPS != fps)
		{
			core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
			str += driver->getName();
			str += "] FPS:";
			str += fps;
			// Also print terrain height of current camera position
			// We can use camera position because terrain is located at coordinate origin
			str += " Height: ";
			str += terrain->getHeight(camera->getAbsolutePosition().X,
					camera->getAbsolutePosition().Z);

			device->setWindowCaption(str.c_str());
			lastFPS = fps;
		}
	}

	device->drop();
	
	return 0;
}

/*
Now you know how to use terrain in Irrlicht.
**/
:wink:
Hello
forX
Posts: 22
Joined: Thu Sep 09, 2010 6:26 am

Post by forX »

Hi
I look at your code and I try to do something similar
I try somes things but I'm always stuck wioth the fps not moving,
if the main camera (in your program its pcamera) is not draw, the software seems to not move, maybe the receiver not sending the information?

did you succeed with that (its just that I try your code and its seems to be the same problem)

I'm nooby with triliant (and maybe in c++ ) and your help can be very valuable

tank you
forX
Posts: 22
Joined: Thu Sep 09, 2010 6:26 am

Post by forX »

did the code working, for me the window is freeze

the winProc need to be the win32 version (I work on windows)
how to create that

I use a standard winProc for the moment but we need the processing of the win32 but I dont know how to use it because CIrrDeviceWin32 is not in irr, I dont know how to use that kind of object

maybe I'm noob

const c8* ClassName = "CIrrDeviceWin32";

HINSTANCE hInstance = (HINSTANCE)GetModuleHandle(NULL);

MSG msg; // Message Structure
WNDCLASS wc; // Window Class structure
HWND hWnd1,hWnd2; // Window handle of main window


// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = hBlueBrush; // Use blue brush for background
wc.lpszMenuName = NULL;
wc.lpszClassName = ClassName;


if(RegisterClass(&wc) == 0)
return FALSE;

// Create the main application window
hWnd1 = CreateWindow(
//lpszAppName,
ClassName,
lpszAppName,
WS_OVERLAPPEDWINDOW,
100, 100, // Size and dimensions of window
250, 250,
NULL,
NULL,
hInstance,
NULL);

// If window was not created, quit
if(hWnd1 == NULL)
return FALSE;


// Display the window
ShowWindow(hWnd1,SW_SHOW);
UpdateWindow(hWnd1);
hbraun
Posts: 28
Joined: Tue Dec 16, 2008 7:33 pm
Location: Porto Alegre, Brazil
Contact:

Post by hbraun »

Really great job!

I used your code, but I am with an issue that I cant figure it out.
The "anaglyph" only appers when I fastly move my Camera.
Any idea on this subject?

Thanks in advance,

Braun
forX
Posts: 22
Joined: Thu Sep 09, 2010 6:26 am

Post by forX »

did u succed on a dual screen or only the anaglyph with a simple device?

-----------------------------------------------------------------------------------

I have some issues all the time, I try to create window with irrlitch winproc fct but...

I try :

Code: Select all

wc.lpfnWndProc          = (WNDPROC)(irr::CIrrDeviceWin32::WndProc);
My error

Code: Select all

Error	6	error C2440: 'type cast' : cannot convert from 'LRESULT (__stdcall irr::CIrrDeviceWin32::* )(HWND,UINT,WPARAM,LPARAM)' to 'WNDPROC'
dont know what to do
forX
Posts: 22
Joined: Thu Sep 09, 2010 6:26 am

Post by forX »

so I duplicate the wndProc, I change somes things but I have somethings that I ... I dont know what to do

Code: Select all

driver->setViewPort(rect<s32>(0,0,ResX,ResY));		driver->beginScene(true,true,SColor(255,100,100,100),hWnd1);				smgr->setActiveCamera(camera[0]);	
		smgr->drawAll();
		driver->endScene();
				driver->beginScene(true,true,SColor(255,100,100,100),hWnd1);				
		smgr->setActiveCamera(camera[2]);				
		smgr->drawAll();
		driver->endScene();
we have here 2 camera,
[0] is a fps cam
[2] is a modification of the cam

but that make each cam show each time, like in stereo but its not.
how stop using the drawAll(), because now I need it for the movement of the camera[0].
can I edit the code of drawAll(), its on ISceneManager.h, but I dont have .cpp

any Idea?
forX
Posts: 22
Joined: Thu Sep 09, 2010 6:26 am

Post by forX »

in fact, I try to change/duplicate the drawAll on sceneManager but each time I had an error when I try to execute the new function
Guillaum
Posts: 23
Joined: Fri Oct 23, 2015 4:57 pm
Location: France

Re: Anaglyph rendering.

Post by Guillaum »

Hi,

I'm currently trying to make Anaglyph Rendering work with Irrlicht 1.8.

I didn't manage to make it work properly yet, but i'd like to share a first correction to the source code proposed by Luke:
Luke wrote:hey, though I should post a bit of code I did lately for anaglyph rendering.

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void CGameEngine::drawAnaglyph()
{
    vector3df oldPosition=camera->getPosition();
    vector3df oldTarget=camera->getTarget();
    
    matrix4 startMatrix=camera->getAbsoluteTransformation();
 
        [......]
 
 
The following call :

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 camera->updateAbsolutePosition();
must be added before calling:

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matrix4 startMatrix=camera->getAbsoluteTransformation();
Then, the code snippets should be corrected:
http://irrlicht3d.org/wiki/index.php?n= ... hRendering

Final code:

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void CGameEngine::drawAnaglyph()
{
    vector3df oldPosition=camera->getPosition();
    vector3df oldTarget=camera->getTarget();
 
    camera->updateAbsolutePosition();   
    matrix4 startMatrix=camera->getAbsoluteTransformation();
 
        [......]
 
 
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