I recently wanted to add some shaders to a FrameBufferObject/RenderTargetTexture for post-processing purposes. That actually works fine, with the exception of the beautiful stencil shadows disapearing and the complete scene gets alot darker. (Basically the issue stated in this sadly completely ignored thread: http://irrlicht.sourceforge.net/forum/v ... w=previous )
I created a simplified code example of the issue, based on "Tutorial 08: SpecialFX" and slightly modified code provided in an answer of ( http://irrlicht.sourceforge.net/forum/v ... =4&t=49629 ).
Full code of "main.cpp":
Code: Select all
/** Example 008 SpecialFX (modified for bug display)
This tutorials describes how to do special effects. It shows how to use stencil
buffer shadows, the particle system, billboards, dynamic light, and the water
surface scene node.
We start like in some tutorials before. Please note that this time, the
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
shadow casted from an animated character. If this example runs too slow,
set it to false. The Irrlicht Engine checks if your hardware doesn't support
the stencil buffer, and disables shadows by itself, but just in case the demo
runs slow on your hardware.
*/
#include <irrlicht.h>
#include <iostream>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
//! This is a helper class that is used to render a whole screen rectangle
class CScreenQuadSceneNode : public scene::ISceneNode{
core::aabbox3df aabb; //An axis aligned bounding box. Actually not needed.
video::SMaterial material; //The material used to render the Scene Node
video::S3DVertex2TCoords vertices[4]; //The vertices of the Scene Node.
//Normally we wouldn't need more
//than one set of UV coordinates.
//But if we are to use the builtin materials, this is necesary
public:
CScreenQuadSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
:ISceneNode(parent,mgr,id)
{
f32 shiftX,shiftY;
core::dimension2d<u32> currentResolution;
/** Here we initialize the vertices of the screen Aligned quad **/
currentResolution = mgr->getVideoDriver()->getScreenSize();
aabb.reset(0,0,0);
shiftX = 0.5/currentResolution.Width; //This small shift is necesary to compensate the texture sampling bias
shiftY = 0.5/currentResolution.Height; //It avoids that our effect becomes too blurry.
vertices[0] = video::S3DVertex2TCoords(
-1.0f,-1.0f,0.0f,
0.0f,0.0f,-1.0f,
video::SColor(255,255,255,255),
shiftX,1.0f+shiftY,
shiftX,1.0f+shiftY);
vertices[1] = video::S3DVertex2TCoords(
1.0f,-1.0,0.0f,
0.0f,0.0f,-1.0f,
video::SColor(255,255,255,255),
1.0f+shiftX,1.0f+shiftY,
1.0f+shiftX,1.0f+shiftY);
vertices[2] = video::S3DVertex2TCoords(
-1.0f,1.0,0.0f,
0.0f,0.0f,-1.0f,
video::SColor(255,255,255,255),
shiftX,shiftY,
shiftX,shiftY);
vertices[3] = video::S3DVertex2TCoords(
1.0f,1.0f,0.0f,
0.0f,0.0f,-1.0f,
video::SColor(255,255,255,255),
1.0f+shiftX,shiftY,
1.0f+shiftX,shiftY);
/**Now we proceed to initialize the appropriate settings for the material we are going to use
We can alter these later, but for the time being, initializing then here will do no harm*/
material.Lighting = false; //No need for lighting.
material.MaterialType = video::EMT_LIGHTMAP_ADD; //This will add both first and second textures :)
material.BackfaceCulling=false; //not needed, but simplifies things
setAutomaticCulling(scene::EAC_OFF); //We don't need this scene
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_ANISOTROPIC_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, false);
material.setFlag(video::EMF_LIGHTING, false);
}
~CScreenQuadSceneNode()
{
}
const core::aabbox3df& getBoundingBox() const
{
return aabb;
}
void OnRegisterSceneNode()
{
//This method is empty because it is best for us to render this scene node manually.
//So, it is never really rendered on its own, if we don't tell it to do so.
}
void render()
{
video::IVideoDriver* drv = getSceneManager()->getVideoDriver();
core::matrix4 proj;
u16 indices[] = {0,1,2,3,1,2};
//A triangle list
drv->setMaterial(material);
drv->setTransform(video::ETS_PROJECTION, core::IdentityMatrix);
drv->setTransform(video::ETS_VIEW, core::IdentityMatrix);
drv->setTransform(video::ETS_WORLD, core::IdentityMatrix);
drv->drawIndexedTriangleList(&vertices[0],4,&indices[0],2);
}
u32 getMaterialCount()
{
return 1; //There is only one material
}
video::SMaterial& getMaterial(irr::u32 i)
{
return material;//We always return the same material, so there is no need for more.
}
};
int main()
{
/*
Create device and exit if creation failed. We make the stencil flag
optional to avoid slow screen modes for runs without shadows.
*/
core::dimension2d<u32> screenDimensions = core::dimension2d<u32>(640, 480);
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, screenDimensions,
16, false, true);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
/*
For our environment, we load a .3ds file. It is a small room I modelled
with Anim8or and exported into the 3ds format because the Irrlicht
Engine does not support the .an8 format. I am a very bad 3d graphic
artist, and so the texture mapping is not very nice in this model.
Luckily I am a better programmer than artist, and so the Irrlicht
Engine is able to create a cool texture mapping for me: Just use the
mesh manipulator and create a planar texture mapping for the mesh. If
you want to see the mapping I made with Anim8or, uncomment this line. I
also did not figure out how to set the material right in Anim8or, it
has a specular light color which I don't really like. I'll switch it
off too with this code.
*/
scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds");
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
scene::ISceneNode* node = 0;
node = smgr->addAnimatedMeshSceneNode(mesh);
node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg"));
node->getMaterial(0).SpecularColor.set(0,0,0,0);
/*
Now, for the first special effect: Animated water. It works like this:
The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
a water surface. And if we let this scene node use a nice material like
the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
with the next few lines of code. As input mesh, we create a hill plane
mesh, without hills. But any other mesh could be used for this, you
could even use the room.3ds (which would look really strange) if you
want to.
*/
mesh = smgr->addHillPlaneMesh( "myHill",
core::dimension2d<f32>(20,20),
core::dimension2d<u32>(40,40), 0, 0,
core::dimension2d<f32>(0,0),
core::dimension2d<f32>(10,10));
node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
node->setPosition(core::vector3df(0,7,0));
node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg"));
node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg"));
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
/*
The second special effect is very basic, I bet you saw it already in
some Irrlicht Engine demos: A transparent billboard combined with a
dynamic light. We simply create a light scene node, let it fly around,
and to make it look more cool, we attach a billboard scene node to it.
*/
// create light
node = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);
node->addAnimator(anim);
anim->drop();
// attach billboard to light
node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
/*
The next special effect is a lot more interesting: A particle system.
The particle system in the Irrlicht Engine is quite modular and
extensible, but yet easy to use. There is a particle system scene node
into which you can put a particle emitter, which makes particles come out
of nothing. These emitters are quite flexible and usually have lots of
parameters like direction, amount, and color of the particles they
create.
There are different emitters, for example a point emitter which lets
particles pop out at a fixed point. If the particle emitters available
in the engine are not enough for you, you can easily create your own
ones, you'll simply have to create a class derived from the
IParticleEmitter interface and attach it to the particle system using
setEmitter(). In this example we create a box particle emitter, which
creates particles randomly inside a box. The parameters define the box,
direction of the particles, minimal and maximal new particles per
second, color, and minimal and maximal lifetime of the particles.
Because only with emitters particle system would be a little bit
boring, there are particle affectors which modify particles while
they fly around. Affectors can be added to a particle system for
simulating additional effects like gravity or wind.
The particle affector we use in this example is an affector which
modifies the color of the particles: It lets them fade out. Like the
particle emitters, additional particle affectors can also be
implemented by you, simply derive a class from IParticleAffector and
add it with addAffector().
After we set a nice material to the particle system, we have a cool
looking camp fire. By adjusting material, texture, particle emitter,
and affector parameters, it is also easily possible to create smoke,
rain, explosions, snow, and so on.
*/
// create a particle system
scene::IParticleSystemSceneNode* ps =
smgr->addParticleSystemSceneNode(false);
if (ps)
{
scene::IParticleEmitter* em = ps->createBoxEmitter(
core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
core::vector3df(0.0f,0.06f,0.0f), // initial direction
80,100, // emit rate
video::SColor(0,255,255,255), // darkest color
video::SColor(0,255,255,255), // brightest color
800,2000,0, // min and max age, angle
core::dimension2df(10.f,10.f), // min size
core::dimension2df(20.f,20.f)); // max size
ps->setEmitter(em); // this grabs the emitter
em->drop(); // so we can drop it here without deleting it
scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
ps->addAffector(paf); // same goes for the affector
paf->drop();
ps->setPosition(core::vector3df(-70,60,40));
ps->setScale(core::vector3df(2,2,2));
ps->setMaterialFlag(video::EMF_LIGHTING, false);
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
}
/*
Next we add a volumetric light node, which adds a glowing fake area light to
the scene. Like with the billboards and particle systems we also assign a
texture for the desired effect, though this time we'll use a texture animator
to create the illusion of a magical glowing area effect.
*/
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
32, // Subdivisions on U axis
32, // Subdivisions on V axis
video::SColor(0, 255, 255, 255), // foot color
video::SColor(0, 0, 0, 0)); // tail color
if (n)
{
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
n->setPosition(core::vector3df(-120,50,40));
// load textures for animation
core::array<video::ITexture*> textures;
for (s32 g=7; g > 0; --g)
{
core::stringc tmp;
tmp = "../../media/portal";
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp.c_str() );
textures.push_back(t);
}
// create texture animator
scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
// add the animator
n->addAnimator(glow);
// drop the animator because it was created with a create() function
glow->drop();
}
/*
As our last special effect, we want a dynamic shadow be casted from an
animated character. For this we load a DirectX .x model and place it
into our world. For creating the shadow, we simply need to call
addShadowVolumeSceneNode(). The color of shadows is only adjustable
globally for all shadows, by calling ISceneManager::setShadowColor().
Voila, here is our dynamic shadow.
Because the character is a little bit too small for this scene, we make
it bigger using setScale(). And because the character is lighted by a
dynamic light, we need to normalize the normals to make the lighting on
it correct. This is always necessary if the scale of a dynamic lighted
model is not (1,1,1). Otherwise it would get too dark or too bright
because the normals will be scaled too.
*/
// add animated character
mesh = smgr->getMesh("../../media/dwarf.x");
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
// add shadow
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));
// make the model a little bit bigger and normalize its normals
// because of the scaling, for correct lighting
anode->setScale(core::vector3df(2,2,2));
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
/*
Finally we simply have to draw everything, that's all.
*/
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
camera->setPosition(core::vector3df(-50,50,-150));
camera->setFarValue(10000.0f); // this increase a shadow visible range.
// disable mouse cursor
//device->getCursorControl()->setVisible(false);
// create target texture / fbo
video::ITexture* renderTexture = driver->addRenderTargetTexture(screenDimensions);
// create the big quad to render the target texture to
CScreenQuadSceneNode* quad = new CScreenQuadSceneNode(NULL, smgr, -1);
quad->getMaterial(0).setTexture(0, renderTexture);
s32 lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
driver->setRenderTarget(renderTexture, true, true, video::SColor(255, 255, 255, 255));
smgr->drawAll();
driver->setRenderTarget(0, false, false, video::SColor(255, 255, 255, 255));
quad->render();
driver->endScene();
const s32 fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - SpecialFX example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
/*
**/
What is supposed to happen: Everything renders exactly the same as in the example without modification (as if never rendered to a texture).
What happens: Stencil shadows are not rendered.
Possible bugsources: (1.) Stencil buffer is not correctly attached when creating the frame buffer. (2.) StencilBuffer is overriden when rendering the FBO to the screen. Or (3.) I am missing something obvious.
Other stuff:
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
WGL_extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
Using renderer: OpenGL 4.4.0
GeForce GT 435M/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
I will try to fix this myself aswell, since this is rather important to me, therefore any hints are welcome.
Greetings, Squareys