本文整理汇总了C++中IVideoDriver::getGPUProgrammingServices方法的典型用法代码示例。如果您正苦于以下问题:C++ IVideoDriver::getGPUProgrammingServices方法的具体用法?C++ IVideoDriver::getGPUProgrammingServices怎么用?C++ IVideoDriver::getGPUProgrammingServices使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IVideoDriver
的用法示例。
在下文中一共展示了IVideoDriver::getGPUProgrammingServices方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
int main( ) {
// Boring stuff: set up the scene, object & camera as usual
// To make things more interesting, we add many Sydneys and a textured floor this time
IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
IVideoDriver* driver = device->getVideoDriver( );
ISceneManager* smgr = device->getSceneManager( );
IGUIEnvironment* guienv = device->getGUIEnvironment( );
device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
guienv->addStaticText( L"Depth of Field", rect<s32>( 10, 10, 260, 22 ), true );
IAnimatedMesh* mesh = smgr->getMesh("sydney.md2");
// Create the required material. This is a simple shader which draws the texture with no lights.
// Use GL_PLAIN1 / DX_PLANE1 or GL_PLAIN2 / DX_PLANE2 to support 1 or 2 basic point-lights
u32 matid;
IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices( );
switch( driver->getDriverType( ) ) {
case EDT_OPENGL:
matid = gpu->addHighLevelShaderMaterial( GL_V_MAT, "main", EVST_VS_1_1, GL_PLAIN, "main", EPST_PS_1_1, new CTexturesShaderCallback( ), EMT_SOLID, 1 );
break;
case EDT_DIRECT3D8:
case EDT_DIRECT3D9:
default:
matid = gpu->addHighLevelShaderMaterial( DX_V_MAT, "main", EVST_VS_1_1, DX_PLAIN, "main", EPST_PS_2_0, new CTexturesShaderCallback( ), EMT_SOLID, 0 );
}
for( u8 x = 0u; x != 2u; ++ x )
for( u8 i = 0u; i != 5u; ++ i ) {
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
node->setMaterialType( (E_MATERIAL_TYPE) matid );
node->setPosition( vector3df( -x * 20.0f, 0.0f, i * 40.0f ) );
}
ISceneNode* node2 = smgr->addMeshSceneNode( smgr->addHillPlaneMesh( "", dimension2df( 200.0f, 200.0f ), dimension2d<u32>( 10, 10 ), NULL, 0.0f, dimension2df( 0.0f, 0.0f ), dimension2df( 100.0f, 100.0f ) ) );
node2->setMaterialFlag(EMF_LIGHTING, false);
node2->setMaterialTexture( 0, driver->getTexture("terrain-heightmap.bmp") );
node2->setMaterialType( (E_MATERIAL_TYPE) matid );
node2->setPosition( vector3df( 0.0f, -22.0f, 0.0f ) );
ICameraSceneNode* cam = smgr->addCameraSceneNode( 0, vector3df( 40.0f, 60.0f, -40.0f ), vector3df( 0.0f, 5.0f, 50.0f ) );
IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
CEffectPostProc* ppBlurDOF = new CEffectPostProc( ppRenderer, dimension2di( 1024, 512 ), PP_BLURDOF );
// We could set parameters on creation, but no need since we will animate it anyway.
// Parameters are: near blur, near focus, far focus, far blur, blur level
// You can also use PP_BLURDOFNEAR or PP_BLURDOFFAR to have only near or far blurring
// These variables aren't important - they are just for showing the FPS
wchar_t tmp[255]; u8 t = 0u;
while( device->run( ) ) {
// Change the camera angle
cam->setTarget( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, 0.0f ) );
// Animate the depth of field:
f32 p = sinf( device->getTimer( )->getTime( ) * 0.0005f ) * 0.5f - 0.2f;
ppBlurDOF->setParameters( p * 100.0f + 80.0f, p * 100.0f + 110.0f, p * 100.0f + 160.0f, p * 100.0f + 240.0f, 0.01f );
driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
ppBlurDOF->render( NULL );
guienv->drawAll( );
driver->endScene( );
// Show the current FPS
if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
}
delete ppBlurDOF;
delete ppRenderer;
// Back to boring stuff
device->drop();
return 0;
}
示例2: main
int main(int argc, char **argv) {
// Help?
if (argv[1] && argv[1][0] == '-') die(helpmsg);
putenv((char *) "vblank_mode=0"); // No vsync for us, thanks.
MyEventReceiver *r = new MyEventReceiver();
IrrlichtDevice *dev = createDevice(EDT_OPENGL, core::dimension2d<u32>(1024,768), 32,
false, false, false, r);
if (!dev) die("Can't initialize Irrlicht");
IVideoDriver *drv = dev->getVideoDriver();
ISceneManager *smgr = dev->getSceneManager();
IGPUProgrammingServices *gpu = drv->getGPUProgrammingServices();
ICameraSceneNode *cam = NULL;
ITexture *pic = NULL;
IMeshSceneNode *ball = NULL;
bool showpic = false;
IReadFile *areamap = createMemoryReadFile(AreaMap33, sizeof(AreaMap33), "AreaMap33", false);
if (!areamap) die("Failed to load areamap");
ITexture *areamaptex = drv->getTexture(areamap);
areamap->drop();
// If there's an argument, assume it is a pic to load; otherwise, draw a sphere
if (argv[1] && access(argv[1], R_OK) == 0) {
showpic = true;
pic = drv->getTexture(argv[1]);
if (!pic) die("Can't load image");
cam = smgr->addCameraSceneNode();
} else {
cam = smgr->addCameraSceneNodeMaya();
cam->setTarget(vector3df(0, 0, 0));
ball = smgr->addSphereSceneNode(40, 8);
int ballshader = gpu->addHighLevelShaderMaterial(rnd,0,EVST_VS_1_1,0);
ball->setMaterialType((E_MATERIAL_TYPE) ballshader);
ISceneNodeAnimator *cool = smgr->createRotationAnimator(vector3df(-0.1, 0.1, -0.1));
ball->addAnimator(cool);
cool->drop();
}
// Set up static defines, RTTs, quads
dimension2d<u32> screensize = drv->getScreenSize();
char defines[128];
snprintf(defines, 128,
"#define PIXEL_SIZE vec2(1.0f / %u.0, 1.0f / %u.0)\n"
"#define MAX_SEARCH_STEPS 8.0\n#define MAX_DISTANCE 33.0\n",
screensize.Width, screensize.Height);
ITexture *rt1 = drv->addRenderTargetTexture(screensize, "rt1", ECF_A8R8G8B8);
ITexture *rt2 = drv->addRenderTargetTexture(screensize, "rt2", ECF_A8R8G8B8);
ITexture *rt3 = drv->addRenderTargetTexture(screensize, "rt3", ECF_A8R8G8B8);
if (!rt1 || !rt2 || !rt3) die("No RTT");
ScreenQuad *def = new ScreenQuad(drv);
ScreenQuad *sq = new ScreenQuad(drv);
ScreenQuad *sq2 = new ScreenQuad(drv);
ScreenQuad *sq3 = new ScreenQuad(drv);
ScreenQuad *norm = new ScreenQuad(drv);
if (showpic) def->SetTexture(pic);
sq->SetTexture(rt1);
sq->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
norm->SetTexture(rt1);
norm->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
sq2->SetTexture(rt2);
sq2->SetTexture(rt2, 1);
sq2->SetTexture(areamaptex, 2);
sq2->GetMaterial().TextureLayer[2].BilinearFilter = false;
sq3->SetTexture(rt3);
sq3->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
sq3->SetTexture(rt1,1);
state_t state = MLAA_OFF;
stringc tmp1, tmp2;
tmp1 = defines;
tmp1 += offsetvs;
tmp2 = defines;
tmp2 += color1fs;
// Load shaders
int edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str());
sq->SetMaterialType((E_MATERIAL_TYPE) edge);
tmp2 = defines;
tmp2 += blend2fs;
blendcb *bcb = new blendcb();
edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str(),0,EPST_PS_1_1,bcb);
sq2->SetMaterialType((E_MATERIAL_TYPE) edge);
tmp2 = defines;
tmp2 += neigh3fs;
//.........这里部分代码省略.........