Description
Runtime visualization with Irrlicht.
This module can be used to provide 3D realtime rendering in Chrono::Engine.
For additional information, see:
- the installation guide
- the tutorials
Namespaces | |
chrono::irrlicht | |
Namespace with classes for the Irrlicht module. | |
Classes | |
class | chrono::irrlicht::ChIrrApp |
Class to add some GUI to Irrlicht+ChronoEngine applications. More... | |
class | chrono::irrlicht::ChIrrAppInterface |
Class to add some GUI to Irrlicht + ChronoEngine applications. More... | |
class | chrono::irrlicht::ChIrrAssetConverter |
Class with static functions which allow creation of Irrlicht frequent 'scene nodes' like lights, camera, sky box etc. More... | |
class | chrono::irrlicht::RTSCamera |
Class to create an interactive videocamera in Irrlicht, that is similar to the Maya camera but hasn't the problems that the Maya camera has in Irrlicht 1.5. More... | |
class | chrono::irrlicht::CShaderPreprocessor |
CShaderPreprocessor. More... | |
class | chrono::irrlicht::DepthShaderCB |
DepthShaderCB. More... | |
class | chrono::irrlicht::ShadowShaderCB |
ShadowShaderCB. More... | |
class | chrono::irrlicht::ScreenQuadCB |
ScreenQuadCB. More... | |
class | chrono::irrlicht::CScreenQuad |
CScreenQuad. More... | |
class | chrono::irrlicht::EffectHandler |
Main effect handling class, use this to apply shadows and effects. More... | |
class | chrono::irrlicht::ChIrrNode |
Class for Irrlicht visualization. More... | |
class | chrono::irrlicht::ChIrrNodeAsset |
Class for adding Irrlicht visualization to a ChPhysicsItem. More... | |
class | chrono::irrlicht::ChIrrNodeProxyToAsset |
Class for proxy to ChAsset, it is a node with mesh in Irrlicht system and a shared pointer to the ChAsset to whom it corresponds. More... | |
class | chrono::irrlicht::ChIrrTools |
Class with static functions which help with the integration of Chrono and Irrlicht 3D rendering library. More... | |
class | chrono::irrlicht::ChIrrWizard |
Class with static functions which allow creation of Irrlicht frequent 'scene nodes' like lights, camera, sky box etc. More... | |
Enumerations | |
enum | E_SHADER_EXTENSION { ESE_GLSL, ESE_HLSL, ESE_COUNT } |
enum | chrono::irrlicht::E_SHADOW_MODE { ESM_RECEIVE, ESM_CAST, ESM_BOTH, ESM_EXCLUDE, ESM_COUNT } |
Shadow mode enums, sets whether a node recieves shadows, casts shadows, or both. More... | |
enum | chrono::irrlicht::E_FILTER_TYPE { EFT_NONE, EFT_4PCF, EFT_8PCF, EFT_12PCF, EFT_16PCF, EFT_COUNT } |
Various filter types, up to 16 samples PCF. | |
Functions | |
irr::core::array< SDefineExp > | chrono::irrlicht::grabDefineExpressions (irr::core::stringc &shaderProgram) |
std::string | chrono::irrlicht::getFileContent (const std::string pFile) |
ChApiIrr irr::scene::IAnimatedMesh * | chrono::irrlicht::createEllipticalMesh (irr::f32 radiusH, irr::f32 radiusV, irr::f32 Ylow, irr::f32 Yhigh, irr::f32 offset, irr::u32 polyCountX, irr::u32 polyCountY) |
Some functions to allow easy creation of meshes for Irrlicht visualization. More... | |
IMesh * | chrono::irrlicht::createCubeMesh (const irr::core::vector3df &size) |
Create an Irrlicht mesh representing a box. More... | |
ChApiIrr irr::scene::IMesh * | chrono::irrlicht::createCylinderMesh (irr::f32 radius, irr::f32 height, irr::u32 tesselation) |
Create an Irrlicht mesh representing a cylinder. More... | |
ChApiIrr irr::scene::IMesh * | chrono::irrlicht::createCapsuleMesh (irr::f32 radius, irr::f32 hlen, irr::u32 numSegV, irr::u32 numSegR) |
Create an Irrlicht mesh representing a capsule. More... | |
ChApiIrr irr::scene::IMesh * | chrono::irrlicht::createTruncatedConeMesh (irr::f32 radius_top, irr::f32 radius_low, irr::f32 height, irr::u32 tesselation) |
Create an Irrlicht mesh representing a truncated cone. More... | |
ChApiIrr irr::scene::IMesh * | chrono::irrlicht::createConeMesh (irr::f32 radius_low, irr::f32 height, irr::u32 tesselation) |
Create an Irrlicht mesh representing a cone. More... | |
ChApiIrr void | chrono::irrlicht::fillChTrimeshFromIrlichtMesh (geometry::ChTriangleMesh *chTrimesh, irr::scene::IMesh *pMesh) |
This function is based on a modified version of the irrlicht_bullet demo, see http://www.continuousphysics.com It is used to convert an Irrlicht mesh into a ChTriangleMesh, which is used for collision detection in Chrono. More... | |
ChApiIrr void | chrono::irrlicht::fillIrlichtMeshFromChTrimesh (irr::scene::IMesh *pMesh, geometry::ChTriangleMesh *chTrimesh, irr::video::SColor clr=irr::video::SColor(255, 255, 255, 255)) |
Given a ChTriangleMesh object, computes an Irrlicht mesh. More... | |
chrono::irrlicht::CShaderPreprocessor::CShaderPreprocessor (irr::video::IVideoDriver *driverIn) | |
void | chrono::irrlicht::CShaderPreprocessor::addShaderDefine (const irr::core::stringc name, const irr::core::stringc value="") |
void | chrono::irrlicht::CShaderPreprocessor::removeShaderDefine (const irr::core::stringc name) |
irr::core::stringc | chrono::irrlicht::CShaderPreprocessor::ppShader (irr::core::stringc shaderProgram) |
PreProcesses a shader using Irrlicht's built-in shader preprocessor. | |
irr::core::stringc | chrono::irrlicht::CShaderPreprocessor::ppShaderFF (irr::core::stringc shaderProgram) |
PreProcesses a shader using Irrlicht's built-in shader preprocessor. | |
chrono::irrlicht::EffectHandler::EffectHandler (irr::IrrlichtDevice *irrlichtDevice, const irr::core::dimension2du &screenRTTSize=irr::core::dimension2du(0, 0), const bool useVSMShadows=false, const bool useRoundSpotLights=false, const bool use32BitDepthBuffers=false) | |
chrono::irrlicht::EffectHandler::~EffectHandler () | |
Destructor. | |
void | chrono::irrlicht::EffectHandler::setScreenRenderTargetResolution (const irr::core::dimension2du &resolution) |
Sets a new screen render target resolution. | |
void | chrono::irrlicht::EffectHandler::enableDepthPass (bool enableDepthPass) |
Enables/disables an additional pass before applying post processing effects (If there are any) which records screen depth info to the depth buffer for use with post processing effects that require screen depth info, such as SSAO or DOF. More... | |
void | chrono::irrlicht::EffectHandler::addPostProcessingEffect (irr::s32 MaterialType, IPostProcessingRenderCallback *callback=0) |
A very easy to use post processing function. More... | |
void | chrono::irrlicht::EffectHandler::addShadowToNode (irr::scene::ISceneNode *node, E_FILTER_TYPE filterType=EFT_NONE, E_SHADOW_MODE shadowMode=ESM_BOTH) |
Adds a shadow to the scene node. More... | |
void | chrono::irrlicht::EffectHandler::addNodeToDepthPass (irr::scene::ISceneNode *node) |
This function is now unrelated to shadow mapping. More... | |
void | chrono::irrlicht::EffectHandler::removeNodeFromDepthPass (irr::scene::ISceneNode *node) |
This function is now unrelated to shadow mapping. More... | |
void | chrono::irrlicht::EffectHandler::update (irr::video::ITexture *outputTarget=0) |
Updates the effects handler. More... | |
irr::video::ITexture * | chrono::irrlicht::EffectHandler::getShadowMapTexture (const irr::u32 resolution, const bool secondary=false) |
Retrieves the shadow map texture for the specified square shadow map resolution. More... | |
irr::video::ITexture * | chrono::irrlicht::EffectHandler::generateRandomVectorTexture (const irr::core::dimension2du &dimensions, const irr::core::stringc &name="randVec") |
Generates a randomized texture composed of uniformly distributed 3 dimensional vectors. | |
void | chrono::irrlicht::EffectHandler::setPostProcessingEffectConstant (const irr::s32 materialType, const irr::core::stringc &name, const irr::f32 *data, const irr::u32 count) |
Sets a shader parameter for a post-processing effect. More... | |
irr::s32 | chrono::irrlicht::EffectHandler::addPostProcessingEffectFromFile (const irr::core::stringc &filename, IPostProcessingRenderCallback *callback=0) |
Adds a post processing effect by reading a pixel shader from a file. More... | |
virtual void | chrono::irrlicht::ScreenQuadCB::OnSetConstants (irr::video::IMaterialRendererServices *services, irr::s32 userData) |
Enumeration Type Documentation
◆ E_SHADOW_MODE
Shadow mode enums, sets whether a node recieves shadows, casts shadows, or both.
If the mode is ESM_CAST, it will not be affected by shadows or lighting.
Function Documentation
◆ addNodeToDepthPass()
|
inline |
This function is now unrelated to shadow mapping.
It simply adds a node to the screen space depth map render, for use with post processing effects that require screen depth info. If you want the functionality of the old method (A node that only casts but does not receive shadows, use addShadowToNode with the ESM_CAST shadow mode.
◆ addPostProcessingEffect()
|
inline |
A very easy to use post processing function.
Simply add a material type to apply to the screen as a post processing effect and it will be applied. You can add as many material types as you desire, and they will be double buffered and executed in sequence.
For the material types, I recommend using "ScreenQuadCB" as the callback and referring to the texture names that are passed (When using OpenGL, in DirectX uniforms are not required to bind textures). Please note that this will only work in OpenGL on vanilla Irrlicht, DX requires the large RTT patch to be able to create sufficiently sized render targets for post processing. (Or you can just remove the engine check for Pow2).
The structure of the textures is as follows:
Texture1 - "ColorMapSampler" This is passed on from the previous post processing effect as they are executed in sequence. For example, if you do a horizontal blur on the first post processing material, then a vertical blur in the second material, you will use this sampler to access the post processed data of the horizontal blur when it is time to do the vertical blur. If accessed from the first post processing material, it will just contain the untainted screen map data.
Texture2 - "ScreenMapSampler" The second texture will always contain the untainted screen map data, from when the scene is first rendered. It will remain unchanged no matter how many post processing materials are applied. This kind of data is necessary, for example in bloom or DOF, you would require a copy of the blurred scene data and a copy of the normal untainted, unblurred screen data, and mix between them based on certain factors such as depth or luminance.
Texture3 - "DepthMapSampler" If a depth pass has been enabled using enableDepthPass, then this sampler will contain the screen space depth information. For better quality this is encoded to 16bits, and can be decoded like so: Texture.red + (Texture.green / 256.0f); That is by adding the red channel to the green channel which is first divided by 256. The data can still be used without decoding, in 8 bit precision, by just accessing the red component of the texture. Though this is not recommended as 8 bit precision is usually not sufficient for modern post processing effects.
Texture4 - "UserMapSampler" A custom texture that can be set by the user using setPostProcessingUserTexture(irr::video::ITexture* userTexture).
The last parameter is the render callback, you may pass 0 if you do not need one. Please see IPostProcessingRenderCallback for more info about this callback.
◆ addPostProcessingEffectFromFile()
|
inline |
Adds a post processing effect by reading a pixel shader from a file.
The vertex shader is taken care of. The vertex shader will pass the correct screen quad texture coordinates via the TEXCOORD0 semantic in Direct3D or the gl_TexCoord[0] varying in OpenGL. See addPostProcessingEffect for more info. Returns the Irrlicht material type of the post processing effect.
◆ addShadowToNode()
|
inline |
Adds a shadow to the scene node.
The filter type specifies how many shadow map samples to take, a higher value can produce a smoother or softer result. The shadow mode can be either ESM_BOTH, ESM_CAST, or ESM_RECEIVE. ESM_BOTH casts and receives shadows, ESM_CAST only casts shadows, and is unaffected by shadows or lighting, and ESM_RECEIVE only receives but does not cast shadows.
◆ createCapsuleMesh()
ChApiIrr irr::scene::IMesh* chrono::irrlicht::createCapsuleMesh | ( | irr::f32 | radius, |
irr::f32 | hlen, | ||
irr::u32 | numSegV, | ||
irr::u32 | numSegR | ||
) |
Create an Irrlicht mesh representing a capsule.
Capsule axis is in Y direction, centered at origin. Capsule total length is radius + 2*hlen + radius. The hemispherical caps and cylindrical segment are all tesselated using numSegR radial segments. The hemispherical caps use numSegV vertical segments each.
◆ createConeMesh()
ChApiIrr irr::scene::IMesh* chrono::irrlicht::createConeMesh | ( | irr::f32 | radius_low, |
irr::f32 | height, | ||
irr::u32 | tesselation | ||
) |
Create an Irrlicht mesh representing a cone.
Truncated cone axis is in Y direction, centered in origin. Truncated cone tot length is 2*height, ranging from y=-height to y=+height.
◆ createCubeMesh()
ChApiIrr irr::scene::IMesh * chrono::irrlicht::createCubeMesh | ( | const irr::core::vector3df & | size | ) |
Create an Irrlicht mesh representing a box.
Box is centered in origin, extending +/- size in each direction.
◆ createCylinderMesh()
ChApiIrr irr::scene::IMesh* chrono::irrlicht::createCylinderMesh | ( | irr::f32 | radius, |
irr::f32 | height, | ||
irr::u32 | tesselation | ||
) |
Create an Irrlicht mesh representing a cylinder.
Cylinder axis is in Y direction, centered in origin. Cylinder tot length is 2*height, ranging from y=-height to y=+height.
◆ createEllipticalMesh()
ChApiIrr irr::scene::IAnimatedMesh* chrono::irrlicht::createEllipticalMesh | ( | irr::f32 | radiusH, |
irr::f32 | radiusV, | ||
irr::f32 | Ylow, | ||
irr::f32 | Yhigh, | ||
irr::f32 | offset, | ||
irr::u32 | polyCountX, | ||
irr::u32 | polyCountY | ||
) |
Some functions to allow easy creation of meshes for Irrlicht visualization.
Create an Irrlicht mesh representing an ellipsoid. Ellispoid is centered in the origin.
◆ createTruncatedConeMesh()
ChApiIrr irr::scene::IMesh* chrono::irrlicht::createTruncatedConeMesh | ( | irr::f32 | radius_top, |
irr::f32 | radius_low, | ||
irr::f32 | height, | ||
irr::u32 | tesselation | ||
) |
Create an Irrlicht mesh representing a truncated cone.
Truncated cone axis is in Y direction, centered in origin. Truncated cone tot length is 2*height, ranging from y=-height to y=+height.
◆ enableDepthPass()
|
inline |
Enables/disables an additional pass before applying post processing effects (If there are any) which records screen depth info to the depth buffer for use with post processing effects that require screen depth info, such as SSAO or DOF.
For nodes to be rendered in this pass, they must first be added using addNodeToDepthPass(SceneNode).
◆ fillChTrimeshFromIrlichtMesh()
ChApiIrr void chrono::irrlicht::fillChTrimeshFromIrlichtMesh | ( | geometry::ChTriangleMesh * | chTrimesh, |
irr::scene::IMesh * | pMesh | ||
) |
This function is based on a modified version of the irrlicht_bullet demo, see http://www.continuousphysics.com It is used to convert an Irrlicht mesh into a ChTriangleMesh, which is used for collision detection in Chrono.
OBSOLETE
◆ fillIrlichtMeshFromChTrimesh()
ChApiIrr void chrono::irrlicht::fillIrlichtMeshFromChTrimesh | ( | irr::scene::IMesh * | pMesh, |
geometry::ChTriangleMesh * | chTrimesh, | ||
irr::video::SColor | clr = irr::video::SColor(255, 255, 255, 255) |
||
) |
Given a ChTriangleMesh object, computes an Irrlicht mesh.
Note: the ChTriangleMesh is a 'triangle soup', so no connectivity is used. As a consequence, no Gourad/Phong shading is possible and all triangles will look flat.
OBSOLETE
◆ getShadowMapTexture()
|
inline |
Retrieves the shadow map texture for the specified square shadow map resolution.
Only one shadow map is kept for each resolution, so if multiple lights are using the same resolution, you will only see the last light drawn's output. The secondary param specifies whether to retrieve the secondary shadow map used in blurring.
◆ OnSetConstants()
|
inlinevirtual |
Version for Irrlicht 1.7.3
◆ removeNodeFromDepthPass()
|
inline |
This function is now unrelated to shadow mapping.
It simply removes a node to the screen space depth map render, for use with post processing effects that require screen depth info.
◆ setPostProcessingEffectConstant()
|
inline |
Sets a shader parameter for a post-processing effect.
The first parameter is the material type, the second is the uniform paratmeter name, the third is a float pointer that points to the data and the last is the component count of the data. Please note that the float pointer must remain valid during render time. To disable the setting of a parameter you may simply pass a null float pointer.
◆ update()
|
inline |
Updates the effects handler.
This must be done between IVideoDriver::beginScene and IVideoDriver::endScene. This function now replaces smgr->drawAll(). So place it where smgr->drawAll() would normally go. Please note that the clear color from IVideoDriver::beginScene is not preserved, so you must instead specify the clear color using EffectHandler::setClearColour(Color). A render target may be passed as the output target, else rendering will commence on the backbuffer.
Variable Documentation
◆ LIGHT_MODULATE_P
const char* const chrono::irrlicht::LIGHT_MODULATE_P[ESE_COUNT] |
◆ SHADOW_PASS_1P
const char* const chrono::irrlicht::SHADOW_PASS_1P[ESE_COUNT] |
◆ SHADOW_PASS_1PT
const char* const chrono::irrlicht::SHADOW_PASS_1PT[ESE_COUNT] |
◆ SIMPLE_P
const char* const chrono::irrlicht::SIMPLE_P[ESE_COUNT] |
◆ WHITE_WASH_P
const char* const chrono::irrlicht::WHITE_WASH_P[ESE_COUNT] |
◆ WHITE_WASH_P_ADD
const char* const chrono::irrlicht::WHITE_WASH_P_ADD[ESE_COUNT] |