Commit 1c9b2014 authored by cutealien's avatar cutealien

Cleaning up Meshviewer example. That was too confusing to use and the code got...

Cleaning up Meshviewer example. That was too confusing to use and the code got too long for one file.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4951 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 38d83734
......@@ -46,6 +46,7 @@
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Unit filename="main.h" />
<Extensions>
<code_completion />
<debugger />
......
......@@ -3,12 +3,12 @@
This example can be used to play around with material settings and watch the results.
Only the default non-shader materials are used in here.
You have two nodes to make it easier to see which difference your settings will make.
Additionally you have one lightscenenode and you can set the global ambient values.
You have a node witha mesh, one dynamic light and global ambient light to play around with.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "main.h"
using namespace irr;
......@@ -122,11 +122,8 @@ video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materia
/*
Custom GUI-control to edit colorvalues.
*/
class CColorControl : public gui::IGUIElement
{
public:
// Constructor
CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, IGUIElement* parent, s32 id=-1 )
// Constructor
CColorControl::CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, IGUIElement* parent, s32 id)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))
, DirtyFlag(true)
, ColorStatic(0)
......@@ -134,7 +131,7 @@ public:
, EditRed(0)
, EditGreen(0)
, EditBlue(0)
{
{
using namespace gui;
ButtonSetId = makeUniqueId();
......@@ -152,55 +149,35 @@ public:
ColorStatic = guiEnv->addStaticText (L"", core::rect<s32>(60,15,80,75), true, false, groupElement, -1, true);
guiEnv->addButton (core::rect<s32>(60,35,80,50), groupElement, ButtonSetId, L"set");
SetEditsFromColor(Color);
}
setEditsFromColor(Color);
}
// event receiver
virtual bool OnEvent(const SEvent &event)
{
// event receiver
bool CColorControl::OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
if ( event.GUIEvent.Caller->getID() == ButtonSetId && event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
{
Color = GetColorFromEdits();
SetEditsFromColor(Color);
Color = getColorFromEdits();
setEditsFromColor(Color);
}
return false;
}
}
// set the color values
void setColor(const video::SColor& col)
{
// set the color values
void CColorControl::setColor(const video::SColor& col)
{
DirtyFlag = true;
Color = col;
SetEditsFromColor(Color);
}
// get the color values
const video::SColor& getColor() const
{
return Color;
}
// To reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the color was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
protected:
setEditsFromColor(Color);
}
// Add a staticbox for a description + an editbox so users can enter numbers
gui::IGUIEditBox* addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
{
// Add a staticbox for a description + an editbox so users can enter numbers
gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
{
using namespace gui;
core::rect< s32 > rect(pos, pos+core::dimension2d<s32>(10, 15));
......@@ -209,11 +186,11 @@ protected:
rect.LowerRightCorner.X += 20;
gui::IGUIEditBox* edit = guiEnv->addEditBox(L"0", rect, true, parent, id);
return edit;
}
}
// Get the color value from the editfields
video::SColor GetColorFromEdits()
{
// Get the color value from the editfields
video::SColor CColorControl::getColorFromEdits()
{
video::SColor col;
if (EditAlpha)
......@@ -249,11 +226,11 @@ protected:
}
return col;
}
}
// Fill the editfields with the value for the given color
void SetEditsFromColor(video::SColor col)
{
// Fill the editfields with the value for the given color
void CColorControl::setEditsFromColor(video::SColor col)
{
DirtyFlag = true;
if ( EditAlpha )
EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
......@@ -265,58 +242,47 @@ protected:
EditBlue->setText( core::stringw(col.getBlue()).c_str() );
if ( ColorStatic )
ColorStatic->setBackgroundColor(col);
}
private:
bool DirtyFlag;
video::SColor Color;
s32 ButtonSetId;
gui::IGUIStaticText * ColorStatic;
gui::IGUIEditBox * EditAlpha;
gui::IGUIEditBox * EditRed;
gui::IGUIEditBox * EditGreen;
gui::IGUIEditBox * EditBlue;
};
}
/*
Custom GUI-control for to edit all colors typically used in materials and lights
*/
class CAllColorsControl : public gui::IGUIElement
{
public:
// Constructor
CAllColorsControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description, bool hasEmissive, IGUIElement* parent, s32 id=-1)
// Constructor
CTypicalColorsControl::CTypicalColorsControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, bool hasEmissive, IGUIElement* parent, s32 id)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(60,250)))
, ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0)
{
ControlAmbientColor = new CColorControl( guiEnv, core::position2d<s32>(0, 0), L"Ambient", this);
ControlDiffuseColor = new CColorControl( guiEnv, core::position2d<s32>(0, 75), L"Diffuse", this );
ControlSpecularColor = new CColorControl( guiEnv, core::position2d<s32>(0, 150), L"Specular", this );
if ( hasEmissive )
{
core::rect<s32> rect(0, 0, 60, 15);
guiEnv->addStaticText (description, rect, false, false, this, -1, false);
createColorControls(guiEnv, core::position2d<s32>(0, 15), hasEmissive);
ControlEmissiveColor = new CColorControl( guiEnv, core::position2d<s32>(0, 225), L"Emissive", this );
}
}
// Destructor
virtual ~CAllColorsControl()
{
// Destructor
CTypicalColorsControl::~CTypicalColorsControl()
{
ControlAmbientColor->drop();
ControlDiffuseColor->drop();
if ( ControlEmissiveColor )
ControlEmissiveColor->drop();
ControlSpecularColor->drop();
}
}
// Set the color values to those within the material
void setColorsToMaterialColors(const video::SMaterial & material)
{
// Set the color values to those within the material
void CTypicalColorsControl::setColorsToMaterialColors(const video::SMaterial & material)
{
ControlAmbientColor->setColor(material.AmbientColor);
ControlDiffuseColor->setColor(material.DiffuseColor);
ControlEmissiveColor->setColor(material.EmissiveColor);
ControlSpecularColor->setColor(material.SpecularColor);
}
}
// Update all changed colors in the material
void updateMaterialColors(video::SMaterial & material)
{
// Update all changed colors in the material
void CTypicalColorsControl::updateMaterialColors(video::SMaterial & material)
{
if ( ControlAmbientColor->isDirty() )
material.AmbientColor = ControlAmbientColor->getColor();
if ( ControlDiffuseColor->isDirty() )
......@@ -325,73 +291,52 @@ public:
material.EmissiveColor = ControlEmissiveColor->getColor();
if ( ControlSpecularColor->isDirty() )
material.SpecularColor = ControlSpecularColor->getColor();
}
}
// Set the color values to those from the light data
void setColorsToLightDataColors(const video::SLight & lightData)
{
// Set the color values to those from the light data
void CTypicalColorsControl::setColorsToLightDataColors(const video::SLight & lightData)
{
ControlAmbientColor->setColor(lightData.AmbientColor.toSColor());
ControlAmbientColor->setColor(lightData.DiffuseColor.toSColor());
ControlAmbientColor->setColor(lightData.SpecularColor.toSColor());
}
}
// Update all changed colors in the light data
void updateLightColors(video::SLight & lightData)
{
// Update all changed colors in the light data
void CTypicalColorsControl::updateLightColors(video::SLight & lightData) const
{
if ( ControlAmbientColor->isDirty() )
lightData.AmbientColor = video::SColorf( ControlAmbientColor->getColor() );
if ( ControlDiffuseColor->isDirty() )
lightData.DiffuseColor = video::SColorf( ControlDiffuseColor->getColor() );
if ( ControlSpecularColor->isDirty() )
lightData.SpecularColor = video::SColorf(ControlSpecularColor->getColor() );
}
}
// To reset the dirty flags
void resetDirty()
{
// To reset the dirty flags
void CTypicalColorsControl::resetDirty()
{
ControlAmbientColor->resetDirty();
ControlDiffuseColor->resetDirty();
ControlSpecularColor->resetDirty();
if ( ControlEmissiveColor )
ControlEmissiveColor->resetDirty();
}
protected:
void createColorControls(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, bool hasEmissive)
{
ControlAmbientColor = new CColorControl( guiEnv, pos, L"ambient", this);
ControlDiffuseColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 75), L"diffuse", this );
ControlSpecularColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 150), L"specular", this );
if ( hasEmissive )
{
ControlEmissiveColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 225), L"emissive", this );
}
}
}
private:
CColorControl* ControlAmbientColor;
CColorControl* ControlDiffuseColor;
CColorControl* ControlSpecularColor;
CColorControl* ControlEmissiveColor;
};
/*
GUI-Control to offer a selection of available textures.
*/
class CTextureControl : public gui::IGUIElement
CTextureControl::CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, const core::position2d<s32> & pos, IGUIElement* parent, s32 id)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(150,15)))
, DirtyFlag(true), ComboTexture(0)
{
public:
CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, const core::position2d<s32> & pos, IGUIElement* parent, s32 id=-1)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(100,15)))
, DirtyFlag(true), ComboTexture(0)
{
core::rect<s32> rectCombo(0, 0, AbsoluteRect.getWidth(),AbsoluteRect.getHeight());
ComboTexture = guiEnv->addComboBox (rectCombo, this);
updateTextures(driver);
}
}
virtual bool OnEvent(const SEvent &event)
{
bool CTextureControl::OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
......@@ -401,42 +346,43 @@ public:
}
return false;
}
}
// Workaround for a problem with comboboxes.
// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
virtual bool bringToFront(IGUIElement* element)
{
// Workaround for a problem with comboboxes.
// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
bool CTextureControl::bringToFront(IGUIElement* element)
{
bool result = gui::IGUIElement::bringToFront(element);
if ( Parent && element == ComboTexture )
result &= Parent->bringToFront(this);
return result;
}
}
// return selected texturename (if any, otherwise 0)
const wchar_t * getSelectedTextureName() const
{
// return selected texturename (if any, otherwise 0)
const wchar_t * CTextureControl::getSelectedTextureName() const
{
s32 selected = ComboTexture->getSelected();
if ( selected < 0 )
return 0;
return ComboTexture->getItem(selected);
}
}
// reset the dirty flag
void resetDirty()
void CTextureControl::selectTextureByName(const irr::core::stringw& name)
{
for (u32 i=0; i< ComboTexture->getItemCount(); ++i)
{
DirtyFlag = false;
}
// when the texture was changed the dirty flag is set
bool isDirty() const
if ( name == ComboTexture->getItem(i))
{
return DirtyFlag;
};
ComboTexture->setSelected(i);
DirtyFlag = true;
return;
}
}
}
// Put the names of all currently loaded textures in a combobox
void updateTextures(video::IVideoDriver * driver)
{
// Put the names of all currently loaded textures in a combobox
void CTextureControl::updateTextures(video::IVideoDriver * driver)
{
s32 oldSelected = ComboTexture->getSelected();
s32 selectNew = -1;
core::stringw oldTextureName;
......@@ -463,74 +409,30 @@ public:
ComboTexture->setSelected(selectNew);
DirtyFlag = true;
}
private:
bool DirtyFlag;
gui::IGUIComboBox * ComboTexture;
};
}
/*
Control which allows setting some of the material values for a meshscenenode
*/
struct SMeshNodeControl
void SMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
{
// constructor
SMeshNodeControl()
: Initialized(false), Driver(0), MeshManipulator(0), SceneNode(0), SceneNode2T(0), SceneNodeTangents(0)
, AllColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0), TextureControl1(0), TextureControl2(0), ControlVertexColors(0)
{
}
// Destructor
virtual ~SMeshNodeControl()
{
if ( TextureControl1 )
TextureControl1->drop();
if ( TextureControl2 )
TextureControl2->drop();
if ( ControlVertexColors )
ControlVertexColors->drop();
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::IMeshSceneNode* node, IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !device) // initializing twice or with invalid data not allowed
return;
Driver = device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();
scene::ISceneManager* smgr = device->getSceneManager();
MeshManipulator = smgr->getMeshManipulator();
const video::SMaterial & material = node->getMaterial(0);
SceneNode = node;
scene::IMeshManipulator * meshManip = smgr->getMeshManipulator();
scene::IMesh * mesh2T = meshManip->createMeshWith2TCoords(node->getMesh());
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
mesh2T->drop();
s32 top = pos.Y;
scene::IMesh * meshTangents = meshManip->createMeshWithTangents(node->getMesh(), false, false, false);
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
meshTangents->drop();
// Description
guiEnv->addStaticText(description, core::rect<s32>(pos.X, top, pos.X+60, top+15), false, false, 0, -1, false);
top += 15;
video::SMaterial & material = SceneNode->getMaterial(0);
material.Lighting = true;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, true, guiEnv->getRootGUIElement());
AllColorsControl->setColorsToMaterialColors(material);
core::rect<s32> rectBtn(pos + core::position2d<s32>(0, 320), core::dimension2d<s32>(60, 15));
ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting");
ButtonLighting->setIsPushButton(true);
ButtonLighting->setPressed(material.Lighting);
core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+40, rectBtn.UpperLeftCorner.Y+15 );
InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
core::rect<s32> rectCombo(pos.X, rectBtn.LowerRightCorner.Y, pos.X+100, rectBtn.LowerRightCorner.Y+15);
// Control for material type
core::rect<s32> rectCombo(pos.X, top, 150, top+15);
top += 15;
ComboMaterial = guiEnv->addComboBox (rectCombo);
for ( int i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )
{
......@@ -538,207 +440,145 @@ struct SMeshNodeControl
}
ComboMaterial->setSelected( (s32)material.MaterialType );
core::position2d<s32> posTex(rectCombo.UpperLeftCorner.X,rectCombo.LowerRightCorner.Y);
TextureControl1 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
posTex.Y += 15;
TextureControl2 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
// Control to enable/disabling material lighting
core::rect<s32> rectBtn(core::position2d<s32>(pos.X, top), core::dimension2d<s32>(100, 15));
top += 15;
ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting");
ButtonLighting->setIsPushButton(true);
ButtonLighting->setPressed(material.Lighting);
core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+40, rectBtn.UpperLeftCorner.Y+15 );
InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
core::position2d<s32> posVertexColors( posTex.X, posTex.Y + 15);
ControlVertexColors = new CColorControl( guiEnv, posVertexColors, L"Vertex colors", guiEnv->getRootGUIElement());
// Controls for colors
TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, top), true, guiEnv->getRootGUIElement());
top += 300;
TypicalColorsControl->setColorsToMaterialColors(material);
video::S3DVertex * vertices = (video::S3DVertex *)node->getMesh()->getMeshBuffer(0)->getVertices();
if ( vertices )
// Controls for selecting the material textures
guiEnv->addStaticText(L"Textures", core::rect<s32>(pos.X, top, pos.X+60, top+15), false, false, 0, -1, false);
top += 15;
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
{
ControlVertexColors->setColor(vertices[0].Color);
TextureControls[i] = new CTextureControl(guiEnv, Driver, core::position2di(pos.X, top), guiEnv->getRootGUIElement());
top += 15;
}
Initialized = true;
}
}
void update()
{
void SMaterialControl::update(scene::IMeshSceneNode* sceneNode, scene::IMeshSceneNode* sceneNode2T, scene::IMeshSceneNode* sceneNodeTangents)
{
if ( !Initialized )
return;
video::SMaterial & material = SceneNode->getMaterial(0);
video::SMaterial & material2T = SceneNode2T->getMaterial(0);
video::SMaterial & materialTangents = SceneNodeTangents->getMaterial(0);
video::SMaterial & material = sceneNode->getMaterial(0);
video::SMaterial & material2T = sceneNode2T->getMaterial(0);
video::SMaterial & materialTangents = sceneNodeTangents->getMaterial(0);
s32 selectedMaterial = ComboMaterial->getSelected();
if ( selectedMaterial >= (s32)video::EMT_SOLID && selectedMaterial <= (s32)video::EMT_ONETEXTURE_BLEND)
{
// Show the node which has a mesh to work with the currently selected material
video::E_VERTEX_TYPE vertexType = getVertexTypeForMaterialType((video::E_MATERIAL_TYPE)selectedMaterial);
switch ( vertexType )
{
case video::EVT_STANDARD:
material.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(true);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(false);
sceneNode->setVisible(true);
sceneNode2T->setVisible(false);
sceneNodeTangents->setVisible(false);
break;
case video::EVT_2TCOORDS:
material2T.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(true);
SceneNodeTangents->setVisible(false);
sceneNode->setVisible(false);
sceneNode2T->setVisible(true);
sceneNodeTangents->setVisible(false);
break;
case video::EVT_TANGENTS:
materialTangents.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(true);
sceneNode->setVisible(false);
sceneNode2T->setVisible(false);
sceneNodeTangents->setVisible(true);
break;
}
}
// Always update materials of all nodes, otherwise the tool is confusing to use.
updateMaterial(material);
updateMaterial(material2T);
updateMaterial(materialTangents);
if ( ButtonLighting->isPressed() )
InfoLighting->setText(L"on");
InfoLighting->setText(L"is on");
else
InfoLighting->setText(L"off");
InfoLighting->setText(L"is off");
AllColorsControl->resetDirty();
TextureControl1->resetDirty();
TextureControl2->resetDirty();
ControlVertexColors->resetDirty();
}
TypicalColorsControl->resetDirty();
void updateTextures()
{
TextureControl1->updateTextures(Driver);
TextureControl2->updateTextures(Driver);
}
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
TextureControls[i]->resetDirty();
}
protected:
void SMaterialControl::updateTextures()
{
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
TextureControls[i]->updateTextures(Driver);
}
void updateMaterial(video::SMaterial & material)
{
AllColorsControl->updateMaterialColors(material);
void SMaterialControl::selectTextures(const irr::core::stringw& name)
{
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
TextureControls[i]->selectTextureByName(name);
}
void SMaterialControl::updateMaterial(video::SMaterial & material)
{
TypicalColorsControl->updateMaterialColors(material);
material.Lighting = ButtonLighting->isPressed();
if ( TextureControl1->isDirty() )
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
{
material.TextureLayer[0].Texture = Driver->getTexture( io::path(TextureControl1->getSelectedTextureName()) );
}
if ( TextureControl2->isDirty() )
if ( TextureControls[i]->isDirty() )
{
material.TextureLayer[1].Texture = Driver->getTexture( io::path(TextureControl2->getSelectedTextureName()) );
}
if ( ControlVertexColors->isDirty() )
{
MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());
material.TextureLayer[i].Texture = Driver->getTexture( io::path(TextureControls[i]->getSelectedTextureName()) );
}
}
bool Initialized;
video::IVideoDriver * Driver;
scene::IMeshManipulator* MeshManipulator;
scene::IMeshSceneNode* SceneNode;
scene::IMeshSceneNode* SceneNode2T;
scene::IMeshSceneNode* SceneNodeTangents;
CAllColorsControl* AllColorsControl;
gui::IGUIButton * ButtonLighting;
gui::IGUIStaticText* InfoLighting;
gui::IGUIComboBox * ComboMaterial;
CTextureControl* TextureControl1;
CTextureControl* TextureControl2;
CColorControl* ControlVertexColors;
};
}
/*
Control to allow setting the color values of a lightscenenode.
*/
struct SLightNodeControl
{
// constructor
SLightNodeControl() : Initialized(false), SceneNode(0), AllColorsControl(0)
{
}
virtual ~SLightNodeControl()
{
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::ILightSceneNode* node, gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description)
{
void SLightNodeControl::init(scene::ILightSceneNode* node, gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !guiEnv) // initializing twice or with invalid data not allowed
return;
SceneNode = node;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, false, guiEnv->getRootGUIElement());
const video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->setColorsToLightDataColors(lightData);
guiEnv->addStaticText(description, core::rect<s32>(pos.X, pos.Y, pos.X+70, pos.Y+15), false, false, 0, -1, false);
TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, pos.Y+15), false, guiEnv->getRootGUIElement());
const video::SLight & lightData = node->getLightData();
TypicalColorsControl->setColorsToLightDataColors(lightData);
Initialized = true;
}
}
void update()
{
void SLightNodeControl::update(scene::ILightSceneNode* node)
{
if ( !Initialized )
return;
video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->updateLightColors(lightData);
}
protected:
bool Initialized;
scene::ILightSceneNode* SceneNode;
CAllColorsControl* AllColorsControl;
};
video::SLight & lightData = node->getLightData();
TypicalColorsControl->updateLightColors(lightData);
}
/*
Application configuration
Main application class
*/
struct SConfig
{
SConfig()
: RenderInBackground(true)
, DriverType(video::EDT_BURNINGSVIDEO)
, ScreenSize(640, 480)
{
}
bool RenderInBackground;
video::E_DRIVER_TYPE DriverType;
core::dimension2d<u32> ScreenSize;
};
/*
Main application class
Event handler
*/
class CApp : public IEventReceiver
bool CApp::OnEvent(const SEvent &event)
{
friend int main(int argc, char *argv[]);
public:
// constructor
CApp()
: IsRunning(false)
, Device(0)
, Camera(0)
, GlobalAmbient(0)
{
}
// destructor
~CApp()
{
}
// stop running - will quit at end of mainloop
void stopApp()
{
IsRunning = false;
}
// Event handler
virtual bool OnEvent(const SEvent &event)
{
if (event.EventType == EET_GUI_EVENT)
{
gui::IGUIEnvironment* env = Device->getGUIEnvironment();
......@@ -756,7 +596,7 @@ public:
env->addFileOpenDialog(L"Please select a texture file to open");
break;
case GUI_ID_QUIT: // File -> Quit
stopApp();
setRunning(false);
break;
}
}
......@@ -777,14 +617,12 @@ public:
}
return false;
}
protected:
}
// Application initialization
// returns true when it was successful initialized, otherwise false.
bool init(int argc, char *argv[])
{
// Application initialization
// returns true when it was successful initialized, otherwise false.
bool CApp::init(int argc, char *argv[])
{
// ask user for driver
Config.DriverType=driverChoiceConsole();
if (Config.DriverType==video::EDT_COUNT)
......@@ -800,6 +638,7 @@ protected:
scene::ISceneManager* smgr = Device->getSceneManager();
video::IVideoDriver * driver = Device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
MeshManipulator = smgr->getMeshManipulator();
// set a nicer font
gui::IGUISkin* skin = guiEnv->getSkin();
......@@ -826,29 +665,37 @@ protected:
subMenuFile->addSeparator();
subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
const s32 controlsTop = 20;
// a static camera
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 0, 0),
core::vector3df(0, 0, 100),
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 40, -40),
core::vector3df(0, 10, 0),
-1);
// add the nodes which are used to show the materials
scene::IMeshSceneNode* nodeL = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(-35, 0, 100),
SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(0, 0, 0),
core::vector3df(0.f, 45.f, 0.f),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeLeft.init( nodeL, Device, core::position2d<s32>(10,20), L"left node" );
MeshMaterialControl.init( SceneNode, Device, core::position2d<s32>(10,controlsTop), L"Material" );
MeshMaterialControl.selectTextures(core::stringw("CARO_A8R8G8B8")); // set a useful default texture
// create nodes with other vertex types
scene::IMesh * mesh2T = MeshManipulator->createMeshWith2TCoords(SceneNode->getMesh());
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
mesh2T->drop();
scene::IMesh * meshTangents = MeshManipulator->createMeshWithTangents(SceneNode->getMesh(), false, false, false);
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
meshTangents->drop();
scene::IMeshSceneNode* nodeR = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(35, 0, 100),
core::vector3df(0, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeRight.init( nodeR, Device, core::position2d<s32>(530,20), L"right node" );
// add one light
scene::ILightSceneNode* nodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, 0),
NodeLight = smgr->addLightSceneNode(0, Camera->getPosition(),
video::SColorf(1.0f, 1.0f, 1.0f),
100.0f);
LightControl.init(nodeLight, guiEnv, core::position2d<s32>(270,20), L"light" );
35.0f);
LightControl.init(NodeLight, guiEnv, core::position2d<s32>(550,controlsTop), L"Dynamic light" );
// one large cube around everything. That's mainly to make the light more obvious.
scene::IMeshSceneNode* backgroundCube = smgr->addCubeSceneNode (200.0f, 0, -1, core::vector3df(0, 0, 0),
......@@ -857,16 +704,28 @@ protected:
backgroundCube->getMaterial(0).BackfaceCulling = false; // we are within the cube, so we have to disable backface culling to see it
backgroundCube->getMaterial(0).EmissiveColor.set(255,50,50,50); // we keep some self lighting to keep texts visible
// set the ambient light value
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(270, 300), L"global ambient", guiEnv->getRootGUIElement());
// Add a the mesh vertex color control
guiEnv->addStaticText(L"Mesh", core::rect<s32>(200, controlsTop, 270, controlsTop+15), false, false, 0, -1, false);
ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(200, controlsTop+15), L"Vertex colors", guiEnv->getRootGUIElement());
video::S3DVertex * vertices = (video::S3DVertex *)SceneNode->getMesh()->getMeshBuffer(0)->getVertices();
if ( vertices )
{
ControlVertexColors->setColor(vertices[0].Color);
}
// Add a control for ambient light
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(550, 300), L"Global ambient", guiEnv->getRootGUIElement());
GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
return true;
}
}
// Update one frame
bool update()
{
/*
Update one frame
*/
bool CApp::update()
{
using namespace irr;
video::IVideoDriver* videoDriver = Device->getVideoDriver();
......@@ -880,9 +739,17 @@ protected:
gui::IGUISkin * skin = guiEnv->getSkin();
// update our controls
NodeLeft.update();
NodeRight.update();
LightControl.update();
MeshMaterialControl.update(SceneNode, SceneNode2T, SceneNodeTangents);
LightControl.update(NodeLight);
// Update vertices
if ( ControlVertexColors->isDirty() )
{
MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());
ControlVertexColors->resetDirty();
}
// update ambient light settings
if ( GlobalAmbient->isDirty() )
......@@ -901,45 +768,37 @@ protected:
videoDriver->endScene();
}
return true;
}
// Run the application. Our main loop.
void run()
{
IsRunning = true;
// be nice
Device->sleep( 5 );
if ( !Device )
return;
return true;
}
// main application loop
while(IsRunning)
// Close down the application
void CApp::quit()
{
IsRunning = false;
if ( ControlVertexColors )
{
if ( !update() )
break;
Device->sleep( 5 );
}
ControlVertexColors->drop();
ControlVertexColors = NULL;
}
// Close down the application
void quit()
if ( GlobalAmbient )
{
IsRunning = false;
GlobalAmbient->drop();
GlobalAmbient = NULL;
}
if ( Device )
{
Device->closeDevice();
Device->drop();
Device = NULL;
}
}
}
// Create some useful textures.
// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.
void createDefaultTextures(video::IVideoDriver * driver)
{
// Create some useful textures.
void CApp::createDefaultTextures(video::IVideoDriver * driver)
{
const u32 width = 256;
const u32 height = 256;
video::IImage * imageA8R8G8B8 = driver->createImage (video::ECF_A8R8G8B8, core::dimension2d<u32>(width, height));
......@@ -947,7 +806,8 @@ protected:
return;
const u32 pitch = imageA8R8G8B8->getPitch();
// some nice square-pattern with 9 typical colors
// Some nice square-pattern with 9 typical colors
// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
......@@ -1002,29 +862,17 @@ protected:
driver->addTexture (io::path("GRAYSCALE_A8R8G8B8"), imageA8R8G8B8);
imageA8R8G8B8->drop();
}
}
// Load a texture and make sure nodes know it when more textures are available.
void loadTexture(const io::path &name)
{
// Load a texture and make sure nodes know it when more textures are available.
void CApp::loadTexture(const io::path &name)
{
Device->getVideoDriver()->getTexture(name);
NodeLeft.updateTextures();
NodeRight.updateTextures();
}
private:
SConfig Config;
volatile bool IsRunning;
IrrlichtDevice * Device;
scene::ICameraSceneNode * Camera;
SMeshNodeControl NodeLeft;
SMeshNodeControl NodeRight;
SLightNodeControl LightControl;
CColorControl * GlobalAmbient;
};
MeshMaterialControl.updateTextures();
}
/*
A very short main as we do everything else in classes.
Short main as most is done in classes.
*/
int main(int argc, char *argv[])
{
......@@ -1033,10 +881,21 @@ int main(int argc, char *argv[])
if ( !APP.init(argc, argv) )
{
printf("init failed\n");
APP.quit();
return 1;
}
APP.run();
APP.setRunning(true);
/*
main application loop
*/
while(APP.isRunning())
{
if ( !APP.update() )
break;
}
APP.quit();
return 0;
......
#ifndef EXAMPLE22_MATERIAL_VIEWER_MAIN_H
#define EXAMPLE22_MATERIAL_VIEWER_MAIN_H
#include <irrlicht.h>
// Helper control to allow setting colors
class CColorControl : public irr::gui::IGUIElement
{
public:
CColorControl(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t *text, irr::gui::IGUIElement* parent, irr::s32 id=-1);
// Event receiver
virtual bool OnEvent(const irr::SEvent &event);
// Set the color values
void setColor(const irr::video::SColor& col);
// Get the color values
const irr::video::SColor& getColor() const
{
return Color;
}
// To reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the color was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
protected:
// Add a staticbox for a description + an editbox so users can enter numbers
irr::gui::IGUIEditBox* addEditForNumbers(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t *text, irr::s32 id, irr::gui::IGUIElement * parent);
// Get the color value from the editfields
irr::video::SColor getColorFromEdits();
// Fill the editfields with the value for the given color
void setEditsFromColor(irr::video::SColor col);
private:
bool DirtyFlag;
irr::video::SColor Color;
irr::s32 ButtonSetId;
irr::gui::IGUIStaticText * ColorStatic;
irr::gui::IGUIEditBox * EditAlpha;
irr::gui::IGUIEditBox * EditRed;
irr::gui::IGUIEditBox * EditGreen;
irr::gui::IGUIEditBox * EditBlue;
};
/*
Custom GUI-control for to edit all colors typically used in materials and lights
*/
class CTypicalColorsControl : public irr::gui::IGUIElement
{
public:
// Constructor
CTypicalColorsControl(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, bool hasEmissive, irr::gui::IGUIElement* parent, irr::s32 id=-1);
// Destructor
virtual ~CTypicalColorsControl();
// Set the color values to those within the material
void setColorsToMaterialColors(const irr::video::SMaterial & material);
// Update all changed colors in the material
void updateMaterialColors(irr::video::SMaterial & material);
// Set the color values to those from the light data
void setColorsToLightDataColors(const irr::video::SLight & lightData);
// Update all changed colors in the light data
void updateLightColors(irr::video::SLight & lightData) const;
// To reset the dirty flags
void resetDirty();
private:
CColorControl* ControlAmbientColor;
CColorControl* ControlDiffuseColor;
CColorControl* ControlSpecularColor;
CColorControl* ControlEmissiveColor;
};
/*
GUI-Control to offer a selection of available textures.
*/
class CTextureControl : public irr::gui::IGUIElement
{
public:
CTextureControl(irr::gui::IGUIEnvironment* guiEnv, irr::video::IVideoDriver * driver, const irr::core::position2d<irr::s32> & pos, irr::gui::IGUIElement* parent, irr::s32 id=-1);
virtual bool OnEvent(const irr::SEvent &event);
// Workaround for a problem with comboboxes.
// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
virtual bool bringToFront(irr::gui::IGUIElement* element);
// Return selected texturename (if any, otherwise 0)
const wchar_t * getSelectedTextureName() const;
// Change active selectionbased on the texture name
void selectTextureByName(const irr::core::stringw& name);
// Reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// When the texture was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
// Put the names of all currently loaded textures in a combobox
void updateTextures(irr::video::IVideoDriver * driver);
private:
bool DirtyFlag;
irr::gui::IGUIComboBox * ComboTexture;
};
/*
Control which allows setting some of the material values for a meshscenenode
*/
struct SMaterialControl
{
// constructor
SMaterialControl()
: Initialized(false), Driver(0)
, TypicalColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0)
{
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
TextureControls[i] = 0;
}
// Destructor
~SMaterialControl()
{
for (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)
{
if (TextureControls[i] )
TextureControls[i]->drop();
}
if ( TypicalColorsControl )
TypicalColorsControl->drop();
}
void init(irr::scene::IMeshSceneNode* node, irr::IrrlichtDevice * device, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
void update(irr::scene::IMeshSceneNode* sceneNode, irr::scene::IMeshSceneNode* sceneNode2T, irr::scene::IMeshSceneNode* sceneNodeTangents);
void updateTextures();
void selectTextures(const irr::core::stringw& name);
protected:
void updateMaterial(irr::video::SMaterial & material);
bool Initialized;
irr::video::IVideoDriver * Driver;
CTypicalColorsControl* TypicalColorsControl;
irr::gui::IGUIButton * ButtonLighting;
irr::gui::IGUIStaticText* InfoLighting;
irr::gui::IGUIComboBox * ComboMaterial;
CTextureControl* TextureControls[irr::video::MATERIAL_MAX_TEXTURES];
};
/*
Control to allow setting the color values of a lightscenenode.
*/
struct SLightNodeControl
{
// constructor
SLightNodeControl() : Initialized(false), TypicalColorsControl(0)
{}
~SLightNodeControl()
{
if ( TypicalColorsControl )
TypicalColorsControl->drop();
}
void init(irr::scene::ILightSceneNode* node, irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
void update(irr::scene::ILightSceneNode* node);
protected:
bool Initialized;
CTypicalColorsControl* TypicalColorsControl;
};
/*
Application configuration
*/
struct SConfig
{
SConfig()
: RenderInBackground(true)
, DriverType(irr::video::EDT_NULL)
, ScreenSize(640, 480)
{
}
bool RenderInBackground;
irr::video::E_DRIVER_TYPE DriverType;
irr::core::dimension2d<irr::u32> ScreenSize;
};
/*
Main application class
*/
class CApp : public irr::IEventReceiver
{
friend int main(int argc, char *argv[]);
public:
// constructor
CApp()
: IsRunning(false)
, Device(0)
, MeshManipulator(0)
, Camera(0)
, SceneNode(0), SceneNode2T(0), SceneNodeTangents(0), NodeLight(0)
, ControlVertexColors(0)
, GlobalAmbient(0)
{
}
// destructor
~CApp()
{
}
// Tell it to stop running
void setRunning(bool appRuns)
{
IsRunning = appRuns;
}
// Check if it should continue running
bool isRunning() const
{
return IsRunning;
}
// Event handler
virtual bool OnEvent(const irr::SEvent &event);
protected:
// Application initialization
// returns true when it was successful initialized, otherwise false.
bool init(int argc, char *argv[]);
// Update one frame
bool update();
// Run the application. Our main loop.
void run();
// Close down the application
void quit();
// Create some useful textures.
void createDefaultTextures(irr::video::IVideoDriver * driver);
// Load a texture and make sure nodes know it when more textures are available.
void loadTexture(const irr::io::path &name);
private:
SConfig Config;
bool IsRunning;
irr::IrrlichtDevice * Device;
irr::scene::IMeshManipulator* MeshManipulator;
irr::scene::ICameraSceneNode * Camera;
irr::scene::IMeshSceneNode* SceneNode;
irr::scene::IMeshSceneNode* SceneNode2T;
irr::scene::IMeshSceneNode* SceneNodeTangents;
irr::scene::ILightSceneNode* NodeLight;
SMaterialControl MeshMaterialControl;
SLightNodeControl LightControl;
CColorControl* ControlVertexColors;
CColorControl* GlobalAmbient;
};
#endif
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