From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/examples/09.Meshviewer/main.cpp | 1042 -------------------- 1 file changed, 1042 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/examples/09.Meshviewer/main.cpp (limited to 'libraries/irrlicht-1.8.1/examples/09.Meshviewer/main.cpp') diff --git a/libraries/irrlicht-1.8.1/examples/09.Meshviewer/main.cpp b/libraries/irrlicht-1.8.1/examples/09.Meshviewer/main.cpp deleted file mode 100644 index b9dc550..0000000 --- a/libraries/irrlicht-1.8.1/examples/09.Meshviewer/main.cpp +++ /dev/null @@ -1,1042 +0,0 @@ -/** Example 009 Mesh Viewer - -This tutorial show how to create a more complex application with the engine. -We construct a simple mesh viewer using the user interface API and the -scene management of Irrlicht. The tutorial show how to create and use Buttons, -Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images, -MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML -reader of the engine. - -We start like in most other tutorials: Include all necessary header files, add -a comment to let the engine be linked with the right .lib file in Visual -Studio, and declare some global variables. We also add two 'using namespace' -statements, so we do not need to write the whole names of all classes. In this -tutorial, we use a lot stuff from the gui namespace. -*/ -#include -#include "driverChoice.h" - -using namespace irr; -using namespace gui; - -#ifdef _MSC_VER -#pragma comment(lib, "Irrlicht.lib") -#endif - - -/* -Some global variables used later on -*/ -IrrlichtDevice *Device = 0; -core::stringc StartUpModelFile; -core::stringw MessageText; -core::stringw Caption; -scene::ISceneNode* Model = 0; -scene::ISceneNode* SkyBox = 0; -bool Octree=false; -bool UseLight=false; - -scene::ICameraSceneNode* Camera[2] = {0, 0}; - -// Values used to identify individual GUI elements -enum -{ - GUI_ID_DIALOG_ROOT_WINDOW = 0x10000, - - GUI_ID_X_SCALE, - GUI_ID_Y_SCALE, - GUI_ID_Z_SCALE, - - GUI_ID_OPEN_MODEL, - GUI_ID_SET_MODEL_ARCHIVE, - GUI_ID_LOAD_AS_OCTREE, - - GUI_ID_SKY_BOX_VISIBLE, - GUI_ID_TOGGLE_DEBUG_INFO, - - GUI_ID_DEBUG_OFF, - GUI_ID_DEBUG_BOUNDING_BOX, - GUI_ID_DEBUG_NORMALS, - GUI_ID_DEBUG_SKELETON, - GUI_ID_DEBUG_WIRE_OVERLAY, - GUI_ID_DEBUG_HALF_TRANSPARENT, - GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES, - GUI_ID_DEBUG_ALL, - - GUI_ID_MODEL_MATERIAL_SOLID, - GUI_ID_MODEL_MATERIAL_TRANSPARENT, - GUI_ID_MODEL_MATERIAL_REFLECTION, - - GUI_ID_CAMERA_MAYA, - GUI_ID_CAMERA_FIRST_PERSON, - - GUI_ID_POSITION_TEXT, - - GUI_ID_ABOUT, - GUI_ID_QUIT, - - GUI_ID_TEXTUREFILTER, - GUI_ID_SKIN_TRANSPARENCY, - GUI_ID_SKIN_ANIMATION_FPS, - - GUI_ID_BUTTON_SET_SCALE, - GUI_ID_BUTTON_SCALE_MUL10, - GUI_ID_BUTTON_SCALE_DIV10, - GUI_ID_BUTTON_OPEN_MODEL, - GUI_ID_BUTTON_SHOW_ABOUT, - GUI_ID_BUTTON_SHOW_TOOLBOX, - GUI_ID_BUTTON_SELECT_ARCHIVE, - - GUI_ID_ANIMATION_INFO, - - // And some magic numbers - MAX_FRAMERATE = 80, - DEFAULT_FRAMERATE = 30 -}; - - -/* -Toggle between various cameras -*/ -void setActiveCamera(scene::ICameraSceneNode* newActive) -{ - if (0 == Device) - return; - - scene::ICameraSceneNode * active = Device->getSceneManager()->getActiveCamera(); - active->setInputReceiverEnabled(false); - - newActive->setInputReceiverEnabled(true); - Device->getSceneManager()->setActiveCamera(newActive); -} - -/* - Set the skin transparency by changing the alpha values of all skin-colors -*/ -void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin) -{ - for (s32 i=0; igetColor((EGUI_DEFAULT_COLOR)i); - col.setAlpha(alpha); - skin->setColor((EGUI_DEFAULT_COLOR)i, col); - } -} - -/* - Update the display of the model scaling -*/ -void updateScaleInfo(scene::ISceneNode* model) -{ - IGUIElement* toolboxWnd = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); - if (!toolboxWnd) - return; - if (!model) - { - toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( L"-" ); - toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( L"-" ); - toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( L"-" ); - } - else - { - core::vector3df scale = model->getScale(); - toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( core::stringw(scale.X).c_str() ); - toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( core::stringw(scale.Y).c_str() ); - toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( core::stringw(scale.Z).c_str() ); - } -} - -/* -Function showAboutText() displays a messagebox with a caption and -a message text. The texts will be stored in the MessageText and Caption -variables at startup. -*/ -void showAboutText() -{ - // create modal message box with the text - // loaded from the xml file. - Device->getGUIEnvironment()->addMessageBox( - Caption.c_str(), MessageText.c_str()); -} - - -/* -Function loadModel() loads a model and displays it using an -addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also -displays a short message box, if the model could not be loaded. -*/ -void loadModel(const c8* fn) -{ - // modify the name if it a .pk3 file - - io::path filename(fn); - - io::path extension; - core::getFileNameExtension(extension, filename); - extension.make_lower(); - - // if a texture is loaded apply it to the current model.. - if (extension == ".jpg" || extension == ".pcx" || - extension == ".png" || extension == ".ppm" || - extension == ".pgm" || extension == ".pbm" || - extension == ".psd" || extension == ".tga" || - extension == ".bmp" || extension == ".wal" || - extension == ".rgb" || extension == ".rgba") - { - video::ITexture * texture = - Device->getVideoDriver()->getTexture( filename ); - if ( texture && Model ) - { - // always reload texture - Device->getVideoDriver()->removeTexture(texture); - texture = Device->getVideoDriver()->getTexture( filename ); - - Model->setMaterialTexture(0, texture); - } - return; - } - // if a archive is loaded add it to the FileArchive.. - else if (extension == ".pk3" || extension == ".zip" || extension == ".pak" || extension == ".npk") - { - Device->getFileSystem()->addFileArchive(filename.c_str()); - return; - } - - // load a model into the engine - - if (Model) - Model->remove(); - - Model = 0; - - if (extension==".irr") - { - core::array outNodes; - Device->getSceneManager()->loadScene(filename); - Device->getSceneManager()->getSceneNodesFromType(scene::ESNT_ANIMATED_MESH, outNodes); - if (outNodes.size()) - Model = outNodes[0]; - return; - } - - scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() ); - - if (!m) - { - // model could not be loaded - - if (StartUpModelFile != filename) - Device->getGUIEnvironment()->addMessageBox( - Caption.c_str(), L"The model could not be loaded. " \ - L"Maybe it is not a supported file format."); - return; - } - - // set default material properties - - if (Octree) - Model = Device->getSceneManager()->addOctreeSceneNode(m->getMesh(0)); - else - { - scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m); - animModel->setAnimationSpeed(30); - Model = animModel; - } - Model->setMaterialFlag(video::EMF_LIGHTING, UseLight); - Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight); -// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false); - Model->setDebugDataVisible(scene::EDS_OFF); - - // we need to uncheck the menu entries. would be cool to fake a menu event, but - // that's not so simple. so we do it brute force - gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true); - if (menu) - for(int item = 1; item < 6; ++item) - menu->setItemChecked(item, false); - updateScaleInfo(Model); -} - - -/* -Function createToolBox() creates a toolbox window. In this simple mesh -viewer, this toolbox only contains a tab control with three edit boxes for -changing the scale of the displayed model. -*/ -void createToolBox() -{ - // remove tool box if already there - IGUIEnvironment* env = Device->getGUIEnvironment(); - IGUIElement* root = env->getRootGUIElement(); - IGUIElement* e = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); - if (e) - e->remove(); - - // create the toolbox window - IGUIWindow* wnd = env->addWindow(core::rect(600,45,800,480), - false, L"Toolset", 0, GUI_ID_DIALOG_ROOT_WINDOW); - - // create tab control and tabs - IGUITabControl* tab = env->addTabControl( - core::rect(2,20,800-602,480-7), wnd, true, true); - - IGUITab* t1 = tab->addTab(L"Config"); - - // add some edit boxes and a button to tab one - env->addStaticText(L"Scale:", - core::rect(10,20,60,45), false, false, t1); - env->addStaticText(L"X:", core::rect(22,48,40,66), false, false, t1); - env->addEditBox(L"1.0", core::rect(40,46,130,66), true, t1, GUI_ID_X_SCALE); - env->addStaticText(L"Y:", core::rect(22,82,40,96), false, false, t1); - env->addEditBox(L"1.0", core::rect(40,76,130,96), true, t1, GUI_ID_Y_SCALE); - env->addStaticText(L"Z:", core::rect(22,108,40,126), false, false, t1); - env->addEditBox(L"1.0", core::rect(40,106,130,126), true, t1, GUI_ID_Z_SCALE); - - env->addButton(core::rect(10,134,85,165), t1, GUI_ID_BUTTON_SET_SCALE, L"Set"); - - // quick scale buttons - env->addButton(core::rect(65,20,95,40), t1, GUI_ID_BUTTON_SCALE_MUL10, L"* 10"); - env->addButton(core::rect(100,20,130,40), t1, GUI_ID_BUTTON_SCALE_DIV10, L"* 0.1"); - - updateScaleInfo(Model); - - // add transparency control - env->addStaticText(L"GUI Transparency Control:", - core::rect(10,200,150,225), true, false, t1); - IGUIScrollBar* scrollbar = env->addScrollBar(true, - core::rect(10,225,150,240), t1, GUI_ID_SKIN_TRANSPARENCY); - scrollbar->setMax(255); - scrollbar->setPos(255); - - // add framerate control - env->addStaticText(L":", core::rect(10,240,150,265), true, false, t1); - env->addStaticText(L"Framerate:", - core::rect(12,240,75,265), false, false, t1); - // current frame info - env->addStaticText(L"", core::rect(75,240,200,265), false, false, t1, - GUI_ID_ANIMATION_INFO); - scrollbar = env->addScrollBar(true, - core::rect(10,265,150,280), t1, GUI_ID_SKIN_ANIMATION_FPS); - scrollbar->setMax(MAX_FRAMERATE); - scrollbar->setMin(-MAX_FRAMERATE); - scrollbar->setPos(DEFAULT_FRAMERATE); - scrollbar->setSmallStep(1); -} - -/* -Function updateToolBox() is called each frame to update dynamic information in -the toolbox. -*/ -void updateToolBox() -{ - IGUIEnvironment* env = Device->getGUIEnvironment(); - IGUIElement* root = env->getRootGUIElement(); - IGUIElement* dlg = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); - if (!dlg ) - return; - - // update the info we have about the animation of the model - IGUIStaticText * aniInfo = (IGUIStaticText *)(dlg->getElementFromId(GUI_ID_ANIMATION_INFO, true)); - if (aniInfo) - { - if ( Model && scene::ESNT_ANIMATED_MESH == Model->getType() ) - { - scene::IAnimatedMeshSceneNode* animatedModel = (scene::IAnimatedMeshSceneNode*)Model; - - core::stringw str( (s32)core::round_(animatedModel->getAnimationSpeed()) ); - str += L" Frame: "; - str += core::stringw((s32)animatedModel->getFrameNr()); - aniInfo->setText(str.c_str()); - } - else - aniInfo->setText(L""); - } -} - -void onKillFocus() -{ - // Avoid that the FPS-camera continues moving when the user presses alt-tab while - // moving the camera. - const core::list& animators = Camera[1]->getAnimators(); - core::list::ConstIterator iter = animators.begin(); - while ( iter != animators.end() ) - { - if ( (*iter)->getType() == scene::ESNAT_CAMERA_FPS ) - { - // we send a key-down event for all keys used by this animator - scene::ISceneNodeAnimatorCameraFPS * fpsAnimator = static_cast(*iter); - const core::array& keyMap = fpsAnimator->getKeyMap(); - for ( irr::u32 i=0; i< keyMap.size(); ++i ) - { - irr::SEvent event; - event.EventType = EET_KEY_INPUT_EVENT; - event.KeyInput.Key = keyMap[i].KeyCode; - event.KeyInput.PressedDown = false; - fpsAnimator->OnEvent(event); - } - } - ++iter; - } -} - -/* -Function hasModalDialog() checks if we currently have a modal dialog open. -*/ -bool hasModalDialog() -{ - if ( !Device ) - return false; - IGUIEnvironment* env = Device->getGUIEnvironment(); - IGUIElement * focused = env->getFocus(); - while ( focused ) - { - if ( focused->isVisible() && focused->hasType(EGUIET_MODAL_SCREEN) ) - return true; - focused = focused->getParent(); - } - return false; -} - -/* -To get all the events sent by the GUI Elements, we need to create an event -receiver. This one is really simple. If an event occurs, it checks the id of -the caller and the event type, and starts an action based on these values. For -example, if a menu item with id GUI_ID_OPEN_MODEL was selected, it opens a file-open-dialog. -*/ -class MyEventReceiver : public IEventReceiver -{ -public: - virtual bool OnEvent(const SEvent& event) - { - // Escape swaps Camera Input - if (event.EventType == EET_KEY_INPUT_EVENT && - event.KeyInput.PressedDown == false) - { - if ( OnKeyUp(event.KeyInput.Key) ) - return true; - } - - if (event.EventType == EET_GUI_EVENT) - { - s32 id = event.GUIEvent.Caller->getID(); - IGUIEnvironment* env = Device->getGUIEnvironment(); - - switch(event.GUIEvent.EventType) - { - case EGET_MENU_ITEM_SELECTED: - // a menu item was clicked - OnMenuItemSelected( (IGUIContextMenu*)event.GUIEvent.Caller ); - break; - - case EGET_FILE_SELECTED: - { - // load the model file, selected in the file open dialog - IGUIFileOpenDialog* dialog = - (IGUIFileOpenDialog*)event.GUIEvent.Caller; - loadModel(core::stringc(dialog->getFileName()).c_str()); - } - break; - - case EGET_SCROLL_BAR_CHANGED: - - // control skin transparency - if (id == GUI_ID_SKIN_TRANSPARENCY) - { - const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); - setSkinTransparency(pos, env->getSkin()); - } - // control animation speed - else if (id == GUI_ID_SKIN_ANIMATION_FPS) - { - const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); - if (scene::ESNT_ANIMATED_MESH == Model->getType()) - ((scene::IAnimatedMeshSceneNode*)Model)->setAnimationSpeed((f32)pos); - } - break; - - case EGET_COMBO_BOX_CHANGED: - - // control anti-aliasing/filtering - if (id == GUI_ID_TEXTUREFILTER) - { - OnTextureFilterSelected( (IGUIComboBox*)event.GUIEvent.Caller ); - } - break; - - case EGET_BUTTON_CLICKED: - - switch(id) - { - case GUI_ID_BUTTON_SET_SCALE: - { - // set scale - gui::IGUIElement* root = env->getRootGUIElement(); - core::vector3df scale; - core::stringc s; - - s = root->getElementFromId(GUI_ID_X_SCALE, true)->getText(); - scale.X = (f32)atof(s.c_str()); - s = root->getElementFromId(GUI_ID_Y_SCALE, true)->getText(); - scale.Y = (f32)atof(s.c_str()); - s = root->getElementFromId(GUI_ID_Z_SCALE, true)->getText(); - scale.Z = (f32)atof(s.c_str()); - - if (Model) - Model->setScale(scale); - updateScaleInfo(Model); - } - break; - case GUI_ID_BUTTON_SCALE_MUL10: - if (Model) - Model->setScale(Model->getScale()*10.f); - updateScaleInfo(Model); - break; - case GUI_ID_BUTTON_SCALE_DIV10: - if (Model) - Model->setScale(Model->getScale()*0.1f); - updateScaleInfo(Model); - break; - case GUI_ID_BUTTON_OPEN_MODEL: - env->addFileOpenDialog(L"Please select a model file to open"); - break; - case GUI_ID_BUTTON_SHOW_ABOUT: - showAboutText(); - break; - case GUI_ID_BUTTON_SHOW_TOOLBOX: - createToolBox(); - break; - case GUI_ID_BUTTON_SELECT_ARCHIVE: - env->addFileOpenDialog(L"Please select your game archive/directory"); - break; - } - - break; - default: - break; - } - } - - return false; - } - - - /* - Handle key-up events - */ - bool OnKeyUp(irr::EKEY_CODE keyCode) - { - // Don't handle keys if we have a modal dialog open as it would lead - // to unexpected application behaviour for the user. - if ( hasModalDialog() ) - return false; - - if (keyCode == irr::KEY_ESCAPE) - { - if (Device) - { - scene::ICameraSceneNode * camera = - Device->getSceneManager()->getActiveCamera(); - if (camera) - { - camera->setInputReceiverEnabled( !camera->isInputReceiverEnabled() ); - } - return true; - } - } - else if (keyCode == irr::KEY_F1) - { - if (Device) - { - IGUIElement* elem = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_POSITION_TEXT); - if (elem) - elem->setVisible(!elem->isVisible()); - } - } - else if (keyCode == irr::KEY_KEY_M) - { - if (Device) - Device->minimizeWindow(); - } - else if (keyCode == irr::KEY_KEY_L) - { - UseLight=!UseLight; - if (Model) - { - Model->setMaterialFlag(video::EMF_LIGHTING, UseLight); - Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight); - } - } - return false; - } - - - /* - Handle "menu item clicked" events. - */ - void OnMenuItemSelected( IGUIContextMenu* menu ) - { - s32 id = menu->getItemCommandId(menu->getSelectedItem()); - IGUIEnvironment* env = Device->getGUIEnvironment(); - - switch(id) - { - case GUI_ID_OPEN_MODEL: // FilOnButtonSetScalinge -> Open Model - env->addFileOpenDialog(L"Please select a model file to open"); - break; - case GUI_ID_SET_MODEL_ARCHIVE: // File -> Set Model Archive - env->addFileOpenDialog(L"Please select your game archive/directory"); - break; - case GUI_ID_LOAD_AS_OCTREE: // File -> LoadAsOctree - Octree = !Octree; - menu->setItemChecked(menu->getSelectedItem(), Octree); - break; - case GUI_ID_QUIT: // File -> Quit - Device->closeDevice(); - break; - case GUI_ID_SKY_BOX_VISIBLE: // View -> Skybox - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - SkyBox->setVisible(!SkyBox->isVisible()); - break; - case GUI_ID_DEBUG_OFF: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem()+1, false); - menu->setItemChecked(menu->getSelectedItem()+2, false); - menu->setItemChecked(menu->getSelectedItem()+3, false); - menu->setItemChecked(menu->getSelectedItem()+4, false); - menu->setItemChecked(menu->getSelectedItem()+5, false); - menu->setItemChecked(menu->getSelectedItem()+6, false); - if (Model) - Model->setDebugDataVisible(scene::EDS_OFF); - break; - case GUI_ID_DEBUG_BOUNDING_BOX: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX)); - break; - case GUI_ID_DEBUG_NORMALS: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS)); - break; - case GUI_ID_DEBUG_SKELETON: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON)); - break; - case GUI_ID_DEBUG_WIRE_OVERLAY: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY)); - break; - case GUI_ID_DEBUG_HALF_TRANSPARENT: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY)); - break; - case GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem())); - if (Model) - Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS)); - break; - case GUI_ID_DEBUG_ALL: // View -> Debug Information - menu->setItemChecked(menu->getSelectedItem()-1, true); - menu->setItemChecked(menu->getSelectedItem()-2, true); - menu->setItemChecked(menu->getSelectedItem()-3, true); - menu->setItemChecked(menu->getSelectedItem()-4, true); - menu->setItemChecked(menu->getSelectedItem()-5, true); - menu->setItemChecked(menu->getSelectedItem()-6, true); - if (Model) - Model->setDebugDataVisible(scene::EDS_FULL); - break; - case GUI_ID_ABOUT: // Help->About - showAboutText(); - break; - case GUI_ID_MODEL_MATERIAL_SOLID: // View -> Material -> Solid - if (Model) - Model->setMaterialType(video::EMT_SOLID); - break; - case GUI_ID_MODEL_MATERIAL_TRANSPARENT: // View -> Material -> Transparent - if (Model) - Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); - break; - case GUI_ID_MODEL_MATERIAL_REFLECTION: // View -> Material -> Reflection - if (Model) - Model->setMaterialType(video::EMT_SPHERE_MAP); - break; - - case GUI_ID_CAMERA_MAYA: - setActiveCamera(Camera[0]); - break; - case GUI_ID_CAMERA_FIRST_PERSON: - setActiveCamera(Camera[1]); - break; - } - } - - /* - Handle the event that one of the texture-filters was selected in the corresponding combobox. - */ - void OnTextureFilterSelected( IGUIComboBox* combo ) - { - s32 pos = combo->getSelected(); - switch (pos) - { - case 0: - if (Model) - { - Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); - Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); - Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); - } - break; - case 1: - if (Model) - { - Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); - Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false); - } - break; - case 2: - if (Model) - { - Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); - Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true); - } - break; - case 3: - if (Model) - { - Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true); - } - break; - case 4: - if (Model) - { - Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false); - } - break; - } - } -}; - - -/* -Most of the hard work is done. We only need to create the Irrlicht Engine -device and all the buttons, menus and toolbars. We start up the engine as -usual, using createDevice(). To make our application catch events, we set our -eventreceiver as parameter. As you can see, there is also a call to -IrrlichtDevice::setResizeable(). This makes the render window resizeable, which -is quite useful for a mesh viewer. -*/ -int main(int argc, char* argv[]) -{ - // ask user for driver - video::E_DRIVER_TYPE driverType=driverChoiceConsole(); - if (driverType==video::EDT_COUNT) - return 1; - - // create device and exit if creation failed - MyEventReceiver receiver; - Device = createDevice(driverType, core::dimension2d(800, 600), - 16, false, false, false, &receiver); - - if (Device == 0) - return 1; // could not create selected driver. - - Device->setResizable(true); - - Device->setWindowCaption(L"Irrlicht Engine - Loading..."); - - video::IVideoDriver* driver = Device->getVideoDriver(); - IGUIEnvironment* env = Device->getGUIEnvironment(); - scene::ISceneManager* smgr = Device->getSceneManager(); - smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); - - driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); - - smgr->addLightSceneNode(0, core::vector3df(200,200,200), - video::SColorf(1.0f,1.0f,1.0f),2000); - smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f)); - // add our media directory as "search path" - Device->getFileSystem()->addFileArchive("../../media/"); - - /* - The next step is to read the configuration file. It is stored in the xml - format and looks a little bit like this: - - @verbatim - - - - - Hello! - - - @endverbatim - - We need the data stored in there to be written into the global variables - StartUpModelFile, MessageText and Caption. This is now done using the - Irrlicht Engine integrated XML parser: - */ - - // read configuration from xml file - - io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml"); - - while(xml && xml->read()) - { - switch(xml->getNodeType()) - { - case io::EXN_TEXT: - // in this xml file, the only text which occurs is the - // messageText - MessageText = xml->getNodeData(); - break; - case io::EXN_ELEMENT: - { - if (core::stringw("startUpModel") == xml->getNodeName()) - StartUpModelFile = xml->getAttributeValue(L"file"); - else - if (core::stringw("messageText") == xml->getNodeName()) - Caption = xml->getAttributeValue(L"caption"); - } - break; - default: - break; - } - } - - if (xml) - xml->drop(); // don't forget to delete the xml reader - - if (argc > 1) - StartUpModelFile = argv[1]; - - /* - That wasn't difficult. Now we'll set a nicer font and create the Menu. - It is possible to create submenus for every menu item. The call - menu->addItem(L"File", -1, true, true); for example adds a new menu - Item with the name "File" and the id -1. The following parameter says - that the menu item should be enabled, and the last one says, that there - should be a submenu. The submenu can now be accessed with - menu->getSubMenu(0), because the "File" entry is the menu item with - index 0. - */ - - // set a nicer font - - IGUISkin* skin = env->getSkin(); - IGUIFont* font = env->getFont("fonthaettenschweiler.bmp"); - if (font) - skin->setFont(font); - - // create menu - gui::IGUIContextMenu* menu = env->addMenu(); - menu->addItem(L"File", -1, true, true); - menu->addItem(L"View", -1, true, true); - menu->addItem(L"Camera", -1, true, true); - menu->addItem(L"Help", -1, true, true); - - gui::IGUIContextMenu* submenu; - submenu = menu->getSubMenu(0); - submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL); - submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE); - submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE); - submenu->addSeparator(); - submenu->addItem(L"Quit", GUI_ID_QUIT); - - submenu = menu->getSubMenu(1); - submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true); - submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true); - submenu->addItem(L"model material", -1, true, true ); - - submenu = submenu->getSubMenu(1); - submenu->addItem(L"Off", GUI_ID_DEBUG_OFF); - submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX); - submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS); - submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON); - submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY); - submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT); - submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES); - submenu->addItem(L"All", GUI_ID_DEBUG_ALL); - - submenu = menu->getSubMenu(1)->getSubMenu(2); - submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID); - submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT); - submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION); - - submenu = menu->getSubMenu(2); - submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA); - submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON); - - submenu = menu->getSubMenu(3); - submenu->addItem(L"About", GUI_ID_ABOUT); - - /* - Below the menu we want a toolbar, onto which we can place colored - buttons and important looking stuff like a senseless combobox. - */ - - // create toolbar - - gui::IGUIToolBar* bar = env->addToolBar(); - - video::ITexture* image = driver->getTexture("open.png"); - bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true); - - image = driver->getTexture("tools.png"); - bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true); - - image = driver->getTexture("zip.png"); - bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true); - - image = driver->getTexture("help.png"); - bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true); - - // create a combobox for texture filters - - gui::IGUIComboBox* box = env->addComboBox(core::rect(250,4,350,23), bar, GUI_ID_TEXTUREFILTER); - box->addItem(L"No filtering"); - box->addItem(L"Bilinear"); - box->addItem(L"Trilinear"); - box->addItem(L"Anisotropic"); - box->addItem(L"Isotropic"); - - /* - To make the editor look a little bit better, we disable transparent gui - elements, and add an Irrlicht Engine logo. In addition, a text showing - the current frames per second value is created and the window caption is - changed. - */ - - // disable alpha - - for (s32 i=0; igetSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i); - col.setAlpha(255); - env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col); - } - - // add a tabcontrol - - createToolBox(); - - // create fps text - - IGUIStaticText* fpstext = env->addStaticText(L"", - core::rect(400,4,570,23), true, false, bar); - - IGUIStaticText* postext = env->addStaticText(L"", - core::rect(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT); - postext->setVisible(false); - - // set window caption - - Caption += " - ["; - Caption += driver->getName(); - Caption += "]"; - Device->setWindowCaption(Caption.c_str()); - - /* - That's nearly the whole application. We simply show the about message - box at start up, and load the first model. To make everything look - better, a skybox is created and a user controlled camera, to make the - application a little bit more interactive. Finally, everything is drawn - in a standard drawing loop. - */ - - // show about message box and load default model - if (argc==1) - showAboutText(); - loadModel(StartUpModelFile.c_str()); - - // add skybox - - SkyBox = smgr->addSkyBoxSceneNode( - driver->getTexture("irrlicht2_up.jpg"), - driver->getTexture("irrlicht2_dn.jpg"), - driver->getTexture("irrlicht2_lf.jpg"), - driver->getTexture("irrlicht2_rt.jpg"), - driver->getTexture("irrlicht2_ft.jpg"), - driver->getTexture("irrlicht2_bk.jpg")); - - // add a camera scene node - Camera[0] = smgr->addCameraSceneNodeMaya(); - Camera[0]->setFarValue(20000.f); - // Maya cameras reposition themselves relative to their target, so target the location - // where the mesh scene node is placed. - Camera[0]->setTarget(core::vector3df(0,30,0)); - - Camera[1] = smgr->addCameraSceneNodeFPS(); - Camera[1]->setFarValue(20000.f); - Camera[1]->setPosition(core::vector3df(0,0,-70)); - Camera[1]->setTarget(core::vector3df(0,30,0)); - - setActiveCamera(Camera[0]); - - // load the irrlicht engine logo - IGUIImage *img = - env->addImage(driver->getTexture("irrlichtlogo2.png"), - core::position2d(10, driver->getScreenSize().Height - 128)); - - // lock the logo's edges to the bottom left corner of the screen - img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT, - EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT); - - // remember state so we notice when the window does lose the focus - bool hasFocus = Device->isWindowFocused(); - - // draw everything - - while(Device->run() && driver) - { - // Catch focus changes (workaround until Irrlicht has events for this) - bool focused = Device->isWindowFocused(); - if ( hasFocus && !focused ) - onKillFocus(); - hasFocus = focused; - - if (Device->isWindowActive()) - { - driver->beginScene(true, true, video::SColor(150,50,50,50)); - - smgr->drawAll(); - env->drawAll(); - - driver->endScene(); - - // update information about current frame-rate - core::stringw str(L"FPS: "); - str.append(core::stringw(driver->getFPS())); - str += L" Tris: "; - str.append(core::stringw(driver->getPrimitiveCountDrawn())); - fpstext->setText(str.c_str()); - - // update information about the active camera - scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera(); - str = L"Pos: "; - str.append(core::stringw(cam->getPosition().X)); - str += L" "; - str.append(core::stringw(cam->getPosition().Y)); - str += L" "; - str.append(core::stringw(cam->getPosition().Z)); - str += L" Tgt: "; - str.append(core::stringw(cam->getTarget().X)); - str += L" "; - str.append(core::stringw(cam->getTarget().Y)); - str += L" "; - str.append(core::stringw(cam->getTarget().Z)); - postext->setText(str.c_str()); - - // update the tool dialog - updateToolBox(); - } - else - Device->yield(); - } - - Device->drop(); - return 0; -} - -/* -**/ -- cgit v1.1