From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8/doc/html/example022.html | 1136 ----------------------- 1 file changed, 1136 deletions(-) delete mode 100644 libraries/irrlicht-1.8/doc/html/example022.html (limited to 'libraries/irrlicht-1.8/doc/html/example022.html') diff --git a/libraries/irrlicht-1.8/doc/html/example022.html b/libraries/irrlicht-1.8/doc/html/example022.html deleted file mode 100644 index e79b28a..0000000 --- a/libraries/irrlicht-1.8/doc/html/example022.html +++ /dev/null @@ -1,1136 +0,0 @@ - - - - -Irrlicht 3D Engine: Tutorial 22: Material Viewer - - - - - - - - - - - - - - -
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Irrlicht 3D Engine - -
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Tutorial 22: Material Viewer
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-022shot.jpg -
-

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.

-
#include <irrlicht.h>
-#include "driverChoice.h"
-
-using namespace irr;
-
-#ifdef _MSC_VER
-#pragma comment(lib, "Irrlicht.lib")
-#endif
-

Variables within the empty namespace are globals which are restricted to this file.

-
namespace
-{
-    const wchar_t* const DriverTypeNames[] =
-    {
-        L"NULL",
-        L"SOFTWARE",
-        L"BURNINGSVIDEO",
-        L"DIRECT3D8",
-        L"DIRECT3D9",
-        L"OPENGL",
-        0,
-    };
-
-    // For the gui id's
-    enum EGUI_IDS
-    {
-        GUI_ID_OPEN_TEXTURE = 1,
-        GUI_ID_QUIT,
-        GUI_ID_MAX
-    };
-
-    // Name used in texture selection to clear the textures on the node
-    const core::stringw CLEAR_TEXTURE = L"CLEAR texture";
-
-    // some useful color constants
-    const video::SColor SCOL_BLACK     = video::SColor(255, 0,   0,   0);
-    const video::SColor SCOL_BLUE      = video::SColor(255, 0,   0,  255);
-    const video::SColor SCOL_CYAN      = video::SColor(255, 0,  255, 255);
-    const video::SColor SCOL_GRAY      = video::SColor(255, 128,128, 128);
-    const video::SColor SCOL_GREEN     = video::SColor(255, 0,  255,  0);
-    const video::SColor SCOL_MAGENTA   = video::SColor(255, 255, 0,  255);
-    const video::SColor SCOL_RED       = video::SColor(255, 255, 0,   0);
-    const video::SColor SCOL_YELLOW    = video::SColor(255, 255, 255, 0);
-    const video::SColor SCOL_WHITE     = video::SColor(255, 255, 255, 255);
-};  // namespace
-

Returns a new unique number on each call.

-
s32 makeUniqueId()
-{
-    static int unique = GUI_ID_MAX;
-    ++unique;
-    return unique;
-}
-

Find out which vertex-type is needed for the given material type.

-

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 )
-        : gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))
-        , DirtyFlag(true)
-        , ColorStatic(0)
-        , EditAlpha(0)
-        , EditRed(0)
-        , EditGreen(0)
-        , EditBlue(0)
-    {
-        using namespace gui;
-        ButtonSetId = makeUniqueId();
-
-        const core::rect< s32 > rectControls(0,0,AbsoluteRect.getWidth(),AbsoluteRect.getHeight() );
-        IGUIStaticText * groupElement = guiEnv->addStaticText (L"", rectControls, true, false, this, -1, false);
-        groupElement->setNotClipped(true);
-
-        guiEnv->addStaticText (text, core::rect<s32>(0,0,80,15), false, false, groupElement, -1, false);
-
-        EditAlpha = addEditForNumbers(guiEnv, core::position2d<s32>(0,15), L"a", -1, groupElement );
-        EditRed = addEditForNumbers(guiEnv, core::position2d<s32>(0,30), L"r", -1, groupElement );
-        EditGreen = addEditForNumbers(guiEnv, core::position2d<s32>(0,45), L"g", -1, groupElement );
-        EditBlue = addEditForNumbers(guiEnv, core::position2d<s32>(0,60), L"b", -1, groupElement );
-
-        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);
-    }
-
-    // event receiver
-    virtual bool 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);
-        }
-
-        return false;
-    }
-
-    // set the color values
-    void 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:
-
-    // 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)
-    {
-        using namespace gui;
-
-        core::rect< s32 > rect(pos, pos+core::dimension2d<s32>(10, 15));
-        guiEnv->addStaticText (text, rect, false, false, parent, -1, false);
-        rect += core::position2d<s32>( 20, 0 );
-        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()
-    {
-        video::SColor col;
-
-        if (EditAlpha)
-        {
-            u32 alpha = core::strtoul10(core::stringc(EditAlpha->getText()).c_str());
-            if (alpha > 255)
-                alpha = 255;
-            col.setAlpha(alpha);
-        }
-
-        if (EditRed)
-        {
-            u32 red = core::strtoul10(core::stringc(EditRed->getText()).c_str());
-            if (red > 255)
-                red = 255;
-            col.setRed(red);
-        }
-
-        if (EditGreen)
-        {
-            u32 green = core::strtoul10(core::stringc(EditGreen->getText()).c_str());
-            if (green > 255)
-                green = 255;
-            col.setGreen(green);
-        }
-
-        if (EditBlue)
-        {
-            u32 blue = core::strtoul10(core::stringc(EditBlue->getText()).c_str());
-            if (blue > 255)
-                blue = 255;
-            col.setBlue(blue);
-        }
-
-        return col;
-    }
-
-    // Fill the editfields with the value for the given color
-    void SetEditsFromColor(video::SColor col)
-    {
-        DirtyFlag = true;
-        if ( EditAlpha )
-            EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
-        if ( EditRed )
-            EditRed->setText( core::stringw(col.getRed()).c_str() );
-        if ( EditGreen )
-            EditGreen->setText( core::stringw(col.getGreen()).c_str() );
-        if ( EditBlue )
-            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)
-        : 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)
-    {
-        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);
-    }
-
-    // Destructor
-    virtual ~CAllColorsControl()
-    {
-        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)
-    {
-        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)
-    {
-        if ( ControlAmbientColor->isDirty() )
-            material.AmbientColor = ControlAmbientColor->getColor();
-        if ( ControlDiffuseColor->isDirty() )
-            material.DiffuseColor = ControlDiffuseColor->getColor();
-        if ( ControlEmissiveColor->isDirty() )
-            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)
-    {
-        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)
-    {
-        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()
-    {
-        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
-{
-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)
-    {
-        if ( event.EventType != EET_GUI_EVENT )
-            return false;
-
-        if ( event.GUIEvent.Caller == ComboTexture && event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
-        {
-            DirtyFlag = true;
-        }
-
-        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)
-    {
-        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
-    {
-        s32 selected = ComboTexture->getSelected();
-        if ( selected < 0 )
-            return 0;
-        return ComboTexture->getItem(selected);
-    }
-
-    // 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(video::IVideoDriver * driver)
-    {
-        s32 oldSelected = ComboTexture->getSelected();
-        s32 selectNew = -1;
-        const wchar_t * oldTextureName = 0;
-        if ( oldSelected >= 0 )
-        {
-            oldTextureName = ComboTexture->getItem(oldSelected);
-        }
-        ComboTexture->clear();
-        for ( u32 i=0; i < driver->getTextureCount(); ++i )
-        {
-            video::ITexture * texture = driver->getTextureByIndex(i);
-            core::stringw name( texture->getName() );
-            ComboTexture->addItem( name.c_str() );
-            if ( oldTextureName && selectNew < 0 && name == oldTextureName )
-                selectNew = i;
-        }
-
-        // add another name which can be used to clear the texture
-        ComboTexture->addItem( CLEAR_TEXTURE.c_str() );
-        if ( CLEAR_TEXTURE == oldTextureName )
-            selectNew = ComboTexture->getItemCount()-1;
-
-        if ( selectNew >= 0 )
-            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
-{
-    // 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();
-
-        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();
-
-        scene::IMesh * meshTangents = meshManip->createMeshWithTangents(node->getMesh(), false, false, false);
-        SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
-                                            , SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
-        meshTangents->drop();
-
-        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);
-        ComboMaterial = guiEnv->addComboBox (rectCombo);
-        for ( int i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )
-        {
-            ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );
-        }
-        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());
-
-        core::position2d<s32> posVertexColors( posTex.X, posTex.Y + 15);
-        ControlVertexColors = new CColorControl( guiEnv, posVertexColors, L"Vertex colors", guiEnv->getRootGUIElement());
-
-        video::S3DVertex * vertices =  (video::S3DVertex *)node->getMesh()->getMeshBuffer(0)->getVertices();
-        if ( vertices )
-        {
-            ControlVertexColors->setColor(vertices[0].Color);
-        }
-
-        Initialized = true;
-    }
-
-    void update()
-    {
-        if ( !Initialized )
-            return;
-
-        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)
-        {
-            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);
-                    break;
-                case video::EVT_2TCOORDS:
-                    material2T.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
-                    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);
-                    break;
-            }
-        }
-
-        updateMaterial(material);
-        updateMaterial(material2T);
-        updateMaterial(materialTangents);
-
-        if ( ButtonLighting->isPressed() )
-            InfoLighting->setText(L"on");
-        else
-            InfoLighting->setText(L"off");
-
-        AllColorsControl->resetDirty();
-        TextureControl1->resetDirty();
-        TextureControl2->resetDirty();
-        ControlVertexColors->resetDirty();
-    }
-
-    void updateTextures()
-    {
-        TextureControl1->updateTextures(Driver);
-        TextureControl2->updateTextures(Driver);
-    }
-
-protected:
-
-    void updateMaterial(video::SMaterial & material)
-    {
-        AllColorsControl->updateMaterialColors(material);
-        material.Lighting = ButtonLighting->isPressed();
-        if ( TextureControl1->isDirty() )
-        {
-            material.TextureLayer[0].Texture = Driver->getTexture( io::path(TextureControl1->getSelectedTextureName()) );
-        }
-        if ( TextureControl2->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());
-        }
-    }
-
-    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)
-    {
-        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);
-        Initialized = true;
-    }
-
-    void update()
-    {
-        if ( !Initialized )
-            return;
-
-        video::SLight & lightData = SceneNode->getLightData();
-        AllColorsControl->updateLightColors(lightData);
-    }
-
-protected:
-    bool Initialized;
-    scene::ILightSceneNode* SceneNode;
-    CAllColorsControl* AllColorsControl;
-};
-

Application configuration

-
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

-
class CApp : public IEventReceiver
-{
-    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();
-
-            switch(event.GUIEvent.EventType)
-            {
-                case gui::EGET_MENU_ITEM_SELECTED:
-                {
-                    gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)event.GUIEvent.Caller;
-                    s32 id = menu->getItemCommandId(menu->getSelectedItem());
-
-                    switch(id)
-                    {
-                        case GUI_ID_OPEN_TEXTURE: // File -> Open Texture
-                            env->addFileOpenDialog(L"Please select a texture file to open");
-                        break;
-                        case GUI_ID_QUIT: // File -> Quit
-                            stopApp();
-                        break;
-                    }
-                }
-                break;
-
-                case gui::EGET_FILE_SELECTED:
-                {
-                    // load the model file, selected in the file open dialog
-                    gui::IGUIFileOpenDialog* dialog =
-                        (gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;
-                    loadTexture(io::path(dialog->getFileName()).c_str());
-                }
-                break;
-
-                default:
-                break;
-            }
-        }
-
-        return false;
-    }
-
-protected:
-
-    // Application initialization
-    // returns true when it was successful initialized, otherwise false.
-    bool init(int argc, char *argv[])
-    {
-        // ask user for driver
-        Config.DriverType=driverChoiceConsole();
-        if (Config.DriverType==video::EDT_COUNT)
-            return false;
-
-        // create the device with the settings from our config
-        Device = createDevice(Config.DriverType, Config.ScreenSize);
-        if (!Device)
-            return false;
-        Device->setWindowCaption( DriverTypeNames[Config.DriverType] );
-        Device->setEventReceiver(this);
-
-        scene::ISceneManager* smgr = Device->getSceneManager();
-        video::IVideoDriver * driver = Device->getVideoDriver ();
-        gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
-
-        // set a nicer font
-        gui::IGUISkin* skin = guiEnv->getSkin();
-        gui::IGUIFont* font = guiEnv->getFont("../../media/fonthaettenschweiler.bmp");
-        if (font)
-            skin->setFont(font);
-
-        // remove some alpha value because it makes those menus harder to read otherwise
-        video::SColor col3dHighLight( skin->getColor(gui::EGDC_APP_WORKSPACE) );
-        col3dHighLight.setAlpha(255);
-        video::SColor colHighLight( col3dHighLight );
-        skin->setColor(gui::EGDC_HIGH_LIGHT, colHighLight );
-        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, col3dHighLight );
-
-        // Add some textures which are useful to test material settings
-        createDefaultTextures(driver);
-
-        // create a menu
-        gui::IGUIContextMenu * menuBar = guiEnv->addMenu();
-        menuBar->addItem(L"File", -1, true, true);
-
-        gui::IGUIContextMenu* subMenuFile = menuBar->getSubMenu(0);
-        subMenuFile->addItem(L"Open texture ...", GUI_ID_OPEN_TEXTURE);
-        subMenuFile->addSeparator();
-        subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
-
-        // a static camera
-        Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 0, 0),
-                                            core::vector3df(0, 0, 100),
-                                            -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),
-                                           core::vector3df(0, 0, 0),
-                                           core::vector3df(1.0f, 1.0f, 1.0f));
-        NodeLeft.init( nodeL, Device, core::position2d<s32>(10,20), L"left node" );
-
-        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),
-                                                        video::SColorf(1.0f, 1.0f, 1.0f),
-                                                        100.0f);
-        LightControl.init(nodeLight, guiEnv, core::position2d<s32>(270,20), L"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),
-                                           core::vector3df(45, 0, 0),
-                                           core::vector3df(1.0f, 1.0f, 1.0f));
-        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());
-        GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
-
-        return true;
-    }
-
-    // Update one frame
-    bool update()
-    {
-        using namespace irr;
-
-        video::IVideoDriver* videoDriver =  Device->getVideoDriver();
-        if ( !Device->run() )
-            return false;
-
-        if ( Device->isWindowActive() || Config.RenderInBackground )
-        {
-            gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
-            scene::ISceneManager* smgr = Device->getSceneManager();
-            gui::IGUISkin * skin = guiEnv->getSkin();
-
-            // update our controls
-            NodeLeft.update();
-            NodeRight.update();
-            LightControl.update();
-
-            // update ambient light settings
-            if ( GlobalAmbient->isDirty() )
-            {
-                smgr->setAmbientLight( GlobalAmbient->getColor() );
-                GlobalAmbient->resetDirty();
-            }
-
-            // draw everything
-            video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );
-            videoDriver->beginScene(true, true, bkColor);
-
-            smgr->drawAll();
-            guiEnv->drawAll();
-
-            videoDriver->endScene();
-        }
-
-        return true;
-    }
-
-    // Run the application. Our main loop.
-    void run()
-    {
-        IsRunning = true;
-
-        if ( !Device )
-            return;
-
-        // main application loop
-        while(IsRunning)
-        {
-            if ( !update() )
-                break;
-
-            Device->sleep( 5 );
-        }
-    }
-
-    // Close down the application
-    void quit()
-    {
-        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)
-    {
-        const u32 width = 256;
-        const u32 height = 256;
-        video::IImage * imageA8R8G8B8 = driver->createImage (video::ECF_A8R8G8B8, core::dimension2d<u32>(width, height));
-        if ( !imageA8R8G8B8 )
-            return;
-        const u32 pitch = imageA8R8G8B8->getPitch();
-
-        // some nice square-pattern with 9 typical colors
-        for ( u32 y = 0; y < height; ++ y )
-        {
-            for ( u32 x = 0; x < pitch; ++x )
-            {
-                if ( y < height/3 )
-                {
-                    if ( x < width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_BLACK);
-                    else if ( x < 2*width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_BLUE);
-                    else
-                        imageA8R8G8B8->setPixel (x, y, SCOL_CYAN);
-                }
-                else if ( y < 2*height/3 )
-                {
-                    if ( x < width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_GRAY);
-                    else if ( x < 2*width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_GREEN);
-                    else
-                        imageA8R8G8B8->setPixel (x, y, SCOL_MAGENTA);
-                }
-                else
-                {
-                    if ( x < width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_RED);
-                    else if ( x < 2*width/3 )
-                        imageA8R8G8B8->setPixel (x, y, SCOL_YELLOW);
-                    else
-                        imageA8R8G8B8->setPixel (x, y, SCOL_WHITE);
-                }
-            }
-        }
-        driver->addTexture (io::path("CARO_A8R8G8B8"), imageA8R8G8B8);
-
-        // all white
-        imageA8R8G8B8->fill(SCOL_WHITE);
-        driver->addTexture (io::path("WHITE_A8R8G8B8"), imageA8R8G8B8);
-
-        // all black
-        imageA8R8G8B8->fill(SCOL_BLACK);
-        driver->addTexture (io::path("BLACK_A8R8G8B8"), imageA8R8G8B8);
-
-        // gray-scale
-        for ( u32 y = 0; y < height; ++ y )
-        {
-            for ( u32 x = 0; x < pitch; ++x )
-            {
-                imageA8R8G8B8->setPixel (x, y, video::SColor(y, x,x,x) );
-            }
-        }
-        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)
-    {
-        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;
-};
-

A very short main as we do everything else in classes.

-
int main(int argc, char *argv[])
-{
-    CApp APP;
-
-    if ( !APP.init(argc, argv) )
-    {
-        printf("init failed\n");
-        return 1;
-    }
-
-    APP.run();
-    APP.quit();
-
-    return 0;
-}
-
-
- - - - - -- cgit v1.1