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. --- .../examples/22.MaterialViewer/main.cpp | 1057 ++++++++++++++++++++ 1 file changed, 1057 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp (limited to 'src/others/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp') diff --git a/src/others/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp b/src/others/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp new file mode 100644 index 0000000..5dcab19 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp @@ -0,0 +1,1057 @@ +/** Example 022 Material Viewer + +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 +#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. +*/ +video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materialType) +{ + using namespace video; + + switch ( materialType ) + { + case EMT_SOLID: + return EVT_STANDARD; + + case EMT_SOLID_2_LAYER: + return EVT_STANDARD; + + case EMT_LIGHTMAP: + case EMT_LIGHTMAP_ADD: + case EMT_LIGHTMAP_M2: + case EMT_LIGHTMAP_M4: + case EMT_LIGHTMAP_LIGHTING: + case EMT_LIGHTMAP_LIGHTING_M2: + case EMT_LIGHTMAP_LIGHTING_M4: + return EVT_2TCOORDS; + + case EMT_DETAIL_MAP: + return EVT_2TCOORDS; + + case EMT_SPHERE_MAP: + return EVT_STANDARD; + + case EMT_REFLECTION_2_LAYER: + return EVT_2TCOORDS; + + case EMT_TRANSPARENT_ADD_COLOR: + return EVT_STANDARD; + + case EMT_TRANSPARENT_ALPHA_CHANNEL: + return EVT_STANDARD; + + case EMT_TRANSPARENT_ALPHA_CHANNEL_REF: + return EVT_STANDARD; + + case EMT_TRANSPARENT_VERTEX_ALPHA: + return EVT_STANDARD; + + case EMT_TRANSPARENT_REFLECTION_2_LAYER: + return EVT_2TCOORDS; + + case EMT_NORMAL_MAP_SOLID: + case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR: + case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA: + case EMT_PARALLAX_MAP_SOLID: + case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR: + case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA: + return EVT_TANGENTS; + + case EMT_ONETEXTURE_BLEND: + return EVT_STANDARD; + + case EMT_FORCE_32BIT: + return EVT_STANDARD; + } + return EVT_STANDARD; +} + +/* + Custom GUI-control to edit colorvalues. +*/ +class CColorControl : public gui::IGUIElement +{ +public: + // Constructor + CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d & 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(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(0,0,80,15), false, false, groupElement, -1, false); + + EditAlpha = addEditForNumbers(guiEnv, core::position2d(0,15), L"a", -1, groupElement ); + EditRed = addEditForNumbers(guiEnv, core::position2d(0,30), L"r", -1, groupElement ); + EditGreen = addEditForNumbers(guiEnv, core::position2d(0,45), L"g", -1, groupElement ); + EditBlue = addEditForNumbers(guiEnv, core::position2d(0,60), L"b", -1, groupElement ); + + ColorStatic = guiEnv->addStaticText (L"", core::rect(60,15,80,75), true, false, groupElement, -1, true); + + guiEnv->addButton (core::rect(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 & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent) + { + using namespace gui; + + core::rect< s32 > rect(pos, pos+core::dimension2d(10, 15)); + guiEnv->addStaticText (text, rect, false, false, parent, -1, false); + rect += core::position2d( 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 & pos, const wchar_t * description, bool hasEmissive, IGUIElement* parent, s32 id=-1) + : gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect(pos,pos+core::dimension2d(60,250))) + , ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0) + { + core::rect rect(0, 0, 60, 15); + guiEnv->addStaticText (description, rect, false, false, this, -1, false); + createColorControls(guiEnv, core::position2d(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 & pos, bool hasEmissive) + { + ControlAmbientColor = new CColorControl( guiEnv, pos, L"ambient", this); + ControlDiffuseColor = new CColorControl( guiEnv, pos + core::position2d(0, 75), L"diffuse", this ); + ControlSpecularColor = new CColorControl( guiEnv, pos + core::position2d(0, 150), L"specular", this ); + if ( hasEmissive ) + { + ControlEmissiveColor = new CColorControl( guiEnv, pos + core::position2d(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 & pos, IGUIElement* parent, s32 id=-1) + : gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect(pos,pos+core::dimension2d(100,15))) + , DirtyFlag(true), ComboTexture(0) + { + core::rect 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 & 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 rectBtn(pos + core::position2d(0, 320), core::dimension2d(60, 15)); + ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting"); + ButtonLighting->setIsPushButton(true); + ButtonLighting->setPressed(material.Lighting); + core::rect 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 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 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 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 & 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 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(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(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(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(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(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