aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/examples/22.MaterialViewer/main.cpp
blob: 5dcab19977e2826e53f14272e3a0d2fb78bddaaf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
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 <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.
*/
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<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;
}

/*
**/