forked from Mirrorlandia_minetest/irrlicht
Cleanup example 22.MaterialViewer
Using default light values which work a bit better with cube. But really needs another cube-type (which Irrlicht has not yet, needs single material with 24 vertices) as a cube with vertex normals which average connected sides is horrible with vertex-lighting (the problem is that the light get's behind the plane formed by the vertex-normal this way which is super confusing). Will probably add another cube-type soon. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6312 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -182,7 +182,7 @@ void CColorControl::setColor(const video::SColor& col)
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setEditsFromColor(Color);
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}
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// Add a staticbox for a description + an editbox so users can enter numbers
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// Add a statictext for a description + an editbox so users can enter numbers
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gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
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{
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using namespace gui;
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@ -195,7 +195,7 @@ gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv,
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return edit;
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}
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// Get the color value from the editfields
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// Get the color value from the editboxes
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video::SColor CColorControl::getColorFromEdits() const
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{
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video::SColor col;
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@ -227,7 +227,7 @@ video::SColor CColorControl::getColorFromEdits() const
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return col;
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}
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// Fill the editfields with the value for the given color
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// Fill the editboxes with a color value
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void CColorControl::setEditsFromColor(video::SColor col)
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{
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DirtyFlag = true;
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@ -382,13 +382,15 @@ void CTextureControl::selectTextureByName(const irr::core::stringw& name)
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void CTextureControl::updateTextures(video::IVideoDriver * driver)
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{
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s32 oldSelected = ComboTexture->getSelected();
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s32 selectNew = -1;
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core::stringw oldTextureName;
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if ( oldSelected >= 0 )
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{
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oldTextureName = ComboTexture->getItem(oldSelected);
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}
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ComboTexture->clear();
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s32 selectNew = -1;
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for ( u32 i=0; i < driver->getTextureCount(); ++i )
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{
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video::ITexture * texture = driver->getTextureByIndex(i);
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@ -579,9 +581,7 @@ void CLightNodeControl::update(scene::ILightSceneNode* node)
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Main application class
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*/
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/*
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Event handler
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*/
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// Event handler
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bool CApp::OnEvent(const SEvent &event)
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{
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if (event.EventType == EET_GUI_EVENT)
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@ -609,7 +609,7 @@ bool CApp::OnEvent(const SEvent &event)
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case gui::EGET_FILE_SELECTED:
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{
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// load the model file, selected in the file open dialog
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// load the texture file, selected in the file open dialog
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gui::IGUIFileOpenDialog* dialog =
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(gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;
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loadTexture(io::path(dialog->getFileName()).c_str());
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@ -729,12 +729,19 @@ bool CApp::init(int argc, char *argv[])
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// add one light
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -40),
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const f32 lightRadius = 80.f;
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -70),
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video::SColorf(1.0f, 1.0f, 1.0f),
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35.0f);
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lightRadius);
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LightControl = new CLightNodeControl();
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LightControl->init(NodeLight, guiEnv, core::position2d<s32>(550,controlsTop), L"Dynamic light" );
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#if 0 // enable to have some visual feedback for the light size
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scene::IMeshSceneNode* lightRadiusNode = smgr->addSphereSceneNode(lightRadius, 64, NodeLight);
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lightRadiusNode->getMaterial(0).Lighting = false;
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lightRadiusNode->getMaterial(0).Wireframe = true;
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#endif
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// one large cube around everything. That's mainly to make the light more obvious.
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scene::IMeshSceneNode* backgroundCube = smgr->addCubeSceneNode (200.0f, 0, -1, core::vector3df(0, 0, 0),
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core::vector3df(45, 0, 0),
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@ -769,8 +776,7 @@ bool CApp::update()
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return false;
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// Figure out delta time since last frame
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ITimer * timer = Device->getTimer();
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u32 newTick = timer->getRealTime();
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u32 newTick = Device->getTimer()->getRealTime();
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f32 deltaTime = RealTimeTick > 0 ? f32(newTick-RealTimeTick)/1000.f : 0.f; // in seconds
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RealTimeTick = newTick;
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@ -958,7 +964,7 @@ void CApp::createDefaultTextures(video::IVideoDriver * driver)
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imageA8R8G8B8->drop();
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}
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// Load a texture and make sure nodes know it when more textures are available.
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// Load a texture and make sure UI knows it when more textures are available.
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void CApp::loadTexture(const io::path &name)
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{
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Device->getVideoDriver()->getTexture(name);
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