forked from Mirrorlandia_minetest/irrlicht
2d63fdba3d
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6337 dfc29bdd-3216-0410-991c-e03cc46cb475
1129 lines
36 KiB
C++
Executable File
1129 lines
36 KiB
C++
Executable File
/** Example 022 Material Viewer
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This example can be used to experiment with material settings and watch the results.
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Only the default non-shader materials are used in here.
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You have a node with a mesh, one dynamic light and global ambient light to play around with.
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You can move the light with cursor-keys and +/-.
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You can move the camera while left-mouse button is clicked.
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*/
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// TODO: Should be possible to set all material values by the GUI.
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// For now just change the defaultMaterial in CApp::setActiveMeshNodeType for the rest.
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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#include "main.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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/*
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Variables within the empty namespace are globals which are restricted to this file.
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*/
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namespace
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{
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// For the gui id's
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enum EGUI_IDS
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{
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GUI_ID_OPEN_TEXTURE = 1,
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GUI_ID_QUIT,
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GUI_ID_MAX
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};
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// Name used in texture selection to clear the textures on the node
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const core::stringw CLEAR_TEXTURE = L"CLEAR texture";
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// some useful color constants
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const video::SColor SCOL_BLACK = video::SColor(255, 0, 0, 0);
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const video::SColor SCOL_BLUE = video::SColor(255, 0, 0, 255);
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const video::SColor SCOL_CYAN = video::SColor(255, 0, 255, 255);
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const video::SColor SCOL_GRAY = video::SColor(255, 128,128, 128);
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const video::SColor SCOL_GREEN = video::SColor(255, 0, 255, 0);
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const video::SColor SCOL_MAGENTA = video::SColor(255, 255, 0, 255);
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const video::SColor SCOL_RED = video::SColor(255, 255, 0, 0);
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const video::SColor SCOL_YELLOW = video::SColor(255, 255, 255, 0);
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const video::SColor SCOL_WHITE = video::SColor(255, 255, 255, 255);
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}; // namespace
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/*
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Returns a new unique number on each call.
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*/
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s32 makeUniqueId()
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{
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static int unique = GUI_ID_MAX;
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++unique;
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return unique;
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}
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/*
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Find out which vertex-type is needed for the given material type.
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*/
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video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materialType)
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{
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using namespace video;
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switch ( materialType )
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{
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case EMT_SOLID:
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return EVT_STANDARD;
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case EMT_SOLID_2_LAYER:
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return EVT_STANDARD;
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case EMT_LIGHTMAP:
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case EMT_LIGHTMAP_ADD:
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case EMT_LIGHTMAP_M2:
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case EMT_LIGHTMAP_M4:
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case EMT_LIGHTMAP_LIGHTING:
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case EMT_LIGHTMAP_LIGHTING_M2:
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case EMT_LIGHTMAP_LIGHTING_M4:
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return EVT_2TCOORDS;
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case EMT_DETAIL_MAP:
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return EVT_2TCOORDS;
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case EMT_SPHERE_MAP:
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return EVT_STANDARD;
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case EMT_REFLECTION_2_LAYER:
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return EVT_2TCOORDS;
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case EMT_TRANSPARENT_ADD_COLOR:
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return EVT_STANDARD;
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case EMT_TRANSPARENT_ALPHA_CHANNEL:
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return EVT_STANDARD;
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case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
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return EVT_STANDARD;
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case EMT_TRANSPARENT_VERTEX_ALPHA:
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return EVT_STANDARD;
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case EMT_TRANSPARENT_REFLECTION_2_LAYER:
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return EVT_2TCOORDS;
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case EMT_NORMAL_MAP_SOLID:
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case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
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case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
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case EMT_PARALLAX_MAP_SOLID:
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case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
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case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
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return EVT_TANGENTS;
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case EMT_ONETEXTURE_BLEND:
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return EVT_STANDARD;
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case EMT_FORCE_32BIT:
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return EVT_STANDARD;
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}
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return EVT_STANDARD;
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}
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/*
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Custom GUI-control to edit color values.
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*/
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CColorControl::CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, IGUIElement* parent, s32 id)
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: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))
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, DirtyFlag(true)
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, Color(0)
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, ColorStatic(0)
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, EditAlpha(0)
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, EditRed(0)
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, EditGreen(0)
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, EditBlue(0)
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{
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using namespace gui;
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ButtonSetId = makeUniqueId();
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const core::rect< s32 > rectControls(0,0,AbsoluteRect.getWidth(),AbsoluteRect.getHeight() );
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IGUIStaticText * groupElement = guiEnv->addStaticText (L"", rectControls, true, false, this, -1, false);
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groupElement->setNotClipped(true);
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s32 border=guiEnv->getSkin()->getSize(EGDS_TEXT_DISTANCE_X);
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guiEnv->addStaticText(text, core::rect<s32>(border,border,80,15), false, false, groupElement, -1, true);
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EditAlpha = addEditForNumbers(guiEnv, core::position2d<s32>(border,15), L"a", -1, groupElement );
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EditRed = addEditForNumbers(guiEnv, core::position2d<s32>(border,30), L"r", -1, groupElement );
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EditGreen = addEditForNumbers(guiEnv, core::position2d<s32>(border,45), L"g", -1, groupElement );
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EditBlue = addEditForNumbers(guiEnv, core::position2d<s32>(border,60), L"b", -1, groupElement );
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ColorStatic = guiEnv->addStaticText (L"", core::rect<s32>(60,15,80,75), true, false, groupElement, -1, true);
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guiEnv->addButton (core::rect<s32>(60,35,80,50), groupElement, ButtonSetId, L"set");
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setEditsFromColor(Color);
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}
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// event receiver
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bool CColorControl::OnEvent(const SEvent &event)
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{
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if ( event.EventType == EET_GUI_EVENT
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&& event.GUIEvent.Caller->getID() == ButtonSetId
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&& event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
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{
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Color = getColorFromEdits();
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setEditsFromColor(Color);
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}
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return false;
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}
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// set the color values
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void CColorControl::setColor(const video::SColor& col)
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{
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DirtyFlag = true;
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Color = col;
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setEditsFromColor(Color);
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}
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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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core::recti rect(pos, pos+core::dimension2d<s32>(10, 15));
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guiEnv->addStaticText(text, rect, false, false, parent, -1, false);
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rect += core::position2d<s32>( 20, 0 );
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rect.LowerRightCorner.X += 20;
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gui::IGUIEditBox* edit = guiEnv->addEditBox(L"0", rect, true, parent, id);
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return edit;
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}
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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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if (EditAlpha)
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{
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u32 alpha = core::min_(core::strtoul10(core::stringc(EditAlpha->getText()).c_str()), 255u);
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col.setAlpha(alpha);
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}
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if (EditRed)
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{
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u32 red = core::min_(core::strtoul10(core::stringc(EditRed->getText()).c_str()), 255u);
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col.setRed(red);
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}
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if (EditGreen)
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{
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u32 green = core::min_(core::strtoul10(core::stringc(EditGreen->getText()).c_str()), 255u);
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col.setGreen(green);
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}
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if (EditBlue)
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{
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u32 blue = core::min_(core::strtoul10(core::stringc(EditBlue->getText()).c_str()), 255u);
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col.setBlue(blue);
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}
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return col;
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}
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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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if ( EditAlpha )
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EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
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if ( EditRed )
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EditRed->setText( core::stringw(col.getRed()).c_str() );
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if ( EditGreen )
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EditGreen->setText( core::stringw(col.getGreen()).c_str() );
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if ( EditBlue )
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EditBlue->setText( core::stringw(col.getBlue()).c_str() );
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if ( ColorStatic )
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ColorStatic->setBackgroundColor(col);
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}
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/*
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Custom GUI-control for to edit all colors typically used in materials and lights
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*/
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// Constructor
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CTypicalColorsControl::CTypicalColorsControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, bool hasEmissive, IGUIElement* parent, s32 id)
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: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(60,250)))
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, ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0)
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{
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ControlAmbientColor = new CColorControl( guiEnv, core::position2d<s32>(0, 0), L"Ambient", this);
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ControlDiffuseColor = new CColorControl( guiEnv, core::position2d<s32>(0, 75), L"Diffuse", this );
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ControlSpecularColor = new CColorControl( guiEnv, core::position2d<s32>(0, 150), L"Specular", this );
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if ( hasEmissive )
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{
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ControlEmissiveColor = new CColorControl( guiEnv, core::position2d<s32>(0, 225), L"Emissive", this );
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}
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}
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// Destructor
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CTypicalColorsControl::~CTypicalColorsControl()
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{
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ControlAmbientColor->drop();
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ControlDiffuseColor->drop();
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if ( ControlEmissiveColor )
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ControlEmissiveColor->drop();
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ControlSpecularColor->drop();
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}
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// Set the color values to those within the material
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void CTypicalColorsControl::setColorsToMaterialColors(const video::SMaterial & material)
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{
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ControlAmbientColor->setColor(material.AmbientColor);
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ControlDiffuseColor->setColor(material.DiffuseColor);
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ControlEmissiveColor->setColor(material.EmissiveColor);
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ControlSpecularColor->setColor(material.SpecularColor);
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}
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// Update all changed colors in the material
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void CTypicalColorsControl::updateMaterialColors(video::SMaterial & material) const
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{
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if ( ControlAmbientColor->isDirty() )
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material.AmbientColor = ControlAmbientColor->getColor();
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if ( ControlDiffuseColor->isDirty() )
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material.DiffuseColor = ControlDiffuseColor->getColor();
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if ( ControlEmissiveColor->isDirty() )
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material.EmissiveColor = ControlEmissiveColor->getColor();
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if ( ControlSpecularColor->isDirty() )
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material.SpecularColor = ControlSpecularColor->getColor();
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}
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// Set the color values to those from the light data
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void CTypicalColorsControl::setColorsToLightDataColors(const video::SLight & lightData)
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{
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ControlAmbientColor->setColor(lightData.AmbientColor.toSColor());
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ControlDiffuseColor->setColor(lightData.DiffuseColor.toSColor());
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ControlSpecularColor->setColor(lightData.SpecularColor.toSColor());
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}
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// Update all changed colors in the light data
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void CTypicalColorsControl::updateLightColors(video::SLight & lightData) const
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{
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if ( ControlAmbientColor->isDirty() )
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lightData.AmbientColor = video::SColorf( ControlAmbientColor->getColor() );
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if ( ControlDiffuseColor->isDirty() )
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lightData.DiffuseColor = video::SColorf( ControlDiffuseColor->getColor() );
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if ( ControlSpecularColor->isDirty() )
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lightData.SpecularColor = video::SColorf(ControlSpecularColor->getColor() );
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}
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// To reset the dirty flags
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void CTypicalColorsControl::resetDirty()
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{
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ControlAmbientColor->resetDirty();
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ControlDiffuseColor->resetDirty();
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ControlSpecularColor->resetDirty();
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if ( ControlEmissiveColor )
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ControlEmissiveColor->resetDirty();
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}
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/*
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GUI-Control to offer a selection of available textures.
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*/
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CTextureControl::CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, const core::position2d<s32> & pos, IGUIElement* parent, s32 id)
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: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(150,15)))
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, DirtyFlag(true), ComboTexture(0)
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{
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core::rect<s32> rectCombo(0, 0, AbsoluteRect.getWidth(),AbsoluteRect.getHeight());
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ComboTexture = guiEnv->addComboBox (rectCombo, this);
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updateTextures(driver);
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}
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bool CTextureControl::OnEvent(const SEvent &event)
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{
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if ( event.EventType == EET_GUI_EVENT
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&& event.GUIEvent.Caller == ComboTexture
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&& event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
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{
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DirtyFlag = true;
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}
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return false;
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}
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// Workaround for a problem with comboboxes.
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// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
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bool CTextureControl::bringToFront(IGUIElement* element)
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{
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bool result = gui::IGUIElement::bringToFront(element);
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if ( Parent && element == ComboTexture )
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result &= Parent->bringToFront(this);
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return result;
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}
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// return selected texturename (if any, otherwise 0)
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const wchar_t * CTextureControl::getSelectedTextureName() const
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{
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s32 selected = ComboTexture->getSelected();
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if ( selected < 0 )
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return 0;
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return ComboTexture->getItem(selected);
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}
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void CTextureControl::selectTextureByName(const irr::core::stringw& name)
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{
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for (u32 i=0; i< ComboTexture->getItemCount(); ++i)
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{
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if ( name == ComboTexture->getItem(i))
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{
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ComboTexture->setSelected(i);
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DirtyFlag = true;
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return;
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}
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}
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}
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// Put the names of all currently loaded textures in a combobox
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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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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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core::stringw name( texture->getName() );
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ComboTexture->addItem( name.c_str() );
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if ( !oldTextureName.empty() && selectNew < 0 && name == oldTextureName )
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selectNew = i;
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}
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// add another name which can be used to clear the texture
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ComboTexture->addItem( CLEAR_TEXTURE.c_str() );
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if ( CLEAR_TEXTURE == oldTextureName )
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selectNew = ComboTexture->getItemCount()-1;
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if ( selectNew >= 0 )
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ComboTexture->setSelected(selectNew);
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DirtyFlag = true;
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}
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/*
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Control which allows setting some of the material values for a meshscenenode
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*/
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void CMaterialControl::init(IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
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{
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if ( Initialized || !device) // initializing twice or with invalid data not allowed
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return;
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Driver = device->getVideoDriver ();
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gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();
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s32 top = pos.Y;
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// Description
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guiEnv->addStaticText(description, core::rect<s32>(pos.X, top, pos.X+150, top+15), true, false, 0, -1, true);
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top += 15;
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// Control for material type
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core::rect<s32> rectCombo(pos.X, top, pos.X+150, top+15);
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top += 15;
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ComboMaterial = guiEnv->addComboBox (rectCombo);
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for ( int i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )
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{
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ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );
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}
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ComboMaterial->setSelected(0);
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// Control to enable/disabling material lighting
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core::rect<s32> rectBtn(core::position2d<s32>(pos.X, top), core::dimension2d<s32>(100, 15));
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top += 15;
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ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting");
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ButtonLighting->setIsPushButton(true);
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core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+50, rectBtn.UpperLeftCorner.Y+15 );
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InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
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InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
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// Controls for colors
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TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, top), true, guiEnv->getRootGUIElement());
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top += 300;
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// Controls for selecting the material textures
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guiEnv->addStaticText(L"Textures", core::rect<s32>(pos.X, top, pos.X+150, top+15), true, false, 0, -1, true);
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top += 15;
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// The default material types only use first 2 textures
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irr::u32 maxTextures = core::min_(2u, irr::video::MATERIAL_MAX_TEXTURES);
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for (irr::u32 i=0; i<maxTextures; ++i)
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{
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TextureControls.push_back(new CTextureControl(guiEnv, Driver, core::position2di(pos.X, top), guiEnv->getRootGUIElement()));
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top += 15;
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}
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|
Initialized = true;
|
|
}
|
|
|
|
void CMaterialControl::setMaterial(const irr::video::SMaterial & material)
|
|
{
|
|
if (ComboMaterial)
|
|
ComboMaterial->setSelected( (s32)material.MaterialType );
|
|
if (ButtonLighting)
|
|
ButtonLighting->setPressed(material.Lighting);
|
|
if (TypicalColorsControl)
|
|
TypicalColorsControl->setColorsToMaterialColors(material);
|
|
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
|
TextureControls[i]->setDirty();
|
|
}
|
|
|
|
void CMaterialControl::update(scene::IMeshSceneNode* sceneNode, scene::IMeshSceneNode* sceneNode2T, scene::IMeshSceneNode* sceneNodeTangents)
|
|
{
|
|
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)
|
|
{
|
|
// Show the node which has a mesh to work with the currently selected material
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Always update materials of all nodes, otherwise the tool is confusing to use.
|
|
updateMaterial(material);
|
|
updateMaterial(material2T);
|
|
updateMaterial(materialTangents);
|
|
|
|
if ( ButtonLighting->isPressed() )
|
|
InfoLighting->setText(L"is on");
|
|
else
|
|
InfoLighting->setText(L"is off");
|
|
|
|
TypicalColorsControl->resetDirty();
|
|
|
|
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
|
TextureControls[i]->resetDirty();
|
|
}
|
|
|
|
void CMaterialControl::updateTextures()
|
|
{
|
|
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
|
TextureControls[i]->updateTextures(Driver);
|
|
}
|
|
|
|
void CMaterialControl::selectTextures(const irr::core::stringw& name)
|
|
{
|
|
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
|
TextureControls[i]->selectTextureByName(name);
|
|
}
|
|
|
|
bool CMaterialControl::isLightingEnabled() const
|
|
{
|
|
return ButtonLighting && ButtonLighting->isPressed();
|
|
}
|
|
|
|
void CMaterialControl::updateMaterial(video::SMaterial & material)
|
|
{
|
|
TypicalColorsControl->updateMaterialColors(material);
|
|
material.Lighting = ButtonLighting->isPressed();
|
|
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
|
{
|
|
if ( TextureControls[i]->isDirty() )
|
|
{
|
|
material.TextureLayer[i].Texture = Driver->findTexture( io::path(TextureControls[i]->getSelectedTextureName()) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Control to allow setting the color values of a lightscenenode.
|
|
*/
|
|
|
|
void CLightNodeControl::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;
|
|
|
|
gui::IGUIStaticText* st = guiEnv->addStaticText(description, core::rect<s32>(pos.X, pos.Y, pos.X+80, pos.Y+15), true, false, 0, -1, true);
|
|
st->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, pos.Y+15), false, guiEnv->getRootGUIElement());
|
|
TypicalColorsControl->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
const video::SLight & lightData = node->getLightData();
|
|
TypicalColorsControl->setColorsToLightDataColors(lightData);
|
|
Initialized = true;
|
|
}
|
|
|
|
void CLightNodeControl::update(scene::ILightSceneNode* node)
|
|
{
|
|
if ( !Initialized )
|
|
return;
|
|
|
|
video::SLight & lightData = node->getLightData();
|
|
TypicalColorsControl->updateLightColors(lightData);
|
|
}
|
|
|
|
/*
|
|
Main application class
|
|
*/
|
|
|
|
// Event handler
|
|
bool CApp::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
|
|
setRunning(false);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case gui::EGET_FILE_SELECTED:
|
|
{
|
|
// load the texture file, selected in the file open dialog
|
|
gui::IGUIFileOpenDialog* dialog =
|
|
(gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;
|
|
loadTexture(io::path(dialog->getFileName()).c_str());
|
|
}
|
|
break;
|
|
|
|
case gui::EGET_COMBO_BOX_CHANGED:
|
|
if (event.GUIEvent.Caller == ComboMeshType )
|
|
{
|
|
irr::scene::IMeshSceneNode* currentNode = getVisibleMeshNode();
|
|
if (currentNode)
|
|
{
|
|
// ensure next mesh will get same color and material settings
|
|
if ( ControlVertexColors )
|
|
{
|
|
video::S3DVertex * vertices = (video::S3DVertex *)currentNode->getMesh()->getMeshBuffer(0)->getVertices();
|
|
ControlVertexColors->setColor(vertices[0].Color);
|
|
}
|
|
if ( MeshMaterialControl )
|
|
MeshMaterialControl->setMaterial(currentNode->getMaterial(0));
|
|
}
|
|
setActiveMeshNodeType((ENodeType)ComboMeshType->getSelected());
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (event.EventType == EET_KEY_INPUT_EVENT)
|
|
{
|
|
KeysPressed[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
|
}
|
|
else if (event.EventType == EET_MOUSE_INPUT_EVENT)
|
|
{
|
|
if (!MousePressed && event.MouseInput.isLeftPressed())
|
|
{
|
|
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
|
|
if ( guiEnv->getHovered() == guiEnv->getRootGUIElement() ) // Click on background
|
|
{
|
|
MousePressed = true;
|
|
MouseStart.X = event.MouseInput.X;
|
|
MouseStart.Y = event.MouseInput.Y;
|
|
}
|
|
}
|
|
else if (MousePressed && !event.MouseInput.isLeftPressed())
|
|
{
|
|
MousePressed = false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Application initialization
|
|
// returns true when it was successful initialized, otherwise false.
|
|
bool CApp::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( core::stringw(video::DRIVER_TYPE_NAMES[Config.DriverType]).c_str() );
|
|
Device->setEventReceiver(this);
|
|
|
|
scene::ISceneManager* smgr = Device->getSceneManager();
|
|
video::IVideoDriver * driver = Device->getVideoDriver ();
|
|
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
|
|
MeshManipulator = smgr->getMeshManipulator();
|
|
|
|
// set a nicer font
|
|
gui::IGUISkin* skin = guiEnv->getSkin();
|
|
gui::IGUIFont* font = guiEnv->getFont(getExampleMediaPath() + "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, 30, -50),
|
|
core::vector3df(0, 0, 0),
|
|
-1);
|
|
|
|
setActiveMeshNodeType(ENT_CUBE);
|
|
|
|
const s32 controlsTop = 20;
|
|
MeshMaterialControl = new CMaterialControl();
|
|
MeshMaterialControl->init( Device, core::position2d<s32>(10,controlsTop), L"Material");
|
|
MeshMaterialControl->setMaterial(SceneNode->getMaterial(0));
|
|
MeshMaterialControl->selectTextures(core::stringw("CARO_A8R8G8B8")); // set a useful default texture
|
|
|
|
|
|
// add one light
|
|
const f32 lightRadius = 80.f;
|
|
NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 30, -70),
|
|
video::SColorf(1.0f, 1.0f, 1.0f),
|
|
lightRadius);
|
|
LightControl = new CLightNodeControl();
|
|
LightControl->init(NodeLight, guiEnv, core::position2d<s32>(550,controlsTop), L"Dynamic light" );
|
|
|
|
#if 0 // enable to have some visual feedback for the light size
|
|
scene::IMeshSceneNode* lightRadiusNode = smgr->addSphereSceneNode(lightRadius, 64, NodeLight);
|
|
lightRadiusNode->getMaterial(0).Lighting = false;
|
|
lightRadiusNode->getMaterial(0).Wireframe = true;
|
|
#endif
|
|
|
|
// 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
|
|
|
|
|
|
// Add a the mesh UI controls
|
|
gui::IGUIStaticText* stMesh = guiEnv->addStaticText(L"Mesh", core::rect<s32>(440, controlsTop, 520, controlsTop+15), true, false, 0, -1, true);
|
|
stMesh->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
ComboMeshType = guiEnv->addComboBox(core::rect<s32>(440, controlsTop+16, 520, controlsTop+30), 0, -1);
|
|
ComboMeshType->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
ComboMeshType->addItem(L"cube");
|
|
ComboMeshType->addItem(L"sphere");
|
|
ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+30), L"Vertex colors", guiEnv->getRootGUIElement());
|
|
ControlVertexColors->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
ControlVertexColors->setColor(irr::video::SColor(255,255,255,255));
|
|
|
|
// Add a control for ambient light
|
|
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(550, 300), L"Global ambient", guiEnv->getRootGUIElement());
|
|
GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
|
|
GlobalAmbient->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
Update one frame
|
|
*/
|
|
bool CApp::update()
|
|
{
|
|
video::IVideoDriver* videoDriver = Device->getVideoDriver();
|
|
if ( !Device->run() )
|
|
return false;
|
|
|
|
// Figure out delta time since last frame
|
|
u32 newTick = Device->getTimer()->getRealTime();
|
|
f32 deltaTime = RealTimeTick > 0 ? f32(newTick-RealTimeTick)/1000.f : 0.f; // in seconds
|
|
RealTimeTick = newTick;
|
|
|
|
if ( Device->isWindowActive() || Config.RenderInBackground )
|
|
{
|
|
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
|
|
scene::ISceneManager* smgr = Device->getSceneManager();
|
|
gui::IGUISkin * skin = guiEnv->getSkin();
|
|
|
|
// update our controls
|
|
MeshMaterialControl->update(SceneNode, SceneNode2T, SceneNodeTangents);
|
|
LightControl->update(NodeLight);
|
|
|
|
// Update vertices
|
|
if ( ControlVertexColors->isDirty() )
|
|
{
|
|
MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());
|
|
MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());
|
|
MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());
|
|
ControlVertexColors->resetDirty();
|
|
}
|
|
|
|
// update ambient light settings
|
|
if ( GlobalAmbient->isDirty() )
|
|
{
|
|
smgr->setAmbientLight( GlobalAmbient->getColor() );
|
|
GlobalAmbient->resetDirty();
|
|
}
|
|
|
|
const float zoomSpeed = 10.f * deltaTime;
|
|
const float rotationSpeed = 100.f * deltaTime;
|
|
|
|
// Let the user move the light around
|
|
irr::gui::IGUIElement* focus=guiEnv->getFocus(); // some checks to prevent interfering with UI input
|
|
if ( !focus || focus == guiEnv->getRootGUIElement()
|
|
|| focus->getType() == irr::gui::EGUIET_STATIC_TEXT
|
|
|| focus->getType() == irr::gui::EGUIET_BUTTON
|
|
)
|
|
{
|
|
if ( KeysPressed[KEY_PLUS] || KeysPressed[KEY_ADD])
|
|
ZoomOut(NodeLight, zoomSpeed);
|
|
if ( KeysPressed[KEY_MINUS] || KeysPressed[KEY_SUBTRACT])
|
|
ZoomOut(NodeLight, -zoomSpeed);
|
|
if ( KeysPressed[KEY_RIGHT])
|
|
RotateHorizontal(NodeLight, rotationSpeed);
|
|
if ( KeysPressed[KEY_LEFT])
|
|
RotateHorizontal(NodeLight, -rotationSpeed);
|
|
UpdateRotationAxis(NodeLight, LightRotationAxis);
|
|
if ( KeysPressed[KEY_UP])
|
|
RotateAroundAxis(NodeLight, rotationSpeed, LightRotationAxis);
|
|
if ( KeysPressed[KEY_DOWN])
|
|
RotateAroundAxis(NodeLight, -rotationSpeed, LightRotationAxis);
|
|
}
|
|
|
|
// Let the user move the camera around
|
|
if (MousePressed)
|
|
{
|
|
gui::ICursorControl* cursorControl = Device->getCursorControl();
|
|
const core::position2d<s32>& mousePos = cursorControl->getPosition ();
|
|
RotateHorizontal(Camera, rotationSpeed * (MouseStart.X - mousePos.X));
|
|
RotateAroundAxis(Camera, rotationSpeed * (mousePos.Y - MouseStart.Y), CameraRotationAxis);
|
|
MouseStart = mousePos;
|
|
}
|
|
|
|
// draw everything
|
|
video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );
|
|
videoDriver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, bkColor);
|
|
|
|
smgr->drawAll();
|
|
guiEnv->drawAll();
|
|
|
|
if ( MeshMaterialControl->isLightingEnabled() )
|
|
{
|
|
// draw a line from the light to the target
|
|
video::SMaterial lineMaterial;
|
|
lineMaterial.Lighting = false;
|
|
videoDriver->setMaterial(lineMaterial);
|
|
videoDriver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
|
|
videoDriver->draw3DLine(NodeLight->getAbsolutePosition(), SceneNode->getAbsolutePosition());
|
|
}
|
|
|
|
videoDriver->endScene();
|
|
}
|
|
|
|
// be nice
|
|
Device->sleep( 5 );
|
|
|
|
return true;
|
|
}
|
|
|
|
// Close down the application
|
|
void CApp::quit()
|
|
{
|
|
IsRunning = false;
|
|
|
|
delete LightControl;
|
|
LightControl = NULL;
|
|
|
|
delete MeshMaterialControl;
|
|
MeshMaterialControl = NULL;
|
|
|
|
if ( ControlVertexColors )
|
|
{
|
|
ControlVertexColors->drop();
|
|
ControlVertexColors = NULL;
|
|
}
|
|
if ( GlobalAmbient )
|
|
{
|
|
GlobalAmbient->drop();
|
|
GlobalAmbient = NULL;
|
|
}
|
|
if ( Device )
|
|
{
|
|
Device->closeDevice();
|
|
Device->drop();
|
|
Device = NULL;
|
|
}
|
|
}
|
|
|
|
// Create some useful textures.
|
|
void CApp::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
|
|
// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.
|
|
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 UI knows it when more textures are available.
|
|
void CApp::loadTexture(const io::path &name)
|
|
{
|
|
Device->getVideoDriver()->getTexture(name);
|
|
MeshMaterialControl->updateTextures();
|
|
}
|
|
|
|
void CApp::RotateHorizontal(irr::scene::ISceneNode* node, irr::f32 angle)
|
|
{
|
|
if ( node )
|
|
{
|
|
core::vector3df pos(node->getPosition());
|
|
core::vector2df dir(pos.X, pos.Z);
|
|
dir.rotateBy(angle);
|
|
pos.X = dir.X;
|
|
pos.Z = dir.Y;
|
|
node->setPosition(pos);
|
|
}
|
|
}
|
|
|
|
void CApp::RotateAroundAxis(irr::scene::ISceneNode* node, irr::f32 angle, const irr::core::vector3df& axis)
|
|
{
|
|
if ( node )
|
|
{
|
|
// TOOD: yeah, doesn't rotate around top/bottom yet. Fixes welcome.
|
|
core::vector3df pos(node->getPosition());
|
|
core::matrix4 mat;
|
|
mat.setRotationAxisRadians (core::degToRad(angle), axis);
|
|
mat.rotateVect(pos);
|
|
node->setPosition(pos);
|
|
}
|
|
}
|
|
|
|
void CApp::ZoomOut(irr::scene::ISceneNode* node, irr::f32 units)
|
|
{
|
|
if ( node )
|
|
{
|
|
core::vector3df pos(node->getPosition());
|
|
irr::f32 len = pos.getLength() + units;
|
|
pos.setLength(len);
|
|
node->setPosition(pos);
|
|
}
|
|
}
|
|
|
|
void CApp::UpdateRotationAxis(irr::scene::ISceneNode* node, irr::core::vector3df& axis)
|
|
{
|
|
// Find a perpendicular axis to the x,z vector. If none found (vector straight up/down) continue to use the existing one.
|
|
core::vector3df pos(node->getPosition());
|
|
if ( !core::equals(pos.X, 0.f) || !core::equals(pos.Z, 0.f) )
|
|
{
|
|
axis.X = -pos.Z;
|
|
axis.Z = pos.X;
|
|
axis.normalize();
|
|
}
|
|
}
|
|
|
|
void CApp::setActiveMeshNodeType(ENodeType nodeType)
|
|
{
|
|
scene::ISceneManager* smgr = Device->getSceneManager();
|
|
|
|
if ( SceneNode )
|
|
smgr->addToDeletionQueue(SceneNode);
|
|
SceneNode = nullptr;
|
|
if ( SceneNode2T )
|
|
smgr->addToDeletionQueue(SceneNode2T);
|
|
SceneNode2T = nullptr;
|
|
if ( SceneNodeTangents )
|
|
smgr->addToDeletionQueue(SceneNodeTangents);
|
|
SceneNodeTangents = nullptr;
|
|
|
|
// default material
|
|
video::SMaterial defaultMaterial;
|
|
defaultMaterial.Shininess = 20.f;
|
|
|
|
// add the nodes which are used to show the materials
|
|
const irr::f32 size = 35.f;
|
|
if ( nodeType == ENT_CUBE)
|
|
{
|
|
SceneNode = smgr->addCubeSceneNode (size, 0, -1,
|
|
core::vector3df(0, 0, 0),
|
|
core::vector3df(0.f, 45.f, 0.f),
|
|
core::vector3df(1.0f, 1.0f, 1.0f),
|
|
scene::ECMT_1BUF_24VTX_NP);
|
|
// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
|
|
for ( u32 i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
|
|
{
|
|
defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
|
|
defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SceneNode = smgr->addSphereSceneNode(size*0.5f);
|
|
}
|
|
SceneNode->getMaterial(0) = defaultMaterial;
|
|
// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
|
|
|
|
// create nodes with other vertex types
|
|
scene::IMesh * mesh2T = MeshManipulator->createMeshWith2TCoords(SceneNode->getMesh());
|
|
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
|
mesh2T->drop();
|
|
|
|
scene::IMesh * meshTangents = MeshManipulator->createMeshWithTangents(SceneNode->getMesh(), false, false, false);
|
|
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
|
|
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
|
meshTangents->drop();
|
|
}
|
|
|
|
irr::scene::IMeshSceneNode* CApp::getVisibleMeshNode() const
|
|
{
|
|
if ( SceneNode && SceneNode->isVisible() )
|
|
return SceneNode;
|
|
if ( SceneNode2T && SceneNode2T->isVisible() )
|
|
return SceneNode2T;
|
|
if ( SceneNodeTangents && SceneNodeTangents->isVisible() )
|
|
return SceneNodeTangents;
|
|
return nullptr;
|
|
}
|
|
|
|
/*
|
|
Short main as most is done in classes.
|
|
*/
|
|
int main(int argc, char *argv[])
|
|
{
|
|
CApp APP;
|
|
|
|
if ( !APP.init(argc, argv) )
|
|
{
|
|
printf("init failed\n");
|
|
APP.quit();
|
|
return 1;
|
|
}
|
|
|
|
APP.setRunning(true);
|
|
|
|
/*
|
|
main application loop
|
|
*/
|
|
while(APP.isRunning())
|
|
{
|
|
if ( !APP.update() )
|
|
break;
|
|
}
|
|
|
|
APP.quit();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
**/
|