mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 15:42:25 +01:00
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
This commit is contained in:
parent
73247f4a21
commit
f61b8614ab
@ -182,7 +182,7 @@ void CColorControl::setColor(const video::SColor& col)
|
||||
setEditsFromColor(Color);
|
||||
}
|
||||
|
||||
// Add a staticbox for a description + an editbox so users can enter numbers
|
||||
// Add a statictext for a description + an editbox so users can enter numbers
|
||||
gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
|
||||
{
|
||||
using namespace gui;
|
||||
@ -195,7 +195,7 @@ gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv,
|
||||
return edit;
|
||||
}
|
||||
|
||||
// Get the color value from the editfields
|
||||
// Get the color value from the editboxes
|
||||
video::SColor CColorControl::getColorFromEdits() const
|
||||
{
|
||||
video::SColor col;
|
||||
@ -227,7 +227,7 @@ video::SColor CColorControl::getColorFromEdits() const
|
||||
return col;
|
||||
}
|
||||
|
||||
// Fill the editfields with the value for the given color
|
||||
// Fill the editboxes with a color value
|
||||
void CColorControl::setEditsFromColor(video::SColor col)
|
||||
{
|
||||
DirtyFlag = true;
|
||||
@ -382,13 +382,15 @@ void CTextureControl::selectTextureByName(const irr::core::stringw& name)
|
||||
void CTextureControl::updateTextures(video::IVideoDriver * driver)
|
||||
{
|
||||
s32 oldSelected = ComboTexture->getSelected();
|
||||
s32 selectNew = -1;
|
||||
core::stringw oldTextureName;
|
||||
if ( oldSelected >= 0 )
|
||||
{
|
||||
oldTextureName = ComboTexture->getItem(oldSelected);
|
||||
}
|
||||
|
||||
ComboTexture->clear();
|
||||
|
||||
s32 selectNew = -1;
|
||||
for ( u32 i=0; i < driver->getTextureCount(); ++i )
|
||||
{
|
||||
video::ITexture * texture = driver->getTextureByIndex(i);
|
||||
@ -579,9 +581,7 @@ void CLightNodeControl::update(scene::ILightSceneNode* node)
|
||||
Main application class
|
||||
*/
|
||||
|
||||
/*
|
||||
Event handler
|
||||
*/
|
||||
// Event handler
|
||||
bool CApp::OnEvent(const SEvent &event)
|
||||
{
|
||||
if (event.EventType == EET_GUI_EVENT)
|
||||
@ -609,7 +609,7 @@ bool CApp::OnEvent(const SEvent &event)
|
||||
|
||||
case gui::EGET_FILE_SELECTED:
|
||||
{
|
||||
// load the model file, selected in the file open dialog
|
||||
// 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());
|
||||
@ -700,7 +700,7 @@ bool CApp::init(int argc, char *argv[])
|
||||
// default material
|
||||
video::SMaterial defaultMaterial;
|
||||
defaultMaterial.Shininess = 20.f;
|
||||
|
||||
|
||||
// add the nodes which are used to show the materials
|
||||
#if 1
|
||||
SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
|
||||
@ -729,12 +729,19 @@ bool CApp::init(int argc, char *argv[])
|
||||
|
||||
|
||||
// add one light
|
||||
NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -40),
|
||||
const f32 lightRadius = 80.f;
|
||||
NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -70),
|
||||
video::SColorf(1.0f, 1.0f, 1.0f),
|
||||
35.0f);
|
||||
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),
|
||||
@ -769,8 +776,7 @@ bool CApp::update()
|
||||
return false;
|
||||
|
||||
// Figure out delta time since last frame
|
||||
ITimer * timer = Device->getTimer();
|
||||
u32 newTick = timer->getRealTime();
|
||||
u32 newTick = Device->getTimer()->getRealTime();
|
||||
f32 deltaTime = RealTimeTick > 0 ? f32(newTick-RealTimeTick)/1000.f : 0.f; // in seconds
|
||||
RealTimeTick = newTick;
|
||||
|
||||
@ -958,7 +964,7 @@ void CApp::createDefaultTextures(video::IVideoDriver * driver)
|
||||
imageA8R8G8B8->drop();
|
||||
}
|
||||
|
||||
// Load a texture and make sure nodes know it when more textures are available.
|
||||
// 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);
|
||||
@ -1005,7 +1011,7 @@ void CApp::ZoomOut(irr::scene::ISceneNode* node, irr::f32 units)
|
||||
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());
|
||||
core::vector3df pos(node->getPosition());
|
||||
if ( !core::equals(pos.X, 0.f) || !core::equals(pos.Z, 0.f) )
|
||||
{
|
||||
axis.X = -pos.Z;
|
||||
|
Loading…
Reference in New Issue
Block a user