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207 lines
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207 lines
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<div class="header">
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<div class="headertitle">
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<div class="title">Tutorial 22: Material Viewer </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><div class="image">
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<img src="../../media/example_screenshots/022shot.jpg" alt="022shot.jpg"/>
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</div>
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<p>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.</p>
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<p>You have a node with a mesh, one dynamic light and global ambient light to play around with. You can move the light with cursor-keys and +/-. You can move the camera while left-mouse button is clicked. </p><div class="fragment"><div class="line"><span class="comment">// TODO: Should be possible to set all material values by the GUI.</span></div><div class="line"><span class="comment">// For now just change the defaultMaterial in CApp::init for the rest.</span></div><div class="line"><span class="comment">// TODO: Allow users to switch between a sphere and a box mesh.</span></div><div class="line"></div><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"><span class="preprocessor">#include "main.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> Variables within the empty namespace are globals which are restricted to this file. </p><div class="fragment"><div class="line"><span class="keyword">namespace</span></div><div class="line">{</div><div class="line"> <span class="comment">// For the gui id's</span></div><div class="line"> <span class="keyword">enum</span> EGUI_IDS</div><div class="line"> {</div><div class="line"> GUI_ID_OPEN_TEXTURE = 1,</div><div class="line"> GUI_ID_QUIT,</div><div class="line"> GUI_ID_MAX</div><div class="line"> };</div><div class="line"></div><div class="line"> <span class="comment">// Name used in texture selection to clear the textures on the node</span></div><div class="line"> <span class="keyword">const</span> core::stringw CLEAR_TEXTURE = L<span class="stringliteral">"CLEAR texture"</span>;</div><div class="line"></div><div class="line"> <span class="comment">// some useful color constants</span></div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_BLACK = video::SColor(255, 0, 0, 0);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_BLUE = video::SColor(255, 0, 0, 255);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_CYAN = video::SColor(255, 0, 255, 255);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_GRAY = video::SColor(255, 128,128, 128);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_GREEN = video::SColor(255, 0, 255, 0);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_MAGENTA = video::SColor(255, 255, 0, 255);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_RED = video::SColor(255, 255, 0, 0);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_YELLOW = video::SColor(255, 255, 255, 0);</div><div class="line"> <span class="keyword">const</span> video::SColor SCOL_WHITE = video::SColor(255, 255, 255, 255);</div><div class="line">}; <span class="comment">// namespace</span></div></div><!-- fragment --><p> Returns a new unique number on each call. </p><div class="fragment"><div class="line">s32 makeUniqueId()</div><div class="line">{</div><div class="line"> <span class="keyword">static</span> <span class="keywordtype">int</span> unique = GUI_ID_MAX;</div><div class="line"> ++unique;</div><div class="line"> <span class="keywordflow">return</span> unique;</div><div class="line">}</div></div><!-- fragment --><p> Find out which vertex-type is needed for the given material type. </p><div class="fragment"><div class="line">video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materialType)</div><div class="line">{</div><div class="line"> <span class="keyword">using namespace </span>video;</div><div class="line"></div><div class="line"> <span class="keywordflow">switch</span> ( materialType )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">case</span> EMT_SOLID:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_SOLID_2_LAYER:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_ADD:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_M2:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_M4:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_LIGHTING:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_LIGHTING_M2:</div><div class="line"> <span class="keywordflow">case</span> EMT_LIGHTMAP_LIGHTING_M4:</div><div class="line"> <span class="keywordflow">return</span> EVT_2TCOORDS;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_DETAIL_MAP:</div><div class="line"> <span class="keywordflow">return</span> EVT_2TCOORDS;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_SPHERE_MAP:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_REFLECTION_2_LAYER:</div><div class="line"> <span class="keywordflow">return</span> EVT_2TCOORDS;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_TRANSPARENT_ADD_COLOR:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_TRANSPARENT_ALPHA_CHANNEL:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_TRANSPARENT_ALPHA_CHANNEL_REF:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_TRANSPARENT_VERTEX_ALPHA:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_TRANSPARENT_REFLECTION_2_LAYER:</div><div class="line"> <span class="keywordflow">return</span> EVT_2TCOORDS;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_NORMAL_MAP_SOLID:</div><div class="line"> <span class="keywordflow">case</span> EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:</div><div class="line"> <span class="keywordflow">case</span> EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:</div><div class="line"> <span class="keywordflow">case</span> EMT_PARALLAX_MAP_SOLID:</div><div class="line"> <span class="keywordflow">case</span> EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:</div><div class="line"> <span class="keywordflow">case</span> EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:</div><div class="line"> <span class="keywordflow">return</span> EVT_TANGENTS;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_ONETEXTURE_BLEND:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> EMT_FORCE_32BIT:</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">return</span> EVT_STANDARD;</div><div class="line">}</div></div><!-- fragment --><p> Custom GUI-control to edit colorvalues. </p><div class="fragment"><div class="line"><span class="comment">// Constructor</span></div><div class="line">CColorControl::CColorControl(gui::IGUIEnvironment* guiEnv, <span class="keyword">const</span> core::position2d<s32> & pos, <span class="keyword">const</span> <span class="keywordtype">wchar_t</span> *text, IGUIElement* parent, s32 <span class="keywordtype">id</span>)</div><div class="line"> : gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))</div><div class="line"> , DirtyFlag(true)</div><div class="line"> , Color(0)</div><div class="line"> , ColorStatic(0)</div><div class="line"> , EditAlpha(0)</div><div class="line"> , EditRed(0)</div><div class="line"> , EditGreen(0)</div><div class="line"> , EditBlue(0)</div><div class="line">{</div><div class="line"> <span class="keyword">using namespace </span>gui;</div><div class="line"> ButtonSetId = makeUniqueId();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> core::rect< s32 > rectControls(0,0,AbsoluteRect.getWidth(),AbsoluteRect.getHeight() );</div><div class="line"> IGUIStaticText * groupElement = guiEnv->addStaticText (L<span class="stringliteral">""</span>, rectControls, <span class="keyword">true</span>, <span class="keyword">false</span>, <span class="keyword">this</span>, -1, <span class="keyword">false</span>);</div><div class="line"> groupElement->setNotClipped(<span class="keyword">true</span>);</div><div class="line"></div><div class="line"> guiEnv->addStaticText (text, core::rect<s32>(0,0,80,15), <span class="keyword">false</span>, <span class="keyword">false</span>, groupElement, -1, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"> EditAlpha = addEditForNumbers(guiEnv, core::position2d<s32>(0,15), L<span class="stringliteral">"a"</span>, -1, groupElement );</div><div class="line"> EditRed = addEditForNumbers(guiEnv, core::position2d<s32>(0,30), L<span class="stringliteral">"r"</span>, -1, groupElement );</div><div class="line"> EditGreen = addEditForNumbers(guiEnv, core::position2d<s32>(0,45), L<span class="stringliteral">"g"</span>, -1, groupElement );</div><div class="line"> EditBlue = addEditForNumbers(guiEnv, core::position2d<s32>(0,60), L<span class="stringliteral">"b"</span>, -1, groupElement );</div><div class="line"></div><div class="line"> ColorStatic = guiEnv->addStaticText (L<span class="stringliteral">""</span>, core::rect<s32>(60,15,80,75), <span class="keyword">true</span>, <span class="keyword">false</span>, groupElement, -1, <span class="keyword">true</span>);</div><div class="line"></div><div class="line"> guiEnv->addButton (core::rect<s32>(60,35,80,50), groupElement, ButtonSetId, L<span class="stringliteral">"set"</span>);</div><div class="line"> setEditsFromColor(Color);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// event receiver</span></div><div class="line"><span class="keywordtype">bool</span> CColorControl::OnEvent(<span class="keyword">const</span> SEvent &event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( event.EventType != EET_GUI_EVENT )</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( event.GUIEvent.Caller->getID() == ButtonSetId && <span class="keyword">event</span>.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )</div><div class="line"> {</div><div class="line"> Color = getColorFromEdits();</div><div class="line"> setEditsFromColor(Color);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// set the color values</span></div><div class="line"><span class="keywordtype">void</span> CColorControl::setColor(<span class="keyword">const</span> video::SColor& col)</div><div class="line">{</div><div class="line"> DirtyFlag = <span class="keyword">true</span>;</div><div class="line"> Color = col;</div><div class="line"> setEditsFromColor(Color);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Add a staticbox for a description + an editbox so users can enter numbers</span></div><div class="line">gui::IGUIEditBox* CColorControl::addEditForNumbers(gui::IGUIEnvironment* guiEnv, <span class="keyword">const</span> core::position2d<s32> & pos, <span class="keyword">const</span> <span class="keywordtype">wchar_t</span> *text, s32 <span class="keywordtype">id</span>, gui::IGUIElement * parent)</div><div class="line">{</div><div class="line"> <span class="keyword">using namespace </span>gui;</div><div class="line"></div><div class="line"> core::rect< s32 > rect(pos, pos+core::dimension2d<s32>(10, 15));</div><div class="line"> guiEnv->addStaticText (text, rect, <span class="keyword">false</span>, <span class="keyword">false</span>, parent, -1, <span class="keyword">false</span>);</div><div class="line"> rect += core::position2d<s32>( 20, 0 );</div><div class="line"> rect.LowerRightCorner.X += 20;</div><div class="line"> gui::IGUIEditBox* edit = guiEnv->addEditBox(L<span class="stringliteral">"0"</span>, rect, <span class="keyword">true</span>, parent, <span class="keywordtype">id</span>);</div><div class="line"> <span class="keywordflow">return</span> edit;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Get the color value from the editfields</span></div><div class="line">video::SColor CColorControl::getColorFromEdits()<span class="keyword"> const</span></div><div class="line"><span class="keyword"></span>{</div><div class="line"> video::SColor col;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (EditAlpha)</div><div class="line"> {</div><div class="line"> u32 alpha = core::strtoul10(core::stringc(EditAlpha->getText()).c_str());</div><div class="line"> <span class="keywordflow">if</span> (alpha > 255)</div><div class="line"> alpha = 255;</div><div class="line"> col.setAlpha(alpha);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (EditRed)</div><div class="line"> {</div><div class="line"> u32 red = core::strtoul10(core::stringc(EditRed->getText()).c_str());</div><div class="line"> <span class="keywordflow">if</span> (red > 255)</div><div class="line"> red = 255;</div><div class="line"> col.setRed(red);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (EditGreen)</div><div class="line"> {</div><div class="line"> u32 green = core::strtoul10(core::stringc(EditGreen->getText()).c_str());</div><div class="line"> <span class="keywordflow">if</span> (green > 255)</div><div class="line"> green = 255;</div><div class="line"> col.setGreen(green);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (EditBlue)</div><div class="line"> {</div><div class="line"> u32 blue = core::strtoul10(core::stringc(EditBlue->getText()).c_str());</div><div class="line"> <span class="keywordflow">if</span> (blue > 255)</div><div class="line"> blue = 255;</div><div class="line"> col.setBlue(blue);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> col;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Fill the editfields with the value for the given color</span></div><div class="line"><span class="keywordtype">void</span> CColorControl::setEditsFromColor(video::SColor col)</div><div class="line">{</div><div class="line"> DirtyFlag = <span class="keyword">true</span>;</div><div class="line"> <span class="keywordflow">if</span> ( EditAlpha )</div><div class="line"> EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( EditRed )</div><div class="line"> EditRed->setText( core::stringw(col.getRed()).c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( EditGreen )</div><div class="line"> EditGreen->setText( core::stringw(col.getGreen()).c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( EditBlue )</div><div class="line"> EditBlue->setText( core::stringw(col.getBlue()).c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( ColorStatic )</div><div class="line"> ColorStatic->setBackgroundColor(col);</div><div class="line">}</div></div><!-- fragment --><p> Custom GUI-control for to edit all colors typically used in materials and lights </p><div class="fragment"><div class="line"><span class="comment">// Constructor</span></div><div class="line">CTypicalColorsControl::CTypicalColorsControl(gui::IGUIEnvironment* guiEnv, <span class="keyword">const</span> core::position2d<s32> & pos, <span class="keywordtype">bool</span> hasEmissive, IGUIElement* parent, s32 <span class="keywordtype">id</span>)</div><div class="line"> : gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(60,250)))</div><div class="line"> , ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0)</div><div class="line">{</div><div class="line"> ControlAmbientColor = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(0, 0), L<span class="stringliteral">"Ambient"</span>, <span class="keyword">this</span>);</div><div class="line"> ControlDiffuseColor = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(0, 75), L<span class="stringliteral">"Diffuse"</span>, <span class="keyword">this</span> );</div><div class="line"> ControlSpecularColor = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(0, 150), L<span class="stringliteral">"Specular"</span>, <span class="keyword">this</span> );</div><div class="line"> <span class="keywordflow">if</span> ( hasEmissive )</div><div class="line"> {</div><div class="line"> ControlEmissiveColor = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(0, 225), L<span class="stringliteral">"Emissive"</span>, <span class="keyword">this</span> );</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Destructor</span></div><div class="line">CTypicalColorsControl::~CTypicalColorsControl()</div><div class="line">{</div><div class="line"> ControlAmbientColor->drop();</div><div class="line"> ControlDiffuseColor->drop();</div><div class="line"> <span class="keywordflow">if</span> ( ControlEmissiveColor )</div><div class="line"> ControlEmissiveColor->drop();</div><div class="line"> ControlSpecularColor->drop();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Set the color values to those within the material</span></div><div class="line"><span class="keywordtype">void</span> CTypicalColorsControl::setColorsToMaterialColors(<span class="keyword">const</span> video::SMaterial & material)</div><div class="line">{</div><div class="line"> ControlAmbientColor->setColor(material.AmbientColor);</div><div class="line"> ControlDiffuseColor->setColor(material.DiffuseColor);</div><div class="line"> ControlEmissiveColor->setColor(material.EmissiveColor);</div><div class="line"> ControlSpecularColor->setColor(material.SpecularColor);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Update all changed colors in the material</span></div><div class="line"><span class="keywordtype">void</span> CTypicalColorsControl::updateMaterialColors(video::SMaterial & material)<span class="keyword"> const</span></div><div class="line"><span class="keyword"></span>{</div><div class="line"> <span class="keywordflow">if</span> ( ControlAmbientColor->isDirty() )</div><div class="line"> material.AmbientColor = ControlAmbientColor->getColor();</div><div class="line"> <span class="keywordflow">if</span> ( ControlDiffuseColor->isDirty() )</div><div class="line"> material.DiffuseColor = ControlDiffuseColor->getColor();</div><div class="line"> <span class="keywordflow">if</span> ( ControlEmissiveColor->isDirty() )</div><div class="line"> material.EmissiveColor = ControlEmissiveColor->getColor();</div><div class="line"> <span class="keywordflow">if</span> ( ControlSpecularColor->isDirty() )</div><div class="line"> material.SpecularColor = ControlSpecularColor->getColor();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Set the color values to those from the light data</span></div><div class="line"><span class="keywordtype">void</span> CTypicalColorsControl::setColorsToLightDataColors(<span class="keyword">const</span> video::SLight & lightData)</div><div class="line">{</div><div class="line"> ControlAmbientColor->setColor(lightData.AmbientColor.toSColor());</div><div class="line"> ControlDiffuseColor->setColor(lightData.DiffuseColor.toSColor());</div><div class="line"> ControlSpecularColor->setColor(lightData.SpecularColor.toSColor());</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Update all changed colors in the light data</span></div><div class="line"><span class="keywordtype">void</span> CTypicalColorsControl::updateLightColors(video::SLight & lightData)<span class="keyword"> const</span></div><div class="line"><span class="keyword"></span>{</div><div class="line"> <span class="keywordflow">if</span> ( ControlAmbientColor->isDirty() )</div><div class="line"> lightData.AmbientColor = video::SColorf( ControlAmbientColor->getColor() );</div><div class="line"> <span class="keywordflow">if</span> ( ControlDiffuseColor->isDirty() )</div><div class="line"> lightData.DiffuseColor = video::SColorf( ControlDiffuseColor->getColor() );</div><div class="line"> <span class="keywordflow">if</span> ( ControlSpecularColor->isDirty() )</div><div class="line"> lightData.SpecularColor = video::SColorf(ControlSpecularColor->getColor() );</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// To reset the dirty flags</span></div><div class="line"><span class="keywordtype">void</span> CTypicalColorsControl::resetDirty()</div><div class="line">{</div><div class="line"> ControlAmbientColor->resetDirty();</div><div class="line"> ControlDiffuseColor->resetDirty();</div><div class="line"> ControlSpecularColor->resetDirty();</div><div class="line"> <span class="keywordflow">if</span> ( ControlEmissiveColor )</div><div class="line"> ControlEmissiveColor->resetDirty();</div><div class="line">}</div></div><!-- fragment --><p> GUI-Control to offer a selection of available textures. </p><div class="fragment"><div class="line">CTextureControl::CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, <span class="keyword">const</span> core::position2d<s32> & pos, IGUIElement* parent, s32 <span class="keywordtype">id</span>)</div><div class="line">: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(150,15)))</div><div class="line">, DirtyFlag(true), ComboTexture(0)</div><div class="line">{</div><div class="line"> core::rect<s32> rectCombo(0, 0, AbsoluteRect.getWidth(),AbsoluteRect.getHeight());</div><div class="line"> ComboTexture = guiEnv->addComboBox (rectCombo, <span class="keyword">this</span>);</div><div class="line"> updateTextures(driver);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">bool</span> CTextureControl::OnEvent(<span class="keyword">const</span> SEvent &event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( event.EventType != EET_GUI_EVENT )</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( event.GUIEvent.Caller == ComboTexture && event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )</div><div class="line"> {</div><div class="line"> DirtyFlag = <span class="keyword">true</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Workaround for a problem with comboboxes.</span></div><div class="line"><span class="comment">// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.</span></div><div class="line"><span class="keywordtype">bool</span> CTextureControl::bringToFront(IGUIElement* element)</div><div class="line">{</div><div class="line"> <span class="keywordtype">bool</span> result = gui::IGUIElement::bringToFront(element);</div><div class="line"> <span class="keywordflow">if</span> ( Parent && element == ComboTexture )</div><div class="line"> result &= Parent->bringToFront(<span class="keyword">this</span>);</div><div class="line"> <span class="keywordflow">return</span> result;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// return selected texturename (if any, otherwise 0)</span></div><div class="line"><span class="keyword">const</span> <span class="keywordtype">wchar_t</span> * CTextureControl::getSelectedTextureName()<span class="keyword"> const</span></div><div class="line"><span class="keyword"></span>{</div><div class="line"> s32 selected = ComboTexture->getSelected();</div><div class="line"> <span class="keywordflow">if</span> ( selected < 0 )</div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line"> <span class="keywordflow">return</span> ComboTexture->getItem(selected);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CTextureControl::selectTextureByName(<span class="keyword">const</span> irr::core::stringw& name)</div><div class="line">{</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i< ComboTexture->getItemCount(); ++i)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( name == ComboTexture->getItem(i))</div><div class="line"> {</div><div class="line"> ComboTexture->setSelected(i);</div><div class="line"> DirtyFlag = <span class="keyword">true</span>;</div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Put the names of all currently loaded textures in a combobox</span></div><div class="line"><span class="keywordtype">void</span> CTextureControl::updateTextures(video::IVideoDriver * driver)</div><div class="line">{</div><div class="line"> s32 oldSelected = ComboTexture->getSelected();</div><div class="line"> s32 selectNew = -1;</div><div class="line"> core::stringw oldTextureName;</div><div class="line"> <span class="keywordflow">if</span> ( oldSelected >= 0 )</div><div class="line"> {</div><div class="line"> oldTextureName = ComboTexture->getItem(oldSelected);</div><div class="line"> }</div><div class="line"> ComboTexture->clear();</div><div class="line"> <span class="keywordflow">for</span> ( u32 i=0; i < driver->getTextureCount(); ++i )</div><div class="line"> {</div><div class="line"> video::ITexture * texture = driver->getTextureByIndex(i);</div><div class="line"> core::stringw name( texture->getName() );</div><div class="line"> ComboTexture->addItem( name.c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( !oldTextureName.empty() && selectNew < 0 && name == oldTextureName )</div><div class="line"> selectNew = i;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// add another name which can be used to clear the texture</span></div><div class="line"> ComboTexture->addItem( CLEAR_TEXTURE.c_str() );</div><div class="line"> <span class="keywordflow">if</span> ( CLEAR_TEXTURE == oldTextureName )</div><div class="line"> selectNew = ComboTexture->getItemCount()-1;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( selectNew >= 0 )</div><div class="line"> ComboTexture->setSelected(selectNew);</div><div class="line"></div><div class="line"> DirtyFlag = <span class="keyword">true</span>;</div><div class="line">}</div></div><!-- fragment --><p> Control which allows setting some of the material values for a meshscenenode </p><div class="fragment"><div class="line"><span class="keywordtype">void</span> CMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device, <span class="keyword">const</span> core::position2d<s32> & pos, <span class="keyword">const</span> <span class="keywordtype">wchar_t</span> * description)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( Initialized || !node || !device) <span class="comment">// initializing twice or with invalid data not allowed</span></div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"></div><div class="line"> Driver = device->getVideoDriver ();</div><div class="line"> gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();</div><div class="line"> <span class="comment">//scene::ISceneManager* smgr = device->getSceneManager();</span></div><div class="line"> <span class="keyword">const</span> video::SMaterial & material = node->getMaterial(0);</div><div class="line"></div><div class="line"> s32 top = pos.Y;</div><div class="line"></div><div class="line"> <span class="comment">// Description</span></div><div class="line"> guiEnv->addStaticText(description, core::rect<s32>(pos.X, top, pos.X+60, top+15), <span class="keyword">false</span>, <span class="keyword">false</span>, 0, -1, <span class="keyword">false</span>);</div><div class="line"> top += 15;</div><div class="line"></div><div class="line"> <span class="comment">// Control for material type</span></div><div class="line"> core::rect<s32> rectCombo(pos.X, top, 150, top+15);</div><div class="line"> top += 15;</div><div class="line"> ComboMaterial = guiEnv->addComboBox (rectCombo);</div><div class="line"> <span class="keywordflow">for</span> ( <span class="keywordtype">int</span> i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )</div><div class="line"> {</div><div class="line"> ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );</div><div class="line"> }</div><div class="line"> ComboMaterial->setSelected( (s32)material.MaterialType );</div><div class="line"></div><div class="line"> <span class="comment">// Control to enable/disabling material lighting</span></div><div class="line"> core::rect<s32> rectBtn(core::position2d<s32>(pos.X, top), core::dimension2d<s32>(100, 15));</div><div class="line"> top += 15;</div><div class="line"> ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L<span class="stringliteral">"Lighting"</span>);</div><div class="line"> ButtonLighting->setIsPushButton(<span class="keyword">true</span>);</div><div class="line"> ButtonLighting->setPressed(material.Lighting);</div><div class="line"> core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+40, rectBtn.UpperLeftCorner.Y+15 );</div><div class="line"> InfoLighting = guiEnv->addStaticText(L<span class="stringliteral">""</span>, rectInfo, <span class="keyword">true</span>, <span class="keyword">false</span> );</div><div class="line"> InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );</div><div class="line"></div><div class="line"> <span class="comment">// Controls for colors</span></div><div class="line"> TypicalColorsControl = <span class="keyword">new</span> CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, top), <span class="keyword">true</span>, guiEnv->getRootGUIElement());</div><div class="line"> top += 300;</div><div class="line"> TypicalColorsControl->setColorsToMaterialColors(material);</div><div class="line"></div><div class="line"> <span class="comment">// Controls for selecting the material textures</span></div><div class="line"> guiEnv->addStaticText(L<span class="stringliteral">"Textures"</span>, core::rect<s32>(pos.X, top, pos.X+60, top+15), <span class="keyword">false</span>, <span class="keyword">false</span>, 0, -1, <span class="keyword">false</span>);</div><div class="line"> top += 15;</div><div class="line"></div><div class="line"> <span class="keywordflow">for</span> (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)</div><div class="line"> {</div><div class="line"> TextureControls[i] = <span class="keyword">new</span> CTextureControl(guiEnv, Driver, core::position2di(pos.X, top), guiEnv->getRootGUIElement());</div><div class="line"> top += 15;</div><div class="line"> }</div><div class="line"></div><div class="line"> Initialized = <span class="keyword">true</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CMaterialControl::update(scene::IMeshSceneNode* sceneNode, scene::IMeshSceneNode* sceneNode2T, scene::IMeshSceneNode* sceneNodeTangents)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( !Initialized )</div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"></div><div class="line"> video::SMaterial & material = sceneNode->getMaterial(0);</div><div class="line"> video::SMaterial & material2T = sceneNode2T->getMaterial(0);</div><div class="line"> video::SMaterial & materialTangents = sceneNodeTangents->getMaterial(0);</div><div class="line"></div><div class="line"> s32 selectedMaterial = ComboMaterial->getSelected();</div><div class="line"> <span class="keywordflow">if</span> ( selectedMaterial >= (s32)video::EMT_SOLID && selectedMaterial <= (s32)video::EMT_ONETEXTURE_BLEND)</div><div class="line"> {</div><div class="line"> <span class="comment">// Show the node which has a mesh to work with the currently selected material</span></div><div class="line"> video::E_VERTEX_TYPE vertexType = getVertexTypeForMaterialType((video::E_MATERIAL_TYPE)selectedMaterial);</div><div class="line"> <span class="keywordflow">switch</span> ( vertexType )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">case</span> video::EVT_STANDARD:</div><div class="line"> material.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;</div><div class="line"> sceneNode->setVisible(<span class="keyword">true</span>);</div><div class="line"> sceneNode2T->setVisible(<span class="keyword">false</span>);</div><div class="line"> sceneNodeTangents->setVisible(<span class="keyword">false</span>);</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> video::EVT_2TCOORDS:</div><div class="line"> material2T.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;</div><div class="line"> sceneNode->setVisible(<span class="keyword">false</span>);</div><div class="line"> sceneNode2T->setVisible(<span class="keyword">true</span>);</div><div class="line"> sceneNodeTangents->setVisible(<span class="keyword">false</span>);</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> video::EVT_TANGENTS:</div><div class="line"> materialTangents.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;</div><div class="line"> sceneNode->setVisible(<span class="keyword">false</span>);</div><div class="line"> sceneNode2T->setVisible(<span class="keyword">false</span>);</div><div class="line"> sceneNodeTangents->setVisible(<span class="keyword">true</span>);</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Always update materials of all nodes, otherwise the tool is confusing to use.</span></div><div class="line"> updateMaterial(material);</div><div class="line"> updateMaterial(material2T);</div><div class="line"> updateMaterial(materialTangents);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( ButtonLighting->isPressed() )</div><div class="line"> InfoLighting->setText(L<span class="stringliteral">"is on"</span>);</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> InfoLighting->setText(L<span class="stringliteral">"is off"</span>);</div><div class="line"></div><div class="line"> TypicalColorsControl->resetDirty();</div><div class="line"></div><div class="line"> <span class="keywordflow">for</span> (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)</div><div class="line"> TextureControls[i]->resetDirty();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CMaterialControl::updateTextures()</div><div class="line">{</div><div class="line"> <span class="keywordflow">for</span> (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)</div><div class="line"> TextureControls[i]->updateTextures(Driver);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CMaterialControl::selectTextures(<span class="keyword">const</span> irr::core::stringw& name)</div><div class="line">{</div><div class="line"> <span class="keywordflow">for</span> (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)</div><div class="line"> TextureControls[i]->selectTextureByName(name);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">bool</span> CMaterialControl::isLightingEnabled()<span class="keyword"> const</span></div><div class="line"><span class="keyword"></span>{</div><div class="line"> <span class="keywordflow">return</span> ButtonLighting && ButtonLighting->isPressed();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CMaterialControl::updateMaterial(video::SMaterial & material)</div><div class="line">{</div><div class="line"> TypicalColorsControl->updateMaterialColors(material);</div><div class="line"> material.Lighting = ButtonLighting->isPressed();</div><div class="line"> <span class="keywordflow">for</span> (irr::u32 i=0; i<irr::video::MATERIAL_MAX_TEXTURES; ++i)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( TextureControls[i]->isDirty() )</div><div class="line"> {</div><div class="line"> material.TextureLayer[i].Texture = Driver->getTexture( io::path(TextureControls[i]->getSelectedTextureName()) );</div><div class="line"> }</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p> Control to allow setting the color values of a lightscenenode. </p><div class="fragment"><div class="line"><span class="keywordtype">void</span> CLightNodeControl::init(scene::ILightSceneNode* node, gui::IGUIEnvironment* guiEnv, <span class="keyword">const</span> core::position2d<s32> & pos, <span class="keyword">const</span> <span class="keywordtype">wchar_t</span> * description)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( Initialized || !node || !guiEnv) <span class="comment">// initializing twice or with invalid data not allowed</span></div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"></div><div class="line"> guiEnv->addStaticText(description, core::rect<s32>(pos.X, pos.Y, pos.X+70, pos.Y+15), <span class="keyword">false</span>, <span class="keyword">false</span>, 0, -1, <span class="keyword">false</span>);</div><div class="line"> TypicalColorsControl = <span class="keyword">new</span> CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, pos.Y+15), <span class="keyword">false</span>, guiEnv->getRootGUIElement());</div><div class="line"> <span class="keyword">const</span> video::SLight & lightData = node->getLightData();</div><div class="line"> TypicalColorsControl->setColorsToLightDataColors(lightData);</div><div class="line"> Initialized = <span class="keyword">true</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CLightNodeControl::update(scene::ILightSceneNode* node)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( !Initialized )</div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"></div><div class="line"> video::SLight & lightData = node->getLightData();</div><div class="line"> TypicalColorsControl->updateLightColors(lightData);</div><div class="line">}</div></div><!-- fragment --><p> Main application class </p><div class="fragment"></div><!-- fragment --><p> Event handler </p><div class="fragment"><div class="line"><span class="keywordtype">bool</span> CApp::OnEvent(<span class="keyword">const</span> SEvent &event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (event.EventType == EET_GUI_EVENT)</div><div class="line"> {</div><div class="line"> gui::IGUIEnvironment* env = Device->getGUIEnvironment();</div><div class="line"></div><div class="line"> <span class="keywordflow">switch</span>(event.GUIEvent.EventType)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">case</span> gui::EGET_MENU_ITEM_SELECTED:</div><div class="line"> {</div><div class="line"> gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)event.GUIEvent.Caller;</div><div class="line"> s32 <span class="keywordtype">id</span> = menu->getItemCommandId(menu->getSelectedItem());</div><div class="line"></div><div class="line"> <span class="keywordflow">switch</span>(<span class="keywordtype">id</span>)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">case</span> GUI_ID_OPEN_TEXTURE: <span class="comment">// File -> Open Texture</span></div><div class="line"> env->addFileOpenDialog(L<span class="stringliteral">"Please select a texture file to open"</span>);</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> GUI_ID_QUIT: <span class="comment">// File -> Quit</span></div><div class="line"> setRunning(<span class="keyword">false</span>);</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"></div><div class="line"> <span class="keywordflow">case</span> gui::EGET_FILE_SELECTED:</div><div class="line"> {</div><div class="line"> <span class="comment">// load the model file, selected in the file open dialog</span></div><div class="line"> gui::IGUIFileOpenDialog* dialog =</div><div class="line"> (gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;</div><div class="line"> loadTexture(io::path(dialog->getFileName()).c_str());</div><div class="line"> }</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"></div><div class="line"> <span class="keywordflow">default</span>:</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event.EventType == EET_KEY_INPUT_EVENT)</div><div class="line"> {</div><div class="line"> KeysPressed[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event.EventType == EET_MOUSE_INPUT_EVENT)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> (!MousePressed && event.MouseInput.isLeftPressed())</div><div class="line"> {</div><div class="line"> gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();</div><div class="line"> <span class="keywordflow">if</span> ( guiEnv->getHovered() == guiEnv->getRootGUIElement() ) <span class="comment">// Click on background</span></div><div class="line"> {</div><div class="line"> MousePressed = <span class="keyword">true</span>;</div><div class="line"> MouseStart.X = <span class="keyword">event</span>.MouseInput.X;</div><div class="line"> MouseStart.Y = <span class="keyword">event</span>.MouseInput.Y;</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (MousePressed && !event.MouseInput.isLeftPressed())</div><div class="line"> {</div><div class="line"> MousePressed = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Application initialization</span></div><div class="line"><span class="comment">// returns true when it was successful initialized, otherwise false.</span></div><div class="line"><span class="keywordtype">bool</span> CApp::init(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span> *argv[])</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> Config.DriverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (Config.DriverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> <span class="comment">// create the device with the settings from our config</span></div><div class="line"> Device = createDevice(Config.DriverType, Config.ScreenSize);</div><div class="line"> <span class="keywordflow">if</span> (!Device)</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> Device->setWindowCaption( core::stringw(video::DRIVER_TYPE_NAMES[Config.DriverType]).c_str() );</div><div class="line"> Device->setEventReceiver(<span class="keyword">this</span>);</div><div class="line"></div><div class="line"> scene::ISceneManager* smgr = Device->getSceneManager();</div><div class="line"> video::IVideoDriver * driver = Device->getVideoDriver ();</div><div class="line"> gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();</div><div class="line"> MeshManipulator = smgr->getMeshManipulator();</div><div class="line"></div><div class="line"> <span class="comment">// set a nicer font</span></div><div class="line"> gui::IGUISkin* skin = guiEnv->getSkin();</div><div class="line"> gui::IGUIFont* font = guiEnv->getFont(getExampleMediaPath() + <span class="stringliteral">"fonthaettenschweiler.bmp"</span>);</div><div class="line"> <span class="keywordflow">if</span> (font)</div><div class="line"> skin->setFont(font);</div><div class="line"></div><div class="line"> <span class="comment">// remove some alpha value because it makes those menus harder to read otherwise</span></div><div class="line"> video::SColor col3dHighLight( skin->getColor(gui::EGDC_APP_WORKSPACE) );</div><div class="line"> col3dHighLight.setAlpha(255);</div><div class="line"> video::SColor colHighLight( col3dHighLight );</div><div class="line"> skin->setColor(gui::EGDC_HIGH_LIGHT, colHighLight );</div><div class="line"> skin->setColor(gui::EGDC_3D_HIGH_LIGHT, col3dHighLight );</div><div class="line"></div><div class="line"> <span class="comment">// Add some textures which are useful to test material settings</span></div><div class="line"> createDefaultTextures(driver);</div><div class="line"></div><div class="line"> <span class="comment">// create a menu</span></div><div class="line"> gui::IGUIContextMenu * menuBar = guiEnv->addMenu();</div><div class="line"> menuBar->addItem(L<span class="stringliteral">"File"</span>, -1, <span class="keyword">true</span>, <span class="keyword">true</span>);</div><div class="line"></div><div class="line"> gui::IGUIContextMenu* subMenuFile = menuBar->getSubMenu(0);</div><div class="line"> subMenuFile->addItem(L<span class="stringliteral">"Open texture ..."</span>, GUI_ID_OPEN_TEXTURE);</div><div class="line"> subMenuFile->addSeparator();</div><div class="line"> subMenuFile->addItem(L<span class="stringliteral">"Quit"</span>, GUI_ID_QUIT);</div><div class="line"></div><div class="line"> <span class="comment">// a static camera</span></div><div class="line"> Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 40, -40),</div><div class="line"> core::vector3df(0, 10, 0),</div><div class="line"> -1);</div><div class="line"></div><div class="line"> <span class="comment">// default material</span></div><div class="line"> video::SMaterial defaultMaterial;</div><div class="line"> defaultMaterial.Shininess = 20.f;</div><div class="line"></div><div class="line"> <span class="comment">// add the nodes which are used to show the materials</span></div><div class="line"> SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,</div><div class="line"> core::vector3df(0, 0, 0),</div><div class="line"> core::vector3df(0.f, 45.f, 0.f),</div><div class="line"> core::vector3df(1.0f, 1.0f, 1.0f));</div><div class="line"> SceneNode->getMaterial(0) = defaultMaterial;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> s32 controlsTop = 20;</div><div class="line"> MeshMaterialControl = <span class="keyword">new</span> CMaterialControl();</div><div class="line"> MeshMaterialControl->init( SceneNode, Device, core::position2d<s32>(10,controlsTop), L<span class="stringliteral">"Material"</span> );</div><div class="line"> MeshMaterialControl->selectTextures(core::stringw(<span class="stringliteral">"CARO_A8R8G8B8"</span>)); <span class="comment">// set a useful default texture</span></div><div class="line"></div><div class="line"> <span class="comment">// create nodes with other vertex types</span></div><div class="line"> scene::IMesh * mesh2T = MeshManipulator->createMeshWith2TCoords(SceneNode->getMesh());</div><div class="line"> SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );</div><div class="line"> mesh2T->drop();</div><div class="line"></div><div class="line"> scene::IMesh * meshTangents = MeshManipulator->createMeshWithTangents(SceneNode->getMesh(), <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>);</div><div class="line"> SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1</div><div class="line"> , SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );</div><div class="line"> meshTangents->drop();</div><div class="line"></div><div class="line"></div><div class="line"> <span class="comment">// add one light</span></div><div class="line"> NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -40),</div><div class="line"> video::SColorf(1.0f, 1.0f, 1.0f),</div><div class="line"> 35.0f);</div><div class="line"> LightControl = <span class="keyword">new</span> CLightNodeControl();</div><div class="line"> LightControl->init(NodeLight, guiEnv, core::position2d<s32>(550,controlsTop), L<span class="stringliteral">"Dynamic light"</span> );</div><div class="line"></div><div class="line"> <span class="comment">// one large cube around everything. That's mainly to make the light more obvious.</span></div><div class="line"> scene::IMeshSceneNode* backgroundCube = smgr->addCubeSceneNode (200.0f, 0, -1, core::vector3df(0, 0, 0),</div><div class="line"> core::vector3df(45, 0, 0),</div><div class="line"> core::vector3df(1.0f, 1.0f, 1.0f));</div><div class="line"> backgroundCube->getMaterial(0).BackfaceCulling = <span class="keyword">false</span>; <span class="comment">// we are within the cube, so we have to disable backface culling to see it</span></div><div class="line"> backgroundCube->getMaterial(0).EmissiveColor.set(255,50,50,50); <span class="comment">// we keep some self lighting to keep texts visible</span></div><div class="line"></div><div class="line"></div><div class="line"> <span class="comment">// Add a the mesh vertex color control</span></div><div class="line"> guiEnv->addStaticText(L<span class="stringliteral">"Mesh"</span>, core::rect<s32>(200, controlsTop, 270, controlsTop+15), <span class="keyword">false</span>, <span class="keyword">false</span>, 0, -1, <span class="keyword">false</span>);</div><div class="line"> ControlVertexColors = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(200, controlsTop+15), L<span class="stringliteral">"Vertex colors"</span>, guiEnv->getRootGUIElement());</div><div class="line"> video::S3DVertex * vertices = (video::S3DVertex *)SceneNode->getMesh()->getMeshBuffer(0)->getVertices();</div><div class="line"> <span class="keywordflow">if</span> ( vertices )</div><div class="line"> {</div><div class="line"> ControlVertexColors->setColor(vertices[0].Color);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Add a control for ambient light</span></div><div class="line"> GlobalAmbient = <span class="keyword">new</span> CColorControl( guiEnv, core::position2d<s32>(550, 300), L<span class="stringliteral">"Global ambient"</span>, guiEnv->getRootGUIElement());</div><div class="line"> GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span>;</div><div class="line">}</div></div><!-- fragment --><p> Update one frame </p><div class="fragment"><div class="line"><span class="keywordtype">bool</span> CApp::update()</div><div class="line">{</div><div class="line"> <span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"> video::IVideoDriver* videoDriver = Device->getVideoDriver();</div><div class="line"> <span class="keywordflow">if</span> ( !Device->run() )</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> <span class="comment">// Figure out delta time since last frame</span></div><div class="line"> ITimer * timer = Device->getTimer();</div><div class="line"> u32 newTick = timer->getRealTime();</div><div class="line"> f32 deltaTime = RealTimeTick > 0 ? f32(newTick-RealTimeTick)/1000.f : 0.f; <span class="comment">// in seconds</span></div><div class="line"> RealTimeTick = newTick;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( Device->isWindowActive() || Config.RenderInBackground )</div><div class="line"> {</div><div class="line"> gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();</div><div class="line"> scene::ISceneManager* smgr = Device->getSceneManager();</div><div class="line"> gui::IGUISkin * skin = guiEnv->getSkin();</div><div class="line"></div><div class="line"> <span class="comment">// update our controls</span></div><div class="line"> MeshMaterialControl->update(SceneNode, SceneNode2T, SceneNodeTangents);</div><div class="line"> LightControl->update(NodeLight);</div><div class="line"></div><div class="line"> <span class="comment">// Update vertices</span></div><div class="line"> <span class="keywordflow">if</span> ( ControlVertexColors->isDirty() )</div><div class="line"> {</div><div class="line"> MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());</div><div class="line"> MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());</div><div class="line"> MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());</div><div class="line"> ControlVertexColors->resetDirty();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// update ambient light settings</span></div><div class="line"> <span class="keywordflow">if</span> ( GlobalAmbient->isDirty() )</div><div class="line"> {</div><div class="line"> smgr->setAmbientLight( GlobalAmbient->getColor() );</div><div class="line"> GlobalAmbient->resetDirty();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Let the user move the light around</span></div><div class="line"> <span class="keyword">const</span> <span class="keywordtype">float</span> zoomSpeed = 10.f * deltaTime;</div><div class="line"> <span class="keyword">const</span> <span class="keywordtype">float</span> rotationSpeed = 100.f * deltaTime;</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_PLUS] || KeysPressed[KEY_ADD])</div><div class="line"> ZoomOut(NodeLight, zoomSpeed);</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_MINUS] || KeysPressed[KEY_SUBTRACT])</div><div class="line"> ZoomOut(NodeLight, -zoomSpeed);</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_RIGHT])</div><div class="line"> RotateHorizontal(NodeLight, rotationSpeed);</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_LEFT])</div><div class="line"> RotateHorizontal(NodeLight, -rotationSpeed);</div><div class="line"> UpdateRotationAxis(NodeLight, LightRotationAxis);</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_UP])</div><div class="line"> RotateAroundAxis(NodeLight, rotationSpeed, LightRotationAxis);</div><div class="line"> <span class="keywordflow">if</span> ( KeysPressed[KEY_DOWN])</div><div class="line"> RotateAroundAxis(NodeLight, -rotationSpeed, LightRotationAxis);</div><div class="line"></div><div class="line"> <span class="comment">// Let the user move the camera around</span></div><div class="line"> <span class="keywordflow">if</span> (MousePressed)</div><div class="line"> {</div><div class="line"> gui::ICursorControl* cursorControl = Device->getCursorControl();</div><div class="line"> <span class="keyword">const</span> core::position2d<s32>& mousePos = cursorControl->getPosition ();</div><div class="line"> RotateHorizontal(Camera, rotationSpeed * (MouseStart.X - mousePos.X));</div><div class="line"> RotateAroundAxis(Camera, rotationSpeed * (mousePos.Y - MouseStart.Y), CameraRotationAxis);</div><div class="line"> MouseStart = mousePos;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// draw everything</span></div><div class="line"> video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );</div><div class="line"> videoDriver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, bkColor);</div><div class="line"></div><div class="line"> smgr->drawAll();</div><div class="line"> guiEnv->drawAll();</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( MeshMaterialControl->isLightingEnabled() )</div><div class="line"> {</div><div class="line"> <span class="comment">// draw a line from the light to the target</span></div><div class="line"> video::SMaterial lineMaterial;</div><div class="line"> lineMaterial.Lighting = <span class="keyword">false</span>;</div><div class="line"> videoDriver->setMaterial(lineMaterial);</div><div class="line"> videoDriver->setTransform(video::ETS_WORLD, core::IdentityMatrix);</div><div class="line"> videoDriver->draw3DLine(NodeLight->getAbsolutePosition(), SceneNode->getAbsolutePosition());</div><div class="line"> }</div><div class="line"></div><div class="line"> videoDriver->endScene();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// be nice</span></div><div class="line"> Device->sleep( 5 );</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span>;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Close down the application</span></div><div class="line"><span class="keywordtype">void</span> CApp::quit()</div><div class="line">{</div><div class="line"> IsRunning = <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> <span class="keyword">delete</span> LightControl;</div><div class="line"> LightControl = NULL;</div><div class="line"></div><div class="line"> <span class="keyword">delete</span> MeshMaterialControl;</div><div class="line"> MeshMaterialControl = NULL;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( ControlVertexColors )</div><div class="line"> {</div><div class="line"> ControlVertexColors->drop();</div><div class="line"> ControlVertexColors = NULL;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> ( GlobalAmbient )</div><div class="line"> {</div><div class="line"> GlobalAmbient->drop();</div><div class="line"> GlobalAmbient = NULL;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> ( Device )</div><div class="line"> {</div><div class="line"> Device->closeDevice();</div><div class="line"> Device->drop();</div><div class="line"> Device = NULL;</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Create some useful textures.</span></div><div class="line"><span class="keywordtype">void</span> CApp::createDefaultTextures(video::IVideoDriver * driver)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> u32 width = 256;</div><div class="line"> <span class="keyword">const</span> u32 height = 256;</div><div class="line"> video::IImage * imageA8R8G8B8 = driver->createImage (video::ECF_A8R8G8B8, core::dimension2d<u32>(width, height));</div><div class="line"> <span class="keywordflow">if</span> ( !imageA8R8G8B8 )</div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"> <span class="keyword">const</span> u32 pitch = imageA8R8G8B8->getPitch();</div><div class="line"></div><div class="line"> <span class="comment">// Some nice square-pattern with 9 typical colors</span></div><div class="line"> <span class="comment">// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.</span></div><div class="line"> <span class="keywordflow">for</span> ( u32 y = 0; y < height; ++ y )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> ( u32 x = 0; x < pitch; ++x )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( y < height/3 )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( x < width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_BLACK);</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( x < 2*width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_BLUE);</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_CYAN);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( y < 2*height/3 )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( x < width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_GRAY);</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( x < 2*width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_GREEN);</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_MAGENTA);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( x < width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_RED);</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( x < 2*width/3 )</div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_YELLOW);</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> imageA8R8G8B8->setPixel (x, y, SCOL_WHITE);</div><div class="line"> }</div><div class="line"> }</div><div class="line"> }</div><div class="line"> driver->addTexture (io::path(<span class="stringliteral">"CARO_A8R8G8B8"</span>), imageA8R8G8B8);</div><div class="line"></div><div class="line"> <span class="comment">// all white</span></div><div class="line"> imageA8R8G8B8->fill(SCOL_WHITE);</div><div class="line"> driver->addTexture (io::path(<span class="stringliteral">"WHITE_A8R8G8B8"</span>), imageA8R8G8B8);</div><div class="line"></div><div class="line"> <span class="comment">// all black</span></div><div class="line"> imageA8R8G8B8->fill(SCOL_BLACK);</div><div class="line"> driver->addTexture (io::path(<span class="stringliteral">"BLACK_A8R8G8B8"</span>), imageA8R8G8B8);</div><div class="line"></div><div class="line"> <span class="comment">// gray-scale</span></div><div class="line"> <span class="keywordflow">for</span> ( u32 y = 0; y < height; ++ y )</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> ( u32 x = 0; x < pitch; ++x )</div><div class="line"> {</div><div class="line"> imageA8R8G8B8->setPixel (x, y, video::SColor(y, x,x,x) );</div><div class="line"> }</div><div class="line"> }</div><div class="line"> driver->addTexture (io::path(<span class="stringliteral">"GRAYSCALE_A8R8G8B8"</span>), imageA8R8G8B8);</div><div class="line"></div><div class="line"> imageA8R8G8B8->drop();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Load a texture and make sure nodes know it when more textures are available.</span></div><div class="line"><span class="keywordtype">void</span> CApp::loadTexture(<span class="keyword">const</span> io::path &name)</div><div class="line">{</div><div class="line"> Device->getVideoDriver()->getTexture(name);</div><div class="line"> MeshMaterialControl->updateTextures();</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CApp::RotateHorizontal(irr::scene::ISceneNode* node, irr::f32 angle)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( node )</div><div class="line"> {</div><div class="line"> core::vector3df pos(node->getPosition());</div><div class="line"> core::vector2df dir(pos.X, pos.Z);</div><div class="line"> dir.rotateBy(angle);</div><div class="line"> pos.X = dir.X;</div><div class="line"> pos.Z = dir.Y;</div><div class="line"> node->setPosition(pos);</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CApp::RotateAroundAxis(irr::scene::ISceneNode* node, irr::f32 angle, <span class="keyword">const</span> irr::core::vector3df& axis)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( node )</div><div class="line"> {</div><div class="line"> <span class="comment">// TOOD: yeah, doesn't rotate around top/bottom yet. Fixes welcome.</span></div><div class="line"> core::vector3df pos(node->getPosition());</div><div class="line"> core::matrix4 mat;</div><div class="line"> mat.setRotationAxisRadians (core::degToRad(angle), axis);</div><div class="line"> mat.rotateVect(pos);</div><div class="line"> node->setPosition(pos);</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CApp::ZoomOut(irr::scene::ISceneNode* node, irr::f32 units)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> ( node )</div><div class="line"> {</div><div class="line"> core::vector3df pos(node->getPosition());</div><div class="line"> irr::f32 len = pos.getLength() + units;</div><div class="line"> pos.setLength(len);</div><div class="line"> node->setPosition(pos);</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> CApp::UpdateRotationAxis(irr::scene::ISceneNode* node, irr::core::vector3df& axis)</div><div class="line">{</div><div class="line"> <span class="comment">// Find a perpendicular axis to the x,z vector. If none found (vector straight up/down) continue to use the existing one.</span></div><div class="line"> core::vector3df pos(node->getPosition());</div><div class="line"> <span class="keywordflow">if</span> ( !core::equals(pos.X, 0.f) || !core::equals(pos.Z, 0.f) )</div><div class="line"> {</div><div class="line"> axis.X = -pos.Z;</div><div class="line"> axis.Z = pos.X;</div><div class="line"> axis.normalize();</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p> Short main as most is done in classes. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span> *argv[])</div><div class="line">{</div><div class="line"> CApp APP;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> ( !APP.init(argc, argv) )</div><div class="line"> {</div><div class="line"> printf(<span class="stringliteral">"init failed\n"</span>);</div><div class="line"> APP.quit();</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"> }</div><div class="line"></div><div class="line"> APP.setRunning(<span class="keyword">true</span>);</div></div><!-- fragment --><p> main application loop </p><div class="fragment"><div class="line"> <span class="keywordflow">while</span>(APP.isRunning())</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> ( !APP.update() )</div><div class="line"> <span class="keywordflow">break</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> APP.quit();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents -->
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