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207 lines
80 KiB
HTML
207 lines
80 KiB
HTML
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<meta name="generator" content="Doxygen 1.8.13"/>
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<meta name="viewport" content="width=device-width, initial-scale=1"/>
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<title>Tutorial 22: Material Viewer</title>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
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Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
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Feel free to improve :)
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color: black;
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div.center img {
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span.keyword {
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div.headertitle {
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padding: 5px 5px 5px 10px;
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.image {
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text-align: center;
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}
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.caption {
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font-weight: bold;
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div.zoom {
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border: 1px solid #90A5CE;
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}
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tr.heading h2 {
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margin-top: 12px;
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margin-bottom: 4px;
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}
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</style>
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</head>
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<!--END TITLEAREA-->
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<!-- end header part -->
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<!-- Generated by Doxygen 1.8.13 -->
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</div><!-- top -->
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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">vi
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<!-- start footer part -->
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<p> </p>
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</body>
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</html>
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