Merging r5975 through r6036 from trunk to ogl-es branch.

GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-01-03 19:05:16 +00:00
commit 2ae2a551a6
2007 changed files with 635880 additions and 0 deletions

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 09.Meshviewer
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
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<Project>
<Option title="Irrlicht Example 09 Mesh Viewer" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/MeshViewer" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
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</Target>
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<Option type="1" />
<Option compiler="gcc" />
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<Add option="-D_IRR_STATIC_LIB_" />
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<Linker>
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<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
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<envvars />
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#define _APS_NEXT_RESOURCE_VALUE 102
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<html>
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<title>Irrlicht Engine Tutorial</title>
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<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="left"><b><font color="#FFFFFF">Tutorial 9. Mesh Viewer</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p> This tutorial shows how to create a more complex application with
the engine. We construct a simple mesh viewer using the user interface
API and the scenemanagement of Irrlicht.<br>
The tutorial shows how to create and use Buttons, Windows, Toolbars,
Menus, ComboBoxes, Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes,
and how to parse XML files with the integrated XML reader of the engine.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/009shot.jpg" width="260" height="203"><br>
</p>
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</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<div align="left">
<p>We start like in most other tutorials: Include all nesessary header
files, add a comment to let the engine be linked with the right .lib
file in Visual Studio, and deklare some global variables. We also
add two 'using namespece' statements, so we do not need to write the
whole names of all classes. In this tutorial, we use a lot stuff from
the gui namespace.</p>
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<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;<br>using namespace gui;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br><br>IrrlichtDevice *Device = 0;<br>core::stringc StartUpModelFile;<br>core::stringw MessageText;<br>core::stringw Caption;<br>scene::IAnimatedMeshSceneNode* Model = 0;<br>scene::ISceneNode* SkyBox = 0;<br></pre></td>
</tr>
</table>
<p> The three following functions do several stuff used by the mesh
viewer. The first function showAboutText() simply displays a messagebox
with a caption and a message text. The texts will be stored in the
MessageText and Caption variables at startup.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>void showAboutText()<br>{<br><font color="#006600"> // create modal message box with the text<br> // loaded from the xml file</font><font color="#00CC00">.</font><br> Device-&gt;getGUIEnvironment()-&gt;addMessageBox(<br> Caption.c_str(), MessageText.c_str());<br>}</pre></td>
</tr>
</table>
<p> The second function loadModel() loads a model and displays it using
an addAnimatedMeshSceneNode and the scene manager. Nothing difficult.
It also displays a short message box, if the model could not be loaded.
</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>void loadModel(const c8* filename)<br>{<br> <font color="#006600">// load a model into the engine</font><br> if (Model)<br> Model-&gt;remove();<br> Model = 0;<br><br> scene::IAnimatedMesh* m = Device-&gt;getSceneManager()-&gt;getMesh(filename);<br> if (!m) <br> {<br> <font color="#006600">// model could not be loaded</font><br> if (StartUpModelFile != filename)<br> Device-&gt;getGUIEnvironment()-&gt;addMessageBox(<br> Caption.c_str(), L&quot;The model could not be loaded. &quot; \<br> L&quot;Maybe it is not a supported file format.&quot;);<br> return;<br> }<br><br><font color="#006600"> // set default material properties</font><br> Model = Device-&gt;getSceneManager()-&gt;addAnimatedMeshSceneNode(m);<br> Model-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);<br> Model-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> Model-&gt;setDebugDataVisible(true);<br>}</pre></td>
</tr>
</table>
<p> Finally, the third function creates a toolbox window. In this simple
mesh viewer, this toolbox only contains a tab control with three edit
boxes for changing the scale of the displayed model.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>void createToolBox()<br>{<br> <font color="#006600">// remove tool box if already there</font><br> IGUIEnvironment* env = Device-&gt;getGUIEnvironment();<br> IGUIElement* root = env-&gt;getRootGUIElement();<br> IGUIElement* e = root-&gt;getElementFromId(5000, true);<br> if (e) e-&gt;remove();<br><br> <font color="#006600">// create the toolbox window</font><br> IGUIWindow* wnd = env-&gt;addWindow(core::rect&lt;s32&gt;(450,25,640,480),<br> false, L&quot;Toolset&quot;, 0, 5000);<br><br> <font color="#006600">// create tab control and tabs</font><br> IGUITabControl* tab = env-&gt;addTabControl(<br> core::rect&lt;s32&gt;(2,20,640-452,480-7), wnd, true, true);<br> IGUITab* t1 = tab-&gt;addTab(L&quot;Scale&quot;);<br> IGUITab* t2 = tab-&gt;addTab(L&quot;Empty Tab&quot;);<br><br> <font color="#006600">// add some edit boxes and a button to tab one</font><br> env-&gt;addEditBox(L&quot;1.0&quot;, core::rect&lt;s32&gt;(40,50,130,70), true, t1, 901);<br> env-&gt;addEditBox(L&quot;1.0&quot;, core::rect&lt;s32&gt;(40,80,130,100), true, t1, 902);<br> env-&gt;addEditBox(L&quot;1.0&quot;, core::rect&lt;s32&gt;(40,110,130,130), true, t1, 903);<br> env-&gt;addButton(core::rect&lt;s32&gt;(10,150,100,190), t1, 1101, L&quot;set&quot;);<br><br> // bring irrlicht engine logo to front, because it<br> // now may be below the newly created toolbox<br> root-&gt;bringToFront(root-&gt;getElementFromId(666, true));<br>}</pre></td>
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</table>
<p> To get all the events sent by the GUI Elements, we need to create
an event receiver. This one is really simple. If an event occurs,
it checks the id of the caller and the event type, and starts an action
based on these values. For example, if a menu item with id 100 was
selected, if opens a file-open-dialog. </p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2">class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> {<br> if (event.EventType == EET_GUI_EVENT)<br> {<br> s32 id = event.GUIEvent.Caller-&gt;getID();<br> IGUIEnvironment* env = Device-&gt;getGUIEnvironment();<br> switch(event.GUIEvent.EventType)<br> {<br> case EGET_MENU_ITEM_SELECTED:<br> {<br> <font color="#006600"> // a menu item was clicked</font><br> IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller;<br> s32 id = menu-&gt;getItemCommandId(menu-&gt;getSelectedItem());<br> <br> switch(id)<br> {<br> case 100<font color="#006600">: // File -&gt; Open Mode</font>l<br> env-&gt;addFileOpenDialog(L&quot;Please select a model file to open&quot;);<br> break;<br> case 200<font color="#006600">: // File -&gt; Quit</font><br> Device-&gt;closeDevice();<br> break;<br> case 300<font color="#006600">: // View -&gt; Skybox</font><br> SkyBox-&gt;setVisible(!SkyBox-&gt;isVisible());<br> break;<br> case 400<font color="#006600">: // View -&gt; Debug Informatio</font>n<br> if (Model)<br> Model-&gt;setDebugDataVisible(!Model-&gt;isDebugDataVisible());<br> break;<br> case 500<font color="#006600">: // Help-&gt;About</font><br> showAboutText();<br> break;<br> case 610<font color="#006600">: // View -&gt; Material -&gt; Soli</font>d<br> if (Model)<br> Model-&gt;setMaterialType(video::EMT_SOLID);<br> break;<br> case 620<font color="#006600">: // View -&gt; Material -&gt; Transparen</font>t<br> if (Model)<br> Model-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);<br> break;<br> case 630<font color="#006600">: // View -&gt; Material -&gt; Reflectio</font>n<br> if (Model)<br> Model-&gt;setMaterialType(video::EMT_SPHERE_MAP);<br> break;<br> }<br> break;<br> }<br> case EGET_FILE_SELECTED:<br> {<br> <font color="#006600"> // load the model file, selected in the file open dialo</font>g<br> IGUIFileOpenDialog* dialog = <br> (IGUIFileOpenDialog*)event.GUIEvent.Caller;<br> loadModel(core::stringc(dialog-&gt;getFilename()).c_str());<br> }<br> case EGET_BUTTON_CLICKED:<br> switch(id)<br> {<br> case 1101:<br> {<br> <font color="#006600"> // set scal</font>e<br> gui::IGUIElement* root = env-&gt;getRootGUIElement();<br> core::vector3df scale;<br> core::stringc s;<br> s = root-&gt;getElementFromId(901, true)-&gt;getText();<br> scale.X = (f32)atof(s.c_str());<br> s = root-&gt;getElementFromId(902, true)-&gt;getText();<br> scale.Y = (f32)atof(s.c_str());<br> s = root-&gt;getElementFromId(903, true)-&gt;getText();<br> scale.Z = (f32)atof(s.c_str());<br> if (Model)<br> Model-&gt;setScale(scale);<br> }<br> break;<br> case 1102:<br> env-&gt;addFileOpenDialog(L&quot;Please select a model file to open&quot;);<br> break;<br> case 1103:<br> showAboutText();<br> break;<br> case 1104:<br> createToolBox();<br> break;<br> }<br> break;<br> }<br> }<br> return false;<br> }<br>};</font></pre></td>
</tr>
</table>
<p> Most of the hard work is done. We only need to create the Irrlicht
Engine device and all the buttons, menus and toolbars. We start up the
engine as usual, using createDevice(). To make our application catch
events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor
commands are not necesarry, but I included them to make the tutorial
use DirectX on Windows and OpenGL on all other platforms like Linux.
As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble().
This makes the render window resizeable, which is quite useful for a
mesh viewer. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>int main()<br>{<br> // ask user for driver
<br> video::E_DRIVER_TYPE driverType;
<br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char key;<br> std::cin &gt;&gt; key;<br><br> switch(key)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
<br> // create device and exit if creation failed
<br> MyEventReceiver receiver;<br> Device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480),<br> 16, false, false, false, &amp;receiver);
<br> if (Device == 0)<br> return 1; // could not create selected driver.<br><br> Device-&gt;setResizable(true);<br> Device-&gt;setWindowCaption(L&quot;Irrlicht Engine - Loading...&quot;);<br><br> video::IVideoDriver* driver = Device-&gt;getVideoDriver();<br> IGUIEnvironment* env = Device-&gt;getGUIEnvironment();<br> scene::ISceneManager* smgr = Device-&gt;getSceneManager();<br></pre></td>
</tr>
</table>
<p> The next step is to read the configuration file. It is stored in the
xml format and looks a little bit like this:<br>
<br>
<font face="Courier New, Courier, mono">&lt;?xml version=&quot;1.0&quot;?&gt;<br>
&lt;config&gt;<br>
&lt;startUpModel file=&quot;some filename&quot; /&gt;<br>
&lt;messageText caption=&quot;Irrlicht Engine Mesh Viewer&quot;&gt;<br>
Hello!<br>
&lt;/messageText&gt;<br>
&lt;/config&gt;</font><br>
<br>
We need the data stored in there to be written into the global variables
StartUpModelFile, MessageText and Caption. This is now done using the
Irrlicht Engine integrated XML parser: </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// read configuration from xml file</font><br> io::IXMLReader* xml =<br> Device-&gt;getFileSystem()-&gt;createXMLReader(&quot;../../media/config.xml&quot;);<br> while(xml &amp;&amp; xml-&gt;read())<br> {<br> switch(xml-&gt;getNodeType())<br> {<br> case io::EXN_TEXT:<br> <font color="#006600">// in this xml file, the only text which occurs is the messageText</font><br> MessageText = xml-&gt;getNodeData();<br> break;<br> case io::EXN_ELEMENT:<br> {<br> if (core::stringw(&quot;startUpModel&quot;) == xml-&gt;getNodeName())<br> StartUpModelFile = xml-&gt;getAttributeValue(L&quot;file&quot;);<br> else<br> if (core::stringw(&quot;messageText&quot;) == xml-&gt;getNodeName())<br> Caption = xml-&gt;getAttributeValue(L&quot;caption&quot;);<br> }<br> break;<br> }<br> }<br> if (xml)<br> xml-&gt;drop(); <font color="#006600">// don't forget to delete the xml reader </font><br>
</pre></td>
</tr>
</table>
<p> That wasn't difficult. Now we'll set a nicer font and create the Menu.
It is possible to create submenus for every menu item. The call menu-&gt;addItem(L&quot;File&quot;,
-1, true, true); for example adds a new menu Item with the name &quot;File&quot;
and the id -1. The following parameter says that the menu item should
be enabled, and the last one says, that there should be a submenu. The
submenu can now be accessed with menu-&gt;getSubMenu(0), because the
&quot;File&quot; entry is the menu item with index 0. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// set a nicer font</font><br> IGUISkin* skin = env-&gt;getSkin();<br> IGUIFont* font = env-&gt;getFont(&quot;../../media/fonthaettenschweiler.bmp&quot;);<br> if (font)<br> skin-&gt;setFont(font);<br><br><font color="#006600"> // create menu</font><br> gui::IGUIContextMenu* menu = env-&gt;addMenu();<br> menu-&gt;addItem(L&quot;File&quot;, -1, true, true);<br> menu-&gt;addItem(L&quot;View&quot;, -1, true, true);<br> menu-&gt;addItem(L&quot;Help&quot;, -1, true, true);<br><br> gui::IGUIContextMenu* submenu;<br> submenu = menu-&gt;getSubMenu(0);<br> submenu-&gt;addItem(L&quot;Open Model File...&quot;, 100);<br> submenu-&gt;addSeparator();<br> submenu-&gt;addItem(L&quot;Quit&quot;, 200);<br><br> submenu = menu-&gt;getSubMenu(1);<br> submenu-&gt;addItem(L&quot;toggle sky box visibility&quot;, 300);<br> submenu-&gt;addItem(L&quot;toggle model debug information&quot;, 400);<br> submenu-&gt;addItem(L&quot;model material&quot;, -1, true, true );<br><br> submenu = submenu-&gt;getSubMenu(2);<br> submenu-&gt;addItem(L&quot;Solid&quot;, 610);<br> submenu-&gt;addItem(L&quot;Transparent&quot;, 620);<br> submenu-&gt;addItem(L&quot;Reflection&quot;, 630);<br><br> submenu = menu-&gt;getSubMenu(2);<br> submenu-&gt;addItem(L&quot;About&quot;, 500);
</pre></td>
</tr>
</table>
<br>
We want a toolbar, onto which we can place colored buttons and important
looking stuff like a senseless combobox.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font color="#006600"> // create toolbar</font><br> gui::IGUIToolBar* bar = env-&gt;addToolBar();<br> bar-&gt;addButton(1102, 0, driver-&gt;getTexture(&quot;../../media/open.bmp&quot;));<br> bar-&gt;addButton(1103, 0, driver-&gt;getTexture(&quot;../../media/help.bmp&quot;));<br> bar-&gt;addButton(1104, 0, driver-&gt;getTexture(&quot;../../media/tools.bmp&quot;));<br><br><font color="#006600"> // create a combobox with some senseless texts</font><br> gui::IGUIComboBox* box = env-&gt;addComboBox(core::rect&lt;s32&gt;(100,5,200,25), bar);<br> box-&gt;addItem(L&quot;Bilinear&quot;);<br> box-&gt;addItem(L&quot;Trilinear&quot;);<br> box-&gt;addItem(L&quot;Anisotropic&quot;);<br> box-&gt;addItem(L&quot;Isotropic&quot;);<br> box-&gt;addItem(L&quot;Psychedelic&quot;);<br> box-&gt;addItem(L&quot;No filtering&quot;);</pre></td>
</tr>
</table>
<br>
To make the editor look a little bit better, we disable transparent gui
elements, and add a Irrlicht Engine logo. In addition, a text, which will
show the current frame per second value is created, and the window caption
changed.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// disable alpha</font><br> for (s32 i=0; i&lt;gui::EGDC_COUNT ; ++i)<br> {<br> video::SColor col = env-&gt;getSkin()-&gt;getColor((gui::EGUI_DEFAULT_COLOR)i);<br> col.setAlpha(255);<br> env-&gt;getSkin()-&gt;setColor((gui::EGUI_DEFAULT_COLOR)i, col);<br> }<br><br><font color="#006600"> // add a tabcontrol</font><br> createToolBox();<br><br> <font color="#006600">// add the irrlicht engine logo</font><br> IGUIImage* img = env-&gt;addImage(core::rect&lt;s32&gt;(22,429,108,460), 0, 666);<br> img-&gt;setImage(driver-&gt;getTexture(&quot;../../media/irrlichtlogoaligned.jpg&quot;));<br><br> <font color="#006600">// create fps text </font><br> IGUIStaticText* fpstext =<br> env-&gt;addStaticText(L&quot;&quot;, core::rect&lt;s32&gt;(210,26,270,41), true);<br><br> <font color="#006600">// set window caption</font><br> Caption += &quot; - [&quot;;<br> Caption += driver-&gt;getName();<br> Caption += &quot;]&quot;;<br> Device-&gt;setWindowCaption(Caption.c_str());</pre></td>
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</table>
<br>
That's nearly the whole application. We simply show the about message
box at start up, and load the first model. To make everything look better,
a skybox is created and a user controled camera, to make the application
a little bit more interactive. Finally, everything is drawed in a standard
drawing loop.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> <font color="#006600">// show about message box and load default model</font><br> showAboutText();<br> loadModel(StartUpModelFile.c_str());<br><font color="#006600"><br> // add skybox</font> <br> SkyBox = smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.bmp&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.bmp&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.bmp&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.bmp&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.bmp&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.bmp&quot;));<br><br><font color="#006600"> // add a camera scene node </font><br> smgr-&gt;addCameraSceneNodeMaya();<br> <br> <font color="#006600">// draw everything</font><br> while(Device-&gt;run() &amp;&amp; driver)<br> if (Device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(150,50,50,50));<br> smgr-&gt;drawAll();<br> env-&gt;drawAll();<br> <br> driver-&gt;endScene();<br><br> core::stringw str = L&quot;FPS: &quot;;<br> str += driver-&gt;getFPS();<br> fpstext-&gt;setText(str.c_str());<br> }<br> Device-&gt;drop();<br> return 0;<br>}<br></pre></td>
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</table>
<br>
Compile and run this, and you have a fully functional 3d Mesh viewer.<br>
</div>
</td>
</tr>
</table>
<p>&nbsp;</p>
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