mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-17 15:58:21 +01:00
Allow switching between cube/sphere in example 22.MaterialViewer
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6314 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
parent
669ad7860a
commit
3f13323e60
@ -9,8 +9,7 @@ You can move the camera while left-mouse button is clicked.
|
||||
*/
|
||||
|
||||
// TODO: Should be possible to set all material values by the GUI.
|
||||
// For now just change the defaultMaterial in CApp::init for the rest.
|
||||
// TODO: Allow users to switch between a sphere and a box mesh.
|
||||
// For now just change the defaultMaterial in CApp::setActiveMeshNodeType for the rest.
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
@ -414,14 +413,13 @@ void CTextureControl::updateTextures(video::IVideoDriver * driver)
|
||||
/*
|
||||
Control which allows setting some of the material values for a meshscenenode
|
||||
*/
|
||||
void CMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
|
||||
void CMaterialControl::init(IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
|
||||
{
|
||||
if ( Initialized || !node || !device) // initializing twice or with invalid data not allowed
|
||||
if ( Initialized || !device) // initializing twice or with invalid data not allowed
|
||||
return;
|
||||
|
||||
Driver = device->getVideoDriver ();
|
||||
gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();
|
||||
const video::SMaterial & material = node->getMaterial(0);
|
||||
|
||||
s32 top = pos.Y;
|
||||
|
||||
@ -437,14 +435,13 @@ void CMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device
|
||||
{
|
||||
ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );
|
||||
}
|
||||
ComboMaterial->setSelected( (s32)material.MaterialType );
|
||||
ComboMaterial->setSelected(0);
|
||||
|
||||
// Control to enable/disabling material lighting
|
||||
core::rect<s32> rectBtn(core::position2d<s32>(pos.X, top), core::dimension2d<s32>(100, 15));
|
||||
top += 15;
|
||||
ButtonLighting = guiEnv->addButton (rectBtn, 0, -1, L"Lighting");
|
||||
ButtonLighting->setIsPushButton(true);
|
||||
ButtonLighting->setPressed(material.Lighting);
|
||||
core::rect<s32> rectInfo( rectBtn.LowerRightCorner.X, rectBtn.UpperLeftCorner.Y, rectBtn.LowerRightCorner.X+50, rectBtn.UpperLeftCorner.Y+15 );
|
||||
InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
|
||||
InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
|
||||
@ -452,7 +449,6 @@ void CMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device
|
||||
// Controls for colors
|
||||
TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, top), true, guiEnv->getRootGUIElement());
|
||||
top += 300;
|
||||
TypicalColorsControl->setColorsToMaterialColors(material);
|
||||
|
||||
// Controls for selecting the material textures
|
||||
guiEnv->addStaticText(L"Textures", core::rect<s32>(pos.X, top, pos.X+150, top+15), true, false, 0, -1, true);
|
||||
@ -469,6 +465,18 @@ void CMaterialControl::init(scene::IMeshSceneNode* node, IrrlichtDevice * device
|
||||
Initialized = true;
|
||||
}
|
||||
|
||||
void CMaterialControl::setMaterial(const irr::video::SMaterial & material)
|
||||
{
|
||||
if (ComboMaterial)
|
||||
ComboMaterial->setSelected( (s32)material.MaterialType );
|
||||
if (ButtonLighting)
|
||||
ButtonLighting->setPressed(material.Lighting);
|
||||
if (TypicalColorsControl)
|
||||
TypicalColorsControl->setColorsToMaterialColors(material);
|
||||
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
||||
TextureControls[i]->setDirty();
|
||||
}
|
||||
|
||||
void CMaterialControl::update(scene::IMeshSceneNode* sceneNode, scene::IMeshSceneNode* sceneNode2T, scene::IMeshSceneNode* sceneNodeTangents)
|
||||
{
|
||||
if ( !Initialized )
|
||||
@ -616,6 +624,26 @@ bool CApp::OnEvent(const SEvent &event)
|
||||
}
|
||||
break;
|
||||
|
||||
case gui::EGET_COMBO_BOX_CHANGED:
|
||||
if (event.GUIEvent.Caller == ComboMeshType )
|
||||
{
|
||||
irr::scene::IMeshSceneNode* currentNode = getVisibleMeshNode();
|
||||
if (currentNode)
|
||||
{
|
||||
// ensure next mesh will get same color and material settings
|
||||
if ( ControlVertexColors )
|
||||
{
|
||||
video::S3DVertex * vertices = (video::S3DVertex *)currentNode->getMesh()->getMeshBuffer(0)->getVertices();
|
||||
ControlVertexColors->setColor(vertices[0].Color);
|
||||
}
|
||||
if ( MeshMaterialControl )
|
||||
MeshMaterialControl->setMaterial(currentNode->getMaterial(0));
|
||||
}
|
||||
setActiveMeshNodeType((ENodeType)ComboMeshType->getSelected());
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -697,44 +725,14 @@ bool CApp::init(int argc, char *argv[])
|
||||
core::vector3df(0, 10, 0),
|
||||
-1);
|
||||
|
||||
// default material
|
||||
video::SMaterial defaultMaterial;
|
||||
defaultMaterial.Shininess = 20.f;
|
||||
|
||||
// add the nodes which are used to show the materials
|
||||
#if 1
|
||||
SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
|
||||
core::vector3df(0, 0, 0),
|
||||
core::vector3df(0.f, 45.f, 0.f),
|
||||
core::vector3df(1.0f, 1.0f, 1.0f),
|
||||
scene::ECMT_1BUF_24VTX_NP);
|
||||
// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
|
||||
for ( int i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
|
||||
{
|
||||
defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
|
||||
defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
|
||||
}
|
||||
#else
|
||||
SceneNode = smgr->addSphereSceneNode(30.f);
|
||||
#endif
|
||||
SceneNode->getMaterial(0) = defaultMaterial;
|
||||
// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
|
||||
setActiveMeshNodeType(ENT_CUBE);
|
||||
|
||||
const s32 controlsTop = 20;
|
||||
MeshMaterialControl = new CMaterialControl();
|
||||
MeshMaterialControl->init( SceneNode, Device, core::position2d<s32>(10,controlsTop), L"Material" );
|
||||
MeshMaterialControl->init( Device, core::position2d<s32>(10,controlsTop), L"Material");
|
||||
MeshMaterialControl->setMaterial(SceneNode->getMaterial(0));
|
||||
MeshMaterialControl->selectTextures(core::stringw("CARO_A8R8G8B8")); // set a useful default texture
|
||||
|
||||
// create nodes with other vertex types
|
||||
scene::IMesh * mesh2T = MeshManipulator->createMeshWith2TCoords(SceneNode->getMesh());
|
||||
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
||||
mesh2T->drop();
|
||||
|
||||
scene::IMesh * meshTangents = MeshManipulator->createMeshWithTangents(SceneNode->getMesh(), false, false, false);
|
||||
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
|
||||
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
||||
meshTangents->drop();
|
||||
|
||||
|
||||
// add one light
|
||||
const f32 lightRadius = 80.f;
|
||||
@ -758,14 +756,13 @@ bool CApp::init(int argc, char *argv[])
|
||||
backgroundCube->getMaterial(0).EmissiveColor.set(255,50,50,50); // we keep some self lighting to keep texts visible
|
||||
|
||||
|
||||
// Add a the mesh vertex color control
|
||||
// Add a the mesh UI controls
|
||||
guiEnv->addStaticText(L"Mesh", core::rect<s32>(440, controlsTop, 520, controlsTop+15), true, false, 0, -1, true);
|
||||
ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+15), L"Vertex colors", guiEnv->getRootGUIElement());
|
||||
video::S3DVertex * vertices = (video::S3DVertex *)SceneNode->getMesh()->getMeshBuffer(0)->getVertices();
|
||||
if ( vertices )
|
||||
{
|
||||
ControlVertexColors->setColor(vertices[0].Color);
|
||||
}
|
||||
ComboMeshType = guiEnv->addComboBox(core::rect<s32>(440, controlsTop+16, 520, controlsTop+30), 0, -1);
|
||||
ComboMeshType->addItem(L"cube");
|
||||
ComboMeshType->addItem(L"sphere");
|
||||
ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+30), L"Vertex colors", guiEnv->getRootGUIElement());
|
||||
ControlVertexColors->setColor(irr::video::SColor(255,255,255,255));
|
||||
|
||||
// Add a control for ambient light
|
||||
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(550, 300), L"Global ambient", guiEnv->getRootGUIElement());
|
||||
@ -1028,6 +1025,68 @@ void CApp::UpdateRotationAxis(irr::scene::ISceneNode* node, irr::core::vector3df
|
||||
}
|
||||
}
|
||||
|
||||
void CApp::setActiveMeshNodeType(ENodeType nodeType)
|
||||
{
|
||||
scene::ISceneManager* smgr = Device->getSceneManager();
|
||||
|
||||
if ( SceneNode )
|
||||
smgr->addToDeletionQueue(SceneNode);
|
||||
SceneNode = nullptr;
|
||||
if ( SceneNode2T )
|
||||
smgr->addToDeletionQueue(SceneNode2T);
|
||||
SceneNode2T = nullptr;
|
||||
if ( SceneNodeTangents )
|
||||
smgr->addToDeletionQueue(SceneNodeTangents);
|
||||
SceneNodeTangents = nullptr;
|
||||
|
||||
// default material
|
||||
video::SMaterial defaultMaterial;
|
||||
defaultMaterial.Shininess = 20.f;
|
||||
|
||||
// add the nodes which are used to show the materials
|
||||
if ( nodeType == ENT_CUBE)
|
||||
{
|
||||
SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
|
||||
core::vector3df(0, 0, 0),
|
||||
core::vector3df(0.f, 45.f, 0.f),
|
||||
core::vector3df(1.0f, 1.0f, 1.0f),
|
||||
scene::ECMT_1BUF_24VTX_NP);
|
||||
// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
|
||||
for ( u32 i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
|
||||
{
|
||||
defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
|
||||
defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SceneNode = smgr->addSphereSceneNode(30.f);
|
||||
}
|
||||
SceneNode->getMaterial(0) = defaultMaterial;
|
||||
// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
|
||||
|
||||
// create nodes with other vertex types
|
||||
scene::IMesh * mesh2T = MeshManipulator->createMeshWith2TCoords(SceneNode->getMesh());
|
||||
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
||||
mesh2T->drop();
|
||||
|
||||
scene::IMesh * meshTangents = MeshManipulator->createMeshWithTangents(SceneNode->getMesh(), false, false, false);
|
||||
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
|
||||
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
|
||||
meshTangents->drop();
|
||||
}
|
||||
|
||||
irr::scene::IMeshSceneNode* CApp::getVisibleMeshNode() const
|
||||
{
|
||||
if ( SceneNode && SceneNode->isVisible() )
|
||||
return SceneNode;
|
||||
if ( SceneNode2T && SceneNode2T->isVisible() )
|
||||
return SceneNode2T;
|
||||
if ( SceneNodeTangents && SceneNodeTangents->isVisible() )
|
||||
return SceneNodeTangents;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/*
|
||||
Short main as most is done in classes.
|
||||
*/
|
||||
|
@ -110,6 +110,12 @@ public:
|
||||
// Change active selectionbased on the texture name
|
||||
void selectTextureByName(const irr::core::stringw& name);
|
||||
|
||||
// Set dirty flag (node will update texture)
|
||||
void setDirty()
|
||||
{
|
||||
DirtyFlag = true;
|
||||
}
|
||||
|
||||
// Reset the dirty flag
|
||||
void resetDirty()
|
||||
{
|
||||
@ -154,7 +160,9 @@ public:
|
||||
TypicalColorsControl->drop();
|
||||
}
|
||||
|
||||
void init(irr::scene::IMeshSceneNode* node, irr::IrrlichtDevice * device, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
|
||||
void init(irr::IrrlichtDevice * device, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
|
||||
|
||||
void setMaterial(const irr::video::SMaterial & material);
|
||||
|
||||
void update(irr::scene::IMeshSceneNode* sceneNode, irr::scene::IMeshSceneNode* sceneNode2T, irr::scene::IMeshSceneNode* sceneNodeTangents);
|
||||
|
||||
@ -239,6 +247,7 @@ public:
|
||||
, LightRotationAxis(irr::core::vector3df(1,0,0))
|
||||
, MeshMaterialControl(0)
|
||||
, LightControl(0)
|
||||
, ComboMeshType(0)
|
||||
, ControlVertexColors(0)
|
||||
, GlobalAmbient(0)
|
||||
, MousePressed(false)
|
||||
@ -290,6 +299,14 @@ protected:
|
||||
void ZoomOut(irr::scene::ISceneNode* node, irr::f32 units);
|
||||
void UpdateRotationAxis(irr::scene::ISceneNode* node, irr::core::vector3df& axis);
|
||||
|
||||
enum ENodeType
|
||||
{
|
||||
ENT_CUBE,
|
||||
ENT_SPHERE
|
||||
};
|
||||
void setActiveMeshNodeType(ENodeType nodeType);
|
||||
|
||||
irr::scene::IMeshSceneNode* getVisibleMeshNode() const;
|
||||
|
||||
private:
|
||||
SConfig Config;
|
||||
@ -306,6 +323,7 @@ private:
|
||||
irr::core::vector3df LightRotationAxis;
|
||||
CMaterialControl* MeshMaterialControl;
|
||||
CLightNodeControl* LightControl;
|
||||
irr::gui::IGUIComboBox* ComboMeshType;
|
||||
CColorControl* ControlVertexColors;
|
||||
CColorControl* GlobalAmbient;
|
||||
bool KeysPressed[irr::KEY_KEY_CODES_COUNT];
|
||||
|
Loading…
Reference in New Issue
Block a user