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3285a0147a
- allow ICameraSceneNode to accept any values and correct in buildCameraLookAtMatrixLH with normalize_camera_direction. if disabled defaults to the current v1.9 normalize b) add initial Rotation to MayaCamera Constructor default 0,0 c) switchToMayaCamera in Examples. Clones FPSCamera default disabled git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6366 dfc29bdd-3216-0410-991c-e03cc46cb475
339 lines
8.8 KiB
C++
339 lines
8.8 KiB
C++
#ifndef EXAMPLE22_MATERIAL_VIEWER_MAIN_H
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#define EXAMPLE22_MATERIAL_VIEWER_MAIN_H
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#include <irrlicht.h>
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// Helper control to allow setting colors
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class CColorControl : public irr::gui::IGUIElement
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{
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public:
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CColorControl(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t *text, irr::gui::IGUIElement* parent, irr::s32 id=-1);
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// Event receiver
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virtual bool OnEvent(const irr::SEvent &event);
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// Set the color values
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void setColor(const irr::video::SColor& col);
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// Get the color values
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const irr::video::SColor& getColor() const
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{
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return Color;
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}
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// To reset the dirty flag
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void resetDirty()
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{
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DirtyFlag = false;
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}
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// when the color was changed the dirty flag is set
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bool isDirty() const
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{
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return DirtyFlag;
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};
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protected:
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// Add a staticbox for a description + an editbox so users can enter numbers
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irr::gui::IGUIEditBox* addEditForNumbers(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t *text, irr::s32 id, irr::gui::IGUIElement * parent);
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// Get the color value from the editfields
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irr::video::SColor getColorFromEdits() const;
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// Fill the editfields with the value for the given color
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void setEditsFromColor(irr::video::SColor col);
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private:
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bool DirtyFlag;
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irr::video::SColor Color;
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irr::s32 ButtonSetId;
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irr::gui::IGUIStaticText * ColorStatic;
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irr::gui::IGUIEditBox * EditAlpha;
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irr::gui::IGUIEditBox * EditRed;
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irr::gui::IGUIEditBox * EditGreen;
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irr::gui::IGUIEditBox * EditBlue;
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};
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/*
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Custom GUI-control for to edit all colors typically used in materials and lights
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*/
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class CTypicalColorsControl : public irr::gui::IGUIElement
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{
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public:
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// Constructor
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CTypicalColorsControl(irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, bool hasEmissive, irr::gui::IGUIElement* parent, irr::s32 id=-1);
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// Destructor
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virtual ~CTypicalColorsControl();
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// Set the color values to those within the material
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void setColorsToMaterialColors(const irr::video::SMaterial & material);
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// Update all changed colors in the material
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void updateMaterialColors(irr::video::SMaterial & material) const;
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// Set the color values to those from the light data
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void setColorsToLightDataColors(const irr::video::SLight & lightData);
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// Update all changed colors in the light data
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void updateLightColors(irr::video::SLight & lightData) const;
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// To reset the dirty flags
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void resetDirty();
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private:
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CColorControl* ControlAmbientColor;
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CColorControl* ControlDiffuseColor;
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CColorControl* ControlSpecularColor;
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CColorControl* ControlEmissiveColor;
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};
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/*
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GUI-Control to offer a selection of available textures.
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*/
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class CTextureControl : public irr::gui::IGUIElement
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{
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public:
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CTextureControl(irr::gui::IGUIEnvironment* guiEnv, irr::video::IVideoDriver * driver, const irr::core::position2d<irr::s32> & pos, irr::gui::IGUIElement* parent, irr::s32 id=-1);
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virtual bool OnEvent(const irr::SEvent &event);
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// Workaround for a problem with comboboxes.
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// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
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virtual bool bringToFront(irr::gui::IGUIElement* element);
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// Return selected texturename (if any, otherwise 0)
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const wchar_t * getSelectedTextureName() const;
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// Change active selectionbased on the texture name
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void selectTextureByName(const irr::core::stringw& name);
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// Set dirty flag (node will update texture)
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void setDirty()
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{
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DirtyFlag = true;
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}
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// Reset the dirty flag
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void resetDirty()
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{
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DirtyFlag = false;
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}
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// When the texture was changed the dirty flag is set
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bool isDirty() const
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{
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return DirtyFlag;
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};
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// Put the names of all currently loaded textures in a combobox
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void updateTextures(irr::video::IVideoDriver * driver);
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private:
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bool DirtyFlag;
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irr::gui::IGUIComboBox * ComboTexture;
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};
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/*
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Control which allows setting some of the material values for a meshscenenode
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*/
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class CMaterialControl
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{
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public:
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// constructor
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CMaterialControl()
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: Initialized(false), Driver(0)
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, TypicalColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0)
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, ShininessControl(0)
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{}
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// Destructor
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~CMaterialControl()
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{
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for (irr::u32 i=0; i<TextureControls.size(); ++i)
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{
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if (TextureControls[i] )
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TextureControls[i]->drop();
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}
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if ( TypicalColorsControl )
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TypicalColorsControl->drop();
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}
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void init(irr::IrrlichtDevice * device, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
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void setMaterial(const irr::video::SMaterial & material);
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void update(irr::scene::IMeshSceneNode* sceneNode, irr::scene::IMeshSceneNode* sceneNode2T, irr::scene::IMeshSceneNode* sceneNodeTangents);
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void updateTextures();
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void selectTextures(const irr::core::stringw& name);
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bool isLightingEnabled() const;
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protected:
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void updateMaterial(irr::video::SMaterial & material);
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bool Initialized;
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irr::video::IVideoDriver * Driver;
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CTypicalColorsControl* TypicalColorsControl;
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irr::gui::IGUIButton * ButtonLighting;
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irr::gui::IGUIStaticText* InfoLighting;
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irr::gui::IGUIComboBox * ComboMaterial;
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irr::core::array<CTextureControl*> TextureControls;
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irr::gui::IGUIScrollBar* ShininessControl;
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};
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/*
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Control to allow setting the color values of a lightscenenode.
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*/
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class CLightNodeControl
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{
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public:
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// constructor
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CLightNodeControl() : Initialized(false), TypicalColorsControl(0)
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{}
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~CLightNodeControl()
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{
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if ( TypicalColorsControl )
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TypicalColorsControl->drop();
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}
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void init(irr::scene::ILightSceneNode* node, irr::gui::IGUIEnvironment* guiEnv, const irr::core::position2d<irr::s32> & pos, const wchar_t * description);
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void update(irr::scene::ILightSceneNode* node);
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protected:
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bool Initialized;
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CTypicalColorsControl* TypicalColorsControl;
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};
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/*
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Application configuration
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*/
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struct SConfig
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{
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SConfig()
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: RenderInBackground(true)
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, DriverType(irr::video::EDT_NULL)
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, ScreenSize(640, 480)
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{
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}
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bool RenderInBackground;
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irr::video::E_DRIVER_TYPE DriverType;
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irr::core::dimension2d<irr::u32> ScreenSize;
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};
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/*
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Main application class
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*/
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class CApp : public irr::IEventReceiver
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{
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friend int main(int argc, char *argv[]);
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public:
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// constructor
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CApp()
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: IsRunning(false)
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, RealTimeTick(0)
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, Device(0)
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, MeshManipulator(0)
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, Camera(0)
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, SceneNode(0), SceneNode2T(0), SceneNodeTangents(0), NodeLight(0)
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, CameraRotationAxis(irr::core::vector3df(1,0,0))
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, LightRotationAxis(irr::core::vector3df(1,0,0))
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, MeshMaterialControl(0)
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, LightControl(0)
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, ComboMeshType(0)
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, ControlVertexColors(0)
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, GlobalAmbient(0)
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, MousePressed(false)
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{
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memset(KeysPressed, 0, sizeof KeysPressed);
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}
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// destructor
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~CApp()
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{
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}
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// Tell it to stop running
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void setRunning(bool appRuns)
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{
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IsRunning = appRuns;
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}
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// Check if it should continue running
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bool isRunning() const
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{
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return IsRunning;
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}
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// Event handler
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virtual bool OnEvent(const irr::SEvent &event);
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protected:
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// Application initialization
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// returns true when it was successful initialized, otherwise false.
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bool init(int argc, char *argv[]);
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// Update one frame
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bool update();
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// Close down the application
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void quit();
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// Create some useful textures.
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void createDefaultTextures(irr::video::IVideoDriver * driver);
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// Load a texture and make sure nodes know it when more textures are available.
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void loadTexture(const irr::io::path &name);
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// Rotate a node around the origin (0,0,0)
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void RotateHorizontal(irr::scene::ISceneNode* node, irr::f32 angle);
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void RotateAroundAxis(irr::scene::ISceneNode* node, irr::f32 angle, const irr::core::vector3df& axis);
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void ZoomOut(irr::scene::ISceneNode* node, irr::f32 units);
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void UpdateRotationAxis(irr::scene::ISceneNode* node, irr::core::vector3df& axis);
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enum ENodeType
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{
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ENT_CUBE,
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ENT_SPHERE,
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ENT_SPHERE_HIGHRES,
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};
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void setActiveMeshNodeType(ENodeType nodeType);
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irr::scene::IMeshSceneNode* getVisibleMeshNode() const;
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private:
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SConfig Config;
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bool IsRunning;
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irr::u32 RealTimeTick;
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irr::IrrlichtDevice * Device;
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irr::scene::IMeshManipulator* MeshManipulator;
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irr::scene::ICameraSceneNode * Camera;
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irr::scene::IMeshSceneNode* SceneNode;
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irr::scene::IMeshSceneNode* SceneNode2T;
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irr::scene::IMeshSceneNode* SceneNodeTangents;
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irr::scene::ILightSceneNode* NodeLight;
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irr::core::vector3df CameraRotationAxis;
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irr::core::vector3df LightRotationAxis;
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CMaterialControl* MeshMaterialControl;
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CLightNodeControl* LightControl;
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irr::gui::IGUIComboBox* ComboMeshType;
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CColorControl* ControlVertexColors;
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CColorControl* GlobalAmbient;
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bool KeysPressed[irr::KEY_KEY_CODES_COUNT];
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bool MousePressed;
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irr::core::position2d<irr::s32> MouseStart;
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};
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#endif
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