mirror of
https://github.com/minetest/irrlicht.git
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fe7778d8d8
11.PerPixelLighting - darker light, enable specular again for diffuse - replace wrong irrlichtlogo2.png (was a test around 2005) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6088 dfc29bdd-3216-0410-991c-e03cc46cb475
1045 lines
33 KiB
C++
1045 lines
33 KiB
C++
/** Example 009 Mesh Viewer
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This tutorial show how to create a more complex application with the engine.
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We construct a simple mesh viewer using the user interface API and the
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scene management of Irrlicht. The tutorial show how to create and use Buttons,
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Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images,
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MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML
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reader of the engine.
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We start like in most other tutorials: Include all necessary header files, add
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a comment to let the engine be linked with the correct .lib file in Visual
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Studio, and declare some global variables. We also add two 'using namespace'
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statements, so we do not need to write the whole names of all classes. In this
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tutorial, we use a lot of stuff from the gui namespace.
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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using namespace gui;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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/*
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Some global variables used later on
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*/
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IrrlichtDevice *Device = 0;
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io::path StartUpModelFile;
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core::stringw MessageText;
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core::stringw Caption;
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scene::ISceneNode* Model = 0;
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scene::ISceneNode* SkyBox = 0;
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bool Octree=false;
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bool UseLight=false;
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scene::ICameraSceneNode* Camera[2] = {0, 0};
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// Values used to identify individual GUI elements
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enum
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{
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GUI_ID_DIALOG_ROOT_WINDOW = 0x10000,
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GUI_ID_X_SCALE,
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GUI_ID_Y_SCALE,
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GUI_ID_Z_SCALE,
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GUI_ID_OPEN_MODEL,
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GUI_ID_SET_MODEL_ARCHIVE,
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GUI_ID_LOAD_AS_OCTREE,
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GUI_ID_SKY_BOX_VISIBLE,
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GUI_ID_TOGGLE_DEBUG_INFO,
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GUI_ID_DEBUG_OFF,
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GUI_ID_DEBUG_BOUNDING_BOX,
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GUI_ID_DEBUG_NORMALS,
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GUI_ID_DEBUG_SKELETON,
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GUI_ID_DEBUG_WIRE_OVERLAY,
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GUI_ID_DEBUG_HALF_TRANSPARENT,
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GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES,
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GUI_ID_DEBUG_ALL,
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GUI_ID_MODEL_MATERIAL_SOLID,
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GUI_ID_MODEL_MATERIAL_TRANSPARENT,
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GUI_ID_MODEL_MATERIAL_REFLECTION,
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GUI_ID_CAMERA_MAYA,
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GUI_ID_CAMERA_FIRST_PERSON,
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GUI_ID_POSITION_TEXT,
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GUI_ID_ABOUT,
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GUI_ID_QUIT,
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GUI_ID_TEXTUREFILTER,
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GUI_ID_SKIN_TRANSPARENCY,
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GUI_ID_SKIN_ANIMATION_FPS,
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GUI_ID_BUTTON_SET_SCALE,
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GUI_ID_BUTTON_SCALE_MUL10,
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GUI_ID_BUTTON_SCALE_DIV10,
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GUI_ID_BUTTON_OPEN_MODEL,
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GUI_ID_BUTTON_SHOW_ABOUT,
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GUI_ID_BUTTON_SHOW_TOOLBOX,
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GUI_ID_BUTTON_SELECT_ARCHIVE,
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GUI_ID_ANIMATION_INFO,
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// And some magic numbers
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MAX_FRAMERATE = 80,
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DEFAULT_FRAMERATE = 30
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};
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/*
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Toggle between various cameras
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*/
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void setActiveCamera(scene::ICameraSceneNode* newActive)
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{
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if (0 == Device)
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return;
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scene::ICameraSceneNode * active = Device->getSceneManager()->getActiveCamera();
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active->setInputReceiverEnabled(false);
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newActive->setInputReceiverEnabled(true);
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Device->getSceneManager()->setActiveCamera(newActive);
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}
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/*
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Set the skin transparency by changing the alpha values of all skin-colors
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*/
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void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin)
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{
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for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
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{
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video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i);
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col.setAlpha(alpha);
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skin->setColor((EGUI_DEFAULT_COLOR)i, col);
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}
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}
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/*
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Update the display of the model scaling
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*/
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void updateScaleInfo(scene::ISceneNode* model)
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{
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IGUIElement* toolboxWnd = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
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if (!toolboxWnd)
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return;
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if (!model)
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{
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toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( L"-" );
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toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( L"-" );
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toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( L"-" );
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}
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else
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{
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core::vector3df scale = model->getScale();
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toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText( core::stringw(scale.X).c_str() );
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toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText( core::stringw(scale.Y).c_str() );
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toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText( core::stringw(scale.Z).c_str() );
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}
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}
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/*
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Function showAboutText() displays a messagebox with a caption and
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a message text. The texts will be stored in the MessageText and Caption
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variables at startup.
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*/
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void showAboutText()
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{
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// create modal message box with the text
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// loaded from the xml file.
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Device->getGUIEnvironment()->addMessageBox(
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Caption.c_str(), MessageText.c_str());
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}
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/*
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Function loadModel() loads a model and displays it using an
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addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also
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displays a short message box, if the model could not be loaded.
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*/
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void loadModel(const io::path& filename)
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{
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io::path extension;
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core::getFileNameExtension(extension, filename);
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extension.make_lower();
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// if a texture is loaded apply it to the current model..
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if (extension == ".jpg" || extension == ".pcx" ||
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extension == ".png" || extension == ".ppm" ||
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extension == ".pgm" || extension == ".pbm" ||
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extension == ".psd" || extension == ".tga" ||
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extension == ".bmp" || extension == ".wal" ||
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extension == ".rgb" || extension == ".rgba")
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{
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// Ensure reloading texture by clearing old one out of cache
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video::ITexture * texture = Device->getVideoDriver()->findTexture( filename );
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if ( texture )
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Device->getVideoDriver()->removeTexture(texture);
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// Load the new one and put int on the model
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texture = Device->getVideoDriver()->getTexture( filename );
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if ( texture && Model )
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{
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Model->setMaterialTexture(0, texture);
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}
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return;
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}
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// if a archive is loaded add it to the FileArchive..
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else if (extension == ".pk3" || extension == ".zip" || extension == ".pak" || extension == ".npk")
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{
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Device->getFileSystem()->addFileArchive(filename.c_str());
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return;
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}
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// Remove old model
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if (Model)
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{
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Model->remove();
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Model = 0;
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}
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// .irr is a scene format, so load as scene and set Model pointer to first object in the scene
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if (extension==".irr")
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{
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core::array<scene::ISceneNode*> outNodes;
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Device->getSceneManager()->loadScene(filename);
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Device->getSceneManager()->getSceneNodesFromType(scene::ESNT_ANIMATED_MESH, outNodes);
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if (outNodes.size())
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Model = outNodes[0];
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return;
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}
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// load a model into the engine. Also log the time it takes to load it.
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u32 then = Device->getTimer()->getRealTime();
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scene::IAnimatedMesh* mesh = Device->getSceneManager()->getMesh( filename.c_str() );
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Device->getLogger()->log("Loading time (ms): ", core::stringc(Device->getTimer()->getRealTime() - then).c_str());
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if (!mesh)
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{
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// model could not be loaded
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if (StartUpModelFile != filename)
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Device->getGUIEnvironment()->addMessageBox(
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Caption.c_str(), L"The model could not be loaded. " \
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L"Maybe it is not a supported file format.");
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return;
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}
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// set default material properties
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if (Octree)
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Model = Device->getSceneManager()->addOctreeSceneNode(mesh->getMesh(0));
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else
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{
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scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(mesh);
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Model = animModel;
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}
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Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
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Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight);
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// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
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Model->setDebugDataVisible(scene::EDS_OFF);
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// we need to uncheck the menu entries. would be cool to fake a menu event, but
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// that's not so simple. so we do it brute force
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gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true);
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if (menu)
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for(int item = 1; item < 6; ++item)
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menu->setItemChecked(item, false);
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updateScaleInfo(Model);
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}
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/*
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Function createToolBox() creates a toolbox window. In this simple mesh
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viewer, this toolbox only contains a controls to change the scale
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and animation speed of the model and a control to set the transparency
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of the GUI-elements.
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*/
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void createToolBox()
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{
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// remove tool box if already there
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IGUIEnvironment* env = Device->getGUIEnvironment();
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IGUIElement* root = env->getRootGUIElement();
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IGUIElement* e = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
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if (e)
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e->remove();
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// create the toolbox window
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IGUIWindow* wnd = env->addWindow(core::rect<s32>(600,45,800,480),
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false, L"Toolset", 0, GUI_ID_DIALOG_ROOT_WINDOW);
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// create tab control and tabs
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IGUITabControl* tab = env->addTabControl(
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core::rect<s32>(2,20,800-602,480-7), wnd, true, true);
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IGUITab* t1 = tab->addTab(L"Config");
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// add some edit boxes and a button to tab one
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env->addStaticText(L"Scale:",
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core::rect<s32>(10,20,60,45), false, false, t1);
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env->addStaticText(L"X:", core::rect<s32>(22,48,40,66), false, false, t1);
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env->addEditBox(L"1.0", core::rect<s32>(40,46,130,66), true, t1, GUI_ID_X_SCALE);
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env->addStaticText(L"Y:", core::rect<s32>(22,82,40,96), false, false, t1);
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env->addEditBox(L"1.0", core::rect<s32>(40,76,130,96), true, t1, GUI_ID_Y_SCALE);
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env->addStaticText(L"Z:", core::rect<s32>(22,108,40,126), false, false, t1);
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env->addEditBox(L"1.0", core::rect<s32>(40,106,130,126), true, t1, GUI_ID_Z_SCALE);
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env->addButton(core::rect<s32>(10,134,85,165), t1, GUI_ID_BUTTON_SET_SCALE, L"Set");
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// quick scale buttons
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env->addButton(core::rect<s32>(65,20,95,40), t1, GUI_ID_BUTTON_SCALE_MUL10, L"* 10");
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env->addButton(core::rect<s32>(100,20,130,40), t1, GUI_ID_BUTTON_SCALE_DIV10, L"* 0.1");
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updateScaleInfo(Model);
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// add transparency control
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env->addStaticText(L"GUI Transparency Control:",
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core::rect<s32>(10,200,150,225), true, false, t1);
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IGUIScrollBar* scrollbar = env->addScrollBar(true,
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core::rect<s32>(10,225,150,240), t1, GUI_ID_SKIN_TRANSPARENCY);
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scrollbar->setMax(255);
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scrollbar->setPos(255);
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// add framerate control
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env->addStaticText(L":", core::rect<s32>(10,240,150,265), true, false, t1);
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env->addStaticText(L"Framerate:",
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core::rect<s32>(12,240,75,265), false, false, t1);
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// current frame info
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env->addStaticText(L"", core::rect<s32>(75,240,200,265), false, false, t1,
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GUI_ID_ANIMATION_INFO);
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scrollbar = env->addScrollBar(true,
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core::rect<s32>(10,265,150,280), t1, GUI_ID_SKIN_ANIMATION_FPS);
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scrollbar->setMax(MAX_FRAMERATE);
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scrollbar->setMin(-MAX_FRAMERATE);
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scrollbar->setPos(DEFAULT_FRAMERATE);
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scrollbar->setSmallStep(1);
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}
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/*
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Function updateToolBox() is called each frame to update dynamic information in
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the toolbox.
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*/
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void updateToolBox()
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{
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IGUIEnvironment* env = Device->getGUIEnvironment();
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IGUIElement* root = env->getRootGUIElement();
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IGUIElement* dlg = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true);
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if (!dlg )
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return;
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// update the info we have about the animation of the model
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IGUIStaticText * aniInfo = (IGUIStaticText *)(dlg->getElementFromId(GUI_ID_ANIMATION_INFO, true));
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if (aniInfo)
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{
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if ( Model && scene::ESNT_ANIMATED_MESH == Model->getType() )
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{
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scene::IAnimatedMeshSceneNode* animatedModel = (scene::IAnimatedMeshSceneNode*)Model;
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core::stringw str( (s32)core::round_(animatedModel->getAnimationSpeed()) );
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str += L" Frame: ";
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str += core::stringw((s32)animatedModel->getFrameNr());
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aniInfo->setText(str.c_str());
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}
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else
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aniInfo->setText(L"");
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}
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}
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void onKillFocus()
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{
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// Avoid that the FPS-camera continues moving when the user presses alt-tab while
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// moving the camera.
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const core::list<scene::ISceneNodeAnimator*>& animators = Camera[1]->getAnimators();
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core::list<irr::scene::ISceneNodeAnimator*>::ConstIterator iter = animators.begin();
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while ( iter != animators.end() )
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{
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if ( (*iter)->getType() == scene::ESNAT_CAMERA_FPS )
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{
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// we send a key-down event for all keys used by this animator
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scene::ISceneNodeAnimatorCameraFPS * fpsAnimator = static_cast<scene::ISceneNodeAnimatorCameraFPS*>(*iter);
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const core::array<SKeyMap>& keyMap = fpsAnimator->getKeyMap();
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for ( irr::u32 i=0; i< keyMap.size(); ++i )
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{
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irr::SEvent event;
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event.EventType = EET_KEY_INPUT_EVENT;
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event.KeyInput.Key = keyMap[i].KeyCode;
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event.KeyInput.PressedDown = false;
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fpsAnimator->OnEvent(event);
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}
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}
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++iter;
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}
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}
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/*
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Function hasModalDialog() checks if we currently have a modal dialog open.
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*/
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bool hasModalDialog()
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{
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if ( !Device )
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return false;
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IGUIEnvironment* env = Device->getGUIEnvironment();
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IGUIElement * focused = env->getFocus();
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while ( focused )
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{
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if ( focused->isVisible() && focused->hasType(EGUIET_MODAL_SCREEN) )
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return true;
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focused = focused->getParent();
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}
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return false;
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}
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/*
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To get all the events sent by the GUI Elements, we need to create an event
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receiver. This one is really simple. If an event occurs, it checks the id of
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the caller and the event type, and starts an action based on these values. For
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example, if a menu item with id GUI_ID_OPEN_MODEL was selected, it opens a file-open-dialog.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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virtual bool OnEvent(const SEvent& event)
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{
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// Key events
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if (event.EventType == EET_KEY_INPUT_EVENT &&
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event.KeyInput.PressedDown == false)
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{
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if ( OnKeyUp(event.KeyInput.Key) )
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return true;
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}
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// GUI events
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if (event.EventType == EET_GUI_EVENT)
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{
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s32 id = event.GUIEvent.Caller->getID();
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IGUIEnvironment* env = Device->getGUIEnvironment();
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switch(event.GUIEvent.EventType)
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{
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case EGET_MENU_ITEM_SELECTED:
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// a menu item was clicked
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OnMenuItemSelected( (IGUIContextMenu*)event.GUIEvent.Caller );
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break;
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case EGET_FILE_SELECTED:
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{
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// load the model file, selected in the file open dialog
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IGUIFileOpenDialog* dialog =
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(IGUIFileOpenDialog*)event.GUIEvent.Caller;
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loadModel(dialog->getFileNameP());
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}
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break;
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case EGET_SCROLL_BAR_CHANGED:
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// control skin transparency
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if (id == GUI_ID_SKIN_TRANSPARENCY)
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{
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const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
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setSkinTransparency(pos, env->getSkin());
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}
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// control animation speed
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else if (id == GUI_ID_SKIN_ANIMATION_FPS)
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{
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const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
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if (scene::ESNT_ANIMATED_MESH == Model->getType())
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((scene::IAnimatedMeshSceneNode*)Model)->setAnimationSpeed((f32)pos);
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}
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break;
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case EGET_COMBO_BOX_CHANGED:
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// control anti-aliasing/filtering
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if (id == GUI_ID_TEXTUREFILTER)
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{
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OnTextureFilterSelected( (IGUIComboBox*)event.GUIEvent.Caller );
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}
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break;
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case EGET_BUTTON_CLICKED:
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switch(id)
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{
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case GUI_ID_BUTTON_SET_SCALE:
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{
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// set model scale
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gui::IGUIElement* root = env->getRootGUIElement();
|
|
core::vector3df scale;
|
|
core::stringc s;
|
|
|
|
s = root->getElementFromId(GUI_ID_X_SCALE, true)->getText();
|
|
scale.X = (f32)atof(s.c_str());
|
|
s = root->getElementFromId(GUI_ID_Y_SCALE, true)->getText();
|
|
scale.Y = (f32)atof(s.c_str());
|
|
s = root->getElementFromId(GUI_ID_Z_SCALE, true)->getText();
|
|
scale.Z = (f32)atof(s.c_str());
|
|
|
|
if (Model)
|
|
Model->setScale(scale);
|
|
updateScaleInfo(Model);
|
|
}
|
|
break;
|
|
case GUI_ID_BUTTON_SCALE_MUL10:
|
|
if (Model)
|
|
Model->setScale(Model->getScale()*10.f);
|
|
updateScaleInfo(Model);
|
|
break;
|
|
case GUI_ID_BUTTON_SCALE_DIV10:
|
|
if (Model)
|
|
Model->setScale(Model->getScale()*0.1f);
|
|
updateScaleInfo(Model);
|
|
break;
|
|
case GUI_ID_BUTTON_OPEN_MODEL:
|
|
env->addFileOpenDialog(L"Please select a model file to open");
|
|
break;
|
|
case GUI_ID_BUTTON_SHOW_ABOUT:
|
|
showAboutText();
|
|
break;
|
|
case GUI_ID_BUTTON_SHOW_TOOLBOX:
|
|
createToolBox();
|
|
break;
|
|
case GUI_ID_BUTTON_SELECT_ARCHIVE:
|
|
env->addFileOpenDialog(L"Please select your game archive/directory");
|
|
break;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
Handle key-up events
|
|
*/
|
|
bool OnKeyUp(irr::EKEY_CODE keyCode)
|
|
{
|
|
// Don't handle keys if we have a modal dialog open as it would lead
|
|
// to unexpected application behaviour for the user.
|
|
if ( hasModalDialog() )
|
|
return false;
|
|
|
|
// Escape swaps Camera Input
|
|
if (keyCode == irr::KEY_ESCAPE)
|
|
{
|
|
if (Device)
|
|
{
|
|
scene::ICameraSceneNode * camera =
|
|
Device->getSceneManager()->getActiveCamera();
|
|
if (camera)
|
|
{
|
|
camera->setInputReceiverEnabled( !camera->isInputReceiverEnabled() );
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
else if (keyCode == irr::KEY_F1)
|
|
{
|
|
// Swap display of position information about the camera
|
|
if (Device)
|
|
{
|
|
IGUIElement* elem = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_POSITION_TEXT);
|
|
if (elem)
|
|
elem->setVisible(!elem->isVisible());
|
|
}
|
|
}
|
|
else if (keyCode == irr::KEY_KEY_M)
|
|
{
|
|
if (Device)
|
|
Device->minimizeWindow();
|
|
}
|
|
else if (keyCode == irr::KEY_KEY_L)
|
|
{
|
|
UseLight=!UseLight;
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
|
|
Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
Handle "menu item clicked" events.
|
|
*/
|
|
void OnMenuItemSelected( IGUIContextMenu* menu )
|
|
{
|
|
s32 id = menu->getItemCommandId(menu->getSelectedItem());
|
|
IGUIEnvironment* env = Device->getGUIEnvironment();
|
|
|
|
switch(id)
|
|
{
|
|
case GUI_ID_OPEN_MODEL: // File -> Open Model File & Texture
|
|
env->addFileOpenDialog(L"Please select a model file to open");
|
|
break;
|
|
case GUI_ID_SET_MODEL_ARCHIVE: // File -> Set Model Archive
|
|
env->addFileOpenDialog(L"Please select your game archive/directory");
|
|
break;
|
|
case GUI_ID_LOAD_AS_OCTREE: // File -> LoadAsOctree
|
|
Octree = !Octree;
|
|
menu->setItemChecked(menu->getSelectedItem(), Octree);
|
|
break;
|
|
case GUI_ID_QUIT: // File -> Quit
|
|
Device->closeDevice();
|
|
break;
|
|
case GUI_ID_SKY_BOX_VISIBLE: // View -> Skybox
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
SkyBox->setVisible(!SkyBox->isVisible());
|
|
break;
|
|
case GUI_ID_DEBUG_OFF: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem()+1, false);
|
|
menu->setItemChecked(menu->getSelectedItem()+2, false);
|
|
menu->setItemChecked(menu->getSelectedItem()+3, false);
|
|
menu->setItemChecked(menu->getSelectedItem()+4, false);
|
|
menu->setItemChecked(menu->getSelectedItem()+5, false);
|
|
menu->setItemChecked(menu->getSelectedItem()+6, false);
|
|
if (Model)
|
|
Model->setDebugDataVisible(scene::EDS_OFF);
|
|
break;
|
|
case GUI_ID_DEBUG_BOUNDING_BOX: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX));
|
|
break;
|
|
case GUI_ID_DEBUG_NORMALS: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_NORMALS));
|
|
break;
|
|
case GUI_ID_DEBUG_SKELETON: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_SKELETON));
|
|
break;
|
|
case GUI_ID_DEBUG_WIRE_OVERLAY: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_MESH_WIRE_OVERLAY));
|
|
break;
|
|
case GUI_ID_DEBUG_HALF_TRANSPARENT: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_HALF_TRANSPARENCY));
|
|
break;
|
|
case GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem(), !menu->isItemChecked(menu->getSelectedItem()));
|
|
if (Model)
|
|
Model->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(Model->isDebugDataVisible()^scene::EDS_BBOX_BUFFERS));
|
|
break;
|
|
case GUI_ID_DEBUG_ALL: // View -> Debug Information
|
|
menu->setItemChecked(menu->getSelectedItem()-1, true);
|
|
menu->setItemChecked(menu->getSelectedItem()-2, true);
|
|
menu->setItemChecked(menu->getSelectedItem()-3, true);
|
|
menu->setItemChecked(menu->getSelectedItem()-4, true);
|
|
menu->setItemChecked(menu->getSelectedItem()-5, true);
|
|
menu->setItemChecked(menu->getSelectedItem()-6, true);
|
|
if (Model)
|
|
Model->setDebugDataVisible(scene::EDS_FULL);
|
|
break;
|
|
case GUI_ID_ABOUT: // Help->About
|
|
showAboutText();
|
|
break;
|
|
case GUI_ID_MODEL_MATERIAL_SOLID: // View -> Material -> Solid
|
|
if (Model)
|
|
Model->setMaterialType(video::EMT_SOLID);
|
|
break;
|
|
case GUI_ID_MODEL_MATERIAL_TRANSPARENT: // View -> Material -> Transparent
|
|
if (Model)
|
|
Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
|
|
break;
|
|
case GUI_ID_MODEL_MATERIAL_REFLECTION: // View -> Material -> Reflection
|
|
if (Model)
|
|
Model->setMaterialType(video::EMT_SPHERE_MAP);
|
|
break;
|
|
|
|
case GUI_ID_CAMERA_MAYA:
|
|
setActiveCamera(Camera[0]);
|
|
break;
|
|
case GUI_ID_CAMERA_FIRST_PERSON:
|
|
setActiveCamera(Camera[1]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Handle the event that one of the texture-filters was selected in the corresponding combobox.
|
|
*/
|
|
void OnTextureFilterSelected( IGUIComboBox* combo )
|
|
{
|
|
s32 pos = combo->getSelected();
|
|
switch (pos)
|
|
{
|
|
case 0:
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
|
|
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
|
|
}
|
|
break;
|
|
case 1:
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
|
|
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
Model->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, true);
|
|
}
|
|
break;
|
|
case 4:
|
|
if (Model)
|
|
{
|
|
Model->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, false);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
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. As you can see, there is also a call to
|
|
IrrlichtDevice::setResizeable(). This makes the render window resizeable, which
|
|
is quite useful for a mesh viewer.
|
|
*/
|
|
int main(int argc, char* argv[])
|
|
{
|
|
// ask user for driver
|
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
|
if (driverType==video::EDT_COUNT)
|
|
return 1;
|
|
|
|
// create device and exit if creation failed
|
|
MyEventReceiver receiver;
|
|
Device = createDevice(driverType, core::dimension2d<u32>(800, 600),
|
|
16, false, false, false, &receiver);
|
|
|
|
if (Device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
Device->setResizable(true);
|
|
|
|
Device->setWindowCaption(L"Irrlicht Engine - Loading...");
|
|
|
|
video::IVideoDriver* driver = Device->getVideoDriver();
|
|
IGUIEnvironment* env = Device->getGUIEnvironment();
|
|
scene::ISceneManager* smgr = Device->getSceneManager();
|
|
smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
|
|
|
|
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
|
|
|
|
smgr->addLightSceneNode(0, core::vector3df(200,200,200),
|
|
video::SColorf(1.0f,1.0f,1.0f),2000);
|
|
smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
|
|
// add our media directory as "search path"
|
|
Device->getFileSystem()->addFileArchive(getExampleMediaPath());
|
|
|
|
/*
|
|
The next step is to read the configuration file. It is stored in the xml
|
|
format and looks a little bit like this:
|
|
|
|
@verbatim
|
|
<?xml version="1.0"?>
|
|
<config>
|
|
<startUpModel file="some filename" />
|
|
<messageText caption="Irrlicht Engine Mesh Viewer">
|
|
Hello!
|
|
</messageText>
|
|
</config>
|
|
@endverbatim
|
|
|
|
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:
|
|
*/
|
|
|
|
// read configuration from xml file
|
|
|
|
io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml");
|
|
|
|
while(xml && xml->read())
|
|
{
|
|
switch(xml->getNodeType())
|
|
{
|
|
case io::EXN_TEXT:
|
|
// in this xml file, the only text which occurs is the
|
|
// messageText
|
|
MessageText = xml->getNodeData();
|
|
break;
|
|
case io::EXN_ELEMENT:
|
|
{
|
|
if (core::stringw("startUpModel") == xml->getNodeName())
|
|
StartUpModelFile = xml->getAttributeValue(L"file");
|
|
else
|
|
if (core::stringw("messageText") == xml->getNodeName())
|
|
Caption = xml->getAttributeValue(L"caption");
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (xml)
|
|
xml->drop(); // don't forget to delete the xml reader
|
|
|
|
// We can pass a model to load per command line parameter
|
|
if (argc > 1)
|
|
StartUpModelFile = argv[1];
|
|
|
|
// set a nicer font
|
|
IGUISkin* skin = env->getSkin();
|
|
IGUIFont* font = env->getFont("fonthaettenschweiler.bmp");
|
|
if (font)
|
|
skin->setFont(font);
|
|
|
|
/*
|
|
Now create the Menu.
|
|
It is possible to create submenus for every menu item. The call
|
|
menu->addItem(L"File", -1, true, true); for example adds a new menu
|
|
Item with the name "File" 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->getSubMenu(0), because the "File" entry is the menu item with
|
|
index 0.
|
|
*/
|
|
gui::IGUIContextMenu* menu = env->addMenu();
|
|
menu->addItem(L"File", -1, true, true);
|
|
menu->addItem(L"View", -1, true, true);
|
|
menu->addItem(L"Camera", -1, true, true);
|
|
menu->addItem(L"Help", -1, true, true);
|
|
|
|
gui::IGUIContextMenu* submenu;
|
|
submenu = menu->getSubMenu(0);
|
|
submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL);
|
|
submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE);
|
|
submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE);
|
|
submenu->addSeparator();
|
|
submenu->addItem(L"Quit", GUI_ID_QUIT);
|
|
|
|
submenu = menu->getSubMenu(1);
|
|
submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true);
|
|
submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true);
|
|
submenu->addItem(L"model material", -1, true, true );
|
|
|
|
submenu = submenu->getSubMenu(1);
|
|
submenu->addItem(L"Off", GUI_ID_DEBUG_OFF);
|
|
submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX);
|
|
submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS);
|
|
submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON);
|
|
submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY);
|
|
submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT);
|
|
submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES);
|
|
submenu->addItem(L"All", GUI_ID_DEBUG_ALL);
|
|
|
|
submenu = menu->getSubMenu(1)->getSubMenu(2);
|
|
submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID);
|
|
submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT);
|
|
submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION);
|
|
|
|
submenu = menu->getSubMenu(2);
|
|
submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA);
|
|
submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON);
|
|
|
|
submenu = menu->getSubMenu(3);
|
|
submenu->addItem(L"About", GUI_ID_ABOUT);
|
|
|
|
/*
|
|
Below the menu we want a toolbar, onto which we can place colored
|
|
buttons and important looking stuff like a senseless combobox.
|
|
*/
|
|
|
|
// create toolbar
|
|
|
|
gui::IGUIToolBar* bar = env->addToolBar();
|
|
|
|
video::ITexture* image = driver->getTexture("open.png");
|
|
bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true);
|
|
|
|
image = driver->getTexture("tools.png");
|
|
bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true);
|
|
|
|
image = driver->getTexture("zip.png");
|
|
bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true);
|
|
|
|
image = driver->getTexture("help.png");
|
|
bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true);
|
|
|
|
// create a combobox for texture filters
|
|
|
|
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, GUI_ID_TEXTUREFILTER);
|
|
box->addItem(L"No filtering");
|
|
box->addItem(L"Bilinear");
|
|
box->addItem(L"Trilinear");
|
|
box->addItem(L"Anisotropic");
|
|
box->addItem(L"Isotropic");
|
|
|
|
/*
|
|
To make the editor look a little bit better, we disable transparent gui
|
|
elements, and add an Irrlicht Engine logo. In addition, a text showing
|
|
the current frames per second value is created and the window caption is
|
|
changed.
|
|
*/
|
|
|
|
// disable alpha
|
|
|
|
for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
|
|
{
|
|
video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
|
|
col.setAlpha(255);
|
|
env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
|
|
}
|
|
|
|
// add a tabcontrol
|
|
|
|
createToolBox();
|
|
|
|
// create fps text
|
|
|
|
IGUIStaticText* fpstext = env->addStaticText(L"",
|
|
core::rect<s32>(400,4,570,23), true, false, bar);
|
|
|
|
IGUIStaticText* postext = env->addStaticText(L"",
|
|
core::rect<s32>(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT);
|
|
postext->setVisible(false);
|
|
|
|
// set window caption
|
|
Caption += " - [";
|
|
Caption += driver->getName();
|
|
Caption += "]";
|
|
Device->setWindowCaption(Caption.c_str());
|
|
|
|
/*
|
|
Now we show the about message box at start up, and load the first model.
|
|
To make everything look better a skybox is created. We also add a user
|
|
controlled camera, to make the application more interactive.
|
|
Finally, everything is drawn in a standard drawing loop.
|
|
*/
|
|
|
|
// show about message box and load default model
|
|
if (argc==1)
|
|
showAboutText();
|
|
loadModel(StartUpModelFile.c_str());
|
|
|
|
// add skybox
|
|
SkyBox = smgr->addSkyBoxSceneNode(
|
|
driver->getTexture("irrlicht2_up.jpg"),
|
|
driver->getTexture("irrlicht2_dn.jpg"),
|
|
driver->getTexture("irrlicht2_lf.jpg"),
|
|
driver->getTexture("irrlicht2_rt.jpg"),
|
|
driver->getTexture("irrlicht2_ft.jpg"),
|
|
driver->getTexture("irrlicht2_bk.jpg"));
|
|
|
|
// add a camera scene node
|
|
Camera[0] = smgr->addCameraSceneNodeMaya();
|
|
Camera[0]->setFarValue(20000.f);
|
|
// Maya cameras reposition themselves relative to their target, so target the location
|
|
// where the mesh scene node is placed.
|
|
Camera[0]->setTarget(core::vector3df(0,30,0));
|
|
|
|
Camera[1] = smgr->addCameraSceneNodeFPS();
|
|
Camera[1]->setFarValue(20000.f);
|
|
Camera[1]->setPosition(core::vector3df(0,0,-70));
|
|
Camera[1]->setTarget(core::vector3df(0,30,0));
|
|
|
|
setActiveCamera(Camera[0]);
|
|
|
|
// load the irrlicht engine logo
|
|
IGUIImage *img =
|
|
env->addImage(driver->getTexture("irrlichtlogo3.png"),
|
|
core::position2d<s32>(10, driver->getScreenSize().Height - 128));
|
|
|
|
// lock the logo's edges to the bottom left corner of the screen
|
|
img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT,
|
|
EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);
|
|
|
|
// remember state so we notice when the window does lose the focus
|
|
bool hasFocus = Device->isWindowFocused();
|
|
|
|
// draw everything
|
|
while(Device->run() && driver)
|
|
{
|
|
// Catch focus changes (workaround until Irrlicht has events for this)
|
|
bool focused = Device->isWindowFocused();
|
|
if ( hasFocus && !focused )
|
|
onKillFocus();
|
|
hasFocus = focused;
|
|
|
|
if (Device->isWindowActive())
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(150,50,50,50));
|
|
|
|
smgr->drawAll();
|
|
env->drawAll();
|
|
|
|
driver->endScene();
|
|
|
|
// update information about current frame-rate
|
|
core::stringw str(L"FPS: ");
|
|
str.append(core::stringw(driver->getFPS()));
|
|
str += L" Tris: ";
|
|
str.append(core::stringw(driver->getPrimitiveCountDrawn()));
|
|
fpstext->setText(str.c_str());
|
|
|
|
// update information about the active camera
|
|
scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera();
|
|
str = L"Pos: ";
|
|
str.append(core::stringw(cam->getPosition().X));
|
|
str += L" ";
|
|
str.append(core::stringw(cam->getPosition().Y));
|
|
str += L" ";
|
|
str.append(core::stringw(cam->getPosition().Z));
|
|
str += L" Tgt: ";
|
|
str.append(core::stringw(cam->getTarget().X));
|
|
str += L" ";
|
|
str.append(core::stringw(cam->getTarget().Y));
|
|
str += L" ";
|
|
str.append(core::stringw(cam->getTarget().Z));
|
|
postext->setText(str.c_str());
|
|
|
|
// update the tool dialog
|
|
updateToolBox();
|
|
}
|
|
else
|
|
Device->yield();
|
|
}
|
|
|
|
Device->drop();
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
**/
|