Tutorial 22: Material Viewer

This example can be used to play around with material settings and watch the results. Only the default non-shader materials are used in here.

You have two nodes to make it easier to see which difference your settings will make. Additionally you have one lightscenenode and you can set the global ambient values.

#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif

Variables within the empty namespace are globals which are restricted to this file.

namespace
{
const wchar_t* const DriverTypeNames[] =
{
L"NULL",
L"SOFTWARE",
L"BURNINGSVIDEO",
L"DIRECT3D8",
L"DIRECT3D9",
L"OPENGL",
0,
};
// For the gui id's
enum EGUI_IDS
{
GUI_ID_OPEN_TEXTURE = 1,
GUI_ID_QUIT,
GUI_ID_MAX
};
// Name used in texture selection to clear the textures on the node
const core::stringw CLEAR_TEXTURE = L"CLEAR texture";
// some useful color constants
const video::SColor SCOL_BLACK = video::SColor(255, 0, 0, 0);
const video::SColor SCOL_BLUE = video::SColor(255, 0, 0, 255);
const video::SColor SCOL_CYAN = video::SColor(255, 0, 255, 255);
const video::SColor SCOL_GRAY = video::SColor(255, 128,128, 128);
const video::SColor SCOL_GREEN = video::SColor(255, 0, 255, 0);
const video::SColor SCOL_MAGENTA = video::SColor(255, 255, 0, 255);
const video::SColor SCOL_RED = video::SColor(255, 255, 0, 0);
const video::SColor SCOL_YELLOW = video::SColor(255, 255, 255, 0);
const video::SColor SCOL_WHITE = video::SColor(255, 255, 255, 255);
}; // namespace

Returns a new unique number on each call.

s32 makeUniqueId()
{
static int unique = GUI_ID_MAX;
++unique;
return unique;
}

Find out which vertex-type is needed for the given material type.

video::E_VERTEX_TYPE getVertexTypeForMaterialType(video::E_MATERIAL_TYPE materialType)
{
using namespace video;
switch ( materialType )
{
case EMT_SOLID:
return EVT_STANDARD;
case EMT_SOLID_2_LAYER:
return EVT_STANDARD;
case EMT_LIGHTMAP:
case EMT_LIGHTMAP_ADD:
case EMT_LIGHTMAP_M2:
case EMT_LIGHTMAP_M4:
case EMT_LIGHTMAP_LIGHTING:
case EMT_LIGHTMAP_LIGHTING_M2:
case EMT_LIGHTMAP_LIGHTING_M4:
return EVT_2TCOORDS;
case EMT_DETAIL_MAP:
return EVT_2TCOORDS;
case EMT_SPHERE_MAP:
return EVT_STANDARD;
case EMT_REFLECTION_2_LAYER:
return EVT_2TCOORDS;
case EMT_TRANSPARENT_ADD_COLOR:
return EVT_STANDARD;
case EMT_TRANSPARENT_ALPHA_CHANNEL:
return EVT_STANDARD;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
return EVT_STANDARD;
case EMT_TRANSPARENT_VERTEX_ALPHA:
return EVT_STANDARD;
case EMT_TRANSPARENT_REFLECTION_2_LAYER:
return EVT_2TCOORDS;
case EMT_NORMAL_MAP_SOLID:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_SOLID:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
return EVT_TANGENTS;
case EMT_ONETEXTURE_BLEND:
return EVT_STANDARD;
case EMT_FORCE_32BIT:
return EVT_STANDARD;
}
return EVT_STANDARD;
}

Custom GUI-control to edit colorvalues.

class CColorControl : public gui::IGUIElement
{
public:
// Constructor
CColorControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, IGUIElement* parent, s32 id=-1 )
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect< s32 >(pos, pos+core::dimension2d<s32>(80, 75)))
, DirtyFlag(true)
, ColorStatic(0)
, EditAlpha(0)
, EditRed(0)
, EditGreen(0)
, EditBlue(0)
{
using namespace gui;
ButtonSetId = makeUniqueId();
const core::rect< s32 > rectControls(0,0,AbsoluteRect.getWidth(),AbsoluteRect.getHeight() );
IGUIStaticText * groupElement = guiEnv->addStaticText (L"", rectControls, true, false, this, -1, false);
groupElement->setNotClipped(true);
guiEnv->addStaticText (text, core::rect<s32>(0,0,80,15), false, false, groupElement, -1, false);
EditAlpha = addEditForNumbers(guiEnv, core::position2d<s32>(0,15), L"a", -1, groupElement );
EditRed = addEditForNumbers(guiEnv, core::position2d<s32>(0,30), L"r", -1, groupElement );
EditGreen = addEditForNumbers(guiEnv, core::position2d<s32>(0,45), L"g", -1, groupElement );
EditBlue = addEditForNumbers(guiEnv, core::position2d<s32>(0,60), L"b", -1, groupElement );
ColorStatic = guiEnv->addStaticText (L"", core::rect<s32>(60,15,80,75), true, false, groupElement, -1, true);
guiEnv->addButton (core::rect<s32>(60,35,80,50), groupElement, ButtonSetId, L"set");
SetEditsFromColor(Color);
}
// event receiver
virtual bool OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
if ( event.GUIEvent.Caller->getID() == ButtonSetId && event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
{
Color = GetColorFromEdits();
SetEditsFromColor(Color);
}
return false;
}
// set the color values
void setColor(const video::SColor& col)
{
DirtyFlag = true;
Color = col;
SetEditsFromColor(Color);
}
// get the color values
const video::SColor& getColor() const
{
return Color;
}
// To reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the color was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
protected:
// Add a staticbox for a description + an editbox so users can enter numbers
gui::IGUIEditBox* addEditForNumbers(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t *text, s32 id, gui::IGUIElement * parent)
{
using namespace gui;
core::rect< s32 > rect(pos, pos+core::dimension2d<s32>(10, 15));
guiEnv->addStaticText (text, rect, false, false, parent, -1, false);
rect += core::position2d<s32>( 20, 0 );
rect.LowerRightCorner.X += 20;
gui::IGUIEditBox* edit = guiEnv->addEditBox(L"0", rect, true, parent, id);
return edit;
}
// Get the color value from the editfields
video::SColor GetColorFromEdits()
{
video::SColor col;
if (EditAlpha)
{
u32 alpha = core::strtoul10(core::stringc(EditAlpha->getText()).c_str());
if (alpha > 255)
alpha = 255;
col.setAlpha(alpha);
}
if (EditRed)
{
u32 red = core::strtoul10(core::stringc(EditRed->getText()).c_str());
if (red > 255)
red = 255;
col.setRed(red);
}
if (EditGreen)
{
u32 green = core::strtoul10(core::stringc(EditGreen->getText()).c_str());
if (green > 255)
green = 255;
col.setGreen(green);
}
if (EditBlue)
{
u32 blue = core::strtoul10(core::stringc(EditBlue->getText()).c_str());
if (blue > 255)
blue = 255;
col.setBlue(blue);
}
return col;
}
// Fill the editfields with the value for the given color
void SetEditsFromColor(video::SColor col)
{
DirtyFlag = true;
if ( EditAlpha )
EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
if ( EditRed )
EditRed->setText( core::stringw(col.getRed()).c_str() );
if ( EditGreen )
EditGreen->setText( core::stringw(col.getGreen()).c_str() );
if ( EditBlue )
EditBlue->setText( core::stringw(col.getBlue()).c_str() );
if ( ColorStatic )
ColorStatic->setBackgroundColor(col);
}
private:
bool DirtyFlag;
video::SColor Color;
s32 ButtonSetId;
gui::IGUIStaticText * ColorStatic;
gui::IGUIEditBox * EditAlpha;
gui::IGUIEditBox * EditRed;
gui::IGUIEditBox * EditGreen;
gui::IGUIEditBox * EditBlue;
};

Custom GUI-control for to edit all colors typically used in materials and lights

class CAllColorsControl : public gui::IGUIElement
{
public:
// Constructor
CAllColorsControl(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description, bool hasEmissive, IGUIElement* parent, s32 id=-1)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(60,250)))
, ControlAmbientColor(0), ControlDiffuseColor(0), ControlSpecularColor(0), ControlEmissiveColor(0)
{
core::rect<s32> rect(0, 0, 60, 15);
guiEnv->addStaticText (description, rect, false, false, this, -1, false);
createColorControls(guiEnv, core::position2d<s32>(0, 15), hasEmissive);
}
// Destructor
virtual ~CAllColorsControl()
{
ControlAmbientColor->drop();
ControlDiffuseColor->drop();
if ( ControlEmissiveColor )
ControlEmissiveColor->drop();
ControlSpecularColor->drop();
}
// Set the color values to those within the material
void setColorsToMaterialColors(const video::SMaterial & material)
{
ControlAmbientColor->setColor(material.AmbientColor);
ControlDiffuseColor->setColor(material.DiffuseColor);
ControlEmissiveColor->setColor(material.EmissiveColor);
ControlSpecularColor->setColor(material.SpecularColor);
}
// Update all changed colors in the material
void updateMaterialColors(video::SMaterial & material)
{
if ( ControlAmbientColor->isDirty() )
material.AmbientColor = ControlAmbientColor->getColor();
if ( ControlDiffuseColor->isDirty() )
material.DiffuseColor = ControlDiffuseColor->getColor();
if ( ControlEmissiveColor->isDirty() )
material.EmissiveColor = ControlEmissiveColor->getColor();
if ( ControlSpecularColor->isDirty() )
material.SpecularColor = ControlSpecularColor->getColor();
}
// Set the color values to those from the light data
void setColorsToLightDataColors(const video::SLight & lightData)
{
ControlAmbientColor->setColor(lightData.AmbientColor.toSColor());
ControlAmbientColor->setColor(lightData.DiffuseColor.toSColor());
ControlAmbientColor->setColor(lightData.SpecularColor.toSColor());
}
// Update all changed colors in the light data
void updateLightColors(video::SLight & lightData)
{
if ( ControlAmbientColor->isDirty() )
lightData.AmbientColor = video::SColorf( ControlAmbientColor->getColor() );
if ( ControlDiffuseColor->isDirty() )
lightData.DiffuseColor = video::SColorf( ControlDiffuseColor->getColor() );
if ( ControlSpecularColor->isDirty() )
lightData.SpecularColor = video::SColorf(ControlSpecularColor->getColor() );
}
// To reset the dirty flags
void resetDirty()
{
ControlAmbientColor->resetDirty();
ControlDiffuseColor->resetDirty();
ControlSpecularColor->resetDirty();
if ( ControlEmissiveColor )
ControlEmissiveColor->resetDirty();
}
protected:
void createColorControls(gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, bool hasEmissive)
{
ControlAmbientColor = new CColorControl( guiEnv, pos, L"ambient", this);
ControlDiffuseColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 75), L"diffuse", this );
ControlSpecularColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 150), L"specular", this );
if ( hasEmissive )
{
ControlEmissiveColor = new CColorControl( guiEnv, pos + core::position2d<s32>(0, 225), L"emissive", this );
}
}
private:
CColorControl* ControlAmbientColor;
CColorControl* ControlDiffuseColor;
CColorControl* ControlSpecularColor;
CColorControl* ControlEmissiveColor;
};

GUI-Control to offer a selection of available textures.

class CTextureControl : public gui::IGUIElement
{
public:
CTextureControl(gui::IGUIEnvironment* guiEnv, video::IVideoDriver * driver, const core::position2d<s32> & pos, IGUIElement* parent, s32 id=-1)
: gui::IGUIElement(gui::EGUIET_ELEMENT, guiEnv, parent,id, core::rect<s32>(pos,pos+core::dimension2d<s32>(100,15)))
, DirtyFlag(true), ComboTexture(0)
{
core::rect<s32> rectCombo(0, 0, AbsoluteRect.getWidth(),AbsoluteRect.getHeight());
ComboTexture = guiEnv->addComboBox (rectCombo, this);
updateTextures(driver);
}
virtual bool OnEvent(const SEvent &event)
{
if ( event.EventType != EET_GUI_EVENT )
return false;
if ( event.GUIEvent.Caller == ComboTexture && event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
{
DirtyFlag = true;
}
return false;
}
// Workaround for a problem with comboboxes.
// We have to get in front when the combobox wants to get in front or combobox-list might be drawn below other elements.
virtual bool bringToFront(IGUIElement* element)
{
bool result = gui::IGUIElement::bringToFront(element);
if ( Parent && element == ComboTexture )
result &= Parent->bringToFront(this);
return result;
}
// return selected texturename (if any, otherwise 0)
const wchar_t * getSelectedTextureName() const
{
s32 selected = ComboTexture->getSelected();
if ( selected < 0 )
return 0;
return ComboTexture->getItem(selected);
}
// reset the dirty flag
void resetDirty()
{
DirtyFlag = false;
}
// when the texture was changed the dirty flag is set
bool isDirty() const
{
return DirtyFlag;
};
// Put the names of all currently loaded textures in a combobox
void updateTextures(video::IVideoDriver * driver)
{
s32 oldSelected = ComboTexture->getSelected();
s32 selectNew = -1;
core::stringw oldTextureName;
if ( oldSelected >= 0 )
{
oldTextureName = ComboTexture->getItem(oldSelected);
}
ComboTexture->clear();
for ( u32 i=0; i < driver->getTextureCount(); ++i )
{
video::ITexture * texture = driver->getTextureByIndex(i);
core::stringw name( texture->getName() );
ComboTexture->addItem( name.c_str() );
if ( !oldTextureName.empty() && selectNew < 0 && name == oldTextureName )
selectNew = i;
}
// add another name which can be used to clear the texture
ComboTexture->addItem( CLEAR_TEXTURE.c_str() );
if ( CLEAR_TEXTURE == oldTextureName )
selectNew = ComboTexture->getItemCount()-1;
if ( selectNew >= 0 )
ComboTexture->setSelected(selectNew);
DirtyFlag = true;
}
private:
bool DirtyFlag;
gui::IGUIComboBox * ComboTexture;
};

Control which allows setting some of the material values for a meshscenenode

struct SMeshNodeControl
{
// constructor
SMeshNodeControl()
: Initialized(false), Driver(0), MeshManipulator(0), SceneNode(0), SceneNode2T(0), SceneNodeTangents(0)
, AllColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0), TextureControl1(0), TextureControl2(0), ControlVertexColors(0)
{
}
// Destructor
virtual ~SMeshNodeControl()
{
if ( TextureControl1 )
TextureControl1->drop();
if ( TextureControl2 )
TextureControl2->drop();
if ( ControlVertexColors )
ControlVertexColors->drop();
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::IMeshSceneNode* node, IrrlichtDevice * device, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !device) // initializing twice or with invalid data not allowed
return;
Driver = device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = device->getGUIEnvironment();
scene::ISceneManager* smgr = device->getSceneManager();
MeshManipulator = smgr->getMeshManipulator();
SceneNode = node;
scene::IMeshManipulator * meshManip = smgr->getMeshManipulator();
scene::IMesh * mesh2T = meshManip->createMeshWith2TCoords(node->getMesh());
SceneNode2T = smgr->addMeshSceneNode(mesh2T, 0, -1, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
mesh2T->drop();
scene::IMesh * meshTangents = meshManip->createMeshWithTangents(node->getMesh(), false, false, false);
SceneNodeTangents = smgr->addMeshSceneNode(meshTangents, 0, -1
, SceneNode->getPosition(), SceneNode->getRotation(), SceneNode->getScale() );
meshTangents->drop();
video::SMaterial & material = SceneNode->getMaterial(0);
material.Lighting = true;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, true, guiEnv->getRootGUIElement());
AllColorsControl->setColorsToMaterialColors(material);
core::rect<s32> rectBtn(pos + core::position2d<s32>(0, 320), core::dimension2d<s32>(60, 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+40, rectBtn.UpperLeftCorner.Y+15 );
InfoLighting = guiEnv->addStaticText(L"", rectInfo, true, false );
InfoLighting->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER );
core::rect<s32> rectCombo(pos.X, rectBtn.LowerRightCorner.Y, pos.X+100, rectBtn.LowerRightCorner.Y+15);
ComboMaterial = guiEnv->addComboBox (rectCombo);
for ( int i=0; i <= (int)video::EMT_ONETEXTURE_BLEND; ++i )
{
ComboMaterial->addItem( core::stringw(video::sBuiltInMaterialTypeNames[i]).c_str() );
}
ComboMaterial->setSelected( (s32)material.MaterialType );
core::position2d<s32> posTex(rectCombo.UpperLeftCorner.X,rectCombo.LowerRightCorner.Y);
TextureControl1 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
posTex.Y += 15;
TextureControl2 = new CTextureControl(guiEnv, Driver, posTex, guiEnv->getRootGUIElement());
core::position2d<s32> posVertexColors( posTex.X, posTex.Y + 15);
ControlVertexColors = new CColorControl( guiEnv, posVertexColors, L"Vertex colors", guiEnv->getRootGUIElement());
video::S3DVertex * vertices = (video::S3DVertex *)node->getMesh()->getMeshBuffer(0)->getVertices();
if ( vertices )
{
ControlVertexColors->setColor(vertices[0].Color);
}
Initialized = true;
}
void update()
{
if ( !Initialized )
return;
video::SMaterial & material = SceneNode->getMaterial(0);
video::SMaterial & material2T = SceneNode2T->getMaterial(0);
video::SMaterial & materialTangents = SceneNodeTangents->getMaterial(0);
s32 selectedMaterial = ComboMaterial->getSelected();
if ( selectedMaterial >= (s32)video::EMT_SOLID && selectedMaterial <= (s32)video::EMT_ONETEXTURE_BLEND)
{
video::E_VERTEX_TYPE vertexType = getVertexTypeForMaterialType((video::E_MATERIAL_TYPE)selectedMaterial);
switch ( vertexType )
{
case video::EVT_STANDARD:
material.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(true);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(false);
break;
case video::EVT_2TCOORDS:
material2T.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(true);
SceneNodeTangents->setVisible(false);
break;
case video::EVT_TANGENTS:
materialTangents.MaterialType = (video::E_MATERIAL_TYPE)selectedMaterial;
SceneNode->setVisible(false);
SceneNode2T->setVisible(false);
SceneNodeTangents->setVisible(true);
break;
}
}
updateMaterial(material);
updateMaterial(material2T);
updateMaterial(materialTangents);
if ( ButtonLighting->isPressed() )
InfoLighting->setText(L"on");
else
InfoLighting->setText(L"off");
AllColorsControl->resetDirty();
TextureControl1->resetDirty();
TextureControl2->resetDirty();
ControlVertexColors->resetDirty();
}
void updateTextures()
{
TextureControl1->updateTextures(Driver);
TextureControl2->updateTextures(Driver);
}
protected:
void updateMaterial(video::SMaterial & material)
{
AllColorsControl->updateMaterialColors(material);
material.Lighting = ButtonLighting->isPressed();
if ( TextureControl1->isDirty() )
{
material.TextureLayer[0].Texture = Driver->getTexture( io::path(TextureControl1->getSelectedTextureName()) );
}
if ( TextureControl2->isDirty() )
{
material.TextureLayer[1].Texture = Driver->getTexture( io::path(TextureControl2->getSelectedTextureName()) );
}
if ( ControlVertexColors->isDirty() )
{
MeshManipulator->setVertexColors (SceneNode->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNode2T->getMesh(), ControlVertexColors->getColor());
MeshManipulator->setVertexColors (SceneNodeTangents->getMesh(), ControlVertexColors->getColor());
}
}
bool Initialized;
video::IVideoDriver * Driver;
scene::IMeshManipulator* MeshManipulator;
scene::IMeshSceneNode* SceneNode;
scene::IMeshSceneNode* SceneNode2T;
scene::IMeshSceneNode* SceneNodeTangents;
CAllColorsControl* AllColorsControl;
gui::IGUIButton * ButtonLighting;
gui::IGUIStaticText* InfoLighting;
gui::IGUIComboBox * ComboMaterial;
CTextureControl* TextureControl1;
CTextureControl* TextureControl2;
CColorControl* ControlVertexColors;
};

Control to allow setting the color values of a lightscenenode.

struct SLightNodeControl
{
// constructor
SLightNodeControl() : Initialized(false), SceneNode(0), AllColorsControl(0)
{
}
virtual ~SLightNodeControl()
{
if ( AllColorsControl )
AllColorsControl->drop();
}
void init(scene::ILightSceneNode* node, gui::IGUIEnvironment* guiEnv, const core::position2d<s32> & pos, const wchar_t * description)
{
if ( Initialized || !node || !guiEnv) // initializing twice or with invalid data not allowed
return;
SceneNode = node;
AllColorsControl = new CAllColorsControl(guiEnv, pos, description, false, guiEnv->getRootGUIElement());
const video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->setColorsToLightDataColors(lightData);
Initialized = true;
}
void update()
{
if ( !Initialized )
return;
video::SLight & lightData = SceneNode->getLightData();
AllColorsControl->updateLightColors(lightData);
}
protected:
bool Initialized;
scene::ILightSceneNode* SceneNode;
CAllColorsControl* AllColorsControl;
};

Application configuration

struct SConfig
{
SConfig()
: RenderInBackground(true)
, DriverType(video::EDT_BURNINGSVIDEO)
, ScreenSize(640, 480)
{
}
bool RenderInBackground;
video::E_DRIVER_TYPE DriverType;
core::dimension2d<u32> ScreenSize;
};

Main application class

class CApp : public IEventReceiver
{
friend int main(int argc, char *argv[]);
public:
// constructor
CApp()
: IsRunning(false)
, Device(0)
, Camera(0)
, GlobalAmbient(0)
{
}
// destructor
~CApp()
{
}
// stop running - will quit at end of mainloop
void stopApp()
{
IsRunning = false;
}
// Event handler
virtual bool OnEvent(const SEvent &event)
{
if (event.EventType == EET_GUI_EVENT)
{
gui::IGUIEnvironment* env = Device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
case gui::EGET_MENU_ITEM_SELECTED:
{
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)event.GUIEvent.Caller;
s32 id = menu->getItemCommandId(menu->getSelectedItem());
switch(id)
{
case GUI_ID_OPEN_TEXTURE: // File -> Open Texture
env->addFileOpenDialog(L"Please select a texture file to open");
break;
case GUI_ID_QUIT: // File -> Quit
stopApp();
break;
}
}
break;
case gui::EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
gui::IGUIFileOpenDialog* dialog =
(gui::IGUIFileOpenDialog*)event.GUIEvent.Caller;
loadTexture(io::path(dialog->getFileName()).c_str());
}
break;
default:
break;
}
}
return false;
}
protected:
// Application initialization
// returns true when it was successful initialized, otherwise false.
bool init(int argc, char *argv[])
{
// ask user for driver
Config.DriverType=driverChoiceConsole();
if (Config.DriverType==video::EDT_COUNT)
return false;
// create the device with the settings from our config
Device = createDevice(Config.DriverType, Config.ScreenSize);
if (!Device)
return false;
Device->setWindowCaption( DriverTypeNames[Config.DriverType] );
Device->setEventReceiver(this);
scene::ISceneManager* smgr = Device->getSceneManager();
video::IVideoDriver * driver = Device->getVideoDriver ();
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
// set a nicer font
gui::IGUISkin* skin = guiEnv->getSkin();
gui::IGUIFont* font = guiEnv->getFont("../../media/fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
// remove some alpha value because it makes those menus harder to read otherwise
video::SColor col3dHighLight( skin->getColor(gui::EGDC_APP_WORKSPACE) );
col3dHighLight.setAlpha(255);
video::SColor colHighLight( col3dHighLight );
skin->setColor(gui::EGDC_HIGH_LIGHT, colHighLight );
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, col3dHighLight );
// Add some textures which are useful to test material settings
createDefaultTextures(driver);
// create a menu
gui::IGUIContextMenu * menuBar = guiEnv->addMenu();
menuBar->addItem(L"File", -1, true, true);
gui::IGUIContextMenu* subMenuFile = menuBar->getSubMenu(0);
subMenuFile->addItem(L"Open texture ...", GUI_ID_OPEN_TEXTURE);
subMenuFile->addSeparator();
subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
// a static camera
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 0, 0),
core::vector3df(0, 0, 100),
-1);
// add the nodes which are used to show the materials
scene::IMeshSceneNode* nodeL = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(-35, 0, 100),
core::vector3df(0, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeLeft.init( nodeL, Device, core::position2d<s32>(10,20), L"left node" );
scene::IMeshSceneNode* nodeR = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(35, 0, 100),
core::vector3df(0, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
NodeRight.init( nodeR, Device, core::position2d<s32>(530,20), L"right node" );
// add one light
scene::ILightSceneNode* nodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, 0),
video::SColorf(1.0f, 1.0f, 1.0f),
100.0f);
LightControl.init(nodeLight, guiEnv, core::position2d<s32>(270,20), L"light" );
// one large cube around everything. That's mainly to make the light more obvious.
scene::IMeshSceneNode* backgroundCube = smgr->addCubeSceneNode (200.0f, 0, -1, core::vector3df(0, 0, 0),
core::vector3df(45, 0, 0),
core::vector3df(1.0f, 1.0f, 1.0f));
backgroundCube->getMaterial(0).BackfaceCulling = false; // we are within the cube, so we have to disable backface culling to see it
backgroundCube->getMaterial(0).EmissiveColor.set(255,50,50,50); // we keep some self lighting to keep texts visible
// set the ambient light value
GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(270, 300), L"global ambient", guiEnv->getRootGUIElement());
GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
return true;
}
// Update one frame
bool update()
{
using namespace irr;
video::IVideoDriver* videoDriver = Device->getVideoDriver();
if ( !Device->run() )
return false;
if ( Device->isWindowActive() || Config.RenderInBackground )
{
gui::IGUIEnvironment* guiEnv = Device->getGUIEnvironment();
scene::ISceneManager* smgr = Device->getSceneManager();
gui::IGUISkin * skin = guiEnv->getSkin();
// update our controls
NodeLeft.update();
NodeRight.update();
LightControl.update();
// update ambient light settings
if ( GlobalAmbient->isDirty() )
{
smgr->setAmbientLight( GlobalAmbient->getColor() );
GlobalAmbient->resetDirty();
}
// draw everything
video::SColor bkColor( skin->getColor(gui::EGDC_APP_WORKSPACE) );
videoDriver->beginScene(true, true, bkColor);
smgr->drawAll();
guiEnv->drawAll();
videoDriver->endScene();
}
return true;
}
// Run the application. Our main loop.
void run()
{
IsRunning = true;
if ( !Device )
return;
// main application loop
while(IsRunning)
{
if ( !update() )
break;
Device->sleep( 5 );
}
}
// Close down the application
void quit()
{
IsRunning = false;
GlobalAmbient->drop();
GlobalAmbient = NULL;
if ( Device )
{
Device->closeDevice();
Device->drop();
Device = NULL;
}
}
// Create some useful textures.
// Note that the function put readability over speed, you shouldn't use setPixel at runtime but for initialization it's nice.
void createDefaultTextures(video::IVideoDriver * driver)
{
const u32 width = 256;
const u32 height = 256;
video::IImage * imageA8R8G8B8 = driver->createImage (video::ECF_A8R8G8B8, core::dimension2d<u32>(width, height));
if ( !imageA8R8G8B8 )
return;
const u32 pitch = imageA8R8G8B8->getPitch();
// some nice square-pattern with 9 typical colors
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
{
if ( y < height/3 )
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_BLACK);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_BLUE);
else
imageA8R8G8B8->setPixel (x, y, SCOL_CYAN);
}
else if ( y < 2*height/3 )
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_GRAY);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_GREEN);
else
imageA8R8G8B8->setPixel (x, y, SCOL_MAGENTA);
}
else
{
if ( x < width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_RED);
else if ( x < 2*width/3 )
imageA8R8G8B8->setPixel (x, y, SCOL_YELLOW);
else
imageA8R8G8B8->setPixel (x, y, SCOL_WHITE);
}
}
}
driver->addTexture (io::path("CARO_A8R8G8B8"), imageA8R8G8B8);
// all white
imageA8R8G8B8->fill(SCOL_WHITE);
driver->addTexture (io::path("WHITE_A8R8G8B8"), imageA8R8G8B8);
// all black
imageA8R8G8B8->fill(SCOL_BLACK);
driver->addTexture (io::path("BLACK_A8R8G8B8"), imageA8R8G8B8);
// gray-scale
for ( u32 y = 0; y < height; ++ y )
{
for ( u32 x = 0; x < pitch; ++x )
{
imageA8R8G8B8->setPixel (x, y, video::SColor(y, x,x,x) );
}
}
driver->addTexture (io::path("GRAYSCALE_A8R8G8B8"), imageA8R8G8B8);
imageA8R8G8B8->drop();
}
// Load a texture and make sure nodes know it when more textures are available.
void loadTexture(const io::path &name)
{
Device->getVideoDriver()->getTexture(name);
NodeLeft.updateTextures();
NodeRight.updateTextures();
}
private:
SConfig Config;
volatile bool IsRunning;
IrrlichtDevice * Device;
scene::ICameraSceneNode * Camera;
SMeshNodeControl NodeLeft;
SMeshNodeControl NodeRight;
SLightNodeControl LightControl;
CColorControl * GlobalAmbient;
};

A very short main as we do everything else in classes.

int main(int argc, char *argv[])
{
CApp APP;
if ( !APP.init(argc, argv) )
{
printf("init failed\n");
return 1;
}
APP.run();
APP.quit();
return 0;
}