diff --git a/bin/data/misc/fonthaettenschweiler.bmp b/bin/data/misc/fonthaettenschweiler.bmp new file mode 100755 index 0000000..ca301da Binary files /dev/null and b/bin/data/misc/fonthaettenschweiler.bmp differ diff --git a/bin/data/misc/open.png b/bin/data/misc/open.png new file mode 100755 index 0000000..b85229d Binary files /dev/null and b/bin/data/misc/open.png differ diff --git a/bin/data/misc/tools.png b/bin/data/misc/tools.png new file mode 100755 index 0000000..b7e86c9 Binary files /dev/null and b/bin/data/misc/tools.png differ diff --git a/bin/data/misc/zip.png b/bin/data/misc/zip.png new file mode 100755 index 0000000..c4f9dde Binary files /dev/null and b/bin/data/misc/zip.png differ diff --git a/configure.ac b/configure.ac index 4f56655..f73bb02 100644 --- a/configure.ac +++ b/configure.ac @@ -13,7 +13,7 @@ AC_PROG_CC AC_PROG_INSTALL AC_PROG_LN_S AC_PROG_RANLIB -# AC_PROG_LIBTOOL +AC_PROG_LIBTOOL # Checks for libraries. AC_CHECK_LIB([Xxf86vm], [main], [], [echo "ERROR: Xxf86vm library not found." && exit 1]) @@ -67,10 +67,12 @@ AC_CHECK_FUNCS([floor ftime ftruncate getcwd gethostbyaddr gethostbyname gethost AC_CONFIG_FILES([Makefile src/Makefile src/dep/Makefile - src/dep/src/Makefile + src/dep/src/Makefile + src/dep/src/irrKlang/Makefile src/dep/src/zlib/Makefile src/dep/src/zthread/Makefile - src/tools/Makefile + src/tools/Makefile + src/tools/viewer/Makefile src/tools/stuffextract/Makefile src/tools/stuffextract/StormLib/Makefile src/shared/Makefile diff --git a/src/tools/Makefile.am b/src/tools/Makefile.am index 40b1354..37c1871 100644 --- a/src/tools/Makefile.am +++ b/src/tools/Makefile.am @@ -1,4 +1,4 @@ ## Makefile.am - process this file with automake AM_CPPFLAGS = -I$(top_builddir)/src/Client -I$(top_builddir)/src/shared -I$(top_builddir)/src/Client/DefScript -I$(top_builddir)/src/Client/World -I$(top_builddir)/src/Client/Realm -Wall -SUBDIRS = stuffextract +SUBDIRS = stuffextract viewer ## End Makefile.am diff --git a/src/tools/viewer/Makefile.am b/src/tools/viewer/Makefile.am new file mode 100644 index 0000000..cac9652 --- /dev/null +++ b/src/tools/viewer/Makefile.am @@ -0,0 +1,11 @@ +## Process this file with automake to produce Makefile.in +AM_CPPFLAGS = -I$(top_builddir)/src/Client -I$(top_builddir)/src/shared -I$(top_builddir)/src/Client/GUI -I$(top_builddir)/src/dep/include -Wall +## Build pseuwow +bin_PROGRAMS = viewer +viewer_SOURCES = main.cpp\ + $(top_builddir)/src/Client/MemoryDataHolder.cpp +viewer_LDADD = ../../dep/lib/linux-gcc/libIrrlicht.a\ + ../../Client/GUI/libgui.a\ + $(top_builddir)/src/shared/libshared.a\ + ../../dep/src/zthread/libZThread.a +viewer_LDFLAGS =-pthread \ No newline at end of file diff --git a/src/tools/viewer/main.cpp b/src/tools/viewer/main.cpp new file mode 100755 index 0000000..5b448de --- /dev/null +++ b/src/tools/viewer/main.cpp @@ -0,0 +1,902 @@ +/** Example 009 Mesh Viewer + +This tutorial show how to create a more complex application with the engine. +We construct a simple mesh viewer using the user interface API and the +scene management of Irrlicht. The tutorial show how to create and use Buttons, +Windows, Toolbars, Menus, ComboBoxes, Tabcontrols, Editboxes, Images, +MessageBoxes, SkyBoxes, and how to parse XML files with the integrated XML +reader of the engine. + +We start like in most other tutorials: Include all nesessary header files, add +a comment to let the engine be linked with the right .lib file in Visual +Studio, and declare some global variables. We also add two 'using namespace' +statements, so we do not need to write the whole names of all classes. In this +tutorial, we use a lot stuff from the gui namespace. +*/ +#include +#include +#include "common.h" +#include "CM2MeshFileLoader.h" +#include "CWMOMeshFileLoader.h" +#include "CImageLoaderBLP.h" + + +using namespace irr; +using namespace gui; + +#ifdef _MSC_VER +#pragma comment(lib, "Irrlicht.lib") +#endif + + +/* +Some global variables used later on +*/ +IrrlichtDevice *Device = 0; +core::stringc StartUpModelFile = "../../../bin/data/model/draeneifemale.m2"; +core::stringw MessageText; +core::stringw Caption; +scene::ISceneNode* Model = 0; +scene::ISceneNode* SkyBox = 0; +bool Octree=false; + +scene::ICameraSceneNode* Camera[2] = {0, 0}; + +// Values used to identify individual GUI elements +enum +{ + GUI_ID_DIALOG_ROOT_WINDOW = 0x10000, + + GUI_ID_X_SCALE, + GUI_ID_Y_SCALE, + GUI_ID_Z_SCALE, + + GUI_ID_LIGHT_BOX, + GUI_ID_LIGHT_X_SCALE, + GUI_ID_LIGHT_Y_SCALE, + GUI_ID_LIGHT_Z_SCALE, + GUI_ID_LIGHT_VISIBLE, + GUI_ID_LIGHT_SET, + + GUI_ID_OPEN_MODEL, + GUI_ID_SET_MODEL_ARCHIVE, + GUI_ID_LOAD_AS_OCTREE, + + GUI_ID_SKY_BOX_VISIBLE, + GUI_ID_TOGGLE_DEBUG_INFO, + + GUI_ID_DEBUG_OFF, + GUI_ID_DEBUG_BOUNDING_BOX, + GUI_ID_DEBUG_NORMALS, + GUI_ID_DEBUG_SKELETON, + GUI_ID_DEBUG_WIRE_OVERLAY, + GUI_ID_DEBUG_HALF_TRANSPARENT, + GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES, + GUI_ID_DEBUG_ALL, + + GUI_ID_MODEL_MATERIAL_SOLID, + GUI_ID_MODEL_MATERIAL_TRANSPARENT, + GUI_ID_MODEL_MATERIAL_REFLECTION, + + GUI_ID_CAMERA_MAYA, + GUI_ID_CAMERA_FIRST_PERSON, + + GUI_ID_POSITION_TEXT, + + GUI_ID_ABOUT, + GUI_ID_QUIT, + + GUI_ID_TREE_VIEW, + // And some magic numbers + MAX_FRAMERATE = 1000, + DEFAULT_FRAMERATE = 30, + + + + LIGHT_ID_0, + LIGHT_ID_1, + LIGHT_ID_2, + LIGHT_ID_3 + +}; + +/* +Toggle between various cameras +*/ +void setActiveCamera(scene::ICameraSceneNode* newActive) +{ + if (0 == Device) + return; + + scene::ICameraSceneNode * active = Device->getSceneManager()->getActiveCamera(); + active->setInputReceiverEnabled(false); + + newActive->setInputReceiverEnabled(true); + Device->getSceneManager()->setActiveCamera(newActive); +} + +/* +The second function loadModel() loads a model and displays it using an +addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also +displays a short message box, if the model could not be loaded. +*/ +void loadModel(const c8* fn) +{ + // modify the name if it a .pk3 file + + core::stringc filename(fn); + + core::stringc extension; + core::getFileNameExtension(extension, filename); + extension.make_lower(); + + // if a texture is loaded apply it to the current model.. + if (extension == ".jpg" || extension == ".pcx" || + extension == ".png" || extension == ".ppm" || + extension == ".pgm" || extension == ".pbm" || + extension == ".psd" || extension == ".tga" || + extension == ".bmp" || extension == ".wal" || extension == ".blp") + { + video::ITexture * texture = + Device->getVideoDriver()->getTexture( filename.c_str() ); + if ( texture && Model ) + { + // always reload texture + Device->getVideoDriver()->removeTexture(texture); + texture = Device->getVideoDriver()->getTexture( filename.c_str() ); + + Model->setMaterialTexture(0, texture); + } + return; + } + // if a archive is loaded add it to the FileSystems.. + else if (extension == ".pk3" || extension == ".zip") + { + Device->getFileSystem()->addZipFileArchive(filename.c_str()); + return; + } + else if (extension == ".pak") + { + Device->getFileSystem()->addPakFileArchive(filename.c_str()); + return; + } + + // load a model into the engine + + if (Model) + Model->remove(); + + Model = 0; + + scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() ); + + if (!m) + { + // model could not be loaded + + if (StartUpModelFile != filename) + Device->getGUIEnvironment()->addMessageBox( + Caption.c_str(), L"The model could not be loaded. " \ + L"Maybe it is not a supported file format."); + return; + } + IGUIElement* root = Device->getGUIEnvironment()->getRootGUIElement(); + IGUIElement* e = root->getElementFromId(GUI_ID_TREE_VIEW, true); + core::stringw str(L""); + str += L"Submeshes: "; + str.append(core::stringw(m->getMeshBufferCount())); + e->setText(str.c_str()); + // set default material properties + + if (Octree) + Model = Device->getSceneManager()->addOctTreeSceneNode(m->getMesh(0)); + else + { + scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m); + animModel->setAnimationSpeed(30); + Model = animModel; + } + Model->setMaterialFlag(video::EMF_LIGHTING, true); +// Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false); + Model->setDebugDataVisible(scene::EDS_OFF); + + // we need to uncheck the menu entries. would be cool to fake a menu event, but + // that's not so simple. so we do it brute force + gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true); + if (menu) + for(int item = 1; item < 6; ++item) + menu->setItemChecked(item, false); + IGUIElement* toolboxWnd = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); + if ( toolboxWnd ) + { + toolboxWnd->getElementFromId(GUI_ID_X_SCALE, true)->setText(L"1.0"); + toolboxWnd->getElementFromId(GUI_ID_Y_SCALE, true)->setText(L"1.0"); + toolboxWnd->getElementFromId(GUI_ID_Z_SCALE, true)->setText(L"1.0"); + } +} + + +/* +Finally, the third function creates a toolbox window. In this simple mesh +viewer, this toolbox only contains a tab control with three edit boxes for +changing the scale of the displayed model. +*/ +void createToolBox() +{ + // remove tool box if already there + IGUIEnvironment* env = Device->getGUIEnvironment(); + IGUIElement* root = env->getRootGUIElement(); + IGUIElement* e = root->getElementFromId(GUI_ID_DIALOG_ROOT_WINDOW, true); + if (e) + e->remove(); + + // create the toolbox window + IGUIWindow* wnd = env->addWindow(core::rect(600,45,800,480), + false, L"Toolset", 0, GUI_ID_DIALOG_ROOT_WINDOW); + + // create tab control and tabs + IGUITabControl* tab = env->addTabControl( + core::rect(2,20,800-602,480-7), wnd, true, true); + + IGUITab* t1 = tab->addTab(L"Config"); + + // add some edit boxes and a button to tab one + env->addStaticText(L"Scale:", + core::rect(10,20,150,45), false, false, t1); + env->addStaticText(L"X:", core::rect(22,48,40,66), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,46,130,66), true, t1, GUI_ID_X_SCALE); + env->addStaticText(L"Y:", core::rect(22,82,40,96), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,76,130,96), true, t1, GUI_ID_Y_SCALE); + env->addStaticText(L"Z:", core::rect(22,108,40,126), false, false, t1); + env->addEditBox(L"1.0", core::rect(40,106,130,126), true, t1, GUI_ID_Z_SCALE); + + env->addButton(core::rect(10,134,85,165), t1, 1101, L"Set"); + + // add transparency control + env->addStaticText(L"GUI Transparency Control:", + core::rect(10,200,150,225), true, false, t1); + IGUIScrollBar* scrollbar = env->addScrollBar(true, + core::rect(10,225,150,240), t1, 104); + scrollbar->setMax(255); + scrollbar->setPos(255); + + // add framerate control + env->addStaticText(L"Framerate:", + core::rect(10,240,150,265), true, false, t1); + scrollbar = env->addScrollBar(true, + core::rect(10,265,150,280), t1, 105); + scrollbar->setMax(MAX_FRAMERATE); + scrollbar->setPos(DEFAULT_FRAMERATE); + + IGUITab* t2 = tab->addTab(L"Info"); + // add some edit boxes and a button to tab one + env->addStaticText(L"Submeshes:", + core::rect(10,20,150,45), false, false, t2); + env->addStaticText(L"",core::rect(10,48,150,280),true,true, t2, GUI_ID_TREE_VIEW); + + + IGUITab* t3 = tab->addTab(L"Lights"); + // add some edit boxes and a button to tab one + IGUIComboBox* box =env->addComboBox(core::rect(10,20,150,45), t3, GUI_ID_LIGHT_BOX); + box->addItem(L"Light 0"); + box->addItem(L"Light 1"); + box->addItem(L"Light 2"); + box->addItem(L"Light 3"); + + env->addStaticText(L"X:", core::rect(22,48,40,66), false, false, t3); + env->addEditBox(L"50.0", core::rect(40,46,130,66), true, t3, GUI_ID_LIGHT_X_SCALE); + env->addStaticText(L"Y:", core::rect(22,82,40,96), false, false, t3); + env->addEditBox(L"0.0", core::rect(40,76,130,96), true, t3, GUI_ID_LIGHT_Y_SCALE); + env->addStaticText(L"Z:", core::rect(22,108,40,126), false, false, t3); + env->addEditBox(L"0.0", core::rect(40,106,130,126), true, t3, GUI_ID_LIGHT_Z_SCALE); + env->addCheckBox(true, core::rect(22,142,130,156),t3,GUI_ID_LIGHT_VISIBLE,L"Visible"); + env->addButton(core::rect(10,164,85,185), t3, GUI_ID_LIGHT_SET, L"Set"); + + // bring irrlicht engine logo to front, because it + // now may be below the newly created toolbox + root->bringToFront(root->getElementFromId(666, true)); +} + + +/* +To get all the events sent by the GUI Elements, we need to create an event +receiver. This one is really simple. If an event occurs, it checks the id of +the caller and the event type, and starts an action based on these values. For +example, if a menu item with id GUI_ID_OPEN_MODEL was selected, if opens a file-open-dialog. +*/ +class MyEventReceiver : public IEventReceiver +{ +public: + virtual bool OnEvent(const SEvent& event) + { + // Escape swaps Camera Input + if (event.EventType == EET_KEY_INPUT_EVENT && + event.KeyInput.PressedDown == false) + { + if (event.KeyInput.Key == irr::KEY_ESCAPE) + { + if (Device) + { + scene::ICameraSceneNode * camera = + Device->getSceneManager()->getActiveCamera(); + if (camera) + { + camera->setInputReceiverEnabled( !camera->isInputReceiverEnabled() ); + } + return true; + } + } + else if (event.KeyInput.Key == irr::KEY_F1) + { + if (Device) + { + IGUIElement* elem = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_POSITION_TEXT); + if (elem) + elem->setVisible(!elem->isVisible()); + } + } + } + + if (event.EventType == EET_GUI_EVENT) + { + s32 id = event.GUIEvent.Caller->getID(); + IGUIEnvironment* env = Device->getGUIEnvironment(); + scene::ISceneManager* smgr = Device->getSceneManager(); + switch(event.GUIEvent.EventType) + { + case EGET_MENU_ITEM_SELECTED: + { + // a menu item was clicked + + IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller; + s32 id = menu->getItemCommandId(menu->getSelectedItem()); + + switch(id) + { + case GUI_ID_OPEN_MODEL: // File -> Open Model + 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_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; + + } + break; + } + + case EGET_FILE_SELECTED: + { + // load the model file, selected in the file open dialog + IGUIFileOpenDialog* dialog = + (IGUIFileOpenDialog*)event.GUIEvent.Caller; + loadModel(core::stringc(dialog->getFileName()).c_str()); + } + break; + + case EGET_SCROLL_BAR_CHANGED: + + // control skin transparency + if (id == 104) + { + const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); + for (s32 i=0; igetSkin()->getColor((EGUI_DEFAULT_COLOR)i); + col.setAlpha(pos); + env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col); + } + } + else if (id == 105) + { + const s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos(); + if (scene::ESNT_ANIMATED_MESH == Model->getType()) + ((scene::IAnimatedMeshSceneNode*)Model)->setAnimationSpeed((f32)pos); + } + break; + + case EGET_COMBO_BOX_CHANGED: + // control anti-aliasing/filtering + if (id == 108) + { + s32 pos = ((IGUIComboBox*)event.GUIEvent.Caller)->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; + } + } + else if(id == GUI_ID_LIGHT_BOX) + { + s32 pos = ((IGUIComboBox*)event.GUIEvent.Caller)->getSelected(); + scene::ISceneNode* light; + switch (pos) + { + case 0: + light=smgr->getSceneNodeFromId(LIGHT_ID_0); + break; + case 1: + light=smgr->getSceneNodeFromId(LIGHT_ID_1); + break; + case 2: + light=smgr->getSceneNodeFromId(LIGHT_ID_2); + break; + case 3: + light=smgr->getSceneNodeFromId(LIGHT_ID_3); + break; + } + core::vector3df lpos = light->getPosition(); + env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_X_SCALE,true)->setText(core::stringw(lpos.X).c_str()); + env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_Y_SCALE,true)->setText(core::stringw(lpos.Y).c_str()); + env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_Z_SCALE,true)->setText(core::stringw(lpos.Z).c_str()); + IGUICheckBox* box =(IGUICheckBox*)(env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_VISIBLE,true)); + box->setChecked(light->isVisible()); + } + break; + + case EGET_BUTTON_CLICKED: + + switch(id) + { + case 1101: + { + // set scale + 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); + } + break; + case 1102: + env->addFileOpenDialog(L"Please select a model file to open"); + break; + case 1104: + createToolBox(); + break; + case 1105: + env->addFileOpenDialog(L"Please select your game archive/directory"); + break; + case GUI_ID_LIGHT_SET: + scene::ISceneNode* light; + + s32 pos=((IGUIComboBox*)env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_BOX,true))->getSelected(); + switch (pos) + { + case 0: + light=smgr->getSceneNodeFromId(LIGHT_ID_0); + break; + case 1: + light=smgr->getSceneNodeFromId(LIGHT_ID_1); + break; + case 2: + light=smgr->getSceneNodeFromId(LIGHT_ID_2); + break; + case 3: + light=smgr->getSceneNodeFromId(LIGHT_ID_3); + break; + } + core::vector3df lpos = core::vector3df(atof(core::stringc(env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_X_SCALE,true)->getText()).c_str()), + atof(core::stringc(env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_Y_SCALE,true)->getText()).c_str()), + atof(core::stringc(env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_Z_SCALE,true)->getText()).c_str())); + light->setPosition(lpos); + light->setVisible(((IGUICheckBox*)(env->getRootGUIElement()->getElementFromId(GUI_ID_LIGHT_VISIBLE,true)))->isChecked()); + + break; + + } + + break; + default: + break; + } + } + + return false; + } +}; + + +/* +Most of the hard work is done. We only need to create the Irrlicht Engine +device and all the buttons, menus and toolbars. We start up the engine as +usual, using createDevice(). To make our application catch events, we set our +eventreceiver as parameter. The #ifdef WIN32 preprocessor commands are not +necessary, but I included them to make the tutorial use DirectX on Windows and +OpenGL on all other platforms like Linux. As you can see, there is also a +unusual call to IrrlichtDevice::setResizeAble(). This makes the render window +resizeable, which is quite useful for a mesh viewer. +*/ +int main(int argc, char* argv[]) +{ + // ask user for driver + + video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D8; + + printf("Please select the driver you want for this example:\n"\ + " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ + " (d) Software Renderer\n (e) Burning's Software Renderer\n"\ + " (f) NullDevice\n (otherKey) exit\n\n"); + + char key; + std::cin >> key; + + switch(key) + { + case 'a': driverType = video::EDT_DIRECT3D9;break; + case 'b': driverType = video::EDT_DIRECT3D8;break; + case 'c': driverType = video::EDT_OPENGL; break; + case 'd': driverType = video::EDT_SOFTWARE; break; + case 'e': driverType = video::EDT_BURNINGSVIDEO;break; + case 'f': driverType = video::EDT_NULL; break; + default: return 1; + } + + // create device and exit if creation failed + + MyEventReceiver receiver; + Device = createDevice(driverType, core::dimension2d(800, 600), + 16, false, false, false, &receiver); + + if (Device == 0) + return 1; // could not create selected driver. + + Device->setResizeAble(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); + + // register external loaders for not supported filetypes + video::CImageLoaderBLP* BLPloader = new video::CImageLoaderBLP(); + driver->addExternalImageLoader(BLPloader); + scene::CM2MeshFileLoader* m2loader = new scene::CM2MeshFileLoader(Device, "../../../bin/data/texture"); + smgr->addExternalMeshLoader(m2loader); + scene::CWMOMeshFileLoader* wmoloader = new scene::CWMOMeshFileLoader(Device, "../../../bin/data/texture"); + smgr->addExternalMeshLoader(wmoloader); + driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); + +// smgr->addLightSceneNode(); + smgr->addLightSceneNode(0, core::vector3df(50,0,0), + video::SColorf(1.0f,1.0f,1.0f),100, LIGHT_ID_0); + smgr->addLightSceneNode(0, core::vector3df(0,50,0), + video::SColorf(1.0f,1.0f,1.0f),100, LIGHT_ID_1); + smgr->addLightSceneNode(0, core::vector3df(0,0,50), + video::SColorf(1.0f,1.0f,1.0f),100, LIGHT_ID_2); + smgr->addLightSceneNode(0, core::vector3df(0,0,-50), + video::SColorf(1.0f,1.0f,1.0f),100, LIGHT_ID_3); + + smgr->getSceneNodeFromId(LIGHT_ID_1)->setVisible(false); + smgr->getSceneNodeFromId(LIGHT_ID_2)->setVisible(false); + smgr->getSceneNodeFromId(LIGHT_ID_3)->setVisible(false); + + + // set a nicer font + + IGUISkin* skin = env->getSkin(); + IGUIFont* font = env->getFont("./data/misc/fonthaettenschweiler.bmp"); + if (font) + skin->setFont(font); + + // create menu + 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); + + 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); + + + /* + 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("./data/misc/open.png"); + bar->addButton(1102, 0, L"Open a model",image, 0, false, true); + + image = driver->getTexture("./data/misc/tools.png"); + bar->addButton(1104, 0, L"Open Toolset",image, 0, false, true); + + image = driver->getTexture("./data/misc/zip.png"); + bar->addButton(1105, 0, L"Set Model Archive",image, 0, false, true); + + // create a combobox with some senseless texts + + gui::IGUIComboBox* box = env->addComboBox(core::rect(250,4,350,23), bar, 108); + 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; igetSkin()->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(400,4,570,23), true, false, bar); + + IGUIStaticText* postext = env->addStaticText(L"", + core::rect(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()); + + /* + That's nearly the whole application. We simply show the about message + box at start up, and load the first model. To make everything look + better, a skybox is created and a user controled camera, to make the + application a little bit more interactive. Finally, everything is 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("./data/misc/sky.jpg"), + driver->getTexture("./data/misc/sky.jpg"), + driver->getTexture("./data/misc/sky.jpg"), + driver->getTexture("./data/misc/sky.jpg"), + driver->getTexture("./data/misc/sky.jpg"), + driver->getTexture("./data/misc/sky.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(0,0,0)); + + Camera[1] = smgr->addCameraSceneNodeFPS(); + Camera[1]->setFarValue(20000.f); + Camera[1]->setPosition(core::vector3df(0,0,-70)); + Camera[1]->setTarget(core::vector3df(0,0,0)); + + setActiveCamera(Camera[0]); + + // load the irrlicht engine logo + IGUIImage *img = + env->addImage(driver->getTexture("./data/misc/irrlichtlogo.png"), + core::position2d(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); + + // draw everything + + while(Device->run() && driver) + { + if (Device->isWindowActive()) + { + driver->beginScene(true, true, video::SColor(150,50,50,50)); + + + smgr->drawAll(); + video::SMaterial m2; + m2.Lighting = false; + driver->setMaterial(m2); + driver->draw3DLine(core::vector3df(0,0,0),core::vector3df(100,0,0),video::SColor(255,255,0,0)); + driver->draw3DLine(core::vector3df(0,0,0),core::vector3df(0,100,0),video::SColor(255,0,255,0)); + driver->draw3DLine(core::vector3df(0,0,0),core::vector3df(0,0,100),video::SColor(255,0,0,255)); + env->drawAll(); + + driver->endScene(); + + 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()); + + 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()); + + } + else + Device->yield(); + } + + Device->drop(); + return 0; +} + +/* +**/