/** 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; } /* **/