Tutorial 9: Mesh Viewer
This tutorial shows 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 shows 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.
The program which is described here will look like this:
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| Lets start! |
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 deklare some
global variables. We also add two 'using namespece' 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 <irrlicht.h> #include <iostream>
using namespace irr; using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
IrrlichtDevice *Device = 0; core::stringc StartUpModelFile; core::stringw MessageText; core::stringw Caption; scene::IAnimatedMeshSceneNode* Model = 0; scene::ISceneNode* SkyBox = 0;
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The three following functions do several stuff used by
the mesh viewer. The first function showAboutText() simply
displays a messagebox with a caption and a message text.
The texts will be stored in the MessageText and Caption
variables at startup.
void showAboutText() { // create modal message box with the text // loaded from the xml file. Device->getGUIEnvironment()->addMessageBox( Caption.c_str(), MessageText.c_str()); } |
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* filename) { // load a model into the engine if (Model) Model->remove(); Model = 0;
scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh(filename); 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; }
// set default material properties Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m); Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); Model->setMaterialFlag(video::EMF_LIGHTING, false); Model->setDebugDataVisible(true); } |
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(5000, true); if (e) e->remove();
// create the toolbox window IGUIWindow* wnd = env->addWindow(core::rect<s32>(450,25,640,480), false, L"Toolset", 0, 5000);
// create tab control and tabs IGUITabControl* tab = env->addTabControl( core::rect<s32>(2,20,640-452,480-7), wnd, true, true); IGUITab* t1 = tab->addTab(L"Scale"); IGUITab* t2 = tab->addTab(L"Empty Tab");
// add some edit boxes and a button to tab one env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901); env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902); env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903); env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, 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 100 was selected, if
opens a file-open-dialog.
class MyEventReceiver : public IEventReceiver { public: virtual bool OnEvent(SEvent event) { if (event.EventType == EET_GUI_EVENT) { s32 id = event.GUIEvent.Caller->getID(); IGUIEnvironment* env = Device->getGUIEnvironment(); 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 100: // File -> Open Model env->addFileOpenDialog(L"Please select a model file to open"); break; case 200: // File -> Quit Device->closeDevice(); break; case 300: // View -> Skybox SkyBox->setVisible(!SkyBox->isVisible()); break; case 400: // View -> Debug Information if (Model) Model->setDebugDataVisible(!Model->isDebugDataVisible()); break; case 500: // Help->About showAboutText(); break; case 610: // View -> Material -> Solid if (Model) Model->setMaterialType(video::EMT_SOLID); break; case 620: // View -> Material -> Transparent if (Model) Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); break; case 630: // View -> Material -> Reflection if (Model) Model->setMaterialType(video::EMT_SPHERE_MAP); 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()); } case EGET_BUTTON_CLICKED: switch(id) { case 1101: { // set scale gui::IGUIElement* root = env->getRootGUIElement(); core::vector3df scale; core::stringc s; s = root->getElementFromId(901, true)->getText(); scale.X = (f32)atof(s.c_str()); s = root->getElementFromId(902, true)->getText(); scale.Y = (f32)atof(s.c_str()); s = root->getElementFromId(903, 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 1103: showAboutText(); break; case 1104: createToolBox(); break; } 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
necesarry, 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() { // ask user for driver
video::E_DRIVER_TYPE driverType;
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) Apfelbaum 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_SOFTWARE2;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<s32>(640, 480), 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();
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The next step is to read the configuration file. It is stored
in the xml format and looks a little bit like this:
<?xml version="1.0"?>
<config>
<startUpModel file="some filename" />
<messageText caption="Irrlicht Engine Mesh Viewer">
Hello!
</messageText>
</config>
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("../../media/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; } } if (xml) xml->drop(); // don't forget to delete the xml reader
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That wasn't difficult. Now we'll set a nicer font and 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.
// set a nicer font IGUISkin* skin = env->getSkin(); IGUIFont* font = env->getFont("../../media/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"Help", -1, true, true);
gui::IGUIContextMenu* submenu; submenu = menu->getSubMenu(0); submenu->addItem(L"Open Model File...", 100); submenu->addSeparator(); submenu->addItem(L"Quit", 200);
submenu = menu->getSubMenu(1); submenu->addItem(L"toggle sky box visibility", 300); submenu->addItem(L"toggle model debug information", 400); submenu->addItem(L"model material", -1, true, true );
submenu = submenu->getSubMenu(2); submenu->addItem(L"Solid", 610); submenu->addItem(L"Transparent", 620); submenu->addItem(L"Reflection", 630);
submenu = menu->getSubMenu(2); submenu->addItem(L"About", 500);
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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(); bar->addButton(1102, 0, driver->getTexture("../../media/open.bmp")); bar->addButton(1103, 0, driver->getTexture("../../media/help.bmp")); bar->addButton(1104, 0, driver->getTexture("../../media/tools.bmp"));
// create a combobox with some senseless texts gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar); box->addItem(L"Bilinear"); box->addItem(L"Trilinear"); box->addItem(L"Anisotropic"); box->addItem(L"Isotropic"); box->addItem(L"Psychedelic"); box->addItem(L"No filtering"); |
To make the editor look a little bit better, we disable transparent
gui elements, and add a Irrlicht Engine logo. In addition, a
text, which will show the current frame per second value is
created, and the window caption 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();
// add the irrlicht engine logo IGUIImage* img = env->addImage(core::rect<s32>(22,429,108,460), 0, 666); img->setImage(driver->getTexture("../../media/irrlichtlogoaligned.jpg"));
// create fps text IGUIStaticText* fpstext = env->addStaticText(L"", core::rect<s32>(210,26,270,41), true);
// 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 drawed in a standard drawing loop.
// show about message box and load default model showAboutText(); loadModel(StartUpModelFile.c_str());
// add skybox SkyBox = smgr->addSkyBoxSceneNode( driver->getTexture("../../media/irrlicht2_up.bmp"), driver->getTexture("../../media/irrlicht2_dn.bmp"), driver->getTexture("../../media/irrlicht2_lf.bmp"), driver->getTexture("../../media/irrlicht2_rt.bmp"), driver->getTexture("../../media/irrlicht2_ft.bmp"), driver->getTexture("../../media/irrlicht2_bk.bmp"));
// add a camera scene node smgr->addCameraSceneNodeMaya(); // draw everything while(Device->run() && driver) if (Device->isWindowActive()) { driver->beginScene(true, true, video::SColor(150,50,50,50)); smgr->drawAll(); env->drawAll(); driver->endScene();
core::stringw str = L"FPS: "; str += driver->getFPS(); fpstext->setText(str.c_str()); } Device->drop(); return 0; }
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Compile and run this, and you have a fully functional 3d Mesh
viewer.
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