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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class RenderToTextureSample : Sample
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+ {
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+ Scene scene;
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+ Scene rttScene;
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+ Node rttCameraNode;
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+
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+ public RenderToTextureSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ SimpleCreateInstructionsWithWasd();
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+ SetupViewport();
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ base.Update(timeStep);
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+ SimpleMoveCamera3D(timeStep);
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport( scene, CameraNode.GetComponent<Camera>()));
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+ }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ {
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+ rttScene = new Scene();
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ rttScene.CreateComponent<Octree>();
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+
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+ // Create a Zone for ambient light & fog control
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+ Node zoneNode = rttScene.CreateChild("Zone");
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+ Zone zone = zoneNode.CreateComponent<Zone>();
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+ // Set same volume as the Octree, set a close bluish fog and some ambient light
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f);
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+ zone.FogColor = new Color(0.1f, 0.2f, 0.3f);
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+ zone.FogStart = 10.0f;
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+ zone.FogEnd = 100.0f;
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+
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+ // Create randomly positioned and oriented box StaticModels in the scene
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+ const uint numObjects = 2000;
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+ for (uint i = 0; i < numObjects; ++i)
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+ {
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+ Node boxNode = rttScene.CreateChild("Box");
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+ boxNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f,
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+ NextRandom(200.0f) - 100.0f);
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+ // Orient using random pitch, yaw and roll Euler angles
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+ boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f));
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+ StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
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+ boxObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+
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+ // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
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+ // Simply set same rotation speed for all objects
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+ Rotator rotator = new Rotator();
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+ boxNode.AddComponent(rotator);
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+ rotator.SetRotationSpeed(new Vector3(10.0f, 20.0f, 30.0f));
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+ }
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+
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+ // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
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+ rttCameraNode = rttScene.CreateChild("Camera");
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+ Camera camera = rttCameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 100.0f;
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+
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+ // Create a point light to the camera scene node
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+ Light light = rttCameraNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_POINT;
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+ light.Range = 30.0f;
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+ }
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+
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+ {
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+ // Create the scene in which we move around
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+
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+ scene = new Scene();
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+
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+ // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ scene.CreateComponent<Octree>();
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node zoneNode = scene.CreateChild("Zone");
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+ Zone zone = zoneNode.CreateComponent<Zone>();
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.1f, 0.1f, 0.1f);
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+ zone.FogStart = 100.0f;
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+ zone.FogEnd = 300.0f;
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+
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+ // Create a directional light without shadows
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+ Node lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f));
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+ Light light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.Color = new Color(0.2f, 0.2f, 0.2f);
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+ light.SpecularIntensity = 1.0f;
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+
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+ // Create a "floor" consisting of several tiles
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+ for (int y = -5; y <= 5; ++y)
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+ {
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+ for (int x = -5; x <= 5; ++x)
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+ {
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+ Node floorNode = scene.CreateChild("FloorTile");
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+ floorNode.Position = new Vector3(x*20.5f, -0.5f, y*20.5f);
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+ floorNode.Scale = new Vector3(20.0f, 1.0f, 20.0f);
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+ StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
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+ floorObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ floorObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+ }
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+ }
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+
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+ // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
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+ // and a plane for the actual view
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+ {
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+ Node boxNode = scene.CreateChild("ScreenBox");
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+ boxNode.Position = new Vector3(0.0f, 10.0f, 0.0f);
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+ boxNode.Scale = new Vector3(21.0f, 16.0f, 0.5f);
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+ StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
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+ boxObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+
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+ Node screenNode = scene.CreateChild("Screen");
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+ screenNode.Position = new Vector3(0.0f, 10.0f, -0.27f);
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+ screenNode.Rotation = new Quaternion(-90.0f, 0.0f, 0.0f);
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+ screenNode.Scale = new Vector3(20.0f, 0.0f, 15.0f);
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+ StaticModel screenObject = screenNode.CreateComponent<StaticModel>();
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+ screenObject.Model = cache.Get<Model>("Models/Plane.mdl");
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+
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+ // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
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+ Texture2D renderTexture = new Texture2D();
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+ renderTexture.SetSize(1024, 768, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
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+ renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR;
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+
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+ // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
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+ // as its diffuse texture, then assign the material to the screen plane object
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+ Material renderMaterial = new Material();
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+ renderMaterial.SetTechnique(0, cache.Get<Technique>("Techniques/DiffUnlit.xml"), 0, 0);
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+ renderMaterial.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
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+ screenObject.SetMaterial(renderMaterial);
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+
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+ // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
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+ // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
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+ // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
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+ // in the main view
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+ RenderSurface surface = renderTexture.RenderSurface;
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+ Viewport rttViewport = new Viewport(rttScene, rttCameraNode.GetComponent<Camera>());
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+ surface.SetViewport(0, rttViewport);
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+ }
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+
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ CameraNode = scene.CreateChild("Camera");
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+ var camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300.0f;
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+ // Set an initial position for the camera scene node above the plane
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+ CameraNode.Position = new Vector3(0.0f, 7.0f, -30.0f);
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+ }
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+ }
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+
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+ public class Rotator : CSComponent
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+ {
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+ Vector3 rotationSpeed;
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+
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+ public void SetRotationSpeed(Vector3 vector)
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+ {
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+ rotationSpeed = vector;
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+ }
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+
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+ void Update(float timeStep)
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+ {
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+ Node.Rotate(new Quaternion(rotationSpeed.X * timeStep, rotationSpeed.Y * timeStep, rotationSpeed.Z * timeStep), TransformSpace.TS_LOCAL);
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+ }
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+ }
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+
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+ }
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+
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+}
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