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Adding RenderToTexture example

Josh Engebretson 9 years ago
parent
commit
014c649349

+ 209 - 0
FeatureExamples/Resources/Scripts/10_RenderToTexture.cs

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

+ 5 - 0
FeatureExamples/Resources/Scripts/10_RenderToTexture.cs.asset

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+{
+	"version": 1,
+	"guid": "f6a93c9921018836fe1a9bb18d9fe3c9",
+	"CSharpImporter": null
+}