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Adding C# Signed Distance Field text example

Josh Engebretson 8 years ago
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1dad4443a8
1 changed files with 133 additions and 0 deletions
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      FeatureExamples/CSharp/Resources/Scripts/35_SignedDistanceFieldTest.cs

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FeatureExamples/CSharp/Resources/Scripts/35_SignedDistanceFieldTest.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+//
+// 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 System;
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+    public class SignedDistanceFieldText : Sample
+    {
+
+        public SignedDistanceFieldText() : 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>(), null));
+        }
+
+        void CreateScene()
+        {
+            var cache = GetSubsystem<ResourceCache>();
+
+            scene = new Scene();
+
+            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
+            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
+            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
+            // optimizing manner
+            scene.CreateComponent<Octree>();
+
+            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
+            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
+            // (100 x 100 world units)
+            Node planeNode = scene.CreateChild("Plane");
+            planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
+            StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
+            planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
+            planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
+
+            // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
+            // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
+            // The light will use default settings (white light, no shadows)
+            Node lightNode = scene.CreateChild("DirectionalLight");
+            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
+            Light light = lightNode.CreateComponent<Light>();
+            light.LightType = LightType.LIGHT_DIRECTIONAL;
+
+            // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
+            // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
+            // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
+            // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
+            // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
+            // scene.
+            const uint numObjects = 200;
+            for (uint i = 0; i < numObjects; ++i)
+            {
+                Node mushroomNode = scene.CreateChild("Mushroom");
+                mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
+                mushroomNode.SetScale(0.5f + NextRandom(2.0f));
+                StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
+                mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
+                mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
+
+                Node mushroomTitleNode = mushroomNode.CreateChild("MushroomTitle");
+                mushroomTitleNode.Position = (new Vector3(0.0f, 1.2f, 0.0f));
+                Text3D mushroomTitleText = mushroomTitleNode.CreateComponent<Text3D>();
+                mushroomTitleText.Text = "Mushroom " + i;
+                mushroomTitleText.SetFont(cache.Get<Text3DFont>("Fonts/Anonymous Pro.sdf"), 24);//sdf, not ttf. size of font doesn't matter.
+
+                mushroomTitleText.SetColor(Color.Red);
+
+                if (i % 3 == 1)
+                {
+                    mushroomTitleText.SetColor(Color.Green);
+                    mushroomTitleText.TextEffect = Text3DTextEffect.TE_SHADOW;
+                    mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f);
+                }
+                else if (i % 3 == 2)
+                {
+                    mushroomTitleText.SetColor(Color.Yellow);
+                    mushroomTitleText.TextEffect = Text3DTextEffect.TE_STROKE;
+                    mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f);
+                }
+
+                mushroomTitleText.SetAlignment(Text3DHorizontalAlignment.HA_CENTER, Text3DVerticalAlignment.VA_CENTER);
+            }
+
+            // Create a scene node for the camera, which we will move around
+            // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
+            CameraNode = scene.CreateChild("Camera");
+            CameraNode.CreateComponent<Camera>();
+
+            // Set an initial position for the camera scene node above the plane
+            CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
+
+        }
+    }
+}