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Merge pull request #121 from AtomicGameEngine/JME-ATOMIC-TEXT3D

Adding Signed Distance Text C++ and C# examples
JoshEngebretson 8 anos atrás
pai
commit
1f0a6a6e89

+ 6 - 0
FeatureExamples/CPlusPlus/Source/SampleSelector.cpp

@@ -56,6 +56,7 @@
 #include "SpriterAnimation.h"
 #include "LightAnimation.h"
 #include "Particles3D.h"
+#include "SignedDistanceFieldText.h"
 
 
 SampleSelector::SampleSelector(Context* context) :
@@ -83,6 +84,7 @@ SampleSelector::SampleSelector(Context* context) :
         "3D Static Scene",
         "3D Animating Scene",
         "3D Light Animation",
+        "3D Signed Distance Field Text",
         "3D Billboards",
         "3D Particles",
         "3D Physics",
@@ -239,6 +241,10 @@ void SampleSelector::HandleWidgetEvent(StringHash eventType, VariantMap& eventDa
         {
             currentSample_ = new Particles3D(context_);
         }
+        else if (exampleName == "3D Signed Distance Field Text")
+        {
+            currentSample_ = new SignedDistanceFieldText(context_);
+        }
 
         if (currentSample_.NotNull())
         {

+ 212 - 0
FeatureExamples/CPlusPlus/Source/SignedDistanceFieldText.cpp

@@ -0,0 +1,212 @@
+//
+// Copyright (c) 2008-2017 the Urho3D project.
+//
+// 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.
+//
+
+#include <Atomic/Core/CoreEvents.h>
+#include <Atomic/Engine/Engine.h>
+#include <Atomic/Graphics/Camera.h>
+#include <Atomic/Graphics/Graphics.h>
+#include <Atomic/Graphics/Material.h>
+#include <Atomic/Graphics/Model.h>
+#include <Atomic/Graphics/Octree.h>
+#include <Atomic/Graphics/Renderer.h>
+#include <Atomic/Graphics/StaticModel.h>
+#include <Atomic/Input/Input.h>
+#include <Atomic/Resource/ResourceCache.h>
+#include <Atomic/Scene/Scene.h>
+#include <Atomic/Graphics/Text3D/Text3DFont.h>
+#include <Atomic/Graphics/Text3D/Text3DText.h>
+#include <Atomic/Graphics/Text3D/Text3D.h>
+
+#include "SignedDistanceFieldText.h"
+
+#include <Atomic/DebugNew.h>
+
+SignedDistanceFieldText::SignedDistanceFieldText(Context* context) :
+    Sample(context)
+{
+}
+
+void SignedDistanceFieldText::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+
+    // Create the UI content
+    CreateInstructions();
+
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Hook up to the frame update events
+    SubscribeToEvents();
+
+    // Set the mouse mode to use in the sample
+    Sample::InitMouseMode(MM_RELATIVE);
+}
+
+void SignedDistanceFieldText::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+
+    scene_ = new Scene(context_);
+
+    // 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->SetScale(Vector3(100.0f, 1.0f, 100.0f));
+    StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
+    planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
+    planeObject->SetMaterial(cache->GetResource<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(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
+    Light* light = lightNode->CreateComponent<Light>();
+    light->SetLightType(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 unsigned NUM_OBJECTS = 200;
+    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
+    {
+        Node* mushroomNode = scene_->CreateChild("Mushroom");
+        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
+        mushroomNode->SetScale(0.5f + Random(2.0f));
+        StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
+        mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
+        mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
+
+        Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
+        mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
+        Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
+        mushroomTitleText->SetText("Mushroom " + String(i));
+        mushroomTitleText->SetFont(cache->GetResource<Text3DFont>("Fonts/BlueHighway.sdf"), 24);
+
+        mushroomTitleText->SetColor(Color::RED);
+
+        if (i % 3 == 1)
+        {
+            mushroomTitleText->SetColor(Color::GREEN);
+            mushroomTitleText->SetTextEffect(TE_SHADOW);
+            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
+        }
+        else if (i % 3 == 2)
+        {
+            mushroomTitleText->SetColor(Color::YELLOW);
+            mushroomTitleText->SetTextEffect(TE_STROKE);
+            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
+        }
+
+        mushroomTitleText->SetAlignment(HA_CENTER, 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_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
+}
+
+void SignedDistanceFieldText::CreateInstructions()
+{
+    SimpleCreateInstructions(
+        "Use WASD keys and mouse/touch to move"
+    );
+
+}
+
+void SignedDistanceFieldText::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
+    // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
+    // use, but now we just use full screen and default render path configured in the engine command line options
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void SignedDistanceFieldText::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    Input* input = GetSubsystem<Input>();
+
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input->GetMouseMove();
+    yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+    pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+    pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    // Use the Translate() function (default local space) to move relative to the node's orientation.
+    if (input->GetKeyDown(KEY_W))
+        cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown(KEY_S))
+        cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown(KEY_A))
+        cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown(KEY_D))
+        cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
+}
+
+void SignedDistanceFieldText::SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(SignedDistanceFieldText, HandleUpdate));
+}
+
+void SignedDistanceFieldText::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    using namespace Update;
+
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}

+ 65 - 0
FeatureExamples/CPlusPlus/Source/SignedDistanceFieldText.h

@@ -0,0 +1,65 @@
+//
+// Copyright (c) 2008-2017 the Urho3D project.
+//
+// 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.
+//
+
+#pragma once
+
+#include "Sample.h"
+
+namespace Atomic
+{
+
+class Node;
+class Scene;
+
+}
+
+/// Signed distance field text example.
+/// This sample demonstrates:
+///     - Creating a 3D scene with static content
+///     - Creating a 3D text use SDF Font
+///     - Displaying the scene using the Renderer subsystem
+///     - Handling keyboard and mouse input to move a freelook camera
+class SignedDistanceFieldText : public Sample
+{
+    ATOMIC_OBJECT(SignedDistanceFieldText, Sample)
+
+public:
+    /// Construct.
+    SignedDistanceFieldText(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Construct the scene content.
+    void CreateScene();
+    /// Construct an instruction text to the UI.
+    void CreateInstructions();
+    /// Set up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Read input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Subscribe to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Handle the logic update event.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+};

+ 133 - 0
FeatureExamples/CSharp/Resources/Scripts/35_SignedDistanceFieldTest.cs

@@ -0,0 +1,133 @@
+//
+// 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));
+
+        }
+    }
+}