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+//
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+// Copyright (c) 2008-2017 the Urho3D project.
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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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+
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+#include <Atomic/Core/CoreEvents.h>
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+#include <Atomic/Engine/Engine.h>
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+#include <Atomic/Graphics/Camera.h>
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+#include <Atomic/Graphics/Graphics.h>
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+#include <Atomic/Graphics/Material.h>
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+#include <Atomic/Graphics/Model.h>
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+#include <Atomic/Graphics/Octree.h>
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+#include <Atomic/Graphics/Renderer.h>
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+#include <Atomic/Graphics/StaticModel.h>
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+#include <Atomic/Input/Input.h>
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+#include <Atomic/Resource/ResourceCache.h>
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+#include <Atomic/Scene/Scene.h>
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+#include <Atomic/Graphics/Text3D/Text3DFont.h>
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+#include <Atomic/Graphics/Text3D/Text3DText.h>
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+#include <Atomic/Graphics/Text3D/Text3D.h>
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+
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+#include "SignedDistanceFieldText.h"
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+
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+#include <Atomic/DebugNew.h>
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+
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+SignedDistanceFieldText::SignedDistanceFieldText(Context* context) :
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+ Sample(context)
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+{
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+}
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+
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+void SignedDistanceFieldText::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update events
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+ SubscribeToEvents();
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+
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+ // Set the mouse mode to use in the sample
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+ Sample::InitMouseMode(MM_RELATIVE);
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+}
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+
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+void SignedDistanceFieldText::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene_->CreateComponent<Octree>();
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+
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+ // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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+ // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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+ // (100 x 100 world units)
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+ Node* planeNode = scene_->CreateChild("Plane");
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+ planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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+ StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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+ planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+ planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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+ // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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+ // The light will use default settings (white light, no shadows)
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+ Node* lightNode = scene_->CreateChild("DirectionalLight");
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+ lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+
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+ // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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+ // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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+ // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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+ // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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+ // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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+ // scene.
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+ const unsigned NUM_OBJECTS = 200;
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+ for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node* mushroomNode = scene_->CreateChild("Mushroom");
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+ mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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+ mushroomNode->SetScale(0.5f + Random(2.0f));
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+ StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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+ mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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+ mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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+
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+ Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
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+ mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
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+ Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
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+ mushroomTitleText->SetText("Mushroom " + String(i));
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+ mushroomTitleText->SetFont(cache->GetResource<Text3DFont>("Fonts/BlueHighway.sdf"), 24);
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+
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+ mushroomTitleText->SetColor(Color::RED);
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+
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+ if (i % 3 == 1)
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+ {
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+ mushroomTitleText->SetColor(Color::GREEN);
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+ mushroomTitleText->SetTextEffect(TE_SHADOW);
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+ mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
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+ }
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+ else if (i % 3 == 2)
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+ {
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+ mushroomTitleText->SetColor(Color::YELLOW);
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+ mushroomTitleText->SetTextEffect(TE_STROKE);
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+ mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
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+ }
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+
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+ mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
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+ }
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+
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+ // Create a scene node for the camera, which we will move around
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+ // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ cameraNode_->CreateComponent<Camera>();
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+void SignedDistanceFieldText::CreateInstructions()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+}
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+
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+void SignedDistanceFieldText::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // 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
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+ // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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+ // use, but now we just use full screen and default render path configured in the engine command line options
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void SignedDistanceFieldText::MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ // Use the Translate() function (default local space) to move relative to the node's orientation.
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+ if (input->GetKeyDown(KEY_W))
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+ cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_S))
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+ cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_A))
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+ cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown(KEY_D))
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+ cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+void SignedDistanceFieldText::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(SignedDistanceFieldText, HandleUpdate));
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+}
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+
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+void SignedDistanceFieldText::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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