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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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+
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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 MultipleViewportsSample : Sample
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+ {
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+ Scene scene;
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+ bool drawDebug;
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+ Node rearCameraNode;
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+
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+ public MultipleViewportsSample() : 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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+ "\nB to toggle bloom, F to toggle FXAA\n" +
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+ "Space to toggle debug geometry\n");
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+ SetupViewport();
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+ SubscribeToEvents();
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+ }
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+
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+ void SubscribeToEvents()
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+ {
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+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
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+ {
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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+ // bones properly
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+ if (drawDebug)
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+ GetSubsystem<Renderer>().DrawDebugGeometry(false);
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+ });
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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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+ var input = GetSubsystem<Input>();
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+ var effectRenderPath = GetSubsystem<Renderer>().GetViewport(0).GetRenderPath();
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+
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+ if (input.GetKeyPress(Constants.KEY_B))
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+ effectRenderPath.ToggleEnabled("Bloom");
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+ if (input.GetKeyPress(Constants.KEY_F))
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+ effectRenderPath.ToggleEnabled("FXAA2");
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+
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+ if (input.GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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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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+ var graphics = GetSubsystem<Graphics>();
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+
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+ renderer.NumViewports = 2;
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+
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+ // Set up the front camera viewport
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+ Viewport viewport = new Viewport(scene, CameraNode.GetComponent<Camera>());
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+ renderer.SetViewport(0, viewport);
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+
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+ // Clone the default render path so that we do not interfere with the other viewport, then add
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+ // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
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+ // for example with the effect name to allow easy toggling on and off. We start with the effects
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+ // disabled.
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+ var cache = GetSubsystem<ResourceCache>();
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+ RenderPath effectRenderPath = viewport.GetRenderPath().Clone();
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+ effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/Bloom.xml"));
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+ effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/FXAA2.xml"));
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+ // Make the bloom mixing parameter more pronounced
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+ effectRenderPath.SetShaderParameter("BloomMix", new Vector2(0.9f, 0.6f));
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+
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+ effectRenderPath.SetEnabled("Bloom", false);
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+ effectRenderPath.SetEnabled("FXAA2", false);
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+ viewport.SetRenderPath(effectRenderPath);
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+
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+ // Set up the rear camera viewport on top of the front view ("rear view mirror")
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+ // The viewport index must be greater in that case, otherwise the view would be left behind
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+ IntRect rect = new IntRect(graphics.Width*2/3, 32, graphics.Width - 32, graphics.Height/3);
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+ Viewport rearViewport = new Viewport(scene, rearCameraNode.GetComponent<Camera>(), rect);
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+
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+ renderer.SetViewport(1, rearViewport);
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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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+ scene = new Scene();
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Also create a DebugRenderer component so that we can draw debug geometry
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+ scene.CreateComponent<Octree>();
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+ scene.CreateComponent<DebugRenderer>();
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+
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+ // Create scene node & StaticModel component for showing a static plane
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+ var planeNode = scene.CreateChild("Plane");
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+ planeNode.Scale =new Vector3(100.0f, 1.0f, 100.0f);
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+ var planeObject = planeNode.CreateComponent<StaticModel>();
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+ planeObject.Model=cache.Get<Model>("Models/Plane.mdl");
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+ planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ var zoneNode = scene.CreateChild("Zone");
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+ var zone = zoneNode.CreateComponent<Zone>();
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor=new Color(0.15f, 0.15f, 0.15f);
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+ zone.FogColor=new Color(0.5f, 0.5f, 0.7f);
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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 to the world. Enable cascaded shadows on it
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+ var lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
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+ var light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.CastShadows=true;
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+ light.ShadowBias=new BiasParameters(0.00025f, 0.5f);
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light.ShadowCascade=new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+
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+ // Create some mushrooms
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+ const uint numMushrooms = 240;
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+ for (uint i = 0; i < numMushrooms; ++i)
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+ {
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+ var mushroomNode = scene.CreateChild("Mushroom");
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+ mushroomNode.Position = new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f);
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+ mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
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+ mushroomNode.SetScale(0.5f + NextRandom(2.0f));
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+ StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
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+ mushroomObject.Model=cache.Get<Model>("Models/Mushroom.mdl");
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+ mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
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+ mushroomObject.CastShadows=true;
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+ }
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+
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+ // Create randomly sized boxes. If boxes are big enough, make them occluders
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+ const uint numBoxes = 20;
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+ for (uint i = 0; i < numBoxes; ++i)
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+ {
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+ var boxNode = scene.CreateChild("Box");
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+ float size = 1.0f + NextRandom(10.0f);
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+ boxNode.Position=new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f);
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+ boxNode.SetScale(size);
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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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+ boxObject.CastShadows=true;
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+ if (size >= 3.0f)
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+ boxObject.Occluder=true;
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+ }
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+
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+ // Create the cameras. Limit far clip distance to match the fog
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+ CameraNode = scene.CreateChild("Camera");
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+ Camera camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300.0f;
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+
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+ // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
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+ // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
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+ rearCameraNode = CameraNode.CreateChild("RearCamera");
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+ rearCameraNode.Rotate(Quaternion.FromAxisAngle(Vector3.UnitY, 180.0f), TransformSpace.TS_LOCAL);
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+
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+ Camera rearCamera = rearCameraNode.CreateComponent<Camera>();
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+ rearCamera.FarClip = 300.0f;
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+
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+ // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
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+ // "view override flags" for this. We could also disable eg. shadows or force low material quality
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+ // if we wanted
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+ rearCamera.ViewOverrideFlags = Constants.VO_DISABLE_OCCLUSION;
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+
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+ // Set an initial position for the front camera scene node above the plane
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+ CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
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+ }
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+
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+ }
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+}
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