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@@ -1,92 +0,0 @@
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-
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-// Render to texture example component
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-
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-var game = Atomic.game;
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-var cache = game.cache;
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-var node = self.node;
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-
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-// we're be setting up our render texture with a chest scene
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-var chestScene;
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-var chestNode;
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-var chestCamera;
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-
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-// Create a scene which get's rendered to texture
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-function createChestScene() {
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-
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- chestScene = new Atomic.Scene();
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-
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- chestScene.createComponent("Octree");
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-
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- // create a zone
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- var zoneNode = chestScene.createChild("Zone")
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- var zone = zoneNode.createComponent("Zone");
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-
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- zone.ambientColor = [0.0, 0.0, 0.0];
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- zone.fogColor = [.2, .2, .2, 1.0];
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- zone.fogStart = 10;
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- zone.fogEnd = 100;
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-
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- // chest node where we will attach the model
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- chestNode = chestScene.createChild("Chest");
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- chestNode.pitch(-90);
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-
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- var model = chestNode.createComponent("StaticModel");
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- model.setModel(cache.getResource("Model", "Models/Chest.mdl"));
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- model.setMaterial(cache.getResource("Material", "Materials/Chest.xml"));
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-
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- // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
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- var cameraNode = chestScene.createChild("Camera");
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- chestCamera = cameraNode.createComponent("Camera");
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-
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- cameraNode.position = [0, .5, -4];
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- chestCamera.farClip = 100;
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-
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- // Create a point light to the camera scene node
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- var light = cameraNode.createComponent("Light");
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- light.lightType = Atomic.LIGHT_POINT;
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- light.range = 30;
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-
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-}
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-
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-
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-function start() {
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-
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- // create the chest render to texture scene
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- createChestScene();
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-
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- // add a box which will have the chest scene rendered on it
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- var model = node.createComponent("StaticModel");
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- model.setModel(cache.getResource("Model", "Models/Box.mdl"));
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-
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- // Create a renderable texture (1024x1024, RGB format), enable bilinear filtering on it
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- var renderTexture = new Atomic.Texture2D();
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- renderTexture.setSize(1024, 1024, game.graphics.getRGBFormat(), Atomic.TEXTURE_RENDERTARGET);
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- renderTexture.filterMode = Atomic.FILTER_BILINEAR;
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-
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- // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
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- // as its diffuse texture, then assign the material box object
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- var renderMaterial = new Atomic.Material();
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- renderMaterial.setTechnique(0, cache.getResource("Technique", "Techniques/Diff.xml"));
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- renderMaterial.setTexture(Atomic.TU_DIFFUSE, renderTexture);
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- model.setMaterial(renderMaterial);
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-
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- // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
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- // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
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- // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
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- // in the main view
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- var surface = renderTexture.getRenderSurface();
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- var rttViewport = new Atomic.Viewport(chestScene, chestCamera);
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- surface.setViewport(0, rttViewport);
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-
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- node.pitch(-90);
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-
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-}
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-
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-
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-function update(timeStep) {
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-
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- // Let's roll
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- node.roll(timeStep * 15);
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- chestNode.roll(timeStep * 75);
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-
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-}
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