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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 System;
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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 BillboardsSample : Sample
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+ {
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+ Scene scene;
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+ bool drawDebug;
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+
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+ public BillboardsSample() : 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("\nSpace to toggle debug geometry");
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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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+ SimpleMoveCamera3D(timeStep);
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+ AnimateScene(timeStep);
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+ if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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+ base.Update(timeStep);
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+ }
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+
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+ void AnimateScene(float timeStep)
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+ {
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+
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+
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+ var lightNodes = new Vector<Node>();
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+ var billboardNodes = new Vector<Node>();
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+
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+ scene.GetChildrenWithComponent<Light>(lightNodes);
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+ scene.GetChildrenWithComponent<BillboardSet>(billboardNodes);
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+
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+ const float lightRotationSpeed = 20.0f;
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+ const float billboardRotationSpeed = 50.0f;
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+
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+ foreach (var lightNode in lightNodes)
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+ {
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+ lightNode.Rotate(new Quaternion(0f, lightRotationSpeed * timeStep, 0f), TransformSpace.TS_WORLD);
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+ }
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+
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+ foreach (var billboardNode in billboardNodes)
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+ {
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+ var billboardSet = billboardNode.GetComponent<BillboardSet>();
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+ for (uint i = 0; i < billboardSet.NumBillboards; i++)
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+ {
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+ var bb = billboardSet.GetBillboard(i);
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+ bb.Rotation += billboardRotationSpeed * timeStep;
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+ }
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+ billboardSet.Commit();
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+ }
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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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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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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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+ var zoneNode = scene.CreateChild("Zone");
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+ Zone zone = zoneNode.CreateComponent<Zone>();
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.1f, 0.1f, 0.1f);
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+ zone.FogStart = 100.0f;
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+ zone.FogEnd = 300.0f;
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+
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+ var lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f));
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+ var light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.Color = new Color(0.2f, 0.2f, 0.2f);
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+ light.SpecularIntensity = 1.0f;
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+
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+ for (int y = -5; y <= 5; ++y)
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+ {
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+ for (int x = -5; x <= 5; ++x)
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+ {
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+ var floorNode = scene.CreateChild("FloorTile");
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+ floorNode.Position = new Vector3(x * 20.5f, -0.5f, y * 20.5f);
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+ floorNode.Scale = new Vector3(20.0f, 1.0f, 20.0f);
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+ var floorObject = floorNode.CreateComponent<StaticModel>();
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+ floorObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ floorObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+ }
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+ }
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+
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+ // Create groups of mushrooms, which act as shadow casters
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+ const uint numMushroomgroups = 25;
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+ const uint numMushrooms = 25;
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+
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+ for (uint i = 0; i < numMushroomgroups; ++i)
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+ {
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+ var groupNode = scene.CreateChild("MushroomGroup");
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+ groupNode.Position = new Vector3(NextRandom(190.0f) - 95.0f, 0.0f, NextRandom(190.0f) - 95.0f);
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+
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+ for (uint j = 0; j < numMushrooms; ++j)
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+ {
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+ var mushroomNode = groupNode.CreateChild("Mushroom");
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+ mushroomNode.Position = new Vector3(NextRandom(25.0f) - 12.5f, 0.0f, NextRandom(25.0f) - 12.5f);
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+ mushroomNode.Rotation = new Quaternion(0.0f, NextRandom() * 360.0f, 0.0f);
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+ mushroomNode.SetScale(1.0f + NextRandom() * 4.0f);
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+ var 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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+
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+ // Create billboard sets (floating smoke)
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+ const uint numBillboardnodes = 25;
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+ const uint numBillboards = 10;
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+
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+ for (uint i = 0; i < numBillboardnodes; ++i)
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+ {
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+ var smokeNode = scene.CreateChild("Smoke");
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+ smokeNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(20.0f) + 10.0f, NextRandom(200.0f) - 100.0f);
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+
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+ var billboardObject = smokeNode.CreateComponent<BillboardSet>();
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+ billboardObject.NumBillboards = numBillboards;
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+ billboardObject.Material = cache.Get<Material>("Materials/LitSmoke.xml");
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+ billboardObject.Sorted = true;
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+
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+ for (uint j = 0; j < numBillboards; ++j)
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+ {
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+ var bb = billboardObject.GetBillboard(j);
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+ bb.Position = new Vector3(NextRandom(12.0f) - 6.0f, NextRandom(8.0f) - 4.0f, NextRandom(12.0f) - 6.0f);
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+ bb.Size = new Vector2(NextRandom(2.0f) + 3.0f, NextRandom(2.0f) + 3.0f);
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+ bb.Rotation = NextRandom() * 360.0f;
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+ bb.Enabled = true;
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+ }
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+
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+ // After modifying the billboards, they need to be "commited" so that the BillboardSet updates its internals
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+ billboardObject.Commit();
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+ }
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+
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+ // Create shadow casting spotlights
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+ const uint numLights = 9;
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+
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+ for (uint i = 0; i < numLights; ++i)
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+ {
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+ lightNode = scene.CreateChild("SpotLight");
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+ light = lightNode.CreateComponent<Light>();
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+
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+ float angle = 0.0f;
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+
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+ Vector3 position = new Vector3((i % 3) * 60.0f - 60.0f, 45.0f, (i / 3) * 60.0f - 60.0f);
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+ Color color = new Color(((i + 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 2) & 1) * 0.5f + 0.5f);
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+
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+ lightNode.Position = position;
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+ lightNode.SetDirection(new Vector3((float)Math.Sin(angle), -1.5f, (float)Math.Cos(angle)));
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+
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+ light.LightType = LightType.LIGHT_SPOT;
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+ light.Range = 90.0f;
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+ light.RampTexture = cache.Get<Texture2D>("Textures/RampExtreme.png");
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+ light.Fov = 45.0f;
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+ light.Color = color;
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+ light.SpecularIntensity = 1.0f;
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+ light.CastShadows = true;
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+ light.ShadowBias = new BiasParameters(0.00002f, 0.0f);
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+
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+ // Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
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+ // better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
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+ light.ShadowFadeDistance = 100.0f; // Fade start distance
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+ light.ShadowDistance = 125.0f; // Fade end distance, shadows are disabled
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+ // Set half resolution for the shadow maps for increased performance
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+ light.ShadowResolution = 0.5f;
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+ // The spot lights will not have anything near them, so move the near plane of the shadow camera farther
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+ // for better shadow depth resolution
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+ light.ShadowNearFarRatio = 0.01f;
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ CameraNode = scene.CreateChild("Camera");
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+ var camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300.0f;
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+ // Set an initial position for the 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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