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Adding material animation feature example

Josh Engebretson 9 years ago
parent
commit
c3dbcd5d15

+ 1 - 0
FeatureExamples/Resources/Scripts/14_SoundEffects.cs

@@ -1,6 +1,7 @@
 //
 //
 // Copyright (c) 2008-2015 the Urho3D project.
 // Copyright (c) 2008-2015 the Urho3D project.
 // Copyright (c) 2015 Xamarin Inc
 // Copyright (c) 2015 Xamarin Inc
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
 //
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
 // Permission is hereby granted, free of charge, to any person obtaining a copy
 // of this software and associated documentation files (the "Software"), to deal
 // of this software and associated documentation files (the "Software"), to deal

+ 139 - 0
FeatureExamples/Resources/Scripts/31_MaterialAnimation.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
+//
+// 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 AtomicEngine;
+
+namespace FeatureExamples
+{
+	public class MaterialAnimationSample : Sample
+	{
+		Scene scene;
+		bool drawDebug;
+
+		public MaterialAnimationSample() : base() { }
+
+        public override void Start()
+        {
+			base.Start();
+			CreateScene();
+			SimpleCreateInstructionsWithWasd();
+			SetupViewport();
+			SubscribeToEvents();
+		}
+
+		void SubscribeToEvents()
+		{
+			SubscribeToEvent<PostRenderUpdateEvent>(e =>
+				{
+					// If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
+					// bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
+					// bones properly
+					if (drawDebug)
+						GetSubsystem<Renderer>().DrawDebugGeometry(false);
+				});
+		}
+
+        protected override void Update(float timeStep)
+        {
+			base.Update(timeStep);
+			SimpleMoveCamera3D(timeStep);
+			if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
+				drawDebug = !drawDebug;
+		}
+
+		void SetupViewport()
+		{
+			var renderer = GetSubsystem<Renderer>();
+			renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
+		}
+
+		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.
+			Material mushroomMat = cache.Get<Material>("Materials/Mushroom.xml");
+			// Apply shader parameter animation to material
+			ValueAnimation specColorAnimation=new ValueAnimation();
+
+			specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
+			specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
+			specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
+			specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
+			// Optionally associate material with scene to make sure shader parameter animation respects scene time scale
+			mushroomMat.Scene=scene;
+			mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);
+
+			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.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
+				mushroomNode.SetScale(0.5f + NextRandom(2.0f));
+				StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
+				mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
+				mushroomObject.SetMaterial(mushroomMat);
+			}
+
+			// 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));
+		}
+	}
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/31_MaterialAnimation.cs.asset

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+{
+	"version": 1,
+	"guid": "44e9d01df826600120d736bfe1715520",
+	"CSharpImporter": null
+}