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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 MaterialAnimationSample : 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 MaterialAnimationSample() : 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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+ 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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+ if (GetSubsystem<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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+ 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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+
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+ scene = new Scene();
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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.Scale=new Vector3(100.0f, 1.0f, 100.0f);
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+ StaticModel 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 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(new 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.LightType = LightType.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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+ Material mushroomMat = cache.Get<Material>("Materials/Mushroom.xml");
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+ // Apply shader parameter animation to material
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+ ValueAnimation specColorAnimation=new ValueAnimation();
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+
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+ specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
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+ specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
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+ specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
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+ specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
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+ // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
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+ mushroomMat.Scene=scene;
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+ mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);
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+
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+ const uint numObjects = 200;
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+ for (uint i = 0; i < numObjects; ++i)
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+ {
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+ Node 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(mushroomMat);
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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.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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