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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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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class WaterSample : Sample
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+ {
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+ Scene scene;
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+ Node waterNode;
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+ Node reflectionCameraNode;
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+ Plane waterPlane;
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+ Plane waterClipPlane;
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+
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+ Graphics graphics;
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+
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+ public WaterSample() : base() {}
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+
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+ public override void Start()
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+ {
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+ graphics = GetSubsystem<Graphics>();
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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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+ }
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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, 100f);
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+ var camera = reflectionCameraNode.GetComponent<Camera>();
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+ camera.AspectRatio = (float)graphics.Width / graphics.Height;
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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 cache = GetSubsystem<ResourceCache>();
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+
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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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+
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+ // Create a mathematical plane to represent the water in calculations
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+
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+ waterPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition);
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+ // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
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+ waterClipPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition - new Vector3(0.0f, 0.1f, 0.0f));
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+
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+ // Create camera for water reflection
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+ // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
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+ // its position when rendering
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+ reflectionCameraNode = CameraNode.CreateChild();
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+ var reflectionCamera = reflectionCameraNode.CreateComponent<Camera>();
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+ reflectionCamera.FarClip = 750.0f;
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+ reflectionCamera.ViewMask= 0x7fffffff; // Hide objects with only bit 31 in the viewmask (the water plane)
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+ reflectionCamera.AutoAspectRatio = false;
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+ reflectionCamera.UseReflection = true;
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+ reflectionCamera.ReflectionPlane = waterPlane;
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+ reflectionCamera.UseClipping = true; // Enable clipping of geometry behind water plane
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+ reflectionCamera.ClipPlane = waterClipPlane;
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+ // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
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+ reflectionCamera.AspectRatio = (float)graphics.Width / graphics.Height;
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+ // View override flags could be used to optimize reflection rendering. For example disable shadows
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+ //reflectionCamera.ViewOverrideFlags = ViewOverrideFlags.DisableShadows;
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+
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+ // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
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+ // texture unit of the water material
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+ int texSize = 1024;
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+ Texture2D renderTexture = new Texture2D();
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+ renderTexture.SetSize(texSize, texSize, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
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+ renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR;
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+ RenderSurface surface = renderTexture.RenderSurface;
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+ var rttViewport = new Viewport(scene, reflectionCamera);
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+ surface.SetViewport(0, rttViewport);
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+ var waterMat = cache.Get<Material>("Materials/Water.xml");
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+ waterMat.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
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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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+ scene.CreateComponent<Octree>();
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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(1.0f, 1.0f, 1.0f);
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+ zone.FogStart = 500.0f;
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+ zone.FogEnd = 750.0f;
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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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+ light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+ light.SpecularIntensity = 0.5f;
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+ // Apply slightly overbright lighting to match the skybox
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+ light.Color = new Color(1.2f, 1.2f, 1.2f);
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+
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+ // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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+ // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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+ // generate the necessary 3D texture coordinates for cube mapping
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+ var skyNode = scene.CreateChild("Sky");
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+ skyNode.SetScale(500.0f); // The scale actually does not matter
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+ var skybox = skyNode.CreateComponent<Skybox>();
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+ skybox.Model = cache.Get<Model>("Models/Box.mdl");
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+ skybox.SetMaterial(cache.Get<Material>("Materials/Skybox.xml"));
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+
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+ // Create heightmap terrain
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+ var terrainNode = scene.CreateChild("Terrain");
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+ terrainNode.Position = new Vector3(0.0f, 0.0f, 0.0f);
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+ var terrain = terrainNode.CreateComponent<Terrain>();
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+ terrain.PatchSize = 64;
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+ terrain.Spacing = new Vector3(2.0f, 0.5f, 2.0f); // Spacing between vertices and vertical resolution of the height map
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+ terrain.Smoothing =true;
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+ terrain.SetHeightMap(cache.Get<Image>("Textures/HeightMap.png"));
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+ terrain.Material = cache.Get<Material>("Materials/Terrain.xml");
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+ // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
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+ // terrain patches and other objects behind it
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+ terrain.Occluder = true;
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+
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+ // Create 1000 boxes in the terrain. Always face outward along the terrain normal
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+ uint numObjects = 1000;
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+ for (uint i = 0; i < numObjects; ++i)
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+ {
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+ var objectNode = scene.CreateChild("Box");
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+ Vector3 position = new Vector3(NextRandom(2000.0f) - 1000.0f, 0.0f, NextRandom(2000.0f) - 1000.0f);
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+ position.Y = terrain.GetHeight(position) + 2.25f;
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+ objectNode.Position = position;
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+ // Create a rotation quaternion from up vector to terrain normal
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+ objectNode.Rotation = Quaternion.FromRotationTo(new Vector3(0.0f, 1.0f, 0.0f), terrain.GetNormal(position));
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+ objectNode.SetScale(5.0f);
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+ var obj = objectNode.CreateComponent<StaticModel>();
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+ obj.Model = cache.Get<Model>("Models/Box.mdl");
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+ obj.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+ obj.CastShadows = true;
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+ }
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+
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+ // Create a water plane object that is as large as the terrain
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+ waterNode = scene.CreateChild("Water");
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+ waterNode.Scale = new Vector3(2048.0f, 1.0f, 2048.0f);
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+ waterNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
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+ var water = waterNode.CreateComponent<StaticModel>();
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+ water.Model = cache.Get<Model>("Models/Plane.mdl");
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+ water.SetMaterial(cache.Get<Material>("Materials/Water.xml"));
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+ // Set a different viewmask on the water plane to be able to hide it from the reflection camera
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+ water.ViewMask = 0x80000000;
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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 = new Node();
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+ var camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 750.0f;
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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, 7.0f, -20.0f);
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+ }
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+ }
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+}
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