// // 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(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().DrawDebugGeometry(false); }); } protected override void Update(float timeStep) { base.Update(timeStep); SimpleMoveCamera3D(timeStep); if (GetSubsystem().GetKeyPress(Constants.KEY_SPACE)) drawDebug = !drawDebug; } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent())); } void CreateScene() { var cache = GetSubsystem(); 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(); // 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(); planeObject.Model = (cache.Get("Models/Plane.mdl")); planeObject.SetMaterial(cache.Get("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.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("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(); mushroomObject.Model = (cache.Get("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(); // Set an initial position for the camera scene node above the plane CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f)); } } }