// // 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 MultipleViewportsSample : Sample { Scene scene; bool drawDebug; Node rearCameraNode; public MultipleViewportsSample() : base() { } public override void Start() { base.Start(); CreateScene(); SimpleCreateInstructionsWithWasd( "\nB to toggle bloom, F to toggle FXAA\n" + "Space to toggle debug geometry\n"); 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); var input = GetSubsystem(); var viewport = GetSubsystem().GetViewport(0); var effectRenderPath = viewport.GetRenderPath(); if (input.GetKeyPress(Constants.KEY_B)) effectRenderPath.ToggleEnabled("Bloom"); if (input.GetKeyPress(Constants.KEY_F)) effectRenderPath.ToggleEnabled("FXAA2"); if (input.GetKeyPress(Constants.KEY_SPACE)) drawDebug = !drawDebug; } void SetupViewport() { var renderer = GetSubsystem(); var graphics = GetSubsystem(); renderer.NumViewports = 2; // Set up the front camera viewport Viewport viewport = new Viewport(scene, CameraNode.GetComponent()); renderer.SetViewport(0, viewport); // Clone the default render path so that we do not interfere with the other viewport, then add // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged // for example with the effect name to allow easy toggling on and off. We start with the effects // disabled. var cache = GetSubsystem(); RenderPath effectRenderPath = viewport.GetRenderPath().Clone(); effectRenderPath.Append(cache.Get("PostProcess/Bloom.xml")); effectRenderPath.Append(cache.Get("PostProcess/FXAA2.xml")); // Make the bloom mixing parameter more pronounced effectRenderPath.SetShaderParameter("BloomMix", new Vector2(0.9f, 0.6f)); effectRenderPath.SetEnabled("Bloom", false); effectRenderPath.SetEnabled("FXAA2", false); viewport.SetRenderPath(effectRenderPath); // Set up the rear camera viewport on top of the front view ("rear view mirror") // The viewport index must be greater in that case, otherwise the view would be left behind IntRect rect = new IntRect(graphics.Width*2/3, 32, graphics.Width - 32, graphics.Height/3); Viewport rearViewport = new Viewport(scene, rearCameraNode.GetComponent(), rect); renderer.SetViewport(1, rearViewport); } void CreateScene() { var cache = GetSubsystem(); scene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene.CreateComponent(); scene.CreateComponent(); // Create scene node & StaticModel component for showing a static plane var planeNode = scene.CreateChild("Plane"); planeNode.Scale =new Vector3(100.0f, 1.0f, 100.0f); var planeObject = planeNode.CreateComponent(); planeObject.Model=cache.Get("Models/Plane.mdl"); planeObject.SetMaterial(cache.Get("Materials/StoneTiled.xml")); // Create a Zone component for ambient lighting & fog control var zoneNode = scene.CreateChild("Zone"); var zone = zoneNode.CreateComponent(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor=new Color(0.15f, 0.15f, 0.15f); zone.FogColor=new Color(0.5f, 0.5f, 0.7f); zone.FogStart=100.0f; zone.FogEnd=300.0f; // Create a directional light to the world. Enable cascaded shadows on it var lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); var light = lightNode.CreateComponent(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows=true; light.ShadowBias=new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade=new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create some mushrooms const uint numMushrooms = 240; for (uint i = 0; i < numMushrooms; ++i) { var 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(cache.Get("Materials/Mushroom.xml")); mushroomObject.CastShadows=true; } // Create randomly sized boxes. If boxes are big enough, make them occluders const uint numBoxes = 20; for (uint i = 0; i < numBoxes; ++i) { var boxNode = scene.CreateChild("Box"); float size = 1.0f + NextRandom(10.0f); boxNode.Position=new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f); boxNode.SetScale(size); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Box.mdl"); boxObject.SetMaterial(cache.Get("Materials/Stone.xml")); boxObject.CastShadows=true; if (size >= 3.0f) boxObject.Occluder=true; } // Create the cameras. Limit far clip distance to match the fog CameraNode = scene.CreateChild("Camera"); Camera camera = CameraNode.CreateComponent(); camera.FarClip = 300.0f; // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles rearCameraNode = CameraNode.CreateChild("RearCamera"); rearCameraNode.Rotate(Quaternion.FromAxisAngle(Vector3.UnitY, 180.0f), TransformSpace.TS_LOCAL); Camera rearCamera = rearCameraNode.CreateComponent(); rearCamera.FarClip = 300.0f; // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's // "view override flags" for this. We could also disable eg. shadows or force low material quality // if we wanted rearCamera.ViewOverrideFlags = Constants.VO_DISABLE_OCCLUSION; // Set an initial position for the front camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f); } } }