// // 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 System; using System.Linq; using AtomicEngine; namespace FeatureExamples { public class DecalSample : Sample { bool drawDebug; Camera camera; public DecalSample() : base() { } public override void Start() { base.Start(); CreateScene(); CreateUI(); SetupViewport(); SubscribeToEvents(); } void CreateUI() { SimpleCreateInstructionsWithWasd( "\nLMB to paint decals, RMB to rotate view\n" + "Space to toggle debug geometry\n" + "7 to toggle occlusion culling"); } void SubscribeToEvents() { // Subscribe HandlePostRenderUpdate() function for // processing the post-render update event, sent after // Renderer subsystem is done with defining the draw // calls for the viewports (but before actually // executing them.) We will request debug geometry // rendering during that event 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) { UI ui = GetSubsystem(); var input = GetSubsystem(); const float mouseSensitivity = .1f; const float moveSpeed = 40f; if (input.GetMouseButtonDown(Constants.MOUSEB_RIGHT)) { var mouseMove = input.MouseMove; Yaw += mouseSensitivity * mouseMove.X; Pitch += mouseSensitivity * mouseMove.Y; Pitch = MathHelper.Clamp(Pitch, -90, 90); } CameraNode.Rotation = new Quaternion(Pitch, Yaw, 0); if (input.GetKeyDown(Constants.KEY_W)) CameraNode.Translate(Vector3.UnitZ * moveSpeed * timeStep); if (input.GetKeyDown(Constants.KEY_S)) CameraNode.Translate(-Vector3.UnitZ * moveSpeed * timeStep); if (input.GetKeyDown(Constants.KEY_A)) CameraNode.Translate(-Vector3.UnitX * moveSpeed * timeStep); if (input.GetKeyDown(Constants.KEY_D)) CameraNode.Translate(Vector3.UnitX * moveSpeed * timeStep); if (input.GetKeyPress(Constants.KEY_SPACE)) drawDebug = !drawDebug; if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT)) PaintDecal(); base.Update(timeStep); } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent())); } 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)); var 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. Occluders will be software rasterized before // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility 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); var 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 camera. Limit far clip distance to match the fog CameraNode = scene.CreateChild("Camera"); camera = CameraNode.CreateComponent(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f); } bool Raycast(float maxDistance, out Vector3 hitPos, out Drawable hitDrawable) { hitDrawable = null; hitPos = Vector3.Zero; var graphics = GetSubsystem(); var input = GetSubsystem(); IntVector2 pos = input.MousePosition; Ray cameraRay = camera.GetScreenRay((float)pos.X / graphics.Width, (float)pos.Y / graphics.Height); RayOctreeQuery query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, maxDistance, Constants.DRAWABLE_GEOMETRY); scene.GetComponent().RaycastSingle(query); if (query.Results.Count > 0) { var first = query.Results.First(); hitPos = first.Position; hitDrawable = first.Drawable; return true; } return false; } void PaintDecal() { Vector3 hitPos; Drawable hitDrawable; if (Raycast(250.0f, out hitPos, out hitDrawable)) { var targetNode = hitDrawable.Node; var decal = targetNode.GetComponent(); if (decal == null) { var cache = GetSubsystem(); decal = targetNode.CreateComponent(); decal.Material = cache.Get("Materials/UrhoDecal.xml"); } // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera, // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is // undesirable, it may be necessary to create more than one DecalSet based on the distance decal.AddDecal(hitDrawable, hitPos, CameraNode.Rotation, 0.5f, 1.0f, 1.0f, Vector2.Zero, Vector2.One, 0.0f, 0.1f, uint.MaxValue); } } } }