// // 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 RenderToTextureSample : Sample { Scene rttScene; Node rttCameraNode; public RenderToTextureSample() : base() { } public override void Start() { base.Start(); CreateScene(); SimpleCreateInstructionsWithWasd(); SetupViewport(); } override protected void Stop() { if (rttScene != null) rttScene.Dispose(); } protected override void Update(float timeStep) { base.Update(timeStep); SimpleMoveCamera3D(timeStep); } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport( scene, CameraNode.GetComponent())); } void CreateScene() { var cache = GetSubsystem(); { rttScene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) rttScene.CreateComponent(); // Create a Zone for ambient light & fog control Node zoneNode = rttScene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent(); // Set same volume as the Octree, set a close bluish fog and some ambient light zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f); zone.FogColor = new Color(0.1f, 0.2f, 0.3f); zone.FogStart = 10.0f; zone.FogEnd = 100.0f; // Create randomly positioned and oriented box StaticModels in the scene const uint numObjects = 2000; for (uint i = 0; i < numObjects; ++i) { Node boxNode = rttScene.CreateChild("Box"); boxNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f); // Orient using random pitch, yaw and roll Euler angles boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f)); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Box.mdl"); boxObject.SetMaterial(cache.Get("Materials/Stone.xml")); // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event. // Simply set same rotation speed for all objects Rotator rotator = new Rotator(); boxNode.AddComponent(rotator); rotator.SetRotationSpeed(new Vector3(10.0f, 20.0f, 30.0f)); } // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene rttCameraNode = rttScene.CreateChild("Camera"); Camera camera = rttCameraNode.CreateComponent(); camera.FarClip = 100.0f; // Create a point light to the camera scene node Light light = rttCameraNode.CreateComponent(); light.LightType = LightType.LIGHT_POINT; light.Range = 30.0f; } { // Create the scene in which we move around scene = new Scene(); // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene.CreateComponent(); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.1f, 0.1f, 0.1f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light without shadows Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f)); Light light = lightNode.CreateComponent(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.Color = new Color(0.2f, 0.2f, 0.2f); light.SpecularIntensity = 1.0f; // Create a "floor" consisting of several tiles for (int y = -5; y <= 5; ++y) { for (int x = -5; x <= 5; ++x) { Node floorNode = scene.CreateChild("FloorTile"); floorNode.Position = new Vector3(x*20.5f, -0.5f, y*20.5f); floorNode.Scale = new Vector3(20.0f, 1.0f, 20.0f); StaticModel floorObject = floorNode.CreateComponent(); floorObject.Model = cache.Get("Models/Box.mdl"); floorObject.SetMaterial(cache.Get("Materials/Stone.xml")); } } // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame // and a plane for the actual view { Node boxNode = scene.CreateChild("ScreenBox"); boxNode.Position = new Vector3(0.0f, 10.0f, 0.0f); boxNode.Scale = new Vector3(21.0f, 16.0f, 0.5f); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Box.mdl"); boxObject.SetMaterial(cache.Get("Materials/Stone.xml")); Node screenNode = scene.CreateChild("Screen"); screenNode.Position = new Vector3(0.0f, 10.0f, -0.27f); screenNode.Rotation = new Quaternion(-90.0f, 0.0f, 0.0f); screenNode.Scale = new Vector3(20.0f, 0.0f, 15.0f); StaticModel screenObject = screenNode.CreateComponent(); screenObject.Model = cache.Get("Models/Plane.mdl"); // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it Texture2D renderTexture = new Texture2D(); renderTexture.SetSize(1024, 768, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET); renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR; // Create a new material from scratch, use the diffuse unlit technique, assign the render texture // as its diffuse texture, then assign the material to the screen plane object Material renderMaterial = new Material(); renderMaterial.SetTechnique(0, cache.Get("Techniques/DiffUnlit.xml"), 0, 0); renderMaterial.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture); screenObject.SetMaterial(renderMaterial); // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode) // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible // in the main view RenderSurface surface = renderTexture.RenderSurface; Viewport rttViewport = new Viewport(rttScene, rttCameraNode.GetComponent()); surface.SetViewport(0, rttViewport); } // Create the camera. Limit far clip distance to match the fog CameraNode = scene.CreateChild("Camera"); var 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, 7.0f, -30.0f); } } public class Rotator : CSComponent { Vector3 rotationSpeed; public void SetRotationSpeed(Vector3 vector) { rotationSpeed = vector; } void Update(float timeStep) { Node.Rotate(new Quaternion(rotationSpeed.X * timeStep, rotationSpeed.Y * timeStep, rotationSpeed.Z * timeStep), TransformSpace.TS_LOCAL); } } } }