// // 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 AtomicEngine; namespace FeatureExamples { public class BillboardsSample : Sample { Scene scene; bool drawDebug; public BillboardsSample() : base() { } public override void Start() { base.Start(); CreateScene(); SimpleCreateInstructionsWithWasd("\nSpace to toggle debug geometry"); 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) { SimpleMoveCamera3D(timeStep); AnimateScene(timeStep); if (GetSubsystem().GetKeyPress(Constants.KEY_SPACE)) drawDebug = !drawDebug; base.Update(timeStep); } void AnimateScene(float timeStep) { var lightNodes = new Vector(); var billboardNodes = new Vector(); scene.GetChildrenWithComponent(lightNodes); scene.GetChildrenWithComponent(billboardNodes); const float lightRotationSpeed = 20.0f; const float billboardRotationSpeed = 50.0f; foreach (var lightNode in lightNodes) { lightNode.Rotate(new Quaternion(0f, lightRotationSpeed * timeStep, 0f), TransformSpace.TS_WORLD); } foreach (var billboardNode in billboardNodes) { var billboardSet = billboardNode.GetComponent(); for (uint i = 0; i < billboardSet.NumBillboards; i++) { var bb = billboardSet.GetBillboard(i); bb.Rotation += billboardRotationSpeed * timeStep; } billboardSet.Commit(); } } 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(); var 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; var lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f)); var light = lightNode.CreateComponent(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.Color = new Color(0.2f, 0.2f, 0.2f); light.SpecularIntensity = 1.0f; for (int y = -5; y <= 5; ++y) { for (int x = -5; x <= 5; ++x) { var 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); var floorObject = floorNode.CreateComponent(); floorObject.Model = cache.Get("Models/Box.mdl"); floorObject.SetMaterial(cache.Get("Materials/Stone.xml")); } } // Create groups of mushrooms, which act as shadow casters const uint numMushroomgroups = 25; const uint numMushrooms = 25; for (uint i = 0; i < numMushroomgroups; ++i) { var groupNode = scene.CreateChild("MushroomGroup"); groupNode.Position = new Vector3(NextRandom(190.0f) - 95.0f, 0.0f, NextRandom(190.0f) - 95.0f); for (uint j = 0; j < numMushrooms; ++j) { var mushroomNode = groupNode.CreateChild("Mushroom"); mushroomNode.Position = new Vector3(NextRandom(25.0f) - 12.5f, 0.0f, NextRandom(25.0f) - 12.5f); mushroomNode.Rotation = new Quaternion(0.0f, NextRandom() * 360.0f, 0.0f); mushroomNode.SetScale(1.0f + NextRandom() * 4.0f); var mushroomObject = mushroomNode.CreateComponent(); mushroomObject.Model = cache.Get("Models/Mushroom.mdl"); mushroomObject.SetMaterial(cache.Get("Materials/Mushroom.xml")); mushroomObject.CastShadows = true; } } // Create billboard sets (floating smoke) const uint numBillboardnodes = 25; const uint numBillboards = 10; for (uint i = 0; i < numBillboardnodes; ++i) { var smokeNode = scene.CreateChild("Smoke"); smokeNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(20.0f) + 10.0f, NextRandom(200.0f) - 100.0f); var billboardObject = smokeNode.CreateComponent(); billboardObject.NumBillboards = numBillboards; billboardObject.Material = cache.Get("Materials/LitSmoke.xml"); billboardObject.Sorted = true; for (uint j = 0; j < numBillboards; ++j) { var bb = billboardObject.GetBillboard(j); bb.Position = new Vector3(NextRandom(12.0f) - 6.0f, NextRandom(8.0f) - 4.0f, NextRandom(12.0f) - 6.0f); bb.Size = new Vector2(NextRandom(2.0f) + 3.0f, NextRandom(2.0f) + 3.0f); bb.Rotation = NextRandom() * 360.0f; bb.Enabled = true; } // After modifying the billboards, they need to be "commited" so that the BillboardSet updates its internals billboardObject.Commit(); } // Create shadow casting spotlights const uint numLights = 9; for (uint i = 0; i < numLights; ++i) { lightNode = scene.CreateChild("SpotLight"); light = lightNode.CreateComponent(); float angle = 0.0f; Vector3 position = new Vector3((i % 3) * 60.0f - 60.0f, 45.0f, (i / 3) * 60.0f - 60.0f); Color color = new Color(((i + 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 2) & 1) * 0.5f + 0.5f); lightNode.Position = position; lightNode.SetDirection(new Vector3((float)Math.Sin(angle), -1.5f, (float)Math.Cos(angle))); light.LightType = LightType.LIGHT_SPOT; light.Range = 90.0f; light.RampTexture = cache.Get("Textures/RampExtreme.png"); light.Fov = 45.0f; light.Color = color; light.SpecularIntensity = 1.0f; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00002f, 0.0f); // Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for // better GPU performance. Note that we could also set the maximum distance for each object to cast shadows light.ShadowFadeDistance = 100.0f; // Fade start distance light.ShadowDistance = 125.0f; // Fade end distance, shadows are disabled // Set half resolution for the shadow maps for increased performance light.ShadowResolution = 0.5f; // The spot lights will not have anything near them, so move the near plane of the shadow camera farther // for better shadow depth resolution light.ShadowNearFarRatio = 0.01f; } // 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, 5.0f, 0.0f); } } }