| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233 |
- //
- // 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
- {
- bool drawDebug;
- public BillboardsSample() : base() { }
- public override void Start()
- {
- base.Start();
- CreateScene();
- SimpleCreateInstructionsWithWasd("\nSpace to toggle debug geometry");
- SetupViewport();
- SubscribeToEvents();
- }
- void SubscribeToEvents()
- {
- SubscribeToEvent<PostRenderUpdateEvent>(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<Renderer>().DrawDebugGeometry(false);
- });
- }
- protected override void Update(float timeStep)
- {
- SimpleMoveCamera3D(timeStep);
- AnimateScene(timeStep);
- if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
- drawDebug = !drawDebug;
- base.Update(timeStep);
- }
- void AnimateScene(float timeStep)
- {
- var lightNodes = new Vector<Node>();
- var billboardNodes = new Vector<Node>();
- scene.GetChildrenWithComponent<Light>(lightNodes);
- scene.GetChildrenWithComponent<BillboardSet>(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<BillboardSet>();
- 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>();
- renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
- }
- void CreateScene()
- {
- var cache = GetSubsystem<ResourceCache>();
- 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<Octree>();
- scene.CreateComponent<DebugRenderer>();
- var zoneNode = scene.CreateChild("Zone");
- Zone zone = zoneNode.CreateComponent<Zone>();
- 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>();
- 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<StaticModel>();
- floorObject.Model = cache.Get<Model>("Models/Box.mdl");
- floorObject.SetMaterial(cache.Get<Material>("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<StaticModel>();
- mushroomObject.Model = cache.Get<Model>("Models/Mushroom.mdl");
- mushroomObject.SetMaterial(cache.Get<Material>("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<BillboardSet>();
- billboardObject.NumBillboards = numBillboards;
- billboardObject.Material = cache.Get<Material>("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<Light>();
- 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<Texture2D>("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>();
- 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);
- }
-
- }
- }
|