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- //
- // 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 MaterialAnimationSample : Sample
- {
- bool drawDebug;
- public MaterialAnimationSample() : base() { }
- public override void Start()
- {
- base.Start();
- CreateScene();
- SimpleCreateInstructionsWithWasd();
- 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)
- {
- base.Update(timeStep);
- SimpleMoveCamera3D(timeStep);
- if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
- drawDebug = !drawDebug;
- }
- 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 the Octree component to the scene. This is required before adding any drawable components, or else nothing will
- // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
- // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
- // optimizing manner
- scene.CreateComponent<Octree>();
- // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
- // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
- // (100 x 100 world units)
- Node planeNode = scene.CreateChild("Plane");
- planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
- StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
- planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
- planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
- // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
- // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
- // The light will use default settings (white light, no shadows)
- Node lightNode = scene.CreateChild("DirectionalLight");
- lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
- Light light = lightNode.CreateComponent<Light>();
- light.LightType = LightType.LIGHT_DIRECTIONAL;
- // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
- // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
- // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
- // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
- // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
- // scene.
- Material mushroomMat = cache.Get<Material>("Materials/Mushroom.xml");
- // Apply shader parameter animation to material
- ValueAnimation specColorAnimation=new ValueAnimation();
- specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
- specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
- specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
- specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
- // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
- mushroomMat.Scene=scene;
- mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);
- const uint numObjects = 200;
- for (uint i = 0; i < numObjects; ++i)
- {
- Node 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<StaticModel>();
- mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
- mushroomObject.SetMaterial(mushroomMat);
- }
- // Create a scene node for the camera, which we will move around
- // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- CameraNode = scene.CreateChild("Camera");
- CameraNode.CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
- }
- }
- }
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