31_MaterialAnimation.cs 6.3 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. // Copyright (c) 2015 Xamarin Inc
  4. // Copyright (c) 2016 THUNDERBEAST GAMES LLC
  5. //
  6. // Permission is hereby granted, free of charge, to any person obtaining a copy
  7. // of this software and associated documentation files (the "Software"), to deal
  8. // in the Software without restriction, including without limitation the rights
  9. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  10. // copies of the Software, and to permit persons to whom the Software is
  11. // furnished to do so, subject to the following conditions:
  12. //
  13. // The above copyright notice and this permission notice shall be included in
  14. // all copies or substantial portions of the Software.
  15. //
  16. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  17. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  18. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  19. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  20. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  21. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  22. // THE SOFTWARE.
  23. //
  24. using AtomicEngine;
  25. namespace FeatureExamples
  26. {
  27. public class MaterialAnimationSample : Sample
  28. {
  29. bool drawDebug;
  30. public MaterialAnimationSample() : base() { }
  31. public override void Start()
  32. {
  33. base.Start();
  34. CreateScene();
  35. SimpleCreateInstructionsWithWasd();
  36. SetupViewport();
  37. SubscribeToEvents();
  38. }
  39. void SubscribeToEvents()
  40. {
  41. SubscribeToEvent<PostRenderUpdateEvent>(e =>
  42. {
  43. // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  44. // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  45. // bones properly
  46. if (drawDebug)
  47. GetSubsystem<Renderer>().DrawDebugGeometry(false);
  48. });
  49. }
  50. protected override void Update(float timeStep)
  51. {
  52. base.Update(timeStep);
  53. SimpleMoveCamera3D(timeStep);
  54. if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
  55. drawDebug = !drawDebug;
  56. }
  57. void SetupViewport()
  58. {
  59. var renderer = GetSubsystem<Renderer>();
  60. renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
  61. }
  62. void CreateScene()
  63. {
  64. var cache = GetSubsystem<ResourceCache>();
  65. scene = new Scene();
  66. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  67. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  68. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  69. // optimizing manner
  70. scene.CreateComponent<Octree>();
  71. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  72. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  73. // (100 x 100 world units)
  74. Node planeNode = scene.CreateChild("Plane");
  75. planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
  76. StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
  77. planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
  78. planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
  79. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  80. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  81. // The light will use default settings (white light, no shadows)
  82. Node lightNode = scene.CreateChild("DirectionalLight");
  83. lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  84. Light light = lightNode.CreateComponent<Light>();
  85. light.LightType = LightType.LIGHT_DIRECTIONAL;
  86. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  87. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  88. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  89. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  90. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  91. // scene.
  92. Material mushroomMat = cache.Get<Material>("Materials/Mushroom.xml");
  93. // Apply shader parameter animation to material
  94. ValueAnimation specColorAnimation=new ValueAnimation();
  95. specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
  96. specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
  97. specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
  98. specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
  99. // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
  100. mushroomMat.Scene=scene;
  101. mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);
  102. const uint numObjects = 200;
  103. for (uint i = 0; i < numObjects; ++i)
  104. {
  105. Node mushroomNode = scene.CreateChild("Mushroom");
  106. mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
  107. mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
  108. mushroomNode.SetScale(0.5f + NextRandom(2.0f));
  109. StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
  110. mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
  111. mushroomObject.SetMaterial(mushroomMat);
  112. }
  113. // Create a scene node for the camera, which we will move around
  114. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  115. CameraNode = scene.CreateChild("Camera");
  116. CameraNode.CreateComponent<Camera>();
  117. // Set an initial position for the camera scene node above the plane
  118. CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
  119. }
  120. }
  121. }