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- // Render Box which has a
- var game = Atomic.game;
- var node = self.node;
- var chestScene;
- var chestNode;
- var chestCamera;
- // Create a scene which get's rendered to texture
- function createChestScene() {
- chestScene = new Atomic.Scene();
- chestScene.createComponent("Octree");
- // zone
- var zoneNode = chestScene.createChild("Zone")
- var zone = zoneNode.createComponent("Zone");
- zone.boundingBox = [-1000, -1000, -1000, 1000, 1000 , 1000];
- zone.ambientColor = [0.0, 0.0, 0.0];
- zone.fogColor = [.2, .2, .2, 1.0];
- zone.fogStart = 10;
- zone.fogEnd = 100;
- chestNode = chestScene.createChild("Chest");
- chestNode.pitch(-90);
- var model = chestNode.createComponent("StaticModel");
- model.setModel(game.cache.getResource("Model", "Models/Chest.mdl"));
- model.setMaterial(game.cache.getResource("Material", "Materials/Chest.xml"));
- // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
- var cameraNode = chestScene.createChild("Camera");
- chestCamera = cameraNode.createComponent("Camera");
- cameraNode.position = [0, .5, -4];
- cameraNode.pitch(0);
- chestCamera.farClip = 100;
- // Create a point light to the camera scene node
- var light = cameraNode.createComponent("Light");
- light.lightType = Atomic.LIGHT_POINT;
- light.range = 30;
- }
- function start() {
- createChestScene();
- var cache = game.cache;
- var model = node.createComponent("StaticModel");
- model.setModel(cache.getResource("Model", "Models/Box.mdl"));
- // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
- var renderTexture = new Atomic.Texture2D();
- renderTexture.setSize(1024, 1024, game.graphics.getRGBFormat(), Atomic.TEXTURE_RENDERTARGET);
- renderTexture.filterMode = Atomic.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
- var renderMaterial = new Atomic.Material();
- renderMaterial.setTechnique(0, game.cache.getResource("Technique", "Techniques/Diff.xml"));
- renderMaterial.setTexture(Atomic.TU_DIFFUSE, renderTexture);
- model.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
- var surface = renderTexture.getRenderSurface();
- var rttViewport = new Atomic.Viewport(chestScene, chestCamera);
- surface.setViewport(0, rttViewport);
- node.pitch(-90);
- }
- function update(timeStep) {
- node.roll(timeStep * 15);
- chestNode.roll(timeStep * 75);
- }
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