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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 MultipleViewportsSample : Sample
- {
- Scene scene;
- bool drawDebug;
- Node rearCameraNode;
- public MultipleViewportsSample() : base() { }
- public override void Start()
- {
- base.Start();
- CreateScene();
- SimpleCreateInstructionsWithWasd(
- "\nB to toggle bloom, F to toggle FXAA\n" +
- "Space to toggle debug geometry\n");
- 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);
- var input = GetSubsystem<Input>();
- var viewport = GetSubsystem<Renderer>().GetViewport(0);
- var effectRenderPath = viewport.GetRenderPath();
- if (input.GetKeyPress(Constants.KEY_B))
- effectRenderPath.ToggleEnabled("Bloom");
- if (input.GetKeyPress(Constants.KEY_F))
- effectRenderPath.ToggleEnabled("FXAA2");
- if (input.GetKeyPress(Constants.KEY_SPACE))
- drawDebug = !drawDebug;
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- var graphics = GetSubsystem<Graphics>();
- renderer.NumViewports = 2;
- // Set up the front camera viewport
- Viewport viewport = new Viewport(scene, CameraNode.GetComponent<Camera>());
- renderer.SetViewport(0, viewport);
- // Clone the default render path so that we do not interfere with the other viewport, then add
- // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
- // for example with the effect name to allow easy toggling on and off. We start with the effects
- // disabled.
- var cache = GetSubsystem<ResourceCache>();
- RenderPath effectRenderPath = viewport.GetRenderPath().Clone();
- effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/Bloom.xml"));
- effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/FXAA2.xml"));
- // Make the bloom mixing parameter more pronounced
- effectRenderPath.SetShaderParameter("BloomMix", new Vector2(0.9f, 0.6f));
- effectRenderPath.SetEnabled("Bloom", false);
- effectRenderPath.SetEnabled("FXAA2", false);
- viewport.SetRenderPath(effectRenderPath);
- // Set up the rear camera viewport on top of the front view ("rear view mirror")
- // The viewport index must be greater in that case, otherwise the view would be left behind
- IntRect rect = new IntRect(graphics.Width*2/3, 32, graphics.Width - 32, graphics.Height/3);
- Viewport rearViewport = new Viewport(scene, rearCameraNode.GetComponent<Camera>(), rect);
- renderer.SetViewport(1, rearViewport);
- }
- 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>();
- // Create scene node & StaticModel component for showing a static plane
- var planeNode = scene.CreateChild("Plane");
- planeNode.Scale =new Vector3(100.0f, 1.0f, 100.0f);
- var planeObject = planeNode.CreateComponent<StaticModel>();
- planeObject.Model=cache.Get<Model>("Models/Plane.mdl");
- planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
- // Create a Zone component for ambient lighting & fog control
- var zoneNode = scene.CreateChild("Zone");
- var zone = zoneNode.CreateComponent<Zone>();
- zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
- zone.AmbientColor=new Color(0.15f, 0.15f, 0.15f);
- zone.FogColor=new Color(0.5f, 0.5f, 0.7f);
- zone.FogStart=100.0f;
- zone.FogEnd=300.0f;
- // Create a directional light to the world. Enable cascaded shadows on it
- var lightNode = scene.CreateChild("DirectionalLight");
- lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
- var light = lightNode.CreateComponent<Light>();
- light.LightType = LightType.LIGHT_DIRECTIONAL;
- light.CastShadows=true;
- light.ShadowBias=new BiasParameters(0.00025f, 0.5f);
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.ShadowCascade=new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- // Create some mushrooms
- const uint numMushrooms = 240;
- for (uint i = 0; i < numMushrooms; ++i)
- {
- var 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(cache.Get<Material>("Materials/Mushroom.xml"));
- mushroomObject.CastShadows=true;
- }
- // Create randomly sized boxes. If boxes are big enough, make them occluders
- const uint numBoxes = 20;
- for (uint i = 0; i < numBoxes; ++i)
- {
- var boxNode = scene.CreateChild("Box");
- float size = 1.0f + NextRandom(10.0f);
- boxNode.Position=new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f);
- boxNode.SetScale(size);
- StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Box.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- boxObject.CastShadows=true;
- if (size >= 3.0f)
- boxObject.Occluder=true;
- }
- // Create the cameras. Limit far clip distance to match the fog
- CameraNode = scene.CreateChild("Camera");
- Camera camera = CameraNode.CreateComponent<Camera>();
- camera.FarClip = 300.0f;
- // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
- // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
- rearCameraNode = CameraNode.CreateChild("RearCamera");
- rearCameraNode.Rotate(Quaternion.FromAxisAngle(Vector3.UnitY, 180.0f), TransformSpace.TS_LOCAL);
- Camera rearCamera = rearCameraNode.CreateComponent<Camera>();
- rearCamera.FarClip = 300.0f;
- // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
- // "view override flags" for this. We could also disable eg. shadows or force low material quality
- // if we wanted
- rearCamera.ViewOverrideFlags = Constants.VO_DISABLE_OCCLUSION;
- // Set an initial position for the front camera scene node above the plane
- CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
- }
- }
- }
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