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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 RenderToTextureSample : Sample
- {
- Scene scene;
- Scene rttScene;
- Node rttCameraNode;
- public RenderToTextureSample() : base() { }
- public override void Start()
- {
- base.Start();
- CreateScene();
- SimpleCreateInstructionsWithWasd();
- SetupViewport();
- }
- protected override void Update(float timeStep)
- {
- base.Update(timeStep);
- SimpleMoveCamera3D(timeStep);
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- renderer.SetViewport(0, new Viewport( scene, CameraNode.GetComponent<Camera>()));
- }
- void CreateScene()
- {
- var cache = GetSubsystem<ResourceCache>();
- {
- rttScene = new Scene();
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- rttScene.CreateComponent<Octree>();
- // Create a Zone for ambient light & fog control
- Node zoneNode = rttScene.CreateChild("Zone");
- Zone zone = zoneNode.CreateComponent<Zone>();
- // Set same volume as the Octree, set a close bluish fog and some ambient light
- zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
- zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f);
- zone.FogColor = new Color(0.1f, 0.2f, 0.3f);
- zone.FogStart = 10.0f;
- zone.FogEnd = 100.0f;
- // Create randomly positioned and oriented box StaticModels in the scene
- const uint numObjects = 2000;
- for (uint i = 0; i < numObjects; ++i)
- {
- Node boxNode = rttScene.CreateChild("Box");
- boxNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f,
- NextRandom(200.0f) - 100.0f);
- // Orient using random pitch, yaw and roll Euler angles
- boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f));
- StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Box.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
- // Simply set same rotation speed for all objects
- Rotator rotator = new Rotator();
- boxNode.AddComponent(rotator);
- rotator.SetRotationSpeed(new Vector3(10.0f, 20.0f, 30.0f));
- }
- // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
- rttCameraNode = rttScene.CreateChild("Camera");
- Camera camera = rttCameraNode.CreateComponent<Camera>();
- camera.FarClip = 100.0f;
- // Create a point light to the camera scene node
- Light light = rttCameraNode.CreateComponent<Light>();
- light.LightType = LightType.LIGHT_POINT;
- light.Range = 30.0f;
- }
- {
- // Create the scene in which we move around
- scene = new Scene();
- // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene.CreateComponent<Octree>();
- // Create a Zone component for ambient lighting & fog control
- Node 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;
- // Create a directional light without shadows
- Node lightNode = scene.CreateChild("DirectionalLight");
- lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f));
- Light light = lightNode.CreateComponent<Light>();
- light.LightType = LightType.LIGHT_DIRECTIONAL;
- light.Color = new Color(0.2f, 0.2f, 0.2f);
- light.SpecularIntensity = 1.0f;
- // Create a "floor" consisting of several tiles
- for (int y = -5; y <= 5; ++y)
- {
- for (int x = -5; x <= 5; ++x)
- {
- Node 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);
- StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
- floorObject.Model = cache.Get<Model>("Models/Box.mdl");
- floorObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- }
- }
- // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
- // and a plane for the actual view
- {
- Node boxNode = scene.CreateChild("ScreenBox");
- boxNode.Position = new Vector3(0.0f, 10.0f, 0.0f);
- boxNode.Scale = new Vector3(21.0f, 16.0f, 0.5f);
- StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Box.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- Node screenNode = scene.CreateChild("Screen");
- screenNode.Position = new Vector3(0.0f, 10.0f, -0.27f);
- screenNode.Rotation = new Quaternion(-90.0f, 0.0f, 0.0f);
- screenNode.Scale = new Vector3(20.0f, 0.0f, 15.0f);
- StaticModel screenObject = screenNode.CreateComponent<StaticModel>();
- screenObject.Model = cache.Get<Model>("Models/Plane.mdl");
- // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
- Texture2D renderTexture = new Texture2D();
- renderTexture.SetSize(1024, 768, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
- renderTexture.FilterMode = TextureFilterMode.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
- Material renderMaterial = new Material();
- renderMaterial.SetTechnique(0, cache.Get<Technique>("Techniques/DiffUnlit.xml"), 0, 0);
- renderMaterial.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
- screenObject.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
- RenderSurface surface = renderTexture.RenderSurface;
- Viewport rttViewport = new Viewport(rttScene, rttCameraNode.GetComponent<Camera>());
- surface.SetViewport(0, rttViewport);
- }
- // 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, 7.0f, -30.0f);
- }
- }
- public class Rotator : CSComponent
- {
- Vector3 rotationSpeed;
- public void SetRotationSpeed(Vector3 vector)
- {
- rotationSpeed = vector;
- }
- void Update(float timeStep)
- {
- Node.Rotate(new Quaternion(rotationSpeed.X * timeStep, rotationSpeed.Y * timeStep, rotationSpeed.Z * timeStep), TransformSpace.TS_LOCAL);
- }
- }
- }
- }
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