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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 WaterSample : Sample
- {
- Scene scene;
- Node waterNode;
- Node reflectionCameraNode;
- Plane waterPlane;
- Plane waterClipPlane;
- Graphics graphics;
- public WaterSample() : base() {}
- public override void Start()
- {
- graphics = GetSubsystem<Graphics>();
- base.Start();
- CreateScene();
- SimpleCreateInstructionsWithWasd();
- SetupViewport();
- }
- protected override void Update(float timeStep)
- {
- base.Update(timeStep);
- SimpleMoveCamera3D(timeStep, 100f);
- var camera = reflectionCameraNode.GetComponent<Camera>();
- camera.AspectRatio = (float)graphics.Width / graphics.Height;
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- var cache = GetSubsystem<ResourceCache>();
- renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
- // Create a mathematical plane to represent the water in calculations
- waterPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition);
- // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
- waterClipPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition - new Vector3(0.0f, 0.1f, 0.0f));
- // Create camera for water reflection
- // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
- // its position when rendering
- reflectionCameraNode = CameraNode.CreateChild();
- var reflectionCamera = reflectionCameraNode.CreateComponent<Camera>();
- reflectionCamera.FarClip = 750.0f;
- reflectionCamera.ViewMask= 0x7fffffff; // Hide objects with only bit 31 in the viewmask (the water plane)
- reflectionCamera.AutoAspectRatio = false;
- reflectionCamera.UseReflection = true;
- reflectionCamera.ReflectionPlane = waterPlane;
- reflectionCamera.UseClipping = true; // Enable clipping of geometry behind water plane
- reflectionCamera.ClipPlane = waterClipPlane;
- // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
- reflectionCamera.AspectRatio = (float)graphics.Width / graphics.Height;
- // View override flags could be used to optimize reflection rendering. For example disable shadows
- //reflectionCamera.ViewOverrideFlags = ViewOverrideFlags.DisableShadows;
- // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
- // texture unit of the water material
- int texSize = 1024;
- Texture2D renderTexture = new Texture2D();
- renderTexture.SetSize(texSize, texSize, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
- renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR;
- RenderSurface surface = renderTexture.RenderSurface;
- var rttViewport = new Viewport(scene, reflectionCamera);
- surface.SetViewport(0, rttViewport);
- var waterMat = cache.Get<Material>("Materials/Water.xml");
- waterMat.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
- }
- void CreateScene()
- {
- var cache = GetSubsystem<ResourceCache>();
- scene = new Scene();
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene.CreateComponent<Octree>();
- // 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(1.0f, 1.0f, 1.0f);
- zone.FogStart = 500.0f;
- zone.FogEnd = 750.0f;
- // 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);
- light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- light.SpecularIntensity = 0.5f;
- // Apply slightly overbright lighting to match the skybox
- light.Color = new Color(1.2f, 1.2f, 1.2f);
- // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
- // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
- // generate the necessary 3D texture coordinates for cube mapping
- var skyNode = scene.CreateChild("Sky");
- skyNode.SetScale(500.0f); // The scale actually does not matter
- var skybox = skyNode.CreateComponent<Skybox>();
- skybox.Model = cache.Get<Model>("Models/Box.mdl");
- skybox.SetMaterial(cache.Get<Material>("Materials/Skybox.xml"));
- // Create heightmap terrain
- var terrainNode = scene.CreateChild("Terrain");
- terrainNode.Position = new Vector3(0.0f, 0.0f, 0.0f);
- var terrain = terrainNode.CreateComponent<Terrain>();
- terrain.PatchSize = 64;
- terrain.Spacing = new Vector3(2.0f, 0.5f, 2.0f); // Spacing between vertices and vertical resolution of the height map
- terrain.Smoothing =true;
- terrain.SetHeightMap(cache.Get<Image>("Textures/HeightMap.png"));
- terrain.Material = cache.Get<Material>("Materials/Terrain.xml");
- // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
- // terrain patches and other objects behind it
- terrain.Occluder = true;
- // Create 1000 boxes in the terrain. Always face outward along the terrain normal
- uint numObjects = 1000;
- for (uint i = 0; i < numObjects; ++i)
- {
- var objectNode = scene.CreateChild("Box");
- Vector3 position = new Vector3(NextRandom(2000.0f) - 1000.0f, 0.0f, NextRandom(2000.0f) - 1000.0f);
- position.Y = terrain.GetHeight(position) + 2.25f;
- objectNode.Position = position;
- // Create a rotation quaternion from up vector to terrain normal
- objectNode.Rotation = Quaternion.FromRotationTo(new Vector3(0.0f, 1.0f, 0.0f), terrain.GetNormal(position));
- objectNode.SetScale(5.0f);
- var obj = objectNode.CreateComponent<StaticModel>();
- obj.Model = cache.Get<Model>("Models/Box.mdl");
- obj.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- obj.CastShadows = true;
- }
- // Create a water plane object that is as large as the terrain
- waterNode = scene.CreateChild("Water");
- waterNode.Scale = new Vector3(2048.0f, 1.0f, 2048.0f);
- waterNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
- var water = waterNode.CreateComponent<StaticModel>();
- water.Model = cache.Get<Model>("Models/Plane.mdl");
- water.SetMaterial(cache.Get<Material>("Materials/Water.xml"));
- // Set a different viewmask on the water plane to be able to hide it from the reflection camera
- water.ViewMask = 0x80000000;
- // Create the camera. Limit far clip distance to match the fog
- CameraNode = new Node();
- var camera = CameraNode.CreateComponent<Camera>();
- camera.FarClip = 750.0f;
- // Set an initial position for the camera scene node above the plane
- CameraNode.Position = new Vector3(0.0f, 7.0f, -20.0f);
- }
- }
- }
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