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. Scene scene;
  30. bool drawDebug;
  31. public MaterialAnimationSample() : base() { }
  32. public override void Start()
  33. {
  34. base.Start();
  35. CreateScene();
  36. SimpleCreateInstructionsWithWasd();
  37. SetupViewport();
  38. SubscribeToEvents();
  39. }
  40. void SubscribeToEvents()
  41. {
  42. SubscribeToEvent<PostRenderUpdateEvent>(e =>
  43. {
  44. // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  45. // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  46. // bones properly
  47. if (drawDebug)
  48. GetSubsystem<Renderer>().DrawDebugGeometry(false);
  49. });
  50. }
  51. protected override void Update(float timeStep)
  52. {
  53. base.Update(timeStep);
  54. SimpleMoveCamera3D(timeStep);
  55. if (GetSubsystem<Input>().GetKeyPress(Constants.KEY_SPACE))
  56. drawDebug = !drawDebug;
  57. }
  58. void SetupViewport()
  59. {
  60. var renderer = GetSubsystem<Renderer>();
  61. renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
  62. }
  63. void CreateScene()
  64. {
  65. var cache = GetSubsystem<ResourceCache>();
  66. scene = new Scene();
  67. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  68. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  69. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  70. // optimizing manner
  71. scene.CreateComponent<Octree>();
  72. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  73. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  74. // (100 x 100 world units)
  75. Node planeNode = scene.CreateChild("Plane");
  76. planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
  77. StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
  78. planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
  79. planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
  80. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  81. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  82. // The light will use default settings (white light, no shadows)
  83. Node lightNode = scene.CreateChild("DirectionalLight");
  84. lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  85. Light light = lightNode.CreateComponent<Light>();
  86. light.LightType = LightType.LIGHT_DIRECTIONAL;
  87. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  88. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  89. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  90. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  91. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  92. // scene.
  93. Material mushroomMat = cache.Get<Material>("Materials/Mushroom.xml");
  94. // Apply shader parameter animation to material
  95. ValueAnimation specColorAnimation=new ValueAnimation();
  96. specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
  97. specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
  98. specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
  99. specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
  100. // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
  101. mushroomMat.Scene=scene;
  102. mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);
  103. const uint numObjects = 200;
  104. for (uint i = 0; i < numObjects; ++i)
  105. {
  106. Node mushroomNode = scene.CreateChild("Mushroom");
  107. mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
  108. mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
  109. mushroomNode.SetScale(0.5f + NextRandom(2.0f));
  110. StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
  111. mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
  112. mushroomObject.SetMaterial(mushroomMat);
  113. }
  114. // Create a scene node for the camera, which we will move around
  115. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  116. CameraNode = scene.CreateChild("Camera");
  117. CameraNode.CreateComponent<Camera>();
  118. // Set an initial position for the camera scene node above the plane
  119. CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
  120. }
  121. }
  122. }