SignedDistanceFieldText.cpp 9.2 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Core/CoreEvents.h>
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/Graphics/Camera.h>
  25. #include <Atomic/Graphics/Graphics.h>
  26. #include <Atomic/Graphics/Material.h>
  27. #include <Atomic/Graphics/Model.h>
  28. #include <Atomic/Graphics/Octree.h>
  29. #include <Atomic/Graphics/Renderer.h>
  30. #include <Atomic/Graphics/StaticModel.h>
  31. #include <Atomic/Input/Input.h>
  32. #include <Atomic/Resource/ResourceCache.h>
  33. #include <Atomic/Scene/Scene.h>
  34. #include <Atomic/Graphics/Text3D/Text3DFont.h>
  35. #include <Atomic/Graphics/Text3D/Text3DText.h>
  36. #include <Atomic/Graphics/Text3D/Text3D.h>
  37. #include "SignedDistanceFieldText.h"
  38. #include <Atomic/DebugNew.h>
  39. SignedDistanceFieldText::SignedDistanceFieldText(Context* context) :
  40. Sample(context)
  41. {
  42. }
  43. void SignedDistanceFieldText::Start()
  44. {
  45. // Execute base class startup
  46. Sample::Start();
  47. // Create the scene content
  48. CreateScene();
  49. // Create the UI content
  50. CreateInstructions();
  51. // Setup the viewport for displaying the scene
  52. SetupViewport();
  53. // Hook up to the frame update events
  54. SubscribeToEvents();
  55. // Set the mouse mode to use in the sample
  56. Sample::InitMouseMode(MM_RELATIVE);
  57. }
  58. void SignedDistanceFieldText::CreateScene()
  59. {
  60. ResourceCache* cache = GetSubsystem<ResourceCache>();
  61. scene_ = new Scene(context_);
  62. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  63. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  64. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  65. // optimizing manner
  66. scene_->CreateComponent<Octree>();
  67. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  68. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  69. // (100 x 100 world units)
  70. Node* planeNode = scene_->CreateChild("Plane");
  71. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  72. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  73. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  74. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  75. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  76. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  77. // The light will use default settings (white light, no shadows)
  78. Node* lightNode = scene_->CreateChild("DirectionalLight");
  79. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  80. Light* light = lightNode->CreateComponent<Light>();
  81. light->SetLightType(LIGHT_DIRECTIONAL);
  82. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  83. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  84. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  85. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  86. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  87. // scene.
  88. const unsigned NUM_OBJECTS = 200;
  89. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  90. {
  91. Node* mushroomNode = scene_->CreateChild("Mushroom");
  92. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  93. mushroomNode->SetScale(0.5f + Random(2.0f));
  94. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  95. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  96. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  97. Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
  98. mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
  99. Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
  100. mushroomTitleText->SetText("Mushroom " + String(i));
  101. mushroomTitleText->SetFont(cache->GetResource<Text3DFont>("Fonts/BlueHighway.sdf"), 24);
  102. mushroomTitleText->SetColor(Color::RED);
  103. if (i % 3 == 1)
  104. {
  105. mushroomTitleText->SetColor(Color::GREEN);
  106. mushroomTitleText->SetTextEffect(TE_SHADOW);
  107. mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
  108. }
  109. else if (i % 3 == 2)
  110. {
  111. mushroomTitleText->SetColor(Color::YELLOW);
  112. mushroomTitleText->SetTextEffect(TE_STROKE);
  113. mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
  114. }
  115. mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
  116. }
  117. // Create a scene node for the camera, which we will move around
  118. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  119. cameraNode_ = scene_->CreateChild("Camera");
  120. cameraNode_->CreateComponent<Camera>();
  121. // Set an initial position for the camera scene node above the plane
  122. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  123. }
  124. void SignedDistanceFieldText::CreateInstructions()
  125. {
  126. SimpleCreateInstructions(
  127. "Use WASD keys and mouse/touch to move"
  128. );
  129. }
  130. void SignedDistanceFieldText::SetupViewport()
  131. {
  132. Renderer* renderer = GetSubsystem<Renderer>();
  133. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
  134. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  135. // use, but now we just use full screen and default render path configured in the engine command line options
  136. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  137. renderer->SetViewport(0, viewport);
  138. }
  139. void SignedDistanceFieldText::MoveCamera(float timeStep)
  140. {
  141. // Do not move if the UI has a focused element (the console)
  142. Input* input = GetSubsystem<Input>();
  143. // Movement speed as world units per second
  144. const float MOVE_SPEED = 20.0f;
  145. // Mouse sensitivity as degrees per pixel
  146. const float MOUSE_SENSITIVITY = 0.1f;
  147. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  148. IntVector2 mouseMove = input->GetMouseMove();
  149. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  150. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  151. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  152. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  153. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  154. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  155. // Use the Translate() function (default local space) to move relative to the node's orientation.
  156. if (input->GetKeyDown(KEY_W))
  157. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  158. if (input->GetKeyDown(KEY_S))
  159. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  160. if (input->GetKeyDown(KEY_A))
  161. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  162. if (input->GetKeyDown(KEY_D))
  163. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  164. }
  165. void SignedDistanceFieldText::SubscribeToEvents()
  166. {
  167. // Subscribe HandleUpdate() function for processing update events
  168. SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(SignedDistanceFieldText, HandleUpdate));
  169. }
  170. void SignedDistanceFieldText::HandleUpdate(StringHash eventType, VariantMap& eventData)
  171. {
  172. using namespace Update;
  173. // Take the frame time step, which is stored as a float
  174. float timeStep = eventData[P_TIMESTEP].GetFloat();
  175. // Move the camera, scale movement with time step
  176. MoveCamera(timeStep);
  177. }