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- // Framework includes
- #include "BsApplication.h"
- #include "Resources/BsResources.h"
- #include "Resources/BsBuiltinResources.h"
- #include "Material/BsMaterial.h"
- #include "Components/BsCCamera.h"
- #include "Components/BsCRenderable.h"
- #include "Components/BsCSkybox.h"
- #include "RenderAPI/BsRenderAPI.h"
- #include "RenderAPI/BsRenderWindow.h"
- #include "Scene/BsSceneObject.h"
- // Example includes
- #include "BsObjectRotator.h"
- #include "BsExampleFramework.h"
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // This example renders an object using the standard built-in physically based material.
- //
- // The example first loads necessary resources, including a mesh and textures to use for rendering. Then it creates a
- // material using the standard PBR shader. It then proceeds to register the relevant keys used for controling the camera
- // and the rendered object. Finally it sets up the 3D scene using the mesh, textures, material and sets up a camera, along
- // with CameraFlyer and ObjectRotator components that allow the user to fly around the scene and rotate the 3D model.
- //
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- namespace bs
- {
- UINT32 windowResWidth = 1280;
- UINT32 windowResHeight = 720;
- /** Container for all resources used by the example. */
- struct Assets
- {
- HMesh exampleModel;
- HTexture exampleAlbedoTex;
- HTexture exampleNormalsTex;
- HTexture exampleRoughnessTex;
- HTexture exampleMetalnessTex;
- HTexture exampleSkyCubemap;
- HMaterial exampleMaterial;
- };
- /** Load the resources we'll be using throughout the example. */
- Assets loadAssets()
- {
- Assets assets;
- // Load a 3D model
- assets.exampleModel = ExampleFramework::loadMesh(ExampleMesh::Cerberus);
- // Load PBR textures for the 3D model
- assets.exampleAlbedoTex = ExampleFramework::loadTexture(ExampleTexture::CerberusAlbedo);
- assets.exampleNormalsTex = ExampleFramework::loadTexture(ExampleTexture::CerberusNormal, false);
- assets.exampleRoughnessTex = ExampleFramework::loadTexture(ExampleTexture::CerberusRoughness, false);
- assets.exampleMetalnessTex = ExampleFramework::loadTexture(ExampleTexture::CerberusMetalness, false);
- // Create a material using the default physically based shader, and apply the PBR textures we just loaded
- HShader shader = gBuiltinResources().getBuiltinShader(BuiltinShader::Standard);
- assets.exampleMaterial = Material::create(shader);
- assets.exampleMaterial->setTexture("gAlbedoTex", assets.exampleAlbedoTex);
- assets.exampleMaterial->setTexture("gNormalTex", assets.exampleNormalsTex);
- assets.exampleMaterial->setTexture("gRoughnessTex", assets.exampleRoughnessTex);
- assets.exampleMaterial->setTexture("gMetalnessTex", assets.exampleMetalnessTex);
- // Load an environment map
- assets.exampleSkyCubemap = ExampleFramework::loadTexture(ExampleTexture::EnvironmentPaperMill, false, true, true);
- return assets;
- }
- /** Set up the 3D object used by the example, and the camera to view the world through. */
- void setUp3DScene(const Assets& assets)
- {
- /************************************************************************/
- /* RENDERABLE */
- /************************************************************************/
- // Now we create a scene object that has a position, orientation, scale and optionally components to govern its
- // logic. In this particular case we are creating a SceneObject with a Renderable component which will render a
- // mesh at the position of the scene object with the provided material.
- // Create new scene object at (0, 0, 0)
- HSceneObject pistolSO = SceneObject::create("Pistol");
-
- // Attach the Renderable component and hook up the mesh we loaded, and the material we created.
- HRenderable renderable = pistolSO->addComponent<CRenderable>();
- renderable->setMesh(assets.exampleModel);
- renderable->setMaterial(assets.exampleMaterial);
- pistolSO->setRotation(Quaternion(Degree(0.0f), Degree(-160.0f), Degree(0.0f)));
- // Add a rotator component so we can rotate the object during runtime
- pistolSO->addComponent<ObjectRotator>();
- /************************************************************************/
- /* SKYBOX */
- /************************************************************************/
- // Add a skybox texture for sky reflections
- HSceneObject skyboxSO = SceneObject::create("Skybox");
- HSkybox skybox = skyboxSO->addComponent<CSkybox>();
- skybox->setTexture(assets.exampleSkyCubemap);
- /************************************************************************/
- /* CAMERA */
- /************************************************************************/
- // In order something to render on screen we need at least one camera.
- // Like before, we create a new scene object at (0, 0, 0).
- HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
- // Get the primary render window we need for creating the camera.
- SPtr<RenderWindow> window = gApplication().getPrimaryWindow();
- // Add a Camera component that will output whatever it sees into that window
- // (You could also use a render texture or another window you created).
- HCamera sceneCamera = sceneCameraSO->addComponent<CCamera>();
- sceneCamera->getViewport()->setTarget(window);
- // Set up camera component properties
- // Set closest distance that is visible. Anything below that is clipped.
- sceneCamera->setNearClipDistance(0.005f);
- // Set farthest distance that is visible. Anything above that is clipped.
- sceneCamera->setFarClipDistance(1000);
- // Set aspect ratio depending on the current resolution
- sceneCamera->setAspectRatio(windowResWidth / (float)windowResHeight);
- // Position and orient the camera scene object
- sceneCameraSO->setPosition(Vector3(0.2f, 0.05f, 1.4f));
- sceneCameraSO->lookAt(Vector3(0.2f, 0.05f, 0.0f));
- }
- }
- /** Main entry point into the application. */
- #if BS_PLATFORM == BS_PLATFORM_WIN32
- #include <windows.h>
- int CALLBACK WinMain(
- _In_ HINSTANCE hInstance,
- _In_ HINSTANCE hPrevInstance,
- _In_ LPSTR lpCmdLine,
- _In_ int nCmdShow
- )
- #else
- int main()
- #endif
- {
- using namespace bs;
- // Initializes the application and creates a window with the specified properties
- VideoMode videoMode(windowResWidth, windowResHeight);
- Application::startUp(videoMode, "Example", false);
- // Registers a default set of input controls
- ExampleFramework::setupInputConfig();
- // Load a model and textures, create materials
- Assets assets = loadAssets();
- // Set up the scene with an object to render and a camera
- setUp3DScene(assets);
-
- // Runs the main loop that does most of the work. This method will exit when user closes the main
- // window or exits in some other way.
- Application::instance().runMainLoop();
- // When done, clean up
- Application::shutDown();
- return 0;
- }
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