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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Camera.h"
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+#include "CoreEvents.h"
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+#include "Cursor.h"
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+#include "DebugRenderer.h"
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+#include "DecalSet.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Light.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Octree.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "StaticModel.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "XMLFile.h"
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+#include "Zone.h"
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+
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+#include "Decals.h"
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+
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+#include "DebugNew.h"
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(Decals)
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+
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+Decals::Decals(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(0.0f),
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+ drawDebug_(false)
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+{
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+}
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+
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+void Decals::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateUI();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update and render post-update events
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+ SubscribeToEvents();
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+}
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+
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+void Decals::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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+ // (-1000, -1000, -1000) to (1000, 1000, 1000). Also create a DebugRenderer component so that we can draw
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+ // debug geometry
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+ scene_->CreateComponent<Octree>();
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+ scene_->CreateComponent<DebugRenderer>();
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+
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+ // Create scene node & StaticModel component for showing a static plane
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+ Node* planeNode = scene_->CreateChild("Plane");
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+ planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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+ StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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+ planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+ planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog color control
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+ Node* zoneNode = scene_->CreateChild("Zone");
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+ Zone* zone = zoneNode->CreateComponent<Zone>();
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+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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+ zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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+ zone->SetFogStart(100.0f);
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+ zone->SetFogEnd(300.0f);
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node* lightNode = scene_->CreateChild("Directional light");
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+ lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+ light->SetCastShadows(true);
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+ light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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+
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+ // Create some mushrooms
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+ const unsigned NUM_MUSHROOMS = 240;
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+ for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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+ {
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+ Node* mushroomNode = scene_->CreateChild("Mushroom");
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+ mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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+ mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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+ mushroomNode->SetScale(0.5f + Random(2.0f));
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+ StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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+ mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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+ mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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+ mushroomObject->SetCastShadows(true);
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+ }
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+
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+ // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
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+ // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
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+ const unsigned NUM_BOXES = 20;
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+ for (unsigned i = 0; i < NUM_BOXES; ++i)
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+ {
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+ Node* boxNode = scene_->CreateChild("Box");
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+ float size = 1.0f + Random(10.0f);
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+ boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
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+ boxNode->SetScale(size);
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+ StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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+ boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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+ boxObject->SetCastShadows(true);
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+ if (size >= 5.0f)
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+ boxObject->SetOccluder(true);
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(300.0f);
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+void Decals::CreateUI()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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+ // control the camera, and when visible, it will point the raycast target
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+ XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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+ SharedPtr<Cursor> cursor(new Cursor(context_));
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+ cursor->SetStyleAuto(style);
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+ ui->SetCursor(cursor);
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+
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+ // Set starting position of the cursor at the rendering window center
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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+ instructionText->SetText(
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+ "Use WASD keys to move\n"
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+ "LMB = paint decal, RMB = rotate view\n"
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+ "Space to toggle debug geometry\n"
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+ "O to toggle occlusion culling"
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+ );
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+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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+
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+ // Position the text relative to the screen center
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+ instructionText->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void Decals::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void Decals::MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ UI* ui = GetSubsystem<UI>();
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+ if (ui->GetFocusElement())
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+ return;
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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ // Only move the camera when the cursor is hidden
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+ if (!ui->GetCursor()->IsVisible())
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+ {
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+ }
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input->GetKeyDown('W'))
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+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+void Decals::PaintDecal()
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+{
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+ UI* ui = GetSubsystem<UI>();
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ IntVector2 pos = ui->GetCursorPosition();
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+
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+ // Make sure no UI element in front of the cursor
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+ if (ui->GetElementAt(pos, true))
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+ return;
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+
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+ Camera* camera = cameraNode_->GetComponent<Camera>();
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+ Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
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+ // Raycast up to 250 world units distance, pick only geometry objects, not eg. zones or lights, only get the first
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+ // (closest) hit
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+ PODVector<RayQueryResult> results;
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+ RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, 250.0f, DRAWABLE_GEOMETRY);
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+ scene_->GetComponent<Octree>()->RaycastSingle(query);
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+ if (results.Size())
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+ {
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+ RayQueryResult& result = results[0];
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+
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+ // Calculate hit position in world space
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+ Vector3 rayHitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
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+ // Check if target scene node already has a DecalSet component. If not, create now
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+ Node* targetNode = result.drawable_->GetNode();
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+ DecalSet* decal = targetNode->GetComponent<DecalSet>();
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+ if (!decal)
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+ {
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ decal = targetNode->CreateComponent<DecalSet>();
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+ decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
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+ }
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+ // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
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+ // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
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+ // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
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+ // undesirable, it may be necessary to create more than one DecalSet based on the distance
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+ decal->AddDecal(result.drawable_, rayHitPos, cameraNode_->GetWorldRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
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+ Vector2::ONE);
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+ }
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+}
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+
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+void Decals::SubscribeToEvents()
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+{
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+ // Subscribes HandleUpdate() method for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
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+
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+ // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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+ // done with defining the draw calls for the viewports (but before actually executing them)
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+ SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
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+}
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+
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+void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Event parameters are always defined inside a namespace corresponding to the event's name
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Right mouse button controls mouse cursor visibility: hide when pressed
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+ UI* ui = GetSubsystem<UI>();
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+ ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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+
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+ // Paint a decal when the left mouse button is pressed
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+ if (input->GetMouseButtonPress(MOUSEB_LEFT))
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+ PaintDecal();
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+
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+ // Check for space pressed and toggle debug geometry
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+ if (input->GetKeyPress(KEY_SPACE))
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+ drawDebug_ = !drawDebug_;
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+
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+ // Check for toggling of occlusion
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+ if (input->GetKeyPress('O'))
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+ {
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+ // 5000 is the default amount of maximum triangles to software-rasterize for occlusion, so EORing acts as a toggle
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+ renderer->SetMaxOccluderTriangles(renderer->GetMaxOccluderTriangles() ^ 5000);
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+ }
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+
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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+
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+void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Disable depth test so that we can see the effect of occlusion
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+ if (drawDebug_)
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+ GetSubsystem<Renderer>()->DrawDebugGeometry(false);
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+}
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