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Added Billboards Lua sample.

Lasse Öörni 12 years ago
parent
commit
274a345db5
2 changed files with 280 additions and 1 deletions
  1. 1 1
      Bin/Data/LuaScripts/06_SkeletalAnimation.lua
  2. 279 0
      Bin/Data/LuaScripts/07_Billboards.lua

+ 1 - 1
Bin/Data/LuaScripts/06_SkeletalAnimation.lua

@@ -155,7 +155,7 @@ function MoveCamera(timeStep)
 
     -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
     local mouseMove = input.mouseMove
-    yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
+    yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
     pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
     pitch = Clamp(pitch, -90.0, 90.0)
 

+ 279 - 0
Bin/Data/LuaScripts/07_Billboards.lua

@@ -0,0 +1,279 @@
+-- Billboard example.
+-- This sample demonstrates:
+--     - Populating a 3D scene with billboard sets and several shadow casting spotlights;
+--     - Parenting scene nodes to allow more intuitive creation of groups of objects;
+--     - Examining rendering performance with a somewhat large object and light count;
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_ = nil
+local cameraNode = nil
+local lightNodes = {}
+local billboardNodes = {}
+local yaw = 0.0
+local pitch = 0.0
+local drawDebug = false
+
+local context = GetContext()
+
+local cache = GetCache()
+local input = GetInput()
+local renderer = GetRenderer()
+local ui = GetUI()
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+    
+    -- Create the UI content
+    CreateInstructions()
+
+    -- Setup the viewport for displaying the scene
+    SetupViewport()
+
+    -- Hook up to the frame update and render post-update events
+    SubscribeToEvents()
+end
+
+function CreateScene()
+    scene_ = Scene(context)
+
+    -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+    -- Also create a DebugRenderer component so that we can draw debug geometry
+    scene_:CreateComponent("Octree")
+    scene_:CreateComponent("DebugRenderer")
+
+    -- Create a Zone component for ambient lighting & fog control
+    local zoneNode = scene_:CreateChild("Zone")
+    local zone = zoneNode:CreateComponent("Zone")
+    zone.boundingBox = BoundingBox(-1000.0, 1000.0)
+    zone.ambientColor = Color(0.1, 0.1, 0.1)
+    zone.fogStart = 100.0
+    zone.fogEnd = 300.0
+
+    -- Create a directional light without shadows
+    local lightNode = scene_:CreateChild("DirectionalLight")
+    lightNode.direction = Vector3(0.5, -1.0, 0.5)
+    local light = lightNode:CreateComponent("Light")
+    light.lightType = LIGHT_DIRECTIONAL
+    light.color = Color(0.2, 0.2, 0.2)
+    light.specularIntensity = 1.0
+
+    -- Create a "floor" consisting of several tiles
+    for y = -5, 5 do
+        for x = -5, 5 do
+            local floorNode = scene_:CreateChild("FloorTile")
+            floorNode.position = Vector3(x * 20.5, -0.5, y * 20.5)
+            floorNode.scale = Vector3(20.0, 1.0, 20.0)
+            local floorObject = floorNode:CreateComponent("StaticModel")
+            floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
+            floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
+        end
+    end
+
+    -- Create groups of mushrooms, which act as shadow casters
+    local NUM_MUSHROOMGROUPS = 25
+    local NUM_MUSHROOMS = 25
+
+    for i = 1, NUM_MUSHROOMGROUPS do
+        -- First create a scene node for the group. The individual mushrooms nodes will be created as children
+        local groupNode = scene_:CreateChild("MushroomGroup")
+        groupNode.position = Vector3(Random(190.0) - 95.0, 0.0, Random(190.0) - 95.0)
+
+        for j = 1, NUM_MUSHROOMS do
+            local mushroomNode = groupNode:CreateChild("Mushroom")
+            mushroomNode.position = Vector3(Random(25.0) - 12.5, 0.0, Random(25.0) - 12.5)
+            mushroomNode.rotation = Quaternion(0.0, Random() * 360.0, 0.0)
+            mushroomNode:SetScale(1.0 + Random() * 4.0)
+            local mushroomObject = mushroomNode:CreateComponent("StaticModel")
+            mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
+            mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
+            mushroomObject.castShadows = true
+        end
+    end
+
+    -- Create billboard sets (floating smoke)
+    local NUM_BILLBOARDNODES = 25
+    local NUM_BILLBOARDS = 10
+
+    for i = 1, NUM_BILLBOARDNODES do
+        local smokeNode = scene_:CreateChild("Smoke")
+        smokeNode.position = Vector3(Random(200.0) - 100.0, Random(20.0) + 10.0, Random(200.0) - 100.0)
+
+        local billboardObject = smokeNode:CreateComponent("BillboardSet")
+        billboardObject.numBillboards = NUM_BILLBOARDS
+        billboardObject.material = cache:GetResource("Material", "Materials/LitSmoke.xml")
+        billboardObject.sorted = true
+
+        for j = 1, NUM_BILLBOARDS do
+            local bb = billboardObject:GetBillboard(j - 1)
+            bb.position = Vector3(Random(12.0) - 6.0, Random(8.0) - 4.0, Random(12.0) - 6.0)
+            bb.size = Vector2(Random(2.0) + 3.0, Random(2.0) + 3.0)
+            bb.rotation = Random() * 360.0
+            bb.enabled = true
+        end
+
+        -- After modifying the billboards, they need to be "commited" so that the BillboardSet updates its internals
+        billboardObject:Commit()
+        
+        table.insert(billboardNodes, smokeNode)
+    end
+
+    -- Create shadow casting spotlights
+    local NUM_LIGHTS = 9
+
+    for i = 0, NUM_LIGHTS - 1 do
+        local lightNode = scene_:CreateChild("SpotLight")
+        local light = lightNode:CreateComponent("Light")
+
+        local angle = 0.0
+
+        local position = Vector3((i % 3) * 60.0 - 60.0, 45.0, math.floor(i / 3) * 60.0 - 60.0)
+        local color = Color(((i + 1) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 2) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 4) % 2) * 0.5 + 0.5)
+
+        lightNode.position = position
+        lightNode.direction = Vector3(math.sin(M_DEGTORAD * angle), -1.5, math.cos(M_DEGTORAD * angle))
+
+        light.lightType = LIGHT_SPOT
+        light.range = 90.0
+        light.rampTexture = cache:GetResource("Texture2D", "Textures/RampExtreme.png")
+        light.fov = 45.0
+        light.color = color
+        light.specularIntensity = 1.0
+        light.castShadows = true
+        light.shadowBias = BiasParameters(0.00002, 0.0)
+
+        -- Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
+        -- better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
+        light.shadowFadeDistance = 100.0 -- Fade start distance
+        light.shadowDistance = 125.0 -- Fade end distance, shadows are disabled
+        -- Set half resolution for the shadow maps for increased performance
+        light.shadowResolution = 0.5
+        -- The spot lights will not have anything near them, so move the near plane of the shadow camera farther
+        -- for better shadow depth resolution
+        light.shadowNearFarRatio = 0.01
+        
+        table.insert(lightNodes, lightNode)
+    end
+
+    -- Create the camera. Limit far clip distance to match the fog
+    cameraNode = scene_:CreateChild("Camera")
+    local camera = cameraNode:CreateComponent("Camera")
+    camera.farClip = 300.0
+
+    -- Set an initial position for the camera scene node above the plane
+    cameraNode.position = Vector3(0.0, 5.0, 0.0)
+end
+
+function CreateInstructions()
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText.text =
+        "Use WASD keys and mouse to move\n"..
+        "Space to toggle debug geometry"
+    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
+    -- The text has multiple rows. Center them in relation to each other
+    instructionText.textAlignment = HA_CENTER
+
+    -- Position the text relative to the screen center
+    instructionText.horizontalAlignment = HA_CENTER
+    instructionText.verticalAlignment = VA_CENTER
+    instructionText:SetPosition(0, ui.root.height / 4)
+end
+
+function SetupViewport()
+    -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate")
+
+    -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
+    -- debug geometry
+    SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
+end
+
+function MoveCamera(timeStep)
+    -- Do not move if the UI has a focused element (the console)
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 20.0
+    -- Mouse sensitivity as degrees per pixel
+    local MOUSE_SENSITIVITY = 0.1
+
+    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    local mouseMove = input.mouseMove
+    yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
+    pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
+    pitch = Clamp(pitch, -90.0, 90.0)
+
+    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+
+    -- Toggle debug geometry with space
+    if input:GetKeyPress(KEY_SPACE) then
+        drawDebug = not drawDebug
+    end
+end
+
+function AnimateScene(timeStep)
+    local LIGHT_ROTATION_SPEED = 20.0
+    local BILLBOARD_ROTATION_SPEED = 50.0
+
+    -- Rotate the lights around the world Y-axis
+    for i, v in ipairs(lightNodes) do
+        v:Rotate(Quaternion(0.0, LIGHT_ROTATION_SPEED * timeStep, 0.0), true)
+    end
+
+    -- Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
+    for i, v in ipairs(billboardNodes) do
+        local billboardObject = v:GetComponent("BillboardSet")
+
+        for j = 1, billboardObject.numBillboards do
+            local bb = billboardObject:GetBillboard(j - 1)
+            bb.rotation = bb.rotation + BILLBOARD_ROTATION_SPEED * timeStep
+        end
+
+        billboardObject:Commit()
+    end
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera and animate the scene, scale movement with time step
+    MoveCamera(timeStep)
+    AnimateScene(timeStep)
+end
+
+function HandlePostRenderUpdate(eventType, eventData)
+    -- If draw debug mode is enabled, draw viewport debug geometry. This time use depth test, as otherwise the result becomes
+    -- hard to interpret due to large object count
+    if drawDebug then
+        renderer:DrawDebugGeometry(true)
+    end
+end