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Added RenderToTexture script sample.

Lasse Öörni 12 years ago
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72c6811269
1 changed files with 242 additions and 0 deletions
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      Bin/Data/Scripts/10_RenderToTexture.as

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Bin/Data/Scripts/10_RenderToTexture.as

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+// Render to texture example
+// This sample demonstrates:
+//     - Creating two 3D scenes and rendering the other into a texture;
+//     - Creating rendertarget textures and materials programmatically;
+
+#include "Utilities/Sample.as"
+
+Scene@ scene_;
+Scene@ rttScene_;
+Node@ cameraNode;
+Node@ rttCameraNode;
+float yaw = 0.0f;
+float pitch = 0.0f;
+
+void 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 events
+    SubscribeToEvents();
+}
+
+void CreateScene()
+{
+    {
+        // Create the scene which will be rendered to a texture
+        rttScene_ = Scene();
+
+        // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+        rttScene_.CreateComponent("Octree");
+
+        // Create a Zone for ambient light & fog control
+        Node@ zoneNode = rttScene_.CreateChild("Zone");
+        Zone@ zone = zoneNode.CreateComponent("Zone");
+        // Set same volume as the Octree, set a close bluish fog and some ambient light
+        zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
+        zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
+        zone.fogColor = Color(0.1f, 0.2f, 0.3f);
+        zone.fogStart = 10.0f;
+        zone.fogEnd = 100.0f;
+
+        // Create randomly positioned and oriented box StaticModels in the scene
+        const uint NUM_OBJECTS = 2000;
+        for (uint i = 0; i < NUM_OBJECTS; ++i)
+        {
+            Node@ boxNode = rttScene_.CreateChild("Box");
+            boxNode.position = Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f);
+            // Orient using random pitch, yaw and roll Euler angles
+            boxNode.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
+            StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
+            boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
+            boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
+
+            // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
+            // Simply set same rotation speed for all objects
+            Rotator@ rotator = cast<Rotator>(boxNode.CreateScriptObject(scriptFile, "Rotator"));
+            rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
+        }
+
+        // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
+        rttCameraNode = rttScene_.CreateChild("Camera");
+        Camera@ camera = rttCameraNode.CreateComponent("Camera");
+        camera.farClip = 100.0f;
+
+        // Create a point light to the camera scene node
+        Light@ light = rttCameraNode.CreateComponent("Light");
+        light.lightType = LIGHT_POINT;
+        light.range = 30.0f;
+    }
+    
+    {
+        // Create the scene in which we move around
+        scene_ = Scene();
+
+        // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+        scene_.CreateComponent("Octree");
+
+        // Create a Zone component for ambient lighting & fog control
+        Node@ zoneNode = scene_.CreateChild("Zone");
+        Zone@ zone = zoneNode.CreateComponent("Zone");
+        zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
+        zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
+        zone.fogStart = 100.0f;
+        zone.fogEnd = 300.0f;
+
+        // Create a directional light without shadows
+        Node@ lightNode = scene_.CreateChild("DirectionalLight");
+        lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
+        Light@ light = lightNode.CreateComponent("Light");
+        light.lightType = LIGHT_DIRECTIONAL;
+        light.color = Color(0.2f, 0.2f, 0.2f);
+        light.specularIntensity = 1.0f;
+
+        // Create a "floor" consisting of several tiles
+        for (int y = -5; y <= 5; ++y)
+        {
+            for (int x = -5; x <= 5; ++x)
+            {
+                Node@ floorNode = scene_.CreateChild("FloorTile");
+                floorNode.position = Vector3(x * 20.5f, -0.5f, y * 20.5f);
+                floorNode.scale = Vector3(20.0f, 1.0f, 20.f);
+                StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
+                floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
+                floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
+            }
+        }
+
+        // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
+        // and a plane for the actual view
+        {
+            Node@ boxNode = scene_.CreateChild("ScreenBox");
+            boxNode.position = Vector3(0.0f, 10.0f, 0.0f);
+            boxNode.scale = Vector3(21.0f, 16.0f, 0.5f);
+            StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
+            boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
+            boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
+
+            Node@ screenNode = scene_.CreateChild("Screen");
+            screenNode.position = Vector3(0.0f, 10.0f, -0.27f);
+            screenNode.rotation = Quaternion(-90.0f, 0.0f, 0.0f);
+            screenNode.scale = Vector3(20.0f, 0.0f, 15.0f);
+            StaticModel@ screenObject = screenNode.CreateComponent("StaticModel");
+            screenObject.model = cache.GetResource("Model", "Models/Plane.mdl");
+
+            // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
+            Texture2D@ renderTexture = Texture2D();
+            renderTexture.SetSize(1024, 768, GetRGBFormat(), TEXTURE_RENDERTARGET);
+            renderTexture.filterMode = FILTER_BILINEAR;
+
+            // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
+            // as its diffuse texture, then assign the material to the screen plane object
+            Material@ renderMaterial = Material();
+            renderMaterial.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
+            renderMaterial.textures[TU_DIFFUSE] = renderTexture;
+            screenObject.material = renderMaterial;
+
+            // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
+            // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
+            // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
+            // in the main view
+            RenderSurface@ surface = renderTexture.renderSurface;
+            Viewport@ rttViewport = Viewport(rttScene_, rttCameraNode.GetComponent("Camera"));
+            surface.viewports[0] = rttViewport;
+        }
+
+        // Create the camera which we will move around. Limit far clip distance to match the fog
+        cameraNode = scene_.CreateChild("Camera");
+        Camera@ camera = cameraNode.CreateComponent("Camera");
+        camera.farClip = 300.0f;
+
+        // Set an initial position for the camera scene node above the plane
+        cameraNode.position = Vector3(0.0f, 7.0f, -30.0f);
+    }
+}
+
+void CreateInstructions()
+{
+    // Construct new Text object, set string to display and font to use
+    Text@ instructionText = ui.root.CreateChild("Text");
+    instructionText.text = "Use WASD keys and mouse to move";
+    instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
+
+    // Position the text relative to the screen center
+    instructionText.horizontalAlignment = HA_CENTER;
+    instructionText.verticalAlignment = VA_CENTER;
+    instructionText.SetPosition(0, ui.root.height / 4);
+}
+
+void SetupViewport()
+{
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
+    renderer.viewports[0] = viewport;
+}
+
+void MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (ui.focusElement !is null)
+        return;
+
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input.mouseMove;
+    yaw += MOUSE_SENSITIVITY * mouseMove.x;
+    pitch += MOUSE_SENSITIVITY * mouseMove.y;
+    pitch = Clamp(pitch, -90.0f, 90.0f);
+
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
+
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input.keyDown['W'])
+        cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['S'])
+        cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['A'])
+        cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['D'])
+        cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+}
+
+void SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate");
+}
+
+void HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData["TimeStep"].GetFloat();
+    
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}
+
+// Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
+class Rotator : ScriptObject
+{
+    Vector3 rotationSpeed;
+
+    // Update is called during the variable timestep scene update
+    void Update(float timeStep)
+    {
+        node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
+    }
+}