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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 "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 "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 "RenderSurface.h"
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+#include "ResourceCache.h"
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+#include "Rotator.h"
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+#include "StaticModel.h"
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+#include "Technique.h"
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+#include "Text.h"
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+#include "Texture2D.h"
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+#include "UI.h"
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+#include "Zone.h"
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+
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+#include "RenderToTexture.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(RenderToTexture)
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+
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+RenderToTexture::RenderToTexture(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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+{
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+ // Register an object factory for our custom Rotator component so that we can create them to scene nodes
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+ context->RegisterFactory<Rotator>();
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+}
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+
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+void RenderToTexture::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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+ CreateInstructions();
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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 events
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+ SubscribeToEvents();
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+}
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+
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+void RenderToTexture::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ {
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+ // Create the scene which will be rendered to a texture
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+ rttScene_ = new Scene(context_);
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ rttScene_->CreateComponent<Octree>();
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+
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+ // Create a Zone for ambient light & fog control
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+ Node* zoneNode = rttScene_->CreateChild("Zone");
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+ Zone* zone = zoneNode->CreateComponent<Zone>();
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+ // Set same volume as the Octree, set a close bluish fog and some ambient light
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+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
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+ zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
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+ zone->SetFogStart(10.0f);
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+ zone->SetFogEnd(100.0f);
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+
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+ // Create randomly positioned and oriented box StaticModels in the scene. Use less of them as in the actual
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+ // AnimatingScene sample to avoid the scene update (rotating the boxes) taking too much CPU time
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+ const unsigned NUM_OBJECTS = 1000;
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+ for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node* boxNode = rttScene_->CreateChild("Box");
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+ boxNode->SetPosition(Vector3(Random(100.0f) - 50.0f, Random(100.0f) - 50.0f, Random(100.0f) - 50.0f));
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+ // Orient using random pitch, yaw and roll Euler angles
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+ boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
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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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+
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+ // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
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+ // Simply set same rotation speed for all objects
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+ Rotator* rotator = boxNode->CreateComponent<Rotator>();
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+ rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
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+ }
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+
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+ // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
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+ rttCameraNode_ = rttScene_->CreateChild("Camera");
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+ Camera* camera = rttCameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(100.0f);
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+
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+ // Create a point light to the camera scene node
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+ Light* light = rttCameraNode_->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_POINT);
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+ light->SetRange(30.0f);
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+ }
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+
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+ {
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+ // Create the scene in which we move around
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+ scene_ = new Scene(context_);
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+
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+ // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ scene_->CreateComponent<Octree>();
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+
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+ // Create a Zone component for ambient lighting & fog 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(0.1f, 0.1f, 0.1f));
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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 without shadows
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+ Node* lightNode = scene_->CreateChild("Light");
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+ lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+ light->SetColor(Color(0.2f, 0.2f, 0.2f));
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+ light->SetSpecularIntensity(1.0f);
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+
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+ // Create a "floor" consisting of several tiles
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+ for (int y = -5; y <= 5; ++y)
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+ {
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+ for (int x = -5; x <= 5; ++x)
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+ {
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+ Node* floorNode = scene_->CreateChild("FloorTile");
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+ floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
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+ floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
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+ StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
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+ floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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+ }
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+ }
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+
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+ // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
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+ // and a plane for the actual view
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+ {
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+ Node* boxNode = scene_->CreateChild("ScreenBox");
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+ boxNode->SetPosition(Vector3(0.0f, 10.0f, 20.0f));
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+ boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
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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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+
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+ Node* screenNode = scene_->CreateChild("Screen");
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+ screenNode->SetPosition(Vector3(0.0f, 10.0f, 19.74f));
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+ screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
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+ screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
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+ StaticModel* screenObject = screenNode->CreateComponent<StaticModel>();
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+ screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+
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+ // Create a renderable texture (1024x768, RGB format) and a material for it
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+ SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
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+ renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
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+
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+ // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
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+ // as its diffuse texture, then assign the material to the screen plane object
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+ SharedPtr<Material> renderMaterial(new Material(context_));
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+ renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
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+ renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
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+ screenObject->SetMaterial(renderMaterial);
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+
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+ // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
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+ // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
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+ // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
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+ // in the main view
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+ RenderSurface* surface = renderTexture->GetRenderSurface();
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+ SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
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+ surface->SetViewport(0, rttViewport);
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+ }
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+
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+ // Create the camera which we will move around. 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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+
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+void RenderToTexture::CreateInstructions()
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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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+ // 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("Use WASD keys and mouse to move");
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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 RenderToTexture::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 RenderToTexture::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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+ if (GetSubsystem<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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+ 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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+ // 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 RenderToTexture::SubscribeToEvents()
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+{
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+ // Subscribes HandleUpdate() method for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(RenderToTexture, HandleUpdate));
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+}
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+
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+void RenderToTexture::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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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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