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+-- Decals example.
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+-- This sample demonstrates:
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+-- - Performing a raycast to the octree and adding a decal to the hit location
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+-- - Defining a Cursor UI element which stays inside the window and can be shown/hidden
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+-- - Marking suitable (large) objects as occluders for occlusion culling
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+-- - Displaying renderer debug geometry to see the effect of occlusion
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+
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+require "LuaScripts/Utilities/Sample"
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+
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+local scene_
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+local cameraNode
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+local yaw = 0.0
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+local pitch = 0.0
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+local drawDebug = false
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+
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+local context = GetContext()
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+
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+local cache = GetCache()
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+local input = GetInput()
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+local graphics = GetGraphics()
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+local renderer = GetRenderer()
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+local ui = GetUI()
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+
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+function Start()
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+ -- Execute the common startup for samples
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+ SampleStart()
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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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+end
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+
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+function CreateScene()
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+ scene_ = 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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+ -- Also create a DebugRenderer component so that we can draw 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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+ local planeNode = scene_:CreateChild("Plane")
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+ planeNode.scale = Vector3(100.0, 1.0, 100.0)
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+ local planeObject = planeNode:CreateComponent("StaticModel")
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+ planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
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+ planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
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+
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+ -- Create a Zone component for ambient lighting & fog control
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+ local zoneNode = scene_:CreateChild("Zone")
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+ local zone = zoneNode:CreateComponent("Zone")
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+ zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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+ zone.ambientColor = Color(0.15, 0.15, 0.15)
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+ zone.fogColor = Color(0.5, 0.5, 0.7)
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+ zone.fogStart = 100.0
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+ zone.fogEnd = 300.0
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+
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+ -- Create a directional light to the world. Enable cascaded shadows on it
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+ local lightNode = scene_:CreateChild("DirectionalLight")
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+ lightNode.direction = Vector3(0.6, -1.0, 0.8)
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+ local light = lightNode:CreateComponent("Light")
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+ light.lightType = LIGHT_DIRECTIONAL
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+ light.castShadows = true
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+ light.shadowBias = BiasParameters(0.0001, 0.5)
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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.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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+
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+ -- Create some mushrooms
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+ local NUM_MUSHROOMS = 240
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+ for i = 1, NUM_MUSHROOMS do
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+ local mushroomNode = scene_:CreateChild("Mushroom")
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+ mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
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+ mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
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+ mushroomNode:SetScale(0.5 + Random(2.0))
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+ local mushroomObject = mushroomNode:CreateComponent("StaticModel")
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+ mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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+ mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
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+ mushroomObject.castShadows = true
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+ end
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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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+ local NUM_BOXES = 20
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+ for i = 1, NUM_BOXES do
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+ local boxNode = scene_:CreateChild("Box")
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+ local size = 1.0 + Random(10.0)
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+ boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
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+ boxNode:SetScale(size)
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+ local boxObject = boxNode:CreateComponent("StaticModel")
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+ boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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+ boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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+ boxObject.castShadows = true
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+ if size >= 3.0 then
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+ boxObject.occluder = true
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+ end
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+ end
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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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+ local camera = cameraNode:CreateComponent("Camera")
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+ camera.farClip = 300.0
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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.position = Vector3(0.0, 5.0, 0.0)
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+end
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+
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+function CreateUI()
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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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+ local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
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+ local cursor = ui.root:CreateChild("Cursor")
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+ cursor:SetStyleAuto(style)
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+ ui.cursor = cursor
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+ -- Set starting position of the cursor at the rendering window center
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+ cursor:SetPosition(graphics.width / 2, graphics.height / 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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+ local instructionText = ui.root:CreateChild("Text")
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+ instructionText.text =
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+ "Use WASD keys to move\n"..
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+ "LMB to paint decals, RMB to rotate view\n"..
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+ "Space to toggle debug geometry\n"..
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+ "7 to toggle occlusion culling"
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+ instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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+ -- The text has multiple rows. Center them in relation to each other
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+ instructionText.textAlignment = HA_CENTER
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+
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+ -- Position the text relative to the screen center
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+ instructionText.horizontalAlignment = HA_CENTER
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+ instructionText.verticalAlignment = VA_CENTER
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+ instructionText:SetPosition(0, ui.root.height / 4)
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+end
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+
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+function SetupViewport()
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+ -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
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+ renderer:SetViewport(0, viewport)
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+end
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+
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+function SubscribeToEvents()
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+ -- Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate")
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+
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+ -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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+ -- debug geometry
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+ SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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+end
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+
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+function MoveCamera(timeStep)
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+ -- Right mouse button controls mouse cursor visibility: hide when pressed
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+ ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
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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 ui.focusElement ~= nil then
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+ return
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+ end
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+
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+ -- Movement speed as world units per second
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+ local MOVE_SPEED = 20.0
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+ -- Mouse sensitivity as degrees per pixel
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+ local MOUSE_SENSITIVITY = 0.1
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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 not ui.cursor.visible then
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+
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+ local mouseMove = input.mouseMove
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+ yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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+ pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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+ pitch = Clamp(pitch, -90.0, 90.0)
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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.rotation = Quaternion(pitch, yaw, 0.0)
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+ end
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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(KEY_W) then
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+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_S) then
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+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_A) then
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+ cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_D) then
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+ cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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+ end
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+
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+ -- Toggle debug geometry with space
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+ -- Toggle debug geometry with space
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+ if input:GetKeyPress(KEY_SPACE) then
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+ drawDebug = not drawDebug
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+ end
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+
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+ -- Paint decal with the left mousebutton cursor must be visible
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+ if ui.cursor.visible and input:GetMouseButtonPress(MOUSEB_LEFT) then
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+ PaintDecal()
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+ end
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+end
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+
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+function PaintDecal()
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+ local hit = {}
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+
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+ if Raycast(250.0, hit) then
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+ -- Check if target scene node already has a DecalSet component. If not, create now
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+ local targetNode = hit[2]:GetNode()
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+ local decal = targetNode:GetComponent("DecalSet")
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+ if decal == nil then
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+ decal = targetNode:CreateComponent("DecalSet")
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+ decal.material = cache:GetResource("Material", "Materials/UrhoDecal.xml")
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+ end
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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(hit[2], hit[1], cameraNode.rotation, 0.5, 1.0, 1.0, Vector2(0.0, 0.0), Vector2(1.0, 1.0))
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+ end
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+end
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+
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+function Raycast(maxDistance, hit)
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+ hit[2] = nil
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+
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+ local pos = ui.cursorPosition
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+ -- Check the cursor is visible and there is no UI element in front of the cursor
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+ if not ui.cursor.visible or ui:GetElementAt(pos, true) ~= nil then
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+ return false
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+ end
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+
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+ local camera = cameraNode:GetComponent("Camera")
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+ local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
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+ -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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+ local result = scene_:GetComponent("Octree"):RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
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+ if result.drawable ~= nil then
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+ -- Calculate hit position in world space
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+ hit[1] = cameraRay.origin + cameraRay.direction * result.distance
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+ hit[2] = result.drawable
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+ print("Has hit, drawable is " .. result.drawable.typeName)
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+ return true
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+ end
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+
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+ return false
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+end
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+
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+function HandleUpdate(eventType, eventData)
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+ -- Take the frame time step, which is stored as a float
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+ local timeStep = eventData:GetFloat("TimeStep")
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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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+end
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+
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+function HandlePostRenderUpdate(eventType, eventData)
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+ -- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
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+ if drawDebug then
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+ renderer:DrawDebugGeometry(false)
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+ end
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+end
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