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Added Decals Lua sample.

Lasse Öörni 12 years ago
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b55dead807
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      Bin/Data/LuaScripts/08_Decals.lua

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Bin/Data/LuaScripts/08_Decals.lua

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+-- Decals example.
+-- This sample demonstrates:
+--     - Performing a raycast to the octree and adding a decal to the hit location
+--     - Defining a Cursor UI element which stays inside the window and can be shown/hidden
+--     - Marking suitable (large) objects as occluders for occlusion culling
+--     - Displaying renderer debug geometry to see the effect of occlusion
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_
+local cameraNode
+local yaw = 0.0
+local pitch = 0.0
+local drawDebug = false
+
+local context = GetContext()
+
+local cache = GetCache()
+local input = GetInput()
+local graphics = GetGraphics()
+local renderer = GetRenderer()
+local ui = GetUI()
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+
+    -- Create the UI content
+    CreateUI()
+
+    -- 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 scene node & StaticModel component for showing a static plane
+    local planeNode = scene_:CreateChild("Plane")
+    planeNode.scale = Vector3(100.0, 1.0, 100.0)
+    local planeObject = planeNode:CreateComponent("StaticModel")
+    planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
+    planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
+
+    -- 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(0.15, 0.15, 0.15)
+    zone.fogColor = Color(0.5, 0.5, 0.7)
+    zone.fogStart = 100.0
+    zone.fogEnd = 300.0
+
+    -- Create a directional light to the world. Enable cascaded shadows on it
+    local lightNode = scene_:CreateChild("DirectionalLight")
+    lightNode.direction = Vector3(0.6, -1.0, 0.8)
+    local light = lightNode:CreateComponent("Light")
+    light.lightType = LIGHT_DIRECTIONAL
+    light.castShadows = true
+    light.shadowBias = BiasParameters(0.0001, 0.5)
+    -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+    light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
+
+    -- Create some mushrooms
+    local NUM_MUSHROOMS = 240
+    for i = 1, NUM_MUSHROOMS do
+        local mushroomNode = scene_:CreateChild("Mushroom")
+        mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
+        mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
+        mushroomNode:SetScale(0.5 + Random(2.0))
+        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
+
+    -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
+    -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
+    local NUM_BOXES = 20
+    for i = 1, NUM_BOXES do
+        local boxNode = scene_:CreateChild("Box")
+        local size = 1.0 + Random(10.0)
+        boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
+        boxNode:SetScale(size)
+        local boxObject = boxNode:CreateComponent("StaticModel")
+        boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
+        boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
+        boxObject.castShadows = true
+        if size >= 3.0 then
+            boxObject.occluder = true
+        end
+    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 CreateUI()
+    -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
+    -- control the camera, and when visible, it will point the raycast target
+    local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
+    local cursor = ui.root:CreateChild("Cursor")
+    cursor:SetStyleAuto(style)
+    ui.cursor = cursor
+    -- Set starting position of the cursor at the rendering window center
+    cursor:SetPosition(graphics.width / 2, graphics.height / 2)
+    
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText.text =
+        "Use WASD keys to move\n"..
+        "LMB to paint decals, RMB to rotate view\n"..
+        "Space to toggle debug geometry\n"..
+        "7 to toggle occlusion culling"
+    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)
+    -- Right mouse button controls mouse cursor visibility: hide when pressed
+    ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
+
+    -- 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
+    -- Only move the camera when the cursor is hidden
+    if not ui.cursor.visible then
+    
+        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)
+    end
+
+    -- 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
+    -- Toggle debug geometry with space
+    if input:GetKeyPress(KEY_SPACE) then
+        drawDebug = not drawDebug
+    end
+
+    -- Paint decal with the left mousebutton cursor must be visible
+    if ui.cursor.visible and input:GetMouseButtonPress(MOUSEB_LEFT) then
+        PaintDecal()
+    end
+end
+
+function PaintDecal()
+    local hit = {}
+
+    if Raycast(250.0, hit) then
+        -- Check if target scene node already has a DecalSet component. If not, create now
+        local targetNode = hit[2]:GetNode()
+        local decal = targetNode:GetComponent("DecalSet")
+        if decal == nil then
+            decal = targetNode:CreateComponent("DecalSet")
+            decal.material = cache:GetResource("Material", "Materials/UrhoDecal.xml")
+        end
+        -- Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
+        -- 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
+        -- plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
+        -- undesirable, it may be necessary to create more than one DecalSet based on the distance
+        decal:AddDecal(hit[2], hit[1], cameraNode.rotation, 0.5, 1.0, 1.0, Vector2(0.0, 0.0), Vector2(1.0, 1.0))
+    end
+end
+
+function Raycast(maxDistance, hit)
+    hit[2] = nil
+
+    local pos = ui.cursorPosition
+    -- Check the cursor is visible and there is no UI element in front of the cursor
+    if not ui.cursor.visible or ui:GetElementAt(pos, true) ~= nil then
+        return false
+    end
+
+    local camera = cameraNode:GetComponent("Camera")
+    local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
+    -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
+    local result = scene_:GetComponent("Octree"):RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
+    if result.drawable ~= nil then
+        -- Calculate hit position in world space
+        hit[1] = cameraRay.origin + cameraRay.direction * result.distance
+        hit[2] = result.drawable
+        print("Has hit, drawable is " .. result.drawable.typeName)
+        return true
+    end
+
+    return false
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end
+
+function HandlePostRenderUpdate(eventType, eventData)
+    -- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
+    if drawDebug then
+        renderer:DrawDebugGeometry(false)
+    end
+end