// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "RenderToTexture.h" #include "Rotator.h" #include URHO3D_DEFINE_APPLICATION_MAIN(RenderToTexture) RenderToTexture::RenderToTexture(Context* context) : Sample(context) { // Register an object factory for our custom Rotator component so that we can create them to scene nodes context->RegisterFactory(); } void RenderToTexture::Start() { // Execute base class startup Sample::Start(); // 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(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_RELATIVE); } void RenderToTexture::CreateScene() { auto* cache = GetSubsystem(); { // Create the scene which will be rendered to a texture rttScene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) rttScene_->CreateComponent(); // Create a Zone for ambient light & fog control Node* zoneNode = rttScene_->CreateChild("Zone"); auto* zone = zoneNode->CreateComponent(); // Set same volume as the Octree, set a close bluish fog and some ambient light zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f)); zone->SetFogColor(Color(0.1f, 0.2f, 0.3f)); zone->SetFogStart(10.0f); zone->SetFogEnd(100.0f); // Create randomly positioned and oriented box StaticModels in the scene const unsigned NUM_OBJECTS = 2000; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* boxNode = rttScene_->CreateChild("Box"); boxNode->SetPosition(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->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f))); auto* boxObject = boxNode->CreateComponent(); boxObject->SetModel(cache->GetResource("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource("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 auto* rotator = boxNode->CreateComponent(); rotator->SetRotationSpeed(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"); auto* camera = rttCameraNode_->CreateComponent(); camera->SetFarClip(100.0f); // Create a point light to the camera scene node auto* light = rttCameraNode_->CreateComponent(); light->SetLightType(LIGHT_POINT); light->SetRange(30.0f); } { // Create the scene in which we move around scene_ = new Scene(context_); // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene_->CreateComponent(); // Create a Zone component for ambient lighting & fog control Node* zoneNode = scene_->CreateChild("Zone"); auto* zone = zoneNode->CreateComponent(); zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f)); zone->SetFogStart(100.0f); zone->SetFogEnd(300.0f); // Create a directional light without shadows Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f)); auto* light = lightNode->CreateComponent(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetColor(Color(0.2f, 0.2f, 0.2f)); light->SetSpecularIntensity(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->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f)); floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f)); auto* floorObject = floorNode->CreateComponent(); floorObject->SetModel(cache->GetResource("Models/Box.mdl")); floorObject->SetMaterial(cache->GetResource("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->SetPosition(Vector3(0.0f, 10.0f, 0.0f)); boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f)); auto* boxObject = boxNode->CreateComponent(); boxObject->SetModel(cache->GetResource("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource("Materials/Stone.xml")); Node* screenNode = scene_->CreateChild("Screen"); screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f)); screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f)); screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f)); auto* screenObject = screenNode->CreateComponent(); screenObject->SetModel(cache->GetResource("Models/Plane.mdl")); // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it SharedPtr renderTexture(new Texture2D(context_)); renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET); renderTexture->SetFilterMode(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 SharedPtr renderMaterial(new Material(context_)); renderMaterial->SetTechnique(0, cache->GetResource("Techniques/DiffUnlit.xml")); renderMaterial->SetTexture(TU_DIFFUSE, renderTexture); // Since the screen material is on top of the box model and may Z-fight, use negative depth bias // to push it forward (particularly necessary on mobiles with possibly less Z resolution) renderMaterial->SetDepthBias(BiasParameters(-0.001f, 0.0f)); screenObject->SetMaterial(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->GetRenderSurface(); SharedPtr rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent())); surface->SetViewport(0, rttViewport); } // Create the camera which we will move around. Limit far clip distance to match the fog cameraNode_ = scene_->CreateChild("Camera"); auto* camera = cameraNode_->CreateComponent(); camera->SetFarClip(300.0f); // Set an initial position for the camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -30.0f)); } } void RenderToTexture::CreateInstructions() { auto* cache = GetSubsystem(); auto* ui = GetSubsystem(); // Construct new Text object, set string to display and font to use auto* instructionText = ui->GetRoot()->CreateChild(); instructionText->SetText("Use WASD keys and mouse/touch to move"); instructionText->SetFont(cache->GetResource("Fonts/Anonymous Pro.ttf"), 15); // Position the text relative to the screen center instructionText->SetHorizontalAlignment(HA_CENTER); instructionText->SetVerticalAlignment(VA_CENTER); instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4); } void RenderToTexture::SetupViewport() { auto* renderer = GetSubsystem(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void RenderToTexture::MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (GetSubsystem()->GetFocusElement()) return; auto* input = GetSubsystem(); // 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->GetMouseMove(); 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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f)); // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input->GetKeyDown(KEY_W)) cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_S)) cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_A)) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_D)) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); } void RenderToTexture::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RenderToTexture, HandleUpdate)); } void RenderToTexture::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; // Take the frame time step, which is stored as a float float timeStep = eventData[P_TIMESTEP].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); }