// Multiple viewports example. // This sample demonstrates: // - Setting up two viewports with two separate cameras // - Adding post processing effects to a viewport's render path and toggling them #include "Scripts/Utilities/Sample.as" Node@ rearCameraNode; void Start() { // Execute the common startup for samples SampleStart(); // Create the scene content CreateScene(); // Create the UI content CreateInstructions(); // Setup the viewports for displaying the scene SetupViewports(); // Hook up to the frame update and render post-update events SubscribeToEvents(); } void CreateScene() { scene_ = Scene(); // 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 Node@ planeNode = scene_.CreateChild("Plane"); planeNode.scale = Vector3(100.0f, 1.0f, 100.0f); StaticModel@ 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 Node@ zoneNode = scene_.CreateChild("Zone"); Zone@ zone = zoneNode.CreateComponent("Zone"); zone.boundingBox = BoundingBox(-1000.0f, 1000.0f); zone.ambientColor = Color(0.15f, 0.15f, 0.15f); zone.fogColor = Color(0.5f, 0.5f, 0.7f); zone.fogStart = 100.0f; zone.fogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node@ lightNode = scene_.CreateChild("DirectionalLight"); lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); Light@ light = lightNode.CreateComponent("Light"); light.lightType = LIGHT_DIRECTIONAL; light.castShadows = true; light.shadowBias = BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create some mushrooms const uint NUM_MUSHROOMS = 240; for (uint i = 0; i < NUM_MUSHROOMS; ++i) { Node@ mushroomNode = scene_.CreateChild("Mushroom"); mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f); mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f); mushroomNode.SetScale(0.5f + Random(2.0f)); StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel"); mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl"); mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml"); mushroomObject.castShadows = true; } // 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 const uint NUM_BOXES = 20; for (uint i = 0; i < NUM_BOXES; ++i) { Node@ boxNode = scene_.CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f); boxNode.SetScale(size); StaticModel@ 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 >= 3.0f) boxObject.occluder = true; } // Create the cameras. Limit far clip distance to match the fog cameraNode = scene_.CreateChild("Camera"); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.farClip = 300.0f; // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles rearCameraNode = cameraNode.CreateChild("RearCamera"); rearCameraNode.Rotate(Quaternion(180.0f, Vector3(0.0f, 1.0f, 0.0f))); Camera@ rearCamera = rearCameraNode.CreateComponent("Camera"); rearCamera.farClip = 300.0f; // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's // "view override flags" for this. We could also disable eg. shadows or force low material quality // if we wanted rearCamera.viewOverrideFlags = VO_DISABLE_OCCLUSION; // Set an initial position for the front camera scene node above the plane cameraNode.position = Vector3(0.0f, 5.0f, 0.0f); } 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\n" "B to toggle bloom, F to toggle FXAA\n" "Space to toggle debug geometry\n"; 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); } void SetupViewports() { renderer.numViewports = 2; // Set up the front camera viewport Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; // Clone the default render path so that we do not interfere with the other viewport, then add // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged // for example with the effect name to allow easy toggling on and off. We start with the effects // disabled. RenderPath@ effectRenderPath = viewport.renderPath.Clone(); effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/Bloom.xml")); effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/FXAA2.xml")); // Make the bloom mixing parameter more pronounced effectRenderPath.shaderParameters["BloomMix"] = Variant(Vector2(0.9f, 0.6f)); effectRenderPath.SetEnabled("Bloom", false); effectRenderPath.SetEnabled("FXAA2", false); viewport.renderPath = effectRenderPath; // Set up the rear camera viewport on top of the front view ("rear view mirror") // The viewport index must be greater in that case, otherwise the view would be left behind Viewport@ rearViewport = Viewport(scene_, rearCameraNode.GetComponent("Camera"), IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3)); renderer.viewports[1] = rearViewport; } void 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"); } 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.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); // Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected RenderPath@ effectRenderPath = renderer.viewports[0].renderPath; if (input.keyPress['B']) effectRenderPath.ToggleEnabled("Bloom"); if (input.keyPress['F']) effectRenderPath.ToggleEnabled("FXAA2"); // Toggle debug geometry with space if (input.keyPress[KEY_SPACE]) drawDebug = !drawDebug; } 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); } void HandlePostRenderUpdate(StringHash eventType, VariantMap& 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) renderer.DrawDebugGeometry(false); } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "" + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " Bloom" + " " + " " + " " + " " + " " + " " + " " + " Debug" + " " + " " + " " + " " + " " + " " + "";