-- 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 require "LuaScripts/Utilities/Sample" local rearCameraNode = nil function 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() end function 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 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(0.00025, 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 -- 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(180.0, Vector3(0.0, 1.0, 0.0))) local rearCamera = rearCameraNode:CreateComponent("Camera") rearCamera.farClip = 300.0 -- 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(0.0, 5.0, 0.0) end function CreateInstructions() -- Construct new Text object, set string to display and font to use local 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) end function SetupViewports() renderer.numViewports = 2 -- Set up the front camera viewport local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera")) renderer:SetViewport(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. local effectRenderPath = viewport:GetRenderPath():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:SetShaderParameter("BloomMix", Variant(Vector2(0.9, 0.6))) effectRenderPath:SetEnabled("Bloom", false) effectRenderPath:SetEnabled("FXAA2", false) viewport:SetRenderPath(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 local rearViewport = Viewport:new(scene_, rearCameraNode:GetComponent("Camera"), IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3)) renderer:SetViewport(1, rearViewport) 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) -- 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 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) -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if input:GetKeyDown(KEY_W) then cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_S) then cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_A) then cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_D) then cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end -- Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected local effectRenderPath = renderer:GetViewport(0).renderPath if input:GetKeyPress(KEY_B) then effectRenderPath:ToggleEnabled("Bloom") end if input:GetKeyPress(KEY_F) then effectRenderPath:ToggleEnabled("FXAA2") end -- Toggle debug geometry with space if input:GetKeyPress(KEY_SPACE) then drawDebug = not drawDebug end 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 -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. " " .. " " .. " " .. " " .. 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