-- Water example. -- This sample demonstrates: -- - Creating a large plane to represent a water body for rendering -- - Setting up a second camera to render reflections on the water surface require "LuaScripts/Utilities/Sample" local reflectionCameraNode = nil local waterNode = nil local waterPlane = Plane() local waterClipPlane = Plane() function Start() -- Execute the common startup for samples SampleStart() -- Create the scene content CreateScene() -- Create the UI content CreateInstructions() -- Setup the viewport for displaying the scene SetupViewport() -- Hook up to the frame update event SubscribeToEvents() end function CreateScene() scene_ = Scene() -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene_:CreateComponent("Octree") -- 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(1.0, 1.0, 1.0) zone.fogStart = 500.0 zone.fogEnd = 750.0 -- 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) light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8) light.specularIntensity = 0.5; -- Apply slightly overbright lighting to match the skybox light.color = Color(1.2, 1.2, 1.2); -- Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the -- illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will -- generate the necessary 3D texture coordinates for cube mapping local skyNode = scene_:CreateChild("Sky") skyNode:SetScale(500.0) -- The scale actually does not matter local skybox = skyNode:CreateComponent("Skybox") skybox.model = cache:GetResource("Model", "Models/Box.mdl") skybox.material = cache:GetResource("Material", "Materials/Skybox.xml") -- Create heightmap terrain local terrainNode = scene_:CreateChild("Terrain") terrainNode.position = Vector3(0.0, 0.0, 0.0) local terrain = terrainNode:CreateComponent("Terrain") terrain.patchSize = 64 terrain.spacing = Vector3(2.0, 0.5, 2.0) -- Spacing between vertices and vertical resolution of the height map terrain.smoothing = true terrain.heightMap = cache:GetResource("Image", "Textures/HeightMap.png") terrain.material = cache:GetResource("Material", "Materials/Terrain.xml") -- The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all -- terrain patches and other objects behind it terrain.occluder = true -- Create 1000 boxes in the terrain. Always face outward along the terrain normal local NUM_OBJECTS = 1000 for i = 1, NUM_OBJECTS do local objectNode = scene_:CreateChild("Box") local position = Vector3(Random(2000.0) - 1000.0, 0.0, Random(2000.0) - 1000.0) position.y = terrain:GetHeight(position) + 2.25 objectNode.position = position -- Create a rotation quaternion from up vector to terrain normal objectNode.rotation = Quaternion(Vector3(0.0, 1.0, 0.0), terrain:GetNormal(position)) objectNode:SetScale(5.0) local object = objectNode:CreateComponent("StaticModel") object.model = cache:GetResource("Model", "Models/Box.mdl") object.material = cache:GetResource("Material", "Materials/Stone.xml") object.castShadows = true end -- Create a water plane object that is as large as the terrain waterNode = scene_:CreateChild("Water") waterNode.scale = Vector3(2048.0, 1.0, 2048.0) waterNode.position = Vector3(0.0, 5.0, 0.0) local water = waterNode:CreateComponent("StaticModel") water.model = cache:GetResource("Model", "Models/Plane.mdl") water.material = cache:GetResource("Material", "Materials/Water.xml") -- Set a different viewmask on the water plane to be able to hide it from the reflection camera water.viewMask = 0x80000000 -- Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside -- the scene, because we want it to be unaffected by scene load / save cameraNode = Node() local camera = cameraNode:CreateComponent("Camera") camera.farClip = 750.0 -- Set an initial position for the camera scene node above the floor cameraNode.position = Vector3(0.0, 7.0, -20.0) end function CreateInstructions() -- Construct new Text object, set string to display and font to use local instructionText = ui.root:CreateChild("Text") instructionText:SetText("Use WASD keys and mouse to move") instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15) 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(scene_, cameraNode:GetComponent("Camera")) renderer:SetViewport(0, viewport) -- Create a mathematical plane to represent the water in calculations waterPlane = Plane(waterNode.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition) -- Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping waterClipPlane = Plane(waterNode.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition - Vector3(0.0, 0.1, 0.0)) -- Create camera for water reflection -- It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify -- its position when rendering reflectionCameraNode = cameraNode:CreateChild() local reflectionCamera = reflectionCameraNode:CreateComponent("Camera") reflectionCamera.farClip = 750.0 reflectionCamera.viewMask = 0x7fffffff -- Hide objects with only bit 31 in the viewmask (the water plane) reflectionCamera.autoAspectRatio = false reflectionCamera.useReflection = true reflectionCamera.reflectionPlane = waterPlane reflectionCamera.useClipping = true -- Enable clipping of geometry behind water plane reflectionCamera.clipPlane = waterClipPlane -- The water reflection texture is rectangular. Set reflection camera aspect ratio to match reflectionCamera.aspectRatio = graphics.width / graphics.height -- View override flags could be used to optimize reflection rendering. For example disable shadows --reflectionCamera.viewOverrideFlags = VO_DISABLE_SHADOWS -- Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse -- texture unit of the water material local texSize = 1024 local renderTexture = Texture2D:new() renderTexture:SetSize(texSize, texSize, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET) renderTexture.filterMode = FILTER_BILINEAR local surface = renderTexture.renderSurface local rttViewport = Viewport:new(scene_, reflectionCamera) surface:SetViewport(0, rttViewport) local waterMat = cache:GetResource("Material", "Materials/Water.xml") waterMat:SetTexture(TU_DIFFUSE, renderTexture) end function SubscribeToEvents() -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate") 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 -- In case resolution has changed, adjust the reflection camera aspect ratio local reflectionCamera = reflectionCameraNode:GetComponent("Camera") reflectionCamera.aspectRatio = graphics.width / graphics.height 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