// Huge object count example. // This sample demonstrates: // - Creating a scene with 250 x 250 simple objects // - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :) // - Allowing examination of performance hotspots in the rendering code // - Optionally speeding up rendering by grouping objects with the StaticModelGroup component #include "Scripts/Utilities/Sample.as" Array boxNodes; bool animate = false; bool useGroups = false; void 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 events SubscribeToEvents(); } void CreateScene() { if (scene_ is null) scene_ = Scene(); else { scene_.Clear(); boxNodes.Clear(); } // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume // (-1000, -1000, -1000) to (1000, 1000, 1000) scene_.CreateComponent("Octree"); // Create a Zone for ambient light & fog control Node@ zoneNode = scene_.CreateChild("Zone"); Zone@ zone = zoneNode.CreateComponent("Zone"); zone.boundingBox = BoundingBox(-1000.0f, 1000.0f); zone.fogColor = Color(0.2f, 0.2f, 0.2f); zone.fogStart = 200.0f; zone.fogEnd = 300.0f; // Create a directional light Node@ lightNode = scene_.CreateChild("DirectionalLight"); lightNode.direction = Vector3(-0.6f, -1.0f, -0.8f); // The direction vector does not need to be normalized Light@ light = lightNode.CreateComponent("Light"); light.lightType = LIGHT_DIRECTIONAL; if (!useGroups) { light.color = Color(0.7f, 0.35f, 0.0f); // Create individual box StaticModels in the scene for (int y = -125; y < 125; ++y) { for (int x = -125; x < 125; ++x) { Node@ boxNode = scene_.CreateChild("Box"); boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f); boxNode.SetScale(0.25f); StaticModel@ boxObject = boxNode.CreateComponent("StaticModel"); boxObject.model = cache.GetResource("Model", "Models/Box.mdl"); boxNodes.Push(boxNode); } } } else { light.color = Color(0.6f, 0.6f, 0.6f); light.specularIntensity = 1.5f; // Create StaticModelGroups in the scene StaticModelGroup@ lastGroup; for (int y = -125; y < 125; ++y) { for (int x = -125; x < 125; ++x) { // Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling // accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform // does not matter, and it does not render anything if instance nodes are not added to it if (lastGroup is null || lastGroup.numInstanceNodes >= 25 * 25) { Node@ boxGroupNode = scene_.CreateChild("BoxGroup"); lastGroup = boxGroupNode.CreateComponent("StaticModelGroup"); lastGroup.model = cache.GetResource("Model", "Models/Box.mdl"); } Node@ boxNode = scene_.CreateChild("Box"); boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f); boxNode.SetScale(0.25f); boxNodes.Push(boxNode); lastGroup.AddInstanceNode(boxNode); } } } // Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it if (cameraNode is null) { cameraNode = Node("Camera"); cameraNode.position = Vector3(0.0f, 10.0f, -100.0f); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.farClip = 300.0f; } } 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" "Space to toggle animation\n" "G to toggle object group optimization"; 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 SetupViewport() { // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); } 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); } void AnimateObjects(float timeStep) { const float ROTATE_SPEED = 15.0f; // Rotate about the Z axis (roll) Quaternion rotateQuat(ROTATE_SPEED * timeStep, Vector3(0.0f, 0.0f, 1.0f)); for (uint i = 0; i < boxNodes.length; ++i) boxNodes[i].Rotate(rotateQuat); } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Toggle animation with space if (input.keyPress[KEY_SPACE]) animate = !animate; // Toggle grouped / ungrouped mode if (input.keyPress['G']) { useGroups = !useGroups; CreateScene(); } // Move the camera, scale movement with time step MoveCamera(timeStep); // Animate scene if enabled if (animate) AnimateObjects(timeStep); } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "" + " " + " Group" + " " + " " + " " + " " + " " + " " + " " + " Animation" + " " + " " + " " + " " + " " + " " + "";