// Copyright (c) 2008-2022 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 "Decals.h" #include URHO3D_DEFINE_APPLICATION_MAIN(Decals) Decals::Decals(Context* context) : Sample(context), drawDebug_(false) { } void Decals::Start() { // Execute base class startup Sample::Start(); // Create the scene content CreateScene(); // Create the UI content CreateUI(); // Setup the viewport for displaying the scene SetupViewport(); // Hook up to the frame update and render post-update events SubscribeToEvents(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_RELATIVE); } void Decals::CreateScene() { auto* cache = GetSubsystem(); scene_ = new Scene(context_); // 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(); scene_->CreateComponent(); // Create scene node & StaticModel component for showing a static plane Node* planeNode = scene_->CreateChild("Plane"); planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f)); auto* planeObject = planeNode->CreateComponent(); planeObject->SetModel(cache->GetResource("Models/Plane.mdl")); planeObject->SetMaterial(cache->GetResource("Materials/StoneTiled.xml")); // 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(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.5f, 0.5f, 0.7f)); zone->SetFogStart(100.0f); zone->SetFogEnd(300.0f); // Create a directional light to the world. Enable cascaded shadows on it Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); auto* light = lightNode->CreateComponent(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(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->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); // Create some mushrooms const unsigned NUM_MUSHROOMS = 240; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* mushroomNode = scene_->CreateChild("Mushroom"); mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); mushroomNode->SetScale(0.5f + Random(2.0f)); auto* mushroomObject = mushroomNode->CreateComponent(); mushroomObject->SetModel(cache->GetResource("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(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 unsigned NUM_BOXES = 20; for (unsigned i = 0; i < NUM_BOXES; ++i) { Node* boxNode = scene_->CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)); boxNode->SetScale(size); auto* boxObject = boxNode->CreateComponent(); boxObject->SetModel(cache->GetResource("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 3.0f) boxObject->SetOccluder(true); } // Create the camera. 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, 5.0f, 0.0f)); } void Decals::CreateUI() { auto* cache = GetSubsystem(); auto* ui = GetSubsystem(); // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will // control the camera, and when visible, it will point the raycast target auto* style = cache->GetResource("UI/DefaultStyle.xml"); SharedPtr cursor(new Cursor(context_)); cursor->SetStyleAuto(style); ui->SetCursor(cursor); // Set starting position of the cursor at the rendering window center auto* graphics = GetSubsystem(); cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2); // Construct new Text object, set string to display and font to use auto* instructionText = ui->GetRoot()->CreateChild(); instructionText->SetText( "Use WASD keys to move\n" "LMB to paint decals, RMB to rotate view\n" "Space to toggle debug geometry\n" "7 to toggle occlusion culling" ); instructionText->SetFont(cache->GetResource("Fonts/Anonymous Pro.ttf"), 15); // The text has multiple rows. Center them in relation to each other instructionText->SetTextAlignment(HA_CENTER); // Position the text relative to the screen center instructionText->SetHorizontalAlignment(HA_CENTER); instructionText->SetVerticalAlignment(VA_CENTER); instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4); } void Decals::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 Decals::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Decals, HandleUpdate)); // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request // debug geometry SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Decals, HandlePostRenderUpdate)); } void Decals::MoveCamera(float timeStep) { // Right mouse button controls mouse cursor visibility: hide when pressed auto* ui = GetSubsystem(); auto* input = GetSubsystem(); ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT)); // Do not move if the UI has a focused element (the console) if (ui->GetFocusElement()) 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 // Only move the camera when the cursor is hidden if (!ui->GetCursor()->IsVisible()) { 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); // Toggle debug geometry with space if (input->GetKeyPress(KEY_SPACE)) drawDebug_ = !drawDebug_; // Paint decal with the left mousebutton; cursor must be visible if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT)) PaintDecal(); } void Decals::PaintDecal() { Vector3 hitPos; Drawable* hitDrawable; if (Raycast(250.0f, hitPos, hitDrawable)) { // Check if target scene node already has a DecalSet component. If not, create now Node* targetNode = hitDrawable->GetNode(); auto* decal = targetNode->GetComponent(); if (!decal) { auto* cache = GetSubsystem(); decal = targetNode->CreateComponent(); decal->SetMaterial(cache->GetResource("Materials/UrhoDecal.xml")); } // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera, // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is // undesirable, it may be necessary to create more than one DecalSet based on the distance decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO, Vector2::ONE); } } bool Decals::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable) { hitDrawable = nullptr; auto* ui = GetSubsystem(); IntVector2 pos = ui->GetCursorPosition(); // Check the cursor is visible and there is no UI element in front of the cursor if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true)) return false; auto* graphics = GetSubsystem(); auto* camera = cameraNode_->GetComponent(); Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight()); // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit PODVector results; RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY); scene_->GetComponent()->RaycastSingle(query); if (results.Size()) { RayQueryResult& result = results[0]; hitPos = result.position_; hitDrawable = result.drawable_; return true; } return false; } void Decals::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); } void Decals::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_) GetSubsystem()->DrawDebugGeometry(false); }