// Copyright (c) 2008-2023 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 "MultipleViewports.h" #include URHO3D_DEFINE_APPLICATION_MAIN(MultipleViewports) MultipleViewports::MultipleViewports(Context* context) : Sample(context), drawDebug_(false) { } void MultipleViewports::Start() { // Execute base class startup Sample::Start(); // 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(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_ABSOLUTE); } void MultipleViewports::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 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 cameras. Limit far clip distance to match the fog cameraNode_ = scene_->CreateChild("Camera"); auto* camera = cameraNode_->CreateComponent(); camera->SetFarClip(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::UP)); auto* rearCamera = rearCameraNode_->CreateComponent(); rearCamera->SetFarClip(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->SetViewOverrideFlags(VO_DISABLE_OCCLUSION); // Set an initial position for the front camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); } void MultipleViewports::CreateInstructions() { auto* cache = GetSubsystem(); auto* ui = GetSubsystem(); // Construct new Text object, set string to display and font to use auto* instructionText = ui->GetRoot()->CreateChild(); instructionText->SetText( "Use WASD keys and mouse/touch to move\n" "B to toggle bloom, F to toggle FXAA\n" "Space to toggle debug geometry\n" ); 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 MultipleViewports::SetupViewports() { auto* graphics = GetSubsystem(); auto* renderer = GetSubsystem(); renderer->SetNumViewports(2); // Set up the front camera viewport SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); 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. auto* cache = GetSubsystem(); SharedPtr effectRenderPath = viewport->GetRenderPath()->Clone(); effectRenderPath->Append(cache->GetResource("PostProcess/Bloom.xml")); effectRenderPath->Append(cache->GetResource("PostProcess/FXAA2.xml")); // Make the bloom mixing parameter more pronounced effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f)); 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 SharedPtr rearViewport(new Viewport(context_, scene_, rearCameraNode_->GetComponent(), IntRect(graphics->GetWidth() * 2 / 3, 32, graphics->GetWidth() - 32, graphics->GetHeight() / 3))); renderer->SetViewport(1, rearViewport); } void MultipleViewports::SubscribeToEvents() { // Subscribe HandleUpdate() method for processing update events SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MultipleViewports, HandleUpdate)); // Subscribe HandlePostRenderUpdate() method for processing the post-render update event, during which we request // debug geometry SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(MultipleViewports, HandlePostRenderUpdate)); } void MultipleViewports::MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (GetSubsystem()->GetFocusElement()) return; auto* input = GetSubsystem(); // 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->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 post processing effects on the front viewport. Note that the rear viewport is unaffected RenderPath* effectRenderPath = GetSubsystem()->GetViewport(0)->GetRenderPath(); if (input->GetKeyPress(KEY_B)) effectRenderPath->ToggleEnabled("Bloom"); if (input->GetKeyPress(KEY_F)) effectRenderPath->ToggleEnabled("FXAA2"); // Toggle debug geometry with space if (input->GetKeyPress(KEY_SPACE)) drawDebug_ = !drawDebug_; } void MultipleViewports::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 MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData) { // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton // bones. Disable depth test so that we can see the effect of occlusion if (drawDebug_) GetSubsystem()->DrawDebugGeometry(false); }