-- Render to texture example -- This sample demonstrates: -- - Creating two 3D scenes and rendering the other into a texture -- - Creating rendertarget textures and materials programmatically require "LuaScripts/Utilities/Sample" local rttScene_ = nil local rttCameraNode = nil 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() -- Set the mouse mode to use in the sample SampleInitMouseMode(MM_RELATIVE) -- Hook up to the frame update events SubscribeToEvents() end function CreateScene() -- Create the scene which will be rendered to a texture rttScene_ = Scene() -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) rttScene_:CreateComponent("Octree") -- Create a Zone for ambient light & fog control local zoneNode = rttScene_:CreateChild("Zone") local zone = zoneNode:CreateComponent("Zone") -- Set same volume as the Octree, set a close bluish fog and some ambient light zone.boundingBox = BoundingBox(-1000.0, 1000.0) zone.ambientColor = Color(0.05, 0.1, 0.15) zone.fogColor = Color(0.1, 0.2, 0.3) zone.fogStart = 10.0 zone.fogEnd = 100.0 -- Create randomly positioned and oriented box StaticModels in the scene local NUM_OBJECTS = 2000 for i = 1, NUM_OBJECTS do local boxNode = rttScene_:CreateChild("Box") boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0) -- Orient using random pitch, yaw and roll Euler angles boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0)) local boxObject = boxNode:CreateComponent("StaticModel") boxObject.model = cache:GetResource("Model", "Models/Box.mdl") boxObject.material = cache:GetResource("Material", "Materials/Stone.xml") -- Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event. -- Simply set same rotation speed for all objects local rotator = boxNode:CreateScriptObject("Rotator") rotator.rotationSpeed = { 10.0, 20.0, 30.0 } end -- Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene rttCameraNode = rttScene_:CreateChild("Camera") local camera = rttCameraNode:CreateComponent("Camera") camera.farClip = 100.0 -- Create a point light to the camera scene node local light = rttCameraNode:CreateComponent("Light") light.lightType = LIGHT_POINT light.range = 30.0 -- Create the scene in which we move around scene_ = Scene() -- Create octree, use also 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(0.1, 0.1, 0.1) zone.fogStart = 100.0 zone.fogEnd = 300.0 -- Create a directional light without shadows local lightNode = scene_:CreateChild("DirectionalLight") lightNode.direction = Vector3(0.5, -1.0, 0.5) local light = lightNode:CreateComponent("Light") light.lightType = LIGHT_DIRECTIONAL light.color = Color(0.2, 0.2, 0.2) light.specularIntensity = 1.0 -- Create a "floor" consisting of several tiles for y = -5, 5 do for x = -5, 5 do local floorNode = scene_:CreateChild("FloorTile") floorNode.position = Vector3(x * 20.5, -0.5, y * 20.5) floorNode.scale = Vector3(20.0, 1.0, 20.) local floorObject = floorNode:CreateComponent("StaticModel") floorObject.model = cache:GetResource("Model", "Models/Box.mdl") floorObject.material = cache:GetResource("Material", "Materials/Stone.xml") end end -- Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame -- and a plane for the actual view local boxNode = scene_:CreateChild("ScreenBox") boxNode.position = Vector3(0.0, 10.0, 0.0) boxNode.scale = Vector3(21.0, 16.0, 0.5) local boxObject = boxNode:CreateComponent("StaticModel") boxObject.model = cache:GetResource("Model", "Models/Box.mdl") boxObject.material = cache:GetResource("Material", "Materials/Stone.xml") local screenNode = scene_:CreateChild("Screen") screenNode.position = Vector3(0.0, 10.0, -0.27) screenNode.rotation = Quaternion(-90.0, 0.0, 0.0) screenNode.scale = Vector3(20.0, 0.0, 15.0) local screenObject = screenNode:CreateComponent("StaticModel") screenObject.model = cache:GetResource("Model", "Models/Plane.mdl") -- Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it local renderTexture = Texture2D:new() renderTexture:SetSize(1024, 768, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET) renderTexture.filterMode = FILTER_BILINEAR -- Create a new material from scratch, use the diffuse unlit technique, assign the render texture -- as its diffuse texture, then assign the material to the screen plane object local renderMaterial = Material:new() renderMaterial:SetTechnique(0, cache:GetResource("Technique", "Techniques/DiffUnlit.xml")) renderMaterial:SetTexture(TU_DIFFUSE, renderTexture) -- Since the screen material is on top of the box model and may Z-fight, use negative depth bias -- to push it forward (particularly necessary on mobiles with possibly less Z resolution) renderMaterial.depthBias = BiasParameters(-0.001, 0.0) screenObject.material = renderMaterial -- Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode) -- and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined -- to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible -- in the main view local surface = renderTexture.renderSurface local rttViewport = Viewport:new(rttScene_, rttCameraNode:GetComponent("Camera")) surface:SetViewport(0, rttViewport) -- Create the camera which we will move around. Limit far clip distance to match the fog cameraNode = scene_:CreateChild("Camera") local camera = cameraNode:CreateComponent("Camera") camera.farClip = 300.0 -- Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0, 7.0, -30.0) 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" instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15) -- 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) 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 local delta = MOVE_SPEED * timeStep 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 end function SubscribeToEvents() -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate") end function HandleUpdate(eventType, eventData) -- Take the frame time step, which is stored as a float local timeStep = eventData["TimeStep"]:GetFloat() -- Move the camera, scale movement with time step MoveCamera(timeStep) end -- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface Rotator = ScriptObject() function Rotator:Start() self.rotationSpeed = {0.0, 0.0, 0.0} end -- Update is called during the variable timestep scene update function Rotator:Update(timeStep) local x = self.rotationSpeed[1] * timeStep local y = self.rotationSpeed[2] * timeStep local z = self.rotationSpeed[3] * timeStep self.node:Rotate(Quaternion(x, y, z)) end