Decals.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/DebugRenderer.h>
  26. #include <Urho3D/Graphics/DecalSet.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Graphics/Light.h>
  29. #include <Urho3D/Graphics/Material.h>
  30. #include <Urho3D/Graphics/Model.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Graphics/Renderer.h>
  33. #include <Urho3D/Graphics/StaticModel.h>
  34. #include <Urho3D/Graphics/Zone.h>
  35. #include <Urho3D/Input/Input.h>
  36. #include <Urho3D/Resource/ResourceCache.h>
  37. #include <Urho3D/Scene/Scene.h>
  38. #include <Urho3D/UI/Font.h>
  39. #include <Urho3D/UI/Text.h>
  40. #include <Urho3D/UI/UI.h>
  41. #include "Decals.h"
  42. #include <Urho3D/DebugNew.h>
  43. DEFINE_APPLICATION_MAIN(Decals)
  44. Decals::Decals(Context* context) :
  45. Sample(context),
  46. drawDebug_(false)
  47. {
  48. }
  49. void Decals::Start()
  50. {
  51. // Execute base class startup
  52. Sample::Start();
  53. // Create the scene content
  54. CreateScene();
  55. // Create the UI content
  56. CreateUI();
  57. // Setup the viewport for displaying the scene
  58. SetupViewport();
  59. // Hook up to the frame update and render post-update events
  60. SubscribeToEvents();
  61. }
  62. void Decals::CreateScene()
  63. {
  64. ResourceCache* cache = GetSubsystem<ResourceCache>();
  65. scene_ = new Scene(context_);
  66. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  67. // Also create a DebugRenderer component so that we can draw debug geometry
  68. scene_->CreateComponent<Octree>();
  69. scene_->CreateComponent<DebugRenderer>();
  70. // Create scene node & StaticModel component for showing a static plane
  71. Node* planeNode = scene_->CreateChild("Plane");
  72. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  73. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  74. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  75. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  76. // Create a Zone component for ambient lighting & fog control
  77. Node* zoneNode = scene_->CreateChild("Zone");
  78. Zone* zone = zoneNode->CreateComponent<Zone>();
  79. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  80. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  81. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  82. zone->SetFogStart(100.0f);
  83. zone->SetFogEnd(300.0f);
  84. // Create a directional light to the world. Enable cascaded shadows on it
  85. Node* lightNode = scene_->CreateChild("DirectionalLight");
  86. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  87. Light* light = lightNode->CreateComponent<Light>();
  88. light->SetLightType(LIGHT_DIRECTIONAL);
  89. light->SetCastShadows(true);
  90. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  91. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  92. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  93. // Create some mushrooms
  94. const unsigned NUM_MUSHROOMS = 240;
  95. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  96. {
  97. Node* mushroomNode = scene_->CreateChild("Mushroom");
  98. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  99. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  100. mushroomNode->SetScale(0.5f + Random(2.0f));
  101. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  102. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  103. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  104. mushroomObject->SetCastShadows(true);
  105. }
  106. // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  107. // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  108. const unsigned NUM_BOXES = 20;
  109. for (unsigned i = 0; i < NUM_BOXES; ++i)
  110. {
  111. Node* boxNode = scene_->CreateChild("Box");
  112. float size = 1.0f + Random(10.0f);
  113. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  114. boxNode->SetScale(size);
  115. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  116. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  117. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  118. boxObject->SetCastShadows(true);
  119. if (size >= 3.0f)
  120. boxObject->SetOccluder(true);
  121. }
  122. // Create the camera. Limit far clip distance to match the fog
  123. cameraNode_ = scene_->CreateChild("Camera");
  124. Camera* camera = cameraNode_->CreateComponent<Camera>();
  125. camera->SetFarClip(300.0f);
  126. // Set an initial position for the camera scene node above the plane
  127. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  128. }
  129. void Decals::CreateUI()
  130. {
  131. ResourceCache* cache = GetSubsystem<ResourceCache>();
  132. UI* ui = GetSubsystem<UI>();
  133. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  134. // control the camera, and when visible, it will point the raycast target
  135. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  136. SharedPtr<Cursor> cursor(new Cursor(context_));
  137. cursor->SetStyleAuto(style);
  138. ui->SetCursor(cursor);
  139. // Set starting position of the cursor at the rendering window center
  140. Graphics* graphics = GetSubsystem<Graphics>();
  141. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  142. // Construct new Text object, set string to display and font to use
  143. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  144. instructionText->SetText(
  145. "Use WASD keys to move\n"
  146. "LMB to paint decals, RMB to rotate view\n"
  147. "Space to toggle debug geometry\n"
  148. "7 to toggle occlusion culling"
  149. );
  150. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  151. // The text has multiple rows. Center them in relation to each other
  152. instructionText->SetTextAlignment(HA_CENTER);
  153. // Position the text relative to the screen center
  154. instructionText->SetHorizontalAlignment(HA_CENTER);
  155. instructionText->SetVerticalAlignment(VA_CENTER);
  156. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  157. }
  158. void Decals::SetupViewport()
  159. {
  160. Renderer* renderer = GetSubsystem<Renderer>();
  161. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  162. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  163. renderer->SetViewport(0, viewport);
  164. }
  165. void Decals::SubscribeToEvents()
  166. {
  167. // Subscribe HandleUpdate() function for processing update events
  168. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Decals, HandleUpdate));
  169. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  170. // debug geometry
  171. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Decals, HandlePostRenderUpdate));
  172. }
  173. void Decals::MoveCamera(float timeStep)
  174. {
  175. // Right mouse button controls mouse cursor visibility: hide when pressed
  176. UI* ui = GetSubsystem<UI>();
  177. Input* input = GetSubsystem<Input>();
  178. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  179. // Do not move if the UI has a focused element (the console)
  180. if (ui->GetFocusElement())
  181. return;
  182. // Movement speed as world units per second
  183. const float MOVE_SPEED = 20.0f;
  184. // Mouse sensitivity as degrees per pixel
  185. const float MOUSE_SENSITIVITY = 0.1f;
  186. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  187. // Only move the camera when the cursor is hidden
  188. if (!ui->GetCursor()->IsVisible())
  189. {
  190. IntVector2 mouseMove = input->GetMouseMove();
  191. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  192. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  193. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  194. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  195. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  196. }
  197. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  198. if (input->GetKeyDown('W'))
  199. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  200. if (input->GetKeyDown('S'))
  201. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  202. if (input->GetKeyDown('A'))
  203. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  204. if (input->GetKeyDown('D'))
  205. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  206. // Toggle debug geometry with space
  207. if (input->GetKeyPress(KEY_SPACE))
  208. drawDebug_ = !drawDebug_;
  209. // Paint decal with the left mousebutton; cursor must be visible
  210. if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT))
  211. PaintDecal();
  212. }
  213. void Decals::PaintDecal()
  214. {
  215. Vector3 hitPos;
  216. Drawable* hitDrawable;
  217. if (Raycast(250.0f, hitPos, hitDrawable))
  218. {
  219. // Check if target scene node already has a DecalSet component. If not, create now
  220. Node* targetNode = hitDrawable->GetNode();
  221. DecalSet* decal = targetNode->GetComponent<DecalSet>();
  222. if (!decal)
  223. {
  224. ResourceCache* cache = GetSubsystem<ResourceCache>();
  225. decal = targetNode->CreateComponent<DecalSet>();
  226. decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
  227. }
  228. // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
  229. // 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
  230. // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
  231. // undesirable, it may be necessary to create more than one DecalSet based on the distance
  232. decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
  233. Vector2::ONE);
  234. }
  235. }
  236. bool Decals::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  237. {
  238. hitDrawable = 0;
  239. UI* ui = GetSubsystem<UI>();
  240. IntVector2 pos = ui->GetCursorPosition();
  241. // Check the cursor is visible and there is no UI element in front of the cursor
  242. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  243. return false;
  244. Graphics* graphics = GetSubsystem<Graphics>();
  245. Camera* camera = cameraNode_->GetComponent<Camera>();
  246. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  247. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  248. PODVector<RayQueryResult> results;
  249. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  250. scene_->GetComponent<Octree>()->RaycastSingle(query);
  251. if (results.Size())
  252. {
  253. RayQueryResult& result = results[0];
  254. hitPos = result.position_;
  255. hitDrawable = result.drawable_;
  256. return true;
  257. }
  258. return false;
  259. }
  260. void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
  261. {
  262. using namespace Update;
  263. // Take the frame time step, which is stored as a float
  264. float timeStep = eventData[P_TIMESTEP].GetFloat();
  265. // Move the camera, scale movement with time step
  266. MoveCamera(timeStep);
  267. }
  268. void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  269. {
  270. // If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
  271. if (drawDebug_)
  272. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  273. }