Decals.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "Camera.h"
  23. #include "CoreEvents.h"
  24. #include "Cursor.h"
  25. #include "DebugRenderer.h"
  26. #include "DecalSet.h"
  27. #include "Engine.h"
  28. #include "Font.h"
  29. #include "Graphics.h"
  30. #include "Input.h"
  31. #include "Light.h"
  32. #include "Material.h"
  33. #include "Model.h"
  34. #include "Octree.h"
  35. #include "Renderer.h"
  36. #include "ResourceCache.h"
  37. #include "StaticModel.h"
  38. #include "Text.h"
  39. #include "UI.h"
  40. #include "XMLFile.h"
  41. #include "Zone.h"
  42. #include "Decals.h"
  43. #include "DebugNew.h"
  44. // Expands to this example's entry-point
  45. DEFINE_APPLICATION_MAIN(Decals)
  46. Decals::Decals(Context* context) :
  47. Sample(context),
  48. yaw_(0.0f),
  49. pitch_(0.0f),
  50. drawDebug_(false)
  51. {
  52. }
  53. void Decals::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateUI();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update and render post-update events
  64. SubscribeToEvents();
  65. }
  66. void Decals::CreateScene()
  67. {
  68. ResourceCache* cache = GetSubsystem<ResourceCache>();
  69. scene_ = new Scene(context_);
  70. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  71. // Also create a DebugRenderer component so that we can draw debug geometry
  72. scene_->CreateComponent<Octree>();
  73. scene_->CreateComponent<DebugRenderer>();
  74. // Create scene node & StaticModel component for showing a static plane
  75. Node* planeNode = scene_->CreateChild("Plane");
  76. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  77. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  78. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  79. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  80. // Create a Zone component for ambient lighting & fog control
  81. Node* zoneNode = scene_->CreateChild("Zone");
  82. Zone* zone = zoneNode->CreateComponent<Zone>();
  83. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  84. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  85. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  86. zone->SetFogStart(100.0f);
  87. zone->SetFogEnd(300.0f);
  88. // Create a directional light to the world. Enable cascaded shadows on it
  89. Node* lightNode = scene_->CreateChild("DirectionalLight");
  90. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  91. Light* light = lightNode->CreateComponent<Light>();
  92. light->SetLightType(LIGHT_DIRECTIONAL);
  93. light->SetCastShadows(true);
  94. light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
  95. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  96. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  97. // Create some mushrooms
  98. const unsigned NUM_MUSHROOMS = 240;
  99. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  100. {
  101. Node* mushroomNode = scene_->CreateChild("Mushroom");
  102. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  103. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  104. mushroomNode->SetScale(0.5f + Random(2.0f));
  105. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  106. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  107. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  108. mushroomObject->SetCastShadows(true);
  109. }
  110. // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  111. // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  112. const unsigned NUM_BOXES = 20;
  113. for (unsigned i = 0; i < NUM_BOXES; ++i)
  114. {
  115. Node* boxNode = scene_->CreateChild("Box");
  116. float size = 1.0f + Random(10.0f);
  117. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  118. boxNode->SetScale(size);
  119. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  120. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  121. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  122. boxObject->SetCastShadows(true);
  123. if (size >= 5.0f)
  124. boxObject->SetOccluder(true);
  125. }
  126. // Create the camera. Limit far clip distance to match the fog
  127. cameraNode_ = scene_->CreateChild("Camera");
  128. Camera* camera = cameraNode_->CreateComponent<Camera>();
  129. camera->SetFarClip(300.0f);
  130. // Set an initial position for the camera scene node above the plane
  131. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  132. }
  133. void Decals::CreateUI()
  134. {
  135. ResourceCache* cache = GetSubsystem<ResourceCache>();
  136. UI* ui = GetSubsystem<UI>();
  137. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  138. // control the camera, and when visible, it will point the raycast target
  139. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  140. SharedPtr<Cursor> cursor(new Cursor(context_));
  141. cursor->SetStyleAuto(style);
  142. ui->SetCursor(cursor);
  143. // Set starting position of the cursor at the rendering window center
  144. Graphics* graphics = GetSubsystem<Graphics>();
  145. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  146. // Construct new Text object, set string to display and font to use
  147. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  148. instructionText->SetText(
  149. "Use WASD keys to move\n"
  150. "LMB = paint decal, RMB = rotate view\n"
  151. "Space to toggle debug geometry\n"
  152. "7 to toggle occlusion culling"
  153. );
  154. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  155. // Position the text relative to the screen center
  156. instructionText->SetHorizontalAlignment(HA_CENTER);
  157. instructionText->SetVerticalAlignment(VA_CENTER);
  158. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  159. }
  160. void Decals::SetupViewport()
  161. {
  162. Renderer* renderer = GetSubsystem<Renderer>();
  163. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  164. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  165. renderer->SetViewport(0, viewport);
  166. }
  167. void Decals::MoveCamera(float timeStep)
  168. {
  169. // Right mouse button controls mouse cursor visibility: hide when pressed
  170. UI* ui = GetSubsystem<UI>();
  171. Input* input = GetSubsystem<Input>();
  172. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  173. // Do not move if the UI has a focused element (the console)
  174. if (ui->GetFocusElement())
  175. return;
  176. // Movement speed as world units per second
  177. const float MOVE_SPEED = 20.0f;
  178. // Mouse sensitivity as degrees per pixel
  179. const float MOUSE_SENSITIVITY = 0.1f;
  180. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  181. // Only move the camera when the cursor is hidden
  182. if (!ui->GetCursor()->IsVisible())
  183. {
  184. IntVector2 mouseMove = input->GetMouseMove();
  185. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  186. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  187. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  188. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  189. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  190. }
  191. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  192. if (input->GetKeyDown('W'))
  193. cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
  194. if (input->GetKeyDown('S'))
  195. cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
  196. if (input->GetKeyDown('A'))
  197. cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
  198. if (input->GetKeyDown('D'))
  199. cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
  200. // Toggle debug geometry with space
  201. if (input->GetKeyPress(KEY_SPACE))
  202. drawDebug_ = !drawDebug_;
  203. // Paint decal with the left mousebutton; cursor must be visible
  204. if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT))
  205. PaintDecal();
  206. }
  207. void Decals::PaintDecal()
  208. {
  209. UI* ui = GetSubsystem<UI>();
  210. Graphics* graphics = GetSubsystem<Graphics>();
  211. IntVector2 pos = ui->GetCursorPosition();
  212. // Make sure no UI element in front of the cursor
  213. if (ui->GetElementAt(pos, true))
  214. return;
  215. Camera* camera = cameraNode_->GetComponent<Camera>();
  216. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  217. // Raycast up to 250 world units distance, pick only geometry objects, not eg. zones or lights, only get the first
  218. // (closest) hit
  219. PODVector<RayQueryResult> results;
  220. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, 250.0f, DRAWABLE_GEOMETRY);
  221. scene_->GetComponent<Octree>()->RaycastSingle(query);
  222. if (results.Size())
  223. {
  224. RayQueryResult& result = results[0];
  225. // Calculate hit position in world space
  226. Vector3 rayHitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
  227. // Check if target scene node already has a DecalSet component. If not, create now
  228. Node* targetNode = result.drawable_->GetNode();
  229. DecalSet* decal = targetNode->GetComponent<DecalSet>();
  230. if (!decal)
  231. {
  232. ResourceCache* cache = GetSubsystem<ResourceCache>();
  233. decal = targetNode->CreateComponent<DecalSet>();
  234. decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
  235. }
  236. // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
  237. // 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
  238. // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
  239. // undesirable, it may be necessary to create more than one DecalSet based on the distance
  240. decal->AddDecal(result.drawable_, rayHitPos, cameraNode_->GetWorldRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
  241. Vector2::ONE);
  242. }
  243. }
  244. void Decals::SubscribeToEvents()
  245. {
  246. // Subscribes HandleUpdate() method for processing update events
  247. SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
  248. // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
  249. // debug geometry
  250. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
  251. }
  252. void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
  253. {
  254. // Event parameters are always defined inside a namespace corresponding to the event's name
  255. using namespace Update;
  256. // Take the frame time step, which is stored as a float
  257. float timeStep = eventData[P_TIMESTEP].GetFloat();
  258. // Move the camera, scale movement with time step
  259. MoveCamera(timeStep);
  260. }
  261. void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  262. {
  263. // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  264. // bones. Disable depth test so that we can see the effect of occlusion
  265. if (drawDebug_)
  266. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  267. }