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/Urho3D.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Core/CoreEvents.h>
  25. #include <Urho3D/UI/Cursor.h>
  26. #include <Urho3D/Graphics/DebugRenderer.h>
  27. #include <Urho3D/Graphics/DecalSet.h>
  28. #include <Urho3D/Engine/Engine.h>
  29. #include <Urho3D/UI/Font.h>
  30. #include <Urho3D/Graphics/Graphics.h>
  31. #include <Urho3D/Input/Input.h>
  32. #include <Urho3D/Graphics/Light.h>
  33. #include <Urho3D/Graphics/Material.h>
  34. #include <Urho3D/Graphics/Model.h>
  35. #include <Urho3D/Graphics/Octree.h>
  36. #include <Urho3D/Graphics/Renderer.h>
  37. #include <Urho3D/Resource/ResourceCache.h>
  38. #include <Urho3D/Scene/Scene.h>
  39. #include <Urho3D/Graphics/StaticModel.h>
  40. #include <Urho3D/UI/Text.h>
  41. #include <Urho3D/UI/UI.h>
  42. #include <Urho3D/Resource/XMLFile.h>
  43. #include <Urho3D/Graphics/Zone.h>
  44. #include "Decals.h"
  45. #include <Urho3D/DebugNew.h>
  46. DEFINE_APPLICATION_MAIN(Decals)
  47. Decals::Decals(Context* context) :
  48. Sample(context),
  49. drawDebug_(false)
  50. {
  51. }
  52. void Decals::Start()
  53. {
  54. // Execute base class startup
  55. Sample::Start();
  56. // Create the scene content
  57. CreateScene();
  58. // Create the UI content
  59. CreateUI();
  60. // Setup the viewport for displaying the scene
  61. SetupViewport();
  62. // Hook up to the frame update and render post-update events
  63. SubscribeToEvents();
  64. }
  65. void Decals::CreateScene()
  66. {
  67. ResourceCache* cache = GetSubsystem<ResourceCache>();
  68. scene_ = new Scene(context_);
  69. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  70. // Also create a DebugRenderer component so that we can draw debug geometry
  71. scene_->CreateComponent<Octree>();
  72. scene_->CreateComponent<DebugRenderer>();
  73. // Create scene node & StaticModel component for showing a static plane
  74. Node* planeNode = scene_->CreateChild("Plane");
  75. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  76. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  77. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  78. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  79. // Create a Zone component for ambient lighting & fog control
  80. Node* zoneNode = scene_->CreateChild("Zone");
  81. Zone* zone = zoneNode->CreateComponent<Zone>();
  82. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  83. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  84. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  85. zone->SetFogStart(100.0f);
  86. zone->SetFogEnd(300.0f);
  87. // Create a directional light to the world. Enable cascaded shadows on it
  88. Node* lightNode = scene_->CreateChild("DirectionalLight");
  89. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  90. Light* light = lightNode->CreateComponent<Light>();
  91. light->SetLightType(LIGHT_DIRECTIONAL);
  92. light->SetCastShadows(true);
  93. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  94. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  95. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  96. // Create some mushrooms
  97. const unsigned NUM_MUSHROOMS = 240;
  98. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  99. {
  100. Node* mushroomNode = scene_->CreateChild("Mushroom");
  101. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  102. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  103. mushroomNode->SetScale(0.5f + Random(2.0f));
  104. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  105. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  106. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  107. mushroomObject->SetCastShadows(true);
  108. }
  109. // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  110. // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  111. const unsigned NUM_BOXES = 20;
  112. for (unsigned i = 0; i < NUM_BOXES; ++i)
  113. {
  114. Node* boxNode = scene_->CreateChild("Box");
  115. float size = 1.0f + Random(10.0f);
  116. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  117. boxNode->SetScale(size);
  118. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  119. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  120. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  121. boxObject->SetCastShadows(true);
  122. if (size >= 3.0f)
  123. boxObject->SetOccluder(true);
  124. }
  125. // Create the camera. Limit far clip distance to match the fog
  126. cameraNode_ = scene_->CreateChild("Camera");
  127. Camera* camera = cameraNode_->CreateComponent<Camera>();
  128. camera->SetFarClip(300.0f);
  129. // Set an initial position for the camera scene node above the plane
  130. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  131. }
  132. void Decals::CreateUI()
  133. {
  134. ResourceCache* cache = GetSubsystem<ResourceCache>();
  135. UI* ui = GetSubsystem<UI>();
  136. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  137. // control the camera, and when visible, it will point the raycast target
  138. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  139. SharedPtr<Cursor> cursor(new Cursor(context_));
  140. cursor->SetStyleAuto(style);
  141. ui->SetCursor(cursor);
  142. // Set starting position of the cursor at the rendering window center
  143. Graphics* graphics = GetSubsystem<Graphics>();
  144. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  145. // Construct new Text object, set string to display and font to use
  146. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  147. instructionText->SetText(
  148. "Use WASD keys to move\n"
  149. "LMB to paint decals, RMB to rotate view\n"
  150. "Space to toggle debug geometry\n"
  151. "7 to toggle occlusion culling"
  152. );
  153. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  154. // The text has multiple rows. Center them in relation to each other
  155. instructionText->SetTextAlignment(HA_CENTER);
  156. // Position the text relative to the screen center
  157. instructionText->SetHorizontalAlignment(HA_CENTER);
  158. instructionText->SetVerticalAlignment(VA_CENTER);
  159. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  160. }
  161. void Decals::SetupViewport()
  162. {
  163. Renderer* renderer = GetSubsystem<Renderer>();
  164. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  165. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  166. renderer->SetViewport(0, viewport);
  167. }
  168. void Decals::SubscribeToEvents()
  169. {
  170. // Subscribe HandleUpdate() function for processing update events
  171. SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
  172. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  173. // debug geometry
  174. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
  175. }
  176. void Decals::MoveCamera(float timeStep)
  177. {
  178. // Right mouse button controls mouse cursor visibility: hide when pressed
  179. UI* ui = GetSubsystem<UI>();
  180. Input* input = GetSubsystem<Input>();
  181. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  182. // Do not move if the UI has a focused element (the console)
  183. if (ui->GetFocusElement())
  184. return;
  185. // Movement speed as world units per second
  186. const float MOVE_SPEED = 20.0f;
  187. // Mouse sensitivity as degrees per pixel
  188. const float MOUSE_SENSITIVITY = 0.1f;
  189. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  190. // Only move the camera when the cursor is hidden
  191. if (!ui->GetCursor()->IsVisible())
  192. {
  193. IntVector2 mouseMove = input->GetMouseMove();
  194. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  195. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  196. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  197. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  198. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  199. }
  200. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  201. if (input->GetKeyDown('W'))
  202. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  203. if (input->GetKeyDown('S'))
  204. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  205. if (input->GetKeyDown('A'))
  206. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  207. if (input->GetKeyDown('D'))
  208. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  209. // Toggle debug geometry with space
  210. if (input->GetKeyPress(KEY_SPACE))
  211. drawDebug_ = !drawDebug_;
  212. // Paint decal with the left mousebutton; cursor must be visible
  213. if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT))
  214. PaintDecal();
  215. }
  216. void Decals::PaintDecal()
  217. {
  218. Vector3 hitPos;
  219. Drawable* hitDrawable;
  220. if (Raycast(250.0f, hitPos, hitDrawable))
  221. {
  222. // Check if target scene node already has a DecalSet component. If not, create now
  223. Node* targetNode = hitDrawable->GetNode();
  224. DecalSet* decal = targetNode->GetComponent<DecalSet>();
  225. if (!decal)
  226. {
  227. ResourceCache* cache = GetSubsystem<ResourceCache>();
  228. decal = targetNode->CreateComponent<DecalSet>();
  229. decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
  230. }
  231. // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
  232. // 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
  233. // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
  234. // undesirable, it may be necessary to create more than one DecalSet based on the distance
  235. decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
  236. Vector2::ONE);
  237. }
  238. }
  239. bool Decals::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  240. {
  241. hitDrawable = 0;
  242. UI* ui = GetSubsystem<UI>();
  243. IntVector2 pos = ui->GetCursorPosition();
  244. // Check the cursor is visible and there is no UI element in front of the cursor
  245. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  246. return false;
  247. Graphics* graphics = GetSubsystem<Graphics>();
  248. Camera* camera = cameraNode_->GetComponent<Camera>();
  249. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  250. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  251. PODVector<RayQueryResult> results;
  252. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  253. scene_->GetComponent<Octree>()->RaycastSingle(query);
  254. if (results.Size())
  255. {
  256. RayQueryResult& result = results[0];
  257. hitPos = result.position_;
  258. hitDrawable = result.drawable_;
  259. return true;
  260. }
  261. return false;
  262. }
  263. void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
  264. {
  265. using namespace Update;
  266. // Take the frame time step, which is stored as a float
  267. float timeStep = eventData[P_TIMESTEP].GetFloat();
  268. // Move the camera, scale movement with time step
  269. MoveCamera(timeStep);
  270. }
  271. void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  272. {
  273. // If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
  274. if (drawDebug_)
  275. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  276. }