MultipleViewports.cpp 12 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/Engine/Engine.h>
  28. #include <Urho3D/UI/Font.h>
  29. #include <Urho3D/Graphics/Graphics.h>
  30. #include <Urho3D/Input/Input.h>
  31. #include <Urho3D/Graphics/Light.h>
  32. #include <Urho3D/Graphics/Material.h>
  33. #include <Urho3D/Graphics/Model.h>
  34. #include <Urho3D/Graphics/Octree.h>
  35. #include <Urho3D/Graphics/Renderer.h>
  36. #include <Urho3D/Graphics/RenderPath.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 "MultipleViewports.h"
  45. #include <Urho3D/DebugNew.h>
  46. DEFINE_APPLICATION_MAIN(MultipleViewports)
  47. MultipleViewports::MultipleViewports(Context* context) :
  48. Sample(context),
  49. drawDebug_(false)
  50. {
  51. }
  52. void MultipleViewports::Start()
  53. {
  54. // Execute base class startup
  55. Sample::Start();
  56. // Create the scene content
  57. CreateScene();
  58. // Create the UI content
  59. CreateInstructions();
  60. // Setup the viewports for displaying the scene
  61. SetupViewports();
  62. // Hook up to the frame update and render post-update events
  63. SubscribeToEvents();
  64. }
  65. void MultipleViewports::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
  110. const unsigned NUM_BOXES = 20;
  111. for (unsigned i = 0; i < NUM_BOXES; ++i)
  112. {
  113. Node* boxNode = scene_->CreateChild("Box");
  114. float size = 1.0f + Random(10.0f);
  115. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  116. boxNode->SetScale(size);
  117. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  118. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  119. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  120. boxObject->SetCastShadows(true);
  121. if (size >= 3.0f)
  122. boxObject->SetOccluder(true);
  123. }
  124. // Create the cameras. Limit far clip distance to match the fog
  125. cameraNode_ = scene_->CreateChild("Camera");
  126. Camera* camera = cameraNode_->CreateComponent<Camera>();
  127. camera->SetFarClip(300.0f);
  128. // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
  129. // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
  130. rearCameraNode_ = cameraNode_->CreateChild("RearCamera");
  131. rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP));
  132. Camera* rearCamera = rearCameraNode_->CreateComponent<Camera>();
  133. rearCamera->SetFarClip(300.0f);
  134. // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
  135. // "view override flags" for this. We could also disable eg. shadows or force low material quality
  136. // if we wanted
  137. rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION);
  138. // Set an initial position for the front camera scene node above the plane
  139. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  140. }
  141. void MultipleViewports::CreateInstructions()
  142. {
  143. ResourceCache* cache = GetSubsystem<ResourceCache>();
  144. UI* ui = GetSubsystem<UI>();
  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 and mouse/touch to move\n"
  149. "B to toggle bloom, F to toggle FXAA\n"
  150. "Space to toggle debug geometry\n"
  151. );
  152. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  153. // The text has multiple rows. Center them in relation to each other
  154. instructionText->SetTextAlignment(HA_CENTER);
  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 MultipleViewports::SetupViewports()
  161. {
  162. Graphics* graphics = GetSubsystem<Graphics>();
  163. Renderer* renderer = GetSubsystem<Renderer>();
  164. renderer->SetNumViewports(2);
  165. // Set up the front camera viewport
  166. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  167. renderer->SetViewport(0, viewport);
  168. // Clone the default render path so that we do not interfere with the other viewport, then add
  169. // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
  170. // for example with the effect name to allow easy toggling on and off. We start with the effects
  171. // disabled.
  172. ResourceCache* cache = GetSubsystem<ResourceCache>();
  173. SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->Clone();
  174. effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Bloom.xml"));
  175. effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/FXAA2.xml"));
  176. // Make the bloom mixing parameter more pronounced
  177. effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f));
  178. effectRenderPath->SetEnabled("Bloom", false);
  179. effectRenderPath->SetEnabled("FXAA2", false);
  180. viewport->SetRenderPath(effectRenderPath);
  181. // Set up the rear camera viewport on top of the front view ("rear view mirror")
  182. // The viewport index must be greater in that case, otherwise the view would be left behind
  183. SharedPtr<Viewport> rearViewport(new Viewport(context_, scene_, rearCameraNode_->GetComponent<Camera>(),
  184. IntRect(graphics->GetWidth() * 2 / 3, 32, graphics->GetWidth() - 32, graphics->GetHeight() / 3)));
  185. renderer->SetViewport(1, rearViewport);
  186. }
  187. void MultipleViewports::SubscribeToEvents()
  188. {
  189. // Subscribe HandleUpdate() method for processing update events
  190. SubscribeToEvent(E_UPDATE, HANDLER(MultipleViewports, HandleUpdate));
  191. // Subscribe HandlePostRenderUpdate() method for processing the post-render update event, during which we request
  192. // debug geometry
  193. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(MultipleViewports, HandlePostRenderUpdate));
  194. }
  195. void MultipleViewports::MoveCamera(float timeStep)
  196. {
  197. // Do not move if the UI has a focused element (the console)
  198. if (GetSubsystem<UI>()->GetFocusElement())
  199. return;
  200. Input* input = GetSubsystem<Input>();
  201. // Movement speed as world units per second
  202. const float MOVE_SPEED = 20.0f;
  203. // Mouse sensitivity as degrees per pixel
  204. const float MOUSE_SENSITIVITY = 0.1f;
  205. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  206. IntVector2 mouseMove = input->GetMouseMove();
  207. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  208. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  209. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  210. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  211. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  212. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  213. if (input->GetKeyDown('W'))
  214. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  215. if (input->GetKeyDown('S'))
  216. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  217. if (input->GetKeyDown('A'))
  218. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  219. if (input->GetKeyDown('D'))
  220. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  221. // Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected
  222. RenderPath* effectRenderPath = GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath();
  223. if (input->GetKeyPress('B'))
  224. effectRenderPath->ToggleEnabled("Bloom");
  225. if (input->GetKeyPress('F'))
  226. effectRenderPath->ToggleEnabled("FXAA2");
  227. // Toggle debug geometry with space
  228. if (input->GetKeyPress(KEY_SPACE))
  229. drawDebug_ = !drawDebug_;
  230. }
  231. void MultipleViewports::HandleUpdate(StringHash eventType, VariantMap& eventData)
  232. {
  233. using namespace Update;
  234. // Take the frame time step, which is stored as a float
  235. float timeStep = eventData[P_TIMESTEP].GetFloat();
  236. // Move the camera, scale movement with time step
  237. MoveCamera(timeStep);
  238. }
  239. void MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  240. {
  241. // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  242. // bones. Disable depth test so that we can see the effect of occlusion
  243. if (drawDebug_)
  244. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  245. }