RenderToTexture.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/Engine/Engine.h>
  26. #include <Urho3D/UI/Font.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Input/Input.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/RenderSurface.h>
  34. #include <Urho3D/Resource/ResourceCache.h>
  35. #include <Urho3D/Scene/Scene.h>
  36. #include <Urho3D/Graphics/StaticModel.h>
  37. #include <Urho3D/Graphics/Technique.h>
  38. #include <Urho3D/UI/Text.h>
  39. #include <Urho3D/Graphics/Texture2D.h>
  40. #include <Urho3D/UI/UI.h>
  41. #include <Urho3D/Graphics/Zone.h>
  42. #include "RenderToTexture.h"
  43. #include "Rotator.h"
  44. #include <Urho3D/DebugNew.h>
  45. DEFINE_APPLICATION_MAIN(RenderToTexture)
  46. RenderToTexture::RenderToTexture(Context* context) :
  47. Sample(context)
  48. {
  49. // Register an object factory for our custom Rotator component so that we can create them to scene nodes
  50. context->RegisterFactory<Rotator>();
  51. }
  52. void RenderToTexture::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 viewport for displaying the scene
  61. SetupViewport();
  62. // Hook up to the frame update events
  63. SubscribeToEvents();
  64. }
  65. void RenderToTexture::CreateScene()
  66. {
  67. ResourceCache* cache = GetSubsystem<ResourceCache>();
  68. {
  69. // Create the scene which will be rendered to a texture
  70. rttScene_ = new Scene(context_);
  71. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  72. rttScene_->CreateComponent<Octree>();
  73. // Create a Zone for ambient light & fog control
  74. Node* zoneNode = rttScene_->CreateChild("Zone");
  75. Zone* zone = zoneNode->CreateComponent<Zone>();
  76. // Set same volume as the Octree, set a close bluish fog and some ambient light
  77. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  78. zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
  79. zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
  80. zone->SetFogStart(10.0f);
  81. zone->SetFogEnd(100.0f);
  82. // Create randomly positioned and oriented box StaticModels in the scene
  83. const unsigned NUM_OBJECTS = 2000;
  84. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  85. {
  86. Node* boxNode = rttScene_->CreateChild("Box");
  87. boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
  88. // Orient using random pitch, yaw and roll Euler angles
  89. boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  90. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  91. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  92. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  93. // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
  94. // Simply set same rotation speed for all objects
  95. Rotator* rotator = boxNode->CreateComponent<Rotator>();
  96. rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
  97. }
  98. // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
  99. rttCameraNode_ = rttScene_->CreateChild("Camera");
  100. Camera* camera = rttCameraNode_->CreateComponent<Camera>();
  101. camera->SetFarClip(100.0f);
  102. // Create a point light to the camera scene node
  103. Light* light = rttCameraNode_->CreateComponent<Light>();
  104. light->SetLightType(LIGHT_POINT);
  105. light->SetRange(30.0f);
  106. }
  107. {
  108. // Create the scene in which we move around
  109. scene_ = new Scene(context_);
  110. // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  111. scene_->CreateComponent<Octree>();
  112. // Create a Zone component for ambient lighting & fog control
  113. Node* zoneNode = scene_->CreateChild("Zone");
  114. Zone* zone = zoneNode->CreateComponent<Zone>();
  115. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  116. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  117. zone->SetFogStart(100.0f);
  118. zone->SetFogEnd(300.0f);
  119. // Create a directional light without shadows
  120. Node* lightNode = scene_->CreateChild("DirectionalLight");
  121. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  122. Light* light = lightNode->CreateComponent<Light>();
  123. light->SetLightType(LIGHT_DIRECTIONAL);
  124. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  125. light->SetSpecularIntensity(1.0f);
  126. // Create a "floor" consisting of several tiles
  127. for (int y = -5; y <= 5; ++y)
  128. {
  129. for (int x = -5; x <= 5; ++x)
  130. {
  131. Node* floorNode = scene_->CreateChild("FloorTile");
  132. floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
  133. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
  134. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  135. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  136. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  137. }
  138. }
  139. // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
  140. // and a plane for the actual view
  141. {
  142. Node* boxNode = scene_->CreateChild("ScreenBox");
  143. boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
  144. boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
  145. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  146. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  147. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  148. Node* screenNode = scene_->CreateChild("Screen");
  149. screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
  150. screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
  151. screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
  152. StaticModel* screenObject = screenNode->CreateComponent<StaticModel>();
  153. screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  154. // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
  155. SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
  156. renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
  157. renderTexture->SetFilterMode(FILTER_BILINEAR);
  158. // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
  159. // as its diffuse texture, then assign the material to the screen plane object
  160. SharedPtr<Material> renderMaterial(new Material(context_));
  161. renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
  162. renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
  163. screenObject->SetMaterial(renderMaterial);
  164. // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
  165. // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
  166. // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
  167. // in the main view
  168. RenderSurface* surface = renderTexture->GetRenderSurface();
  169. SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
  170. surface->SetViewport(0, rttViewport);
  171. }
  172. // Create the camera which we will move around. Limit far clip distance to match the fog
  173. cameraNode_ = scene_->CreateChild("Camera");
  174. Camera* camera = cameraNode_->CreateComponent<Camera>();
  175. camera->SetFarClip(300.0f);
  176. // Set an initial position for the camera scene node above the plane
  177. cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -30.0f));
  178. }
  179. }
  180. void RenderToTexture::CreateInstructions()
  181. {
  182. ResourceCache* cache = GetSubsystem<ResourceCache>();
  183. UI* ui = GetSubsystem<UI>();
  184. // Construct new Text object, set string to display and font to use
  185. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  186. instructionText->SetText("Use WASD keys and mouse/touch to move");
  187. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  188. // Position the text relative to the screen center
  189. instructionText->SetHorizontalAlignment(HA_CENTER);
  190. instructionText->SetVerticalAlignment(VA_CENTER);
  191. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  192. }
  193. void RenderToTexture::SetupViewport()
  194. {
  195. Renderer* renderer = GetSubsystem<Renderer>();
  196. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  197. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  198. renderer->SetViewport(0, viewport);
  199. }
  200. void RenderToTexture::MoveCamera(float timeStep)
  201. {
  202. // Do not move if the UI has a focused element (the console)
  203. if (GetSubsystem<UI>()->GetFocusElement())
  204. return;
  205. Input* input = GetSubsystem<Input>();
  206. // Movement speed as world units per second
  207. const float MOVE_SPEED = 20.0f;
  208. // Mouse sensitivity as degrees per pixel
  209. const float MOUSE_SENSITIVITY = 0.1f;
  210. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  211. IntVector2 mouseMove = input->GetMouseMove();
  212. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  213. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  214. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  215. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  216. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  217. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  218. if (input->GetKeyDown('W'))
  219. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  220. if (input->GetKeyDown('S'))
  221. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  222. if (input->GetKeyDown('A'))
  223. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  224. if (input->GetKeyDown('D'))
  225. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  226. }
  227. void RenderToTexture::SubscribeToEvents()
  228. {
  229. // Subscribe HandleUpdate() function for processing update events
  230. SubscribeToEvent(E_UPDATE, HANDLER(RenderToTexture, HandleUpdate));
  231. }
  232. void RenderToTexture::HandleUpdate(StringHash eventType, VariantMap& eventData)
  233. {
  234. using namespace Update;
  235. // Take the frame time step, which is stored as a float
  236. float timeStep = eventData[P_TIMESTEP].GetFloat();
  237. // Move the camera, scale movement with time step
  238. MoveCamera(timeStep);
  239. }