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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/DebugRenderer.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/RenderPath.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "MultipleViewports.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(MultipleViewports)
- MultipleViewports::MultipleViewports(Context* context) :
- Sample(context),
- drawDebug_(false)
- {
- }
- void MultipleViewports::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewports for displaying the scene
- SetupViewports();
- // Hook up to the frame update and render post-update events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_ABSOLUTE);
- }
- void MultipleViewports::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- // Also create a DebugRenderer component so that we can draw debug geometry
- scene_->CreateComponent<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- // Create scene node & StaticModel component for showing a static plane
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
- auto* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- // Create a Zone component for ambient lighting & fog control
- Node* zoneNode = scene_->CreateChild("Zone");
- auto* zone = zoneNode->CreateComponent<Zone>();
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
- zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
- zone->SetFogStart(100.0f);
- zone->SetFogEnd(300.0f);
- // Create a directional light to the world. Enable cascaded shadows on it
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- auto* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- // Create some mushrooms
- const unsigned NUM_MUSHROOMS = 240;
- for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node* mushroomNode = scene_->CreateChild("Mushroom");
- mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
- mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
- mushroomNode->SetScale(0.5f + Random(2.0f));
- auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
- mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- mushroomObject->SetCastShadows(true);
- }
- // Create randomly sized boxes. If boxes are big enough, make them occluders
- const unsigned NUM_BOXES = 20;
- for (unsigned i = 0; i < NUM_BOXES; ++i)
- {
- Node* boxNode = scene_->CreateChild("Box");
- float size = 1.0f + Random(10.0f);
- boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
- boxNode->SetScale(size);
- auto* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- boxObject->SetCastShadows(true);
- if (size >= 3.0f)
- boxObject->SetOccluder(true);
- }
- // Create the cameras. Limit far clip distance to match the fog
- cameraNode_ = scene_->CreateChild("Camera");
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
- // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
- rearCameraNode_ = cameraNode_->CreateChild("RearCamera");
- rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP));
- auto* rearCamera = rearCameraNode_->CreateComponent<Camera>();
- rearCamera->SetFarClip(300.0f);
- // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
- // "view override flags" for this. We could also disable eg. shadows or force low material quality
- // if we wanted
- rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION);
- // Set an initial position for the front camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- }
- void MultipleViewports::CreateInstructions()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText(
- "Use WASD keys and mouse/touch to move\n"
- "B to toggle bloom, F to toggle FXAA\n"
- "Space to toggle debug geometry\n"
- );
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // The text has multiple rows. Center them in relation to each other
- instructionText->SetTextAlignment(HA_CENTER);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void MultipleViewports::SetupViewports()
- {
- auto* graphics = GetSubsystem<Graphics>();
- auto* renderer = GetSubsystem<Renderer>();
- renderer->SetNumViewports(2);
- // Set up the front camera viewport
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- // Clone the default render path so that we do not interfere with the other viewport, then add
- // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
- // for example with the effect name to allow easy toggling on and off. We start with the effects
- // disabled.
- auto* cache = GetSubsystem<ResourceCache>();
- SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->Clone();
- effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Bloom.xml"));
- effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/FXAA2.xml"));
- // Make the bloom mixing parameter more pronounced
- effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f));
- effectRenderPath->SetEnabled("Bloom", false);
- effectRenderPath->SetEnabled("FXAA2", false);
- viewport->SetRenderPath(effectRenderPath);
- // Set up the rear camera viewport on top of the front view ("rear view mirror")
- // The viewport index must be greater in that case, otherwise the view would be left behind
- SharedPtr<Viewport> rearViewport(new Viewport(context_, scene_, rearCameraNode_->GetComponent<Camera>(),
- IntRect(graphics->GetWidth() * 2 / 3, 32, graphics->GetWidth() - 32, graphics->GetHeight() / 3)));
- renderer->SetViewport(1, rearViewport);
- }
- void MultipleViewports::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() method for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MultipleViewports, HandleUpdate));
- // Subscribe HandlePostRenderUpdate() method for processing the post-render update event, during which we request
- // debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(MultipleViewports, HandlePostRenderUpdate));
- }
- void MultipleViewports::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- auto* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- // Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected
- RenderPath* effectRenderPath = GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath();
- if (input->GetKeyPress(KEY_B))
- effectRenderPath->ToggleEnabled("Bloom");
- if (input->GetKeyPress(KEY_F))
- effectRenderPath->ToggleEnabled("FXAA2");
- // Toggle debug geometry with space
- if (input->GetKeyPress(KEY_SPACE))
- drawDebug_ = !drawDebug_;
- }
- void MultipleViewports::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
- // bones. Disable depth test so that we can see the effect of occlusion
- if (drawDebug_)
- GetSubsystem<Renderer>()->DrawDebugGeometry(false);
- }
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