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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/Graphics.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Graphics/Technique.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/GraphicsAPI/RenderSurface.h>
- #include <Urho3D/GraphicsAPI/Texture2D.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 "RenderToTexture.h"
- #include "Rotator.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(RenderToTexture)
- RenderToTexture::RenderToTexture(Context* context) :
- Sample(context)
- {
- // Register an object factory for our custom Rotator component so that we can create them to scene nodes
- context->RegisterFactory<Rotator>();
- }
- void RenderToTexture::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void RenderToTexture::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- {
- // Create the scene which will be rendered to a texture
- rttScene_ = new Scene(context_);
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- rttScene_->CreateComponent<Octree>();
- // Create a Zone for ambient light & fog control
- Node* zoneNode = rttScene_->CreateChild("Zone");
- auto* zone = zoneNode->CreateComponent<Zone>();
- // Set same volume as the Octree, set a close bluish fog and some ambient light
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
- zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
- zone->SetFogStart(10.0f);
- zone->SetFogEnd(100.0f);
- // Create randomly positioned and oriented box StaticModels in the scene
- const unsigned NUM_OBJECTS = 2000;
- for (unsigned i = 0; i < NUM_OBJECTS; ++i)
- {
- Node* boxNode = rttScene_->CreateChild("Box");
- boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
- // Orient using random pitch, yaw and roll Euler angles
- boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
- auto* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
- // Simply set same rotation speed for all objects
- auto* rotator = boxNode->CreateComponent<Rotator>();
- rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
- }
- // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
- rttCameraNode_ = rttScene_->CreateChild("Camera");
- auto* camera = rttCameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(100.0f);
- // Create a point light to the camera scene node
- auto* light = rttCameraNode_->CreateComponent<Light>();
- light->SetLightType(LIGHT_POINT);
- light->SetRange(30.0f);
- }
- {
- // Create the scene in which we move around
- scene_ = new Scene(context_);
- // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_->CreateComponent<Octree>();
- // 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(0.1f, 0.1f, 0.1f));
- zone->SetFogStart(100.0f);
- zone->SetFogEnd(300.0f);
- // Create a directional light without shadows
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
- auto* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetColor(Color(0.2f, 0.2f, 0.2f));
- light->SetSpecularIntensity(1.0f);
- // Create a "floor" consisting of several tiles
- for (int y = -5; y <= 5; ++y)
- {
- for (int x = -5; x <= 5; ++x)
- {
- Node* floorNode = scene_->CreateChild("FloorTile");
- floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
- floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
- auto* floorObject = floorNode->CreateComponent<StaticModel>();
- floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- }
- }
- // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
- // and a plane for the actual view
- {
- Node* boxNode = scene_->CreateChild("ScreenBox");
- boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
- boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
- auto* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- Node* screenNode = scene_->CreateChild("Screen");
- screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
- screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
- screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
- auto* screenObject = screenNode->CreateComponent<StaticModel>();
- screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
- SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
- renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
- renderTexture->SetFilterMode(FILTER_BILINEAR);
- // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
- // as its diffuse texture, then assign the material to the screen plane object
- SharedPtr<Material> renderMaterial(new Material(context_));
- renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
- renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
- // Since the screen material is on top of the box model and may Z-fight, use negative depth bias
- // to push it forward (particularly necessary on mobiles with possibly less Z resolution)
- renderMaterial->SetDepthBias(BiasParameters(-0.001f, 0.0f));
- screenObject->SetMaterial(renderMaterial);
- // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
- // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
- // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
- // in the main view
- RenderSurface* surface = renderTexture->GetRenderSurface();
- SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
- surface->SetViewport(0, rttViewport);
- }
- // Create the camera which we will move around. Limit far clip distance to match the fog
- cameraNode_ = scene_->CreateChild("Camera");
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -30.0f));
- }
- }
- void RenderToTexture::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");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void RenderToTexture::SetupViewport()
- {
- auto* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void RenderToTexture::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);
- }
- void RenderToTexture::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RenderToTexture, HandleUpdate));
- }
- void RenderToTexture::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);
- }
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