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- -- Billboard example.
- -- This sample demonstrates:
- -- - Populating a 3D scene with billboard sets and several shadow casting spotlights
- -- - Parenting scene nodes to allow more intuitive creation of groups of objects
- -- - Examining rendering performance with a somewhat large object and light count
- require "LuaScripts/Utilities/Sample"
- local lightNodes = {}
- local billboardNodes = {}
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateInstructions()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Hook up to the frame update and render post-update events
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- 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 a Zone component for ambient lighting & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.1, 0.1, 0.1)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light without shadows
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.5, -1.0, 0.5)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.color = Color(0.2, 0.2, 0.2)
- light.specularIntensity = 1.0
- -- Create a "floor" consisting of several tiles
- for y = -5, 5 do
- for x = -5, 5 do
- local floorNode = scene_:CreateChild("FloorTile")
- floorNode.position = Vector3(x * 20.5, -0.5, y * 20.5)
- floorNode.scale = Vector3(20.0, 1.0, 20.0)
- local floorObject = floorNode:CreateComponent("StaticModel")
- floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
- floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- end
- end
- -- Create groups of mushrooms, which act as shadow casters
- local NUM_MUSHROOMGROUPS = 25
- local NUM_MUSHROOMS = 25
- for i = 1, NUM_MUSHROOMGROUPS do
- -- First create a scene node for the group. The individual mushrooms nodes will be created as children
- local groupNode = scene_:CreateChild("MushroomGroup")
- groupNode.position = Vector3(Random(190.0) - 95.0, 0.0, Random(190.0) - 95.0)
- for j = 1, NUM_MUSHROOMS do
- local mushroomNode = groupNode:CreateChild("Mushroom")
- mushroomNode.position = Vector3(Random(25.0) - 12.5, 0.0, Random(25.0) - 12.5)
- mushroomNode.rotation = Quaternion(0.0, Random() * 360.0, 0.0)
- mushroomNode:SetScale(1.0 + Random() * 4.0)
- local mushroomObject = mushroomNode:CreateComponent("StaticModel")
- mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- mushroomObject.castShadows = true
- end
- end
- -- Create billboard sets (floating smoke)
- local NUM_BILLBOARDNODES = 25
- local NUM_BILLBOARDS = 10
- for i = 1, NUM_BILLBOARDNODES do
- local smokeNode = scene_:CreateChild("Smoke")
- smokeNode.position = Vector3(Random(200.0) - 100.0, Random(20.0) + 10.0, Random(200.0) - 100.0)
- local billboardObject = smokeNode:CreateComponent("BillboardSet")
- billboardObject.numBillboards = NUM_BILLBOARDS
- billboardObject.material = cache:GetResource("Material", "Materials/LitSmoke.xml")
- billboardObject.sorted = true
- for j = 1, NUM_BILLBOARDS do
- local bb = billboardObject:GetBillboard(j - 1)
- bb.position = Vector3(Random(12.0) - 6.0, Random(8.0) - 4.0, Random(12.0) - 6.0)
- bb.size = Vector2(Random(2.0) + 3.0, Random(2.0) + 3.0)
- bb.rotation = Random() * 360.0
- bb.enabled = true
- end
- -- After modifying the billboards, they need to be "commited" so that the BillboardSet updates its internals
- billboardObject:Commit()
- table.insert(billboardNodes, smokeNode)
- end
- -- Create shadow casting spotlights
- local NUM_LIGHTS = 9
- for i = 0, NUM_LIGHTS - 1 do
- local lightNode = scene_:CreateChild("SpotLight")
- local light = lightNode:CreateComponent("Light")
- local angle = 0.0
- local position = Vector3((i % 3) * 60.0 - 60.0, 45.0, math.floor(i / 3) * 60.0 - 60.0)
- local color = Color(((i + 1) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 2) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 4) % 2) * 0.5 + 0.5)
- lightNode.position = position
- lightNode.direction = Vector3(math.sin(M_DEGTORAD * angle), -1.5, math.cos(M_DEGTORAD * angle))
- light.lightType = LIGHT_SPOT
- light.range = 90.0
- light.rampTexture = cache:GetResource("Texture2D", "Textures/RampExtreme.png")
- light.fov = 45.0
- light.color = color
- light.specularIntensity = 1.0
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00002, 0.0)
- -- Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
- -- better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
- light.shadowFadeDistance = 100.0 -- Fade start distance
- light.shadowDistance = 125.0 -- Fade end distance, shadows are disabled
- -- Set half resolution for the shadow maps for increased performance
- light.shadowResolution = 0.5
- -- The spot lights will not have anything near them, so move the near plane of the shadow camera farther
- -- for better shadow depth resolution
- light.shadowNearFarRatio = 0.01
- table.insert(lightNodes, lightNode)
- end
- -- Create the camera. Limit far clip distance to match the fog
- cameraNode = scene_:CreateChild("Camera")
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 5.0, 0.0)
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText.text =
- "Use WASD keys and mouse to move\n"..
- "Space to toggle debug geometry"
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- The text has multiple rows. Center them in relation to each other
- instructionText.textAlignment = HA_CENTER
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- -- debug geometry
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- end
- function AnimateScene(timeStep)
- local LIGHT_ROTATION_SPEED = 20.0
- local BILLBOARD_ROTATION_SPEED = 50.0
- -- Rotate the lights around the world Y-axis
- for i, v in ipairs(lightNodes) do
- v:Rotate(Quaternion(0.0, LIGHT_ROTATION_SPEED * timeStep, 0.0), TS_WORLD)
- end
- -- Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
- for i, v in ipairs(billboardNodes) do
- local billboardObject = v:GetComponent("BillboardSet")
- for j = 1, billboardObject.numBillboards do
- local bb = billboardObject:GetBillboard(j - 1)
- bb.rotation = bb.rotation + BILLBOARD_ROTATION_SPEED * timeStep
- end
- billboardObject:Commit()
- end
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera and animate the scene, scale movement with time step
- MoveCamera(timeStep)
- AnimateScene(timeStep)
- end
- function HandlePostRenderUpdate(eventType, eventData)
- -- If draw debug mode is enabled, draw viewport debug geometry. This time use depth test, as otherwise the result becomes
- -- hard to interpret due to large object count
- if drawDebug then
- renderer:DrawDebugGeometry(true)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"SPACE\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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