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- -- Multiple viewports example.
- -- This sample demonstrates:
- -- - Setting up two viewports with two separate cameras
- -- - Adding post processing effects to a viewport's render path and toggling them
- require "LuaScripts/Utilities/Sample"
- local rearCameraNode = nil
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- 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()
- 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 scene node & StaticModel component for showing a static plane
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local planeObject = planeNode:CreateComponent("StaticModel")
- planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
- planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
- -- 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(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create some mushrooms
- local NUM_MUSHROOMS = 240
- for i = 1, NUM_MUSHROOMS do
- local mushroomNode = scene_:CreateChild("Mushroom")
- mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
- mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- mushroomNode:SetScale(0.5 + Random(2.0))
- 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
- -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
- -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
- local NUM_BOXES = 20
- for i = 1, NUM_BOXES do
- local boxNode = scene_:CreateChild("Box")
- local size = 1.0 + Random(10.0)
- boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
- boxNode:SetScale(size)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- boxObject.castShadows = true
- if size >= 3.0 then
- boxObject.occluder = true
- end
- 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
- -- 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(180.0, Vector3(0.0, 1.0, 0.0)))
- local rearCamera = rearCameraNode:CreateComponent("Camera")
- rearCamera.farClip = 300.0
- -- 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.viewOverrideFlags = VO_DISABLE_OCCLUSION
- -- Set an initial position for the front 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"..
- "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.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 SetupViewports()
- renderer.numViewports = 2
- -- Set up the front camera viewport
- local viewport = Viewport:new(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.
- local 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", Variant(Vector2(0.9, 0.6)))
- 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
- local rearViewport = Viewport:new(scene_, rearCameraNode:GetComponent("Camera"),
- IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3))
- renderer:SetViewport(1, rearViewport)
- 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 post processing effects on the front viewport. Note that the rear viewport is unaffected
- local effectRenderPath = renderer:GetViewport(0).renderPath
- if input:GetKeyPress(KEY_B) then
- effectRenderPath:ToggleEnabled("Bloom")
- end
- if input:GetKeyPress(KEY_F) then
- effectRenderPath:ToggleEnabled("FXAA2")
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- 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, scale movement with time step
- MoveCamera(timeStep)
- end
- function HandlePostRenderUpdate(eventType, eventData)
- -- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
- if drawDebug then
- renderer:DrawDebugGeometry(false)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <add sel=\"/element\">" ..
- " <element type=\"Button\">" ..
- " <attribute name=\"Name\" value=\"Button3\" />" ..
- " <attribute name=\"Position\" value=\"-120 -120\" />" ..
- " <attribute name=\"Size\" value=\"96 96\" />" ..
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"Label\" />" ..
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
- " <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
- " <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
- " <attribute name=\"Text\" value=\"FXAA\" />" ..
- " </element>" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"F\" />" ..
- " </element>" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"B\" />" ..
- " </element>" ..
- " </add>" ..
- " <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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