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- -- Render to texture example
- -- This sample demonstrates:
- -- - Creating two 3D scenes and rendering the other into a texture
- -- - Creating rendertarget textures and materials programmatically
- require "LuaScripts/Utilities/Sample"
- local rttScene_ = nil
- local rttCameraNode = nil
- 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 events
- SubscribeToEvents()
- end
- function CreateScene()
- -- Create the scene which will be rendered to a texture
- rttScene_ = Scene()
- -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- rttScene_:CreateComponent("Octree")
- -- Create a Zone for ambient light & fog control
- local zoneNode = rttScene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- -- Set same volume as the Octree, set a close bluish fog and some ambient light
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.05, 0.1, 0.15)
- zone.fogColor = Color(0.1, 0.2, 0.3)
- zone.fogStart = 10.0
- zone.fogEnd = 100.0
- -- Create randomly positioned and oriented box StaticModels in the scene
- local NUM_OBJECTS = 2000
- for i = 1, NUM_OBJECTS do
- local boxNode = rttScene_:CreateChild("Box")
- boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
- -- Orient using random pitch, yaw and roll Euler angles
- boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = 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
- local rotator = boxNode:CreateScriptObject("Rotator")
- rotator.rotationSpeed = { 10.0, 20.0, 30.0 }
- end
- -- 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")
- local camera = rttCameraNode:CreateComponent("Camera")
- camera.farClip = 100.0
- -- Create a point light to the camera scene node
- local light = rttCameraNode:CreateComponent("Light")
- light.lightType = LIGHT_POINT
- light.range = 30.0
- -- Create the scene in which we move around
- scene_ = Scene()
- -- 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
- 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.)
- local floorObject = floorNode:CreateComponent("StaticModel")
- floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
- floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- end
- end
- -- 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
- local boxNode = scene_:CreateChild("ScreenBox")
- boxNode.position = Vector3(0.0, 10.0, 0.0)
- boxNode.scale = Vector3(21.0, 16.0, 0.5)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- local screenNode = scene_:CreateChild("Screen")
- screenNode.position = Vector3(0.0, 10.0, -0.27)
- screenNode.rotation = Quaternion(-90.0, 0.0, 0.0)
- screenNode.scale = Vector3(20.0, 0.0, 15.0)
- local screenObject = screenNode:CreateComponent("StaticModel")
- screenObject.model = cache:GetResource("Model", "Models/Plane.mdl")
- -- Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
- local renderTexture = Texture2D:new()
- renderTexture:SetSize(1024, 768, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET)
- renderTexture.filterMode = 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
- local renderMaterial = Material:new()
- renderMaterial:SetTechnique(0, cache:GetResource("Technique", "Techniques/DiffUnlit.xml"))
- renderMaterial:SetTexture(TU_DIFFUSE, renderTexture)
- screenObject.material = 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
- local surface = renderTexture.renderSurface
- local rttViewport = Viewport:new(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")
- 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, 7.0, -30.0)
- 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"
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- 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 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
- local delta = MOVE_SPEED * timeStep
- 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
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- 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
- -- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
- Rotator = ScriptObject()
- function Rotator:Start()
- self.rotationSpeed = {0.0, 0.0, 0.0}
- end
- -- Update is called during the variable timestep scene update
- function Rotator:Update(timeStep)
- local x = self.rotationSpeed[1] * timeStep
- local y = self.rotationSpeed[2] * timeStep
- local z = self.rotationSpeed[3] * timeStep
- self.node:Rotate(Quaternion(x, y, z))
- end
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