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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
- #include "Scripts/Utilities/Sample.as"
- void 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();
- }
- void 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
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
- zone.fogStart = 100.0f;
- zone.fogEnd = 300.0f;
- // Create a directional light without shadows
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.color = Color(0.2f, 0.2f, 0.2f);
- light.specularIntensity = 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.position = Vector3(x * 20.5f, -0.5f, y * 20.5f);
- floorNode.scale = Vector3(20.0f, 1.0f, 20.f);
- StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
- floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
- floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
- }
- }
- // Create groups of mushrooms, which act as shadow casters
- const uint NUM_MUSHROOMGROUPS = 25;
- const uint NUM_MUSHROOMS = 25;
- for (uint i = 0; i < NUM_MUSHROOMGROUPS; ++i)
- {
- // First create a scene node for the group. The individual mushrooms nodes will be created as children
- Node@ groupNode = scene_.CreateChild("MushroomGroup");
- groupNode.position = Vector3(Random(190.0f) - 95.0f, 0.0f, Random(190.0f) - 95.0f);
- for (uint j = 0; j < NUM_MUSHROOMS; ++j)
- {
- Node@ mushroomNode = groupNode.CreateChild("Mushroom");
- mushroomNode.position = Vector3(Random(25.0f) - 12.5f, 0.0f, Random(25.0f) - 12.5f);
- mushroomNode.rotation = Quaternion(0.0f, Random() * 360.0f, 0.0f);
- mushroomNode.SetScale(1.0f + Random() * 4.0f);
- StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
- mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
- mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
- mushroomObject.castShadows = true;
- }
- }
- // Create billboard sets (floating smoke)
- const uint NUM_BILLBOARDNODES = 25;
- const uint NUM_BILLBOARDS = 10;
- for (uint i = 0; i < NUM_BILLBOARDNODES; ++i)
- {
- Node@ smokeNode = scene_.CreateChild("Smoke");
- smokeNode.position = Vector3(Random(200.0f) - 100.0f, Random(20.0f) + 10.0f, Random(200.0f) - 100.0f);
- BillboardSet@ billboardObject = smokeNode.CreateComponent("BillboardSet");
- billboardObject.numBillboards = NUM_BILLBOARDS;
- billboardObject.material = cache.GetResource("Material", "Materials/LitSmoke.xml");
- billboardObject.sorted = true;
- for (uint j = 0; j < NUM_BILLBOARDS; ++j)
- {
- Billboard@ bb = billboardObject.billboards[j];
- bb.position = Vector3(Random(12.0f) - 6.0f, Random(8.0f) - 4.0f, Random(12.0f) - 6.0f);
- bb.size = Vector2(Random(2.0f) + 3.0f, Random(2.0f) + 3.0f);
- bb.rotation = Random() * 360.0f;
- bb.enabled = true;
- }
- // After modifying the billboards, they need to be "commited" so that the BillboardSet updates its internals
- billboardObject.Commit();
- }
- // Create shadow casting spotlights
- const uint NUM_LIGHTS = 9;
- for (uint i = 0; i < NUM_LIGHTS; ++i)
- {
- Node@ lightNode = scene_.CreateChild("SpotLight");
- Light@ light = lightNode.CreateComponent("Light");
- float angle = 0.0f;
- Vector3 position((i % 3) * 60.0f - 60.0f, 45.0f, (i / 3) * 60.0f - 60.0f);
- Color color(((i + 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 2) & 1) * 0.5f + 0.5f);
- lightNode.position = position;
- lightNode.direction = Vector3(Sin(angle), -1.5f, Cos(angle));
- light.lightType = LIGHT_SPOT;
- light.range = 90.0f;
- light.rampTexture = cache.GetResource("Texture2D", "Textures/RampExtreme.png");
- light.fov = 45.0f;
- light.color = color;
- light.specularIntensity = 1.0f;
- light.castShadows = true;
- light.shadowBias = BiasParameters(0.00002f, 0.0f);
- // 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 = 100.0f; // Fade start distance
- light.shadowDistance = 125.0f; // Fade end distance, shadows are disabled
- // Set half resolution for the shadow maps for increased performance
- light.shadowResolution = 0.5f;
- // 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 = 0.01f;
- }
- // Create the camera. Limit far clip distance to match the fog
- cameraNode = scene_.CreateChild("Camera");
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ 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);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void 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");
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // 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.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- // Toggle debug geometry with space
- if (input.keyPress[KEY_SPACE])
- drawDebug = !drawDebug;
- }
- void AnimateScene(float timeStep)
- {
- // Get the light and billboard scene nodes
- Array<Node@> lightNodes = scene_.GetChildrenWithComponent("Light");
- Array<Node@> billboardNodes = scene_.GetChildrenWithComponent("BillboardSet");
- const float LIGHT_ROTATION_SPEED = 20.0f;
- const float BILLBOARD_ROTATION_SPEED = 50.0f;
- // Rotate the lights around the world Y-axis
- for (uint i = 0; i < lightNodes.length; ++i)
- lightNodes[i].Rotate(Quaternion(0.0f, LIGHT_ROTATION_SPEED * timeStep, 0.0f), TS_WORLD);
- // Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
- for (uint i = 0; i < billboardNodes.length; ++i)
- {
- BillboardSet@ billboardObject = billboardNodes[i].GetComponent("BillboardSet");
- for (uint j = 0; j < billboardObject.numBillboards; ++j)
- {
- Billboard@ bb = billboardObject.billboards[j];
- bb.rotation += BILLBOARD_ROTATION_SPEED * timeStep;
- }
- billboardObject.Commit();
- }
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera and animate the scene, scale movement with time step
- MoveCamera(timeStep);
- AnimateScene(timeStep);
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& 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)
- renderer.DrawDebugGeometry(true);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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