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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
- #include "Scripts/Utilities/Sample.as"
- Node@ rearCameraNode;
- void 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();
- }
- 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 scene node & StaticModel component for showing a static plane
- Node@ planeNode = scene_.CreateChild("Plane");
- planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
- StaticModel@ 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
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
- zone.fogColor = Color(0.5f, 0.5f, 0.7f);
- zone.fogStart = 100.0f;
- zone.fogEnd = 300.0f;
- // Create a directional light to the world. Enable cascaded shadows on it
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = BiasParameters(0.00025f, 0.5f);
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- // Create some mushrooms
- const uint NUM_MUSHROOMS = 240;
- for (uint i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node@ mushroomNode = scene_.CreateChild("Mushroom");
- mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
- mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
- mushroomNode.SetScale(0.5f + Random(2.0f));
- 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 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
- const uint NUM_BOXES = 20;
- for (uint i = 0; i < NUM_BOXES; ++i)
- {
- Node@ boxNode = scene_.CreateChild("Box");
- float size = 1.0f + Random(10.0f);
- boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
- boxNode.SetScale(size);
- StaticModel@ 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 >= 3.0f)
- boxObject.occluder = true;
- }
- // Create the cameras. Limit far clip distance to match the fog
- cameraNode = scene_.CreateChild("Camera");
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
- // 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(180.0f, Vector3(0.0f, 1.0f, 0.0f)));
- Camera@ rearCamera = rearCameraNode.CreateComponent("Camera");
- rearCamera.farClip = 300.0f;
- // 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(0.0f, 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"
- "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);
- }
- void SetupViewports()
- {
- renderer.numViewports = 2;
- // Set up the front camera viewport
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[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.
- RenderPath@ effectRenderPath = viewport.renderPath.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.shaderParameters["BloomMix"] = Variant(Vector2(0.9f, 0.6f));
- effectRenderPath.SetEnabled("Bloom", false);
- effectRenderPath.SetEnabled("FXAA2", false);
- viewport.renderPath = 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
- Viewport@ rearViewport = Viewport(scene_, rearCameraNode.GetComponent("Camera"),
- IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3));
- renderer.viewports[1] = rearViewport;
- }
- 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 post processing effects on the front viewport. Note that the rear viewport is unaffected
- RenderPath@ effectRenderPath = renderer.viewports[0].renderPath;
- if (input.keyPress['B'])
- effectRenderPath.ToggleEnabled("Bloom");
- if (input.keyPress['F'])
- effectRenderPath.ToggleEnabled("FXAA2");
- // Toggle debug geometry with space
- if (input.keyPress[KEY_SPACE])
- drawDebug = !drawDebug;
- }
- 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, scale movement with time step
- MoveCamera(timeStep);
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& 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)
- renderer.DrawDebugGeometry(false);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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