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- // Render to texture example
- // This sample demonstrates:
- // - Creating two 3D scenes and rendering the other into a texture
- // - Creating rendertarget texture and material programmatically
- #include "Scripts/Utilities/Sample.as"
- Scene@ rttScene_;
- Node@ rttCameraNode;
- 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 events
- SubscribeToEvents();
- }
- void 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
- Node@ zoneNode = rttScene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- // Set same volume as the Octree, set a close bluish fog and some ambient light
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
- zone.fogColor = Color(0.1f, 0.2f, 0.3f);
- zone.fogStart = 10.0f;
- zone.fogEnd = 100.0f;
- // Create randomly positioned and oriented box StaticModels in the scene
- const uint NUM_OBJECTS = 2000;
- for (uint i = 0; i < NUM_OBJECTS; ++i)
- {
- Node@ boxNode = rttScene_.CreateChild("Box");
- boxNode.position = Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f);
- // Orient using random pitch, yaw and roll Euler angles
- boxNode.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
- StaticModel@ 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
- Rotator@ rotator = cast<Rotator>(boxNode.CreateScriptObject(scriptFile, "Rotator"));
- rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
- }
- // 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");
- Camera@ camera = rttCameraNode.CreateComponent("Camera");
- camera.farClip = 100.0f;
- // Create a point light to the camera scene node
- Light@ light = rttCameraNode.CreateComponent("Light");
- light.lightType = LIGHT_POINT;
- light.range = 30.0f;
- }
- {
- // 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
- 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 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
- {
- Node@ boxNode = scene_.CreateChild("ScreenBox");
- boxNode.position = Vector3(0.0f, 10.0f, 0.0f);
- boxNode.scale = Vector3(21.0f, 16.0f, 0.5f);
- StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
- boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
- boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
- Node@ screenNode = scene_.CreateChild("Screen");
- screenNode.position = Vector3(0.0f, 10.0f, -0.27f);
- screenNode.rotation = Quaternion(-90.0f, 0.0f, 0.0f);
- screenNode.scale = Vector3(20.0f, 0.0f, 15.0f);
- StaticModel@ screenObject = screenNode.CreateComponent("StaticModel");
- screenObject.model = cache.GetResource("Model", "Models/Plane.mdl");
- // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
- Texture2D@ renderTexture = Texture2D();
- renderTexture.SetSize(1024, 768, 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
- Material@ renderMaterial = Material();
- renderMaterial.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
- renderMaterial.textures[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
- RenderSurface@ surface = renderTexture.renderSurface;
- Viewport@ rttViewport = Viewport(rttScene_, rttCameraNode.GetComponent("Camera"));
- surface.viewports[0] = rttViewport;
- }
- // Create the camera which we will move around. 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, 7.0f, -30.0f);
- }
- }
- 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";
- 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);
- }
- 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 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);
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- 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);
- }
- // Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
- class Rotator : ScriptObject
- {
- Vector3 rotationSpeed;
- // Update is called during the variable timestep scene update
- void Update(float timeStep)
- {
- node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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