RenderToTexture.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Camera.h"
  23. #include "CoreEvents.h"
  24. #include "Engine.h"
  25. #include "Font.h"
  26. #include "Graphics.h"
  27. #include "Input.h"
  28. #include "Material.h"
  29. #include "Model.h"
  30. #include "Octree.h"
  31. #include "Renderer.h"
  32. #include "RenderSurface.h"
  33. #include "ResourceCache.h"
  34. #include "Rotator.h"
  35. #include "StaticModel.h"
  36. #include "Technique.h"
  37. #include "Text.h"
  38. #include "Texture2D.h"
  39. #include "UI.h"
  40. #include "Zone.h"
  41. #include "RenderToTexture.h"
  42. #include "DebugNew.h"
  43. // Expands to this example's entry-point
  44. DEFINE_APPLICATION_MAIN(RenderToTexture)
  45. RenderToTexture::RenderToTexture(Context* context) :
  46. Sample(context),
  47. yaw_(0.0f),
  48. pitch_(0.0f)
  49. {
  50. // Register an object factory for our custom Rotator component so that we can create them to scene nodes
  51. context->RegisterFactory<Rotator>();
  52. }
  53. void RenderToTexture::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateInstructions();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update events
  64. SubscribeToEvents();
  65. }
  66. void RenderToTexture::CreateScene()
  67. {
  68. ResourceCache* cache = GetSubsystem<ResourceCache>();
  69. {
  70. // Create the scene which will be rendered to a texture
  71. rttScene_ = new Scene(context_);
  72. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. rttScene_->CreateComponent<Octree>();
  74. // Create a Zone for ambient light & fog control
  75. Node* zoneNode = rttScene_->CreateChild("Zone");
  76. Zone* zone = zoneNode->CreateComponent<Zone>();
  77. // Set same volume as the Octree, set a close bluish fog and some ambient light
  78. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  79. zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
  80. zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
  81. zone->SetFogStart(10.0f);
  82. zone->SetFogEnd(100.0f);
  83. // Create randomly positioned and oriented box StaticModels in the scene. Use less of them as in the actual
  84. // AnimatingScene sample to avoid the scene update (rotating the boxes) taking too much CPU time
  85. const unsigned NUM_OBJECTS = 1000;
  86. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  87. {
  88. Node* boxNode = rttScene_->CreateChild("Box");
  89. boxNode->SetPosition(Vector3(Random(100.0f) - 50.0f, Random(100.0f) - 50.0f, Random(100.0f) - 50.0f));
  90. // Orient using random pitch, yaw and roll Euler angles
  91. boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  92. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  93. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  94. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  95. // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
  96. // Simply set same rotation speed for all objects
  97. Rotator* rotator = boxNode->CreateComponent<Rotator>();
  98. rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
  99. }
  100. // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
  101. rttCameraNode_ = rttScene_->CreateChild("Camera");
  102. Camera* camera = rttCameraNode_->CreateComponent<Camera>();
  103. camera->SetFarClip(100.0f);
  104. // Create a point light to the camera scene node
  105. Light* light = rttCameraNode_->CreateComponent<Light>();
  106. light->SetLightType(LIGHT_POINT);
  107. light->SetRange(30.0f);
  108. }
  109. {
  110. // Create the scene in which we move around
  111. scene_ = new Scene(context_);
  112. // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  113. scene_->CreateComponent<Octree>();
  114. // Create a Zone component for ambient lighting & fog control
  115. Node* zoneNode = scene_->CreateChild("Zone");
  116. Zone* zone = zoneNode->CreateComponent<Zone>();
  117. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  118. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  119. zone->SetFogStart(100.0f);
  120. zone->SetFogEnd(300.0f);
  121. // Create a directional light without shadows
  122. Node* lightNode = scene_->CreateChild("Light");
  123. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  124. Light* light = lightNode->CreateComponent<Light>();
  125. light->SetLightType(LIGHT_DIRECTIONAL);
  126. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  127. light->SetSpecularIntensity(1.0f);
  128. // Create a "floor" consisting of several tiles
  129. for (int y = -5; y <= 5; ++y)
  130. {
  131. for (int x = -5; x <= 5; ++x)
  132. {
  133. Node* floorNode = scene_->CreateChild("FloorTile");
  134. floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
  135. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
  136. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  137. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  138. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  139. }
  140. }
  141. // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
  142. // and a plane for the actual view
  143. {
  144. Node* boxNode = scene_->CreateChild("ScreenBox");
  145. boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
  146. boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
  147. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  148. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  149. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  150. Node* screenNode = scene_->CreateChild("Screen");
  151. screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
  152. screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
  153. screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
  154. StaticModel* screenObject = screenNode->CreateComponent<StaticModel>();
  155. screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  156. // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
  157. SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
  158. renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
  159. renderTexture->SetFilterMode(FILTER_BILINEAR);
  160. // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
  161. // as its diffuse texture, then assign the material to the screen plane object
  162. SharedPtr<Material> renderMaterial(new Material(context_));
  163. renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
  164. renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
  165. screenObject->SetMaterial(renderMaterial);
  166. // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
  167. // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
  168. // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
  169. // in the main view
  170. RenderSurface* surface = renderTexture->GetRenderSurface();
  171. SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
  172. surface->SetViewport(0, rttViewport);
  173. }
  174. // Create the camera which we will move around. Limit far clip distance to match the fog
  175. cameraNode_ = scene_->CreateChild("Camera");
  176. Camera* camera = cameraNode_->CreateComponent<Camera>();
  177. camera->SetFarClip(300.0f);
  178. // Set an initial position for the camera scene node above the plane
  179. cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -30.0f));
  180. }
  181. }
  182. void RenderToTexture::CreateInstructions()
  183. {
  184. ResourceCache* cache = GetSubsystem<ResourceCache>();
  185. UI* ui = GetSubsystem<UI>();
  186. // Construct new Text object, set string to display and font to use
  187. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  188. instructionText->SetText("Use WASD keys and mouse to move");
  189. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  190. // Position the text relative to the screen center
  191. instructionText->SetHorizontalAlignment(HA_CENTER);
  192. instructionText->SetVerticalAlignment(VA_CENTER);
  193. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  194. }
  195. void RenderToTexture::SetupViewport()
  196. {
  197. Renderer* renderer = GetSubsystem<Renderer>();
  198. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  199. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  200. renderer->SetViewport(0, viewport);
  201. }
  202. void RenderToTexture::MoveCamera(float timeStep)
  203. {
  204. // Do not move if the UI has a focused element (the console)
  205. if (GetSubsystem<UI>()->GetFocusElement())
  206. return;
  207. Input* input = GetSubsystem<Input>();
  208. // Movement speed as world units per second
  209. const float MOVE_SPEED = 20.0f;
  210. // Mouse sensitivity as degrees per pixel
  211. const float MOUSE_SENSITIVITY = 0.1f;
  212. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  213. IntVector2 mouseMove = input->GetMouseMove();
  214. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  215. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  216. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  217. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  218. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  219. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  220. if (input->GetKeyDown('W'))
  221. cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
  222. if (input->GetKeyDown('S'))
  223. cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
  224. if (input->GetKeyDown('A'))
  225. cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
  226. if (input->GetKeyDown('D'))
  227. cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
  228. }
  229. void RenderToTexture::SubscribeToEvents()
  230. {
  231. // Subscribes HandleUpdate() method for processing update events
  232. SubscribeToEvent(E_UPDATE, HANDLER(RenderToTexture, HandleUpdate));
  233. }
  234. void RenderToTexture::HandleUpdate(StringHash eventType, VariantMap& eventData)
  235. {
  236. // Event parameters are always defined inside a namespace corresponding to the event's name
  237. using namespace Update;
  238. // Take the frame time step, which is stored as a float
  239. float timeStep = eventData[P_TIMESTEP].GetFloat();
  240. // Move the camera, scale movement with time step
  241. MoveCamera(timeStep);
  242. }