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- //
- // Copyright (c) 2008-2013 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "BillboardSet.h"
- #include "Camera.h"
- #include "CoreEvents.h"
- #include "DebugRenderer.h"
- #include "Engine.h"
- #include "Font.h"
- #include "Graphics.h"
- #include "Input.h"
- #include "Light.h"
- #include "Material.h"
- #include "Model.h"
- #include "Octree.h"
- #include "Renderer.h"
- #include "ResourceCache.h"
- #include "StaticModel.h"
- #include "Text.h"
- #include "UI.h"
- #include "Zone.h"
- #include "Billboards.h"
- #include "DebugNew.h"
- // Expands to this example's entry-point
- DEFINE_APPLICATION_MAIN(Billboards)
- Billboards::Billboards(Context* context) :
- Sample(context),
- yaw_(0.0f),
- pitch_(0.0f),
- drawDebug_(false)
- {
- }
- void Billboards::Start()
- {
- // Execute base class startup
- Sample::Start();
- // 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 Billboards::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
-
- scene_ = new Scene(context_);
-
- // 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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
- zone->SetFogStart(100.0f);
- zone->SetFogEnd(300.0f);
-
- // Create a directional light without shadows
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetColor(Color(0.2f, 0.2f, 0.2f));
- light->SetSpecularIntensity(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->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
- floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
- StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
- floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- }
- }
-
- // Create groups of mushrooms, which act as shadow casters
- const unsigned NUM_MUSHROOMGROUPS = 25;
- const unsigned NUM_MUSHROOMS = 25;
-
- for (unsigned 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->SetPosition(Vector3(Random(190.0f) - 95.0f, 0.0f, Random(190.0f) - 95.0f));
-
- for (unsigned j = 0; j < NUM_MUSHROOMS; ++j)
- {
- Node* mushroomNode = groupNode->CreateChild("Mushroom");
- mushroomNode->SetPosition(Vector3(Random(25.0f) - 12.5f, 0.0f, Random(25.0f) - 12.5f));
- mushroomNode->SetRotation(Quaternion(0.0f, Random() * 360.0f, 0.0f));
- mushroomNode->SetScale(1.0f + Random() * 4.0f);
- StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
- mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- mushroomObject->SetCastShadows(true);
- }
- }
-
- // Create billboard sets (floating smoke)
- const unsigned NUM_BILLBOARDNODES = 25;
- const unsigned NUM_BILLBOARDS = 10;
- for (unsigned i = 0; i < NUM_BILLBOARDNODES; ++i)
- {
- Node* smokeNode = scene_->CreateChild("Smoke");
- smokeNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(20.0f) + 10.0f, Random(200.0f) - 100.0f));
-
- BillboardSet* billboardObject = smokeNode->CreateComponent<BillboardSet>();
- billboardObject->SetNumBillboards(NUM_BILLBOARDS);
- billboardObject->SetMaterial(cache->GetResource<Material>("Materials/LitSmoke.xml"));
- billboardObject->SetSorted(true);
-
- for (unsigned j = 0; j < NUM_BILLBOARDS; ++j)
- {
- Billboard* bb = billboardObject->GetBillboard(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 unsigned NUM_LIGHTS = 9;
-
- for (unsigned 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->SetPosition(position);
- lightNode->SetDirection(Vector3(Sin(angle), -1.5f, Cos(angle)));
-
- light->SetLightType(LIGHT_SPOT);
- light->SetRange(90.0f);
- light->SetRampTexture(cache->GetResource<Texture2D>("Textures/RampExtreme.png"));
- light->SetFov(45.0f);
- light->SetColor(color);
- light->SetSpecularIntensity(1.0f);
- light->SetCastShadows(true);
- light->SetShadowBias(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->SetShadowFadeDistance(100.0f); // Fade start distance
- light->SetShadowDistance(125.0f); // Fade end distance, shadows are disabled
- // Set half resolution for the shadow maps for increased performance
- light->SetShadowResolution(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->SetShadowNearFarRatio(0.01f);
- }
-
- // Create the camera. Limit far clip distance to match the fog
- cameraNode_ = scene_->CreateChild("Camera");
- Camera* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
-
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- }
- void Billboards::CreateInstructions()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
-
- // Construct new Text object, set string to display and font to use
- Text* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText(
- "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->SetTextAlignment(HA_CENTER);
-
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void Billboards::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
-
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void Billboards::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, HANDLER(Billboards, HandleUpdate));
-
- // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- // debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Billboards, HandlePostRenderUpdate));
- }
- void Billboards::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
-
- Input* input = GetSubsystem<Input>();
-
- // 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->GetMouseMove();
- 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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
-
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown('W'))
- cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
-
- // Toggle debug geometry with space
- if (input->GetKeyPress(KEY_SPACE))
- drawDebug_ = !drawDebug_;
- }
- void Billboards::AnimateScene(float timeStep)
- {
- // Get the light and billboard scene nodes
- PODVector<Node*> lightNodes;
- PODVector<Node*> billboardNodes;
- scene_->GetChildrenWithComponent<Light>(lightNodes);
- scene_->GetChildrenWithComponent<BillboardSet>(billboardNodes);
-
- const float LIGHT_ROTATION_SPEED = 20.0f;
- const float BILLBOARD_ROTATION_SPEED = 50.0f;
-
- // Rotate the lights around the world Y-axis
- for (unsigned i = 0; i < lightNodes.Size(); ++i)
- lightNodes[i]->Rotate(Quaternion(0.0f, LIGHT_ROTATION_SPEED * timeStep, 0.0f), true);
-
- // Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
- for (unsigned i = 0; i < billboardNodes.Size(); ++i)
- {
- BillboardSet* billboardObject = billboardNodes[i]->GetComponent<BillboardSet>();
-
- for (unsigned j = 0; j < billboardObject->GetNumBillboards(); ++j)
- {
- Billboard* bb = billboardObject->GetBillboard(j);
- bb->rotation_ += BILLBOARD_ROTATION_SPEED * timeStep;
- }
-
- billboardObject->Commit();
- }
- }
- void Billboards::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
-
- // Move the camera and animate the scene, scale movement with time step
- MoveCamera(timeStep);
- AnimateScene(timeStep);
- }
- void Billboards::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_)
- GetSubsystem<Renderer>()->DrawDebugGeometry(true);
- }
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