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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 "Camera.h"
- #include "CoreEvents.h"
- #include "Cursor.h"
- #include "DebugRenderer.h"
- #include "DecalSet.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 "XMLFile.h"
- #include "Zone.h"
- #include "Decals.h"
- #include "DebugNew.h"
- // Expands to this example's entry-point
- DEFINE_APPLICATION_MAIN(Decals)
- Decals::Decals(Context* context) :
- Sample(context),
- yaw_(0.0f),
- pitch_(0.0f),
- drawDebug_(false)
- {
- }
- void Decals::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
-
- // Create the UI content
- CreateUI();
-
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update and render post-update events
- SubscribeToEvents();
- }
- void Decals::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 scene node & StaticModel component for showing a static plane
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
- zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
- zone->SetFogStart(100.0f);
- zone->SetFogEnd(300.0f);
-
- // Create a directional light to the world. Enable cascaded shadows on it
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- // Create some mushrooms
- const unsigned NUM_MUSHROOMS = 240;
- for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node* mushroomNode = scene_->CreateChild("Mushroom");
- mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
- mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
- mushroomNode->SetScale(0.5f + Random(2.0f));
- 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 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 unsigned NUM_BOXES = 20;
- for (unsigned i = 0; i < NUM_BOXES; ++i)
- {
- Node* boxNode = scene_->CreateChild("Box");
- float size = 1.0f + Random(10.0f);
- boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
- boxNode->SetScale(size);
- StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- boxObject->SetCastShadows(true);
- if (size >= 3.0f)
- boxObject->SetOccluder(true);
- }
-
- // 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 Decals::CreateUI()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
-
- // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- // control the camera, and when visible, it will point the raycast target
- XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
- SharedPtr<Cursor> cursor(new Cursor(context_));
- cursor->SetStyleAuto(style);
- ui->SetCursor(cursor);
- // Set starting position of the cursor at the rendering window center
- Graphics* graphics = GetSubsystem<Graphics>();
- cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
-
- // Construct new Text object, set string to display and font to use
- Text* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText(
- "Use WASD keys to move\n"
- "LMB to paint decals, RMB to rotate view\n"
- "Space to toggle debug geometry\n"
- "7 to toggle occlusion culling"
- );
- 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 Decals::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 Decals::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
-
- // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- // debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
- }
- void Decals::MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- UI* ui = GetSubsystem<UI>();
- Input* input = GetSubsystem<Input>();
- ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
-
- // Do not move if the UI has a focused element (the console)
- if (ui->GetFocusElement())
- 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
- // Only move the camera when the cursor is hidden
- if (!ui->GetCursor()->IsVisible())
- {
- 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_;
-
- // Paint decal with the left mousebutton; cursor must be visible
- if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT))
- PaintDecal();
- }
- void Decals::PaintDecal()
- {
- Vector3 hitPos;
- Drawable* hitDrawable;
-
- if (Raycast(250.0f, hitPos, hitDrawable))
- {
- // Check if target scene node already has a DecalSet component. If not, create now
- Node* targetNode = hitDrawable->GetNode();
- DecalSet* decal = targetNode->GetComponent<DecalSet>();
- if (!decal)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
-
- decal = targetNode->CreateComponent<DecalSet>();
- decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
- }
- // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
- // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
- // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
- // undesirable, it may be necessary to create more than one DecalSet based on the distance
- decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetWorldRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
- Vector2::ONE);
- }
- }
- bool Decals::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
- {
- hitDrawable = 0;
-
- UI* ui = GetSubsystem<UI>();
- IntVector2 pos = ui->GetCursorPosition();
- // Check the cursor is visible and there is no UI element in front of the cursor
- if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
- return false;
-
- Graphics* graphics = GetSubsystem<Graphics>();
- Camera* camera = cameraNode_->GetComponent<Camera>();
- Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
- // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- PODVector<RayQueryResult> results;
- RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
- scene_->GetComponent<Octree>()->RaycastSingle(query);
- if (results.Size())
- {
- RayQueryResult& result = results[0];
-
- // Calculate hit position in world space
- hitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
- hitDrawable = result.drawable_;
- return true;
- }
-
- return false;
- }
- void Decals::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, scale movement with time step
- MoveCamera(timeStep);
- }
- void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
- // bones. Disable depth test so that we can see the effect of occlusion
- if (drawDebug_)
- GetSubsystem<Renderer>()->DrawDebugGeometry(false);
- }
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