| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272 |
- -- Decals example.
- -- This sample demonstrates:
- -- - Performing a raycast to the octree and adding a decal to the hit location
- -- - Defining a Cursor UI element which stays inside the window and can be shown/hidden
- -- - Marking suitable (large) objects as occluders for occlusion culling
- -- - Displaying renderer debug geometry to see the effect of occlusion
- require "LuaScripts/Utilities/Sample"
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- 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()
- end
- function 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
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local 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
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create some mushrooms
- local NUM_MUSHROOMS = 240
- for i = 1, NUM_MUSHROOMS do
- local mushroomNode = scene_:CreateChild("Mushroom")
- mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
- mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- mushroomNode:SetScale(0.5 + Random(2.0))
- local mushroomObject = mushroomNode:CreateComponent("StaticModel")
- mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- mushroomObject.castShadows = true
- end
- -- 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
- local NUM_BOXES = 20
- for i = 1, NUM_BOXES do
- local boxNode = scene_:CreateChild("Box")
- local size = 1.0 + Random(10.0)
- boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
- boxNode:SetScale(size)
- local 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 >= 3.0 then
- boxObject.occluder = true
- end
- end
- -- Create the camera. Limit far clip distance to match the fog
- cameraNode = scene_:CreateChild("Camera")
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 5.0, 0.0)
- end
- function CreateUI()
- -- 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
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- local cursor = ui.root:CreateChild("Cursor")
- cursor:SetStyleAuto(style)
- ui.cursor = cursor
- -- Set starting position of the cursor at the rendering window center
- cursor:SetPosition(graphics.width / 2, graphics.height / 2)
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText.text =
- "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.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)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function 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")
- end
- function MoveCamera(timeStep)
- -- Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- 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 not ui.cursor.visible then
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- end
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- -- Paint decal with the left mousebutton cursor must be visible
- if ui.cursor.visible and input:GetMouseButtonPress(MOUSEB_LEFT) then
- PaintDecal()
- end
- end
- function PaintDecal()
- local result, hitPos, hitDrawable = Raycast(250.0)
- if result then
- -- Check if target scene node already has a DecalSet component. If not, create now
- local targetNode = hitDrawable:GetNode()
- local decal = targetNode:GetComponent("DecalSet")
- if decal == nil then
- decal = targetNode:CreateComponent("DecalSet")
- decal.material = cache:GetResource("Material", "Materials/UrhoDecal.xml")
- end
- -- 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.rotation, 0.5, 1.0, 1.0, Vector2(0.0, 0.0), Vector2(1.0, 1.0))
- end
- end
- function Raycast(maxDistance)
- local hitPos = nil
- local hitDrawable = nil
- local pos = ui.cursorPosition
- -- Check the cursor is visible and there is no UI element in front of the cursor
- if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
- return false, nil, nil
- end
- local camera = cameraNode:GetComponent("Camera")
- local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
- -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- local octree = scene_:GetComponent("Octree")
- local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
- if result.drawable ~= nil then
- -- Calculate hit position in world space
- hitPos = cameraRay.origin + cameraRay.direction * result.distance
- hitDrawable = result.drawable
- return true, hitPos, hitDrawable
- end
- return false, nil, nil
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function HandlePostRenderUpdate(eventType, 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 then
- renderer:DrawDebugGeometry(false)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <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\">Paint</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
- " <attribute name=\"Text\" value=\"LEFT\" />" ..
- " </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>"
- end
|