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- -- Huge object count example.
- -- This sample demonstrates:
- -- - Creating a scene with 250 x 250 simple objects
- -- - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
- -- - Allowing examination of performance hotspots in the rendering code
- -- - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
- require "LuaScripts/Utilities/Sample"
- local boxNodes = {}
- local animate = false
- local useGroups = false
- function 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()
- end
- function CreateScene()
- if scene_ == nil then
- scene_ = Scene()
- else
- scene_:Clear()
- boxNodes = {}
- end
- -- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
- -- (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_:CreateComponent("Octree")
- -- Create a Zone for ambient light & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.fogColor = Color(0.2, 0.2, 0.2)
- zone.fogStart = 200.0
- zone.fogEnd = 300.0
- -- Create a directional light
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(-0.6, -1.0, -0.8) -- The direction vector does not need to be normalized
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- if not useGroups then
- light.color = Color(0.7, 0.35, 0.0)
- -- Create individual box StaticModels in the scene
- for y = -125, 125 do
- for x = -125, 125 do
- local boxNode = scene_:CreateChild("Box")
- boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
- boxNode:SetScale(0.25)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- table.insert(boxNodes, boxNode)
- end
- end
- else
- light.color = Color(0.6, 0.6, 0.6)
- light.specularIntensity = 1.5
- -- Create StaticModelGroups in the scene
- local lastGroup = nil
- for y = -125, 125 do
- for x = -125, 125 do
- -- Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
- -- accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
- -- does not matter, and it does not render anything if instance nodes are not added to it
- if lastGroup == nil or lastGroup.numInstanceNodes >= 25 * 25 then
- local boxGroupNode = scene_:CreateChild("BoxGroup")
- lastGroup = boxGroupNode:CreateComponent("StaticModelGroup")
- lastGroup.model = cache:GetResource("Model", "Models/Box.mdl")
- end
- local boxNode = scene_:CreateChild("Box")
- boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
- boxNode:SetScale(0.25)
- table.insert(boxNodes, boxNode)
- lastGroup:AddInstanceNode(boxNode)
- end
- end
- end
- -- Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
- if cameraNode == nil then
- cameraNode = Node()
- cameraNode.position = Vector3(0.0, 10.0, -100.0)
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- end
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("Use WASD keys and mouse to move\n"..
- "Space to toggle animation\n"..
- "G to toggle object group optimization")
- 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")
- end
- function MoveCamera(timeStep)
- -- 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
- 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)
- -- 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
- end
- function AnimateObjects(timeStep)
- local ROTATE_SPEED = 15.0
- local delta = ROTATE_SPEED * timeStep
- local rotateQuat = Quaternion(delta, Vector3(0.0, 0.0, 1.0))
- for i, v in ipairs(boxNodes) do
- v:Rotate(rotateQuat)
- end
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Toggle animation with space
- if input:GetKeyPress(KEY_SPACE) then
- animate = not animate
- end
- -- Toggle grouped / ungrouped mode
- if input:GetKeyPress(KEY_G) then
- useGroups = not useGroups
- CreateScene()
- end
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- -- Animate scene if enabled
- if animate then
- AnimateObjects(timeStep)
- 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\">Group</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"G\" />" ..
- " </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\">Animation</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
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