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- -- Material animation example.
- -- This sample is base on StaticScene, and it demonstrates:
- -- - Usage of material shader animation for mush room material
- require "LuaScripts/Utilities/Sample"
- 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()
- scene_ = Scene()
- -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
- -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
- -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
- -- optimizing manner
- scene_:CreateComponent("Octree")
- -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
- -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
- -- (100 x 100 world units)
- 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 directional light to the world so that we can see something. The light scene node's orientation controls the
- -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
- -- The light will use default settings (white light, no shadows)
- 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
- -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
- -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
- -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
- -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
- -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
- -- scene.
- local mushroomMat = cache:GetResource("Material", "Materials/Mushroom.xml")
- -- Apply shader parameter animation to material
- local specColorAnimation = ValueAnimation:new()
- specColorAnimation:SetKeyFrame(0.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
- specColorAnimation:SetKeyFrame(1.0, Variant(Color(1.0, 0.0, 0.0, 2.0)))
- specColorAnimation:SetKeyFrame(2.0, Variant(Color(1.0, 1.0, 0.0, 2.0)))
- specColorAnimation:SetKeyFrame(3.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
- -- Optionally associate material with scene to make sure shader parameter animation respects scene time scale
- mushroomMat.scene = scene_;
- mushroomMat:SetShaderParameterAnimation("MatSpecColor", specColorAnimation)
- local NUM_OBJECTS = 200
- for i = 1, NUM_OBJECTS 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 = mushroomMat
- end
- -- Create a scene node for the camera, which we will move around
- -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- cameraNode = scene_:CreateChild("Camera")
- cameraNode:CreateComponent("Camera")
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 5.0, 0.0)
- 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")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- 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. We need to define the scene and the camera
- -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- -- use, but now we just use full screen and default render path configured in the engine command line options
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- 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
- -- Use the Translate() function (default local space) to move relative to the node's orientation.
- 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 SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- 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
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