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- // Water example.
- // This sample demonstrates:
- // - Creating a large plane to represent a water body for rendering
- // - Setting up a second camera to render reflections on the water surface
- #include "Scripts/Utilities/Sample.as"
- Node@ reflectionCameraNode;
- Node@ waterNode;
- Plane waterPlane;
- Plane waterClipPlane;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewports for displaying the scene and rendering the water reflection
- SetupViewports();
- // Hook up to the frame update and render post-update events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- 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.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
- zone.fogColor = Color(1.0f, 1.0f, 1.0f);
- zone.fogStart = 500.0f;
- zone.fogEnd = 750.0f;
- // Create a directional light to the world. Enable cascaded shadows on it
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.3f, -0.5f, 0.425f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = BiasParameters(0.00025f, 0.5f);
- light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- light.specularIntensity = 0.5f;
- // Apply slightly overbright lighting to match the skybox
- light.color = Color(1.2f, 1.2f, 1.2f);
- // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
- // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
- // generate the necessary 3D texture coordinates for cube mapping
- Node@ skyNode = scene_.CreateChild("Sky");
- skyNode.SetScale(500.0); // The scale actually does not matter
- Skybox@ skybox = skyNode.CreateComponent("Skybox");
- skybox.model = cache.GetResource("Model", "Models/Box.mdl");
- skybox.material = cache.GetResource("Material", "Materials/Skybox.xml");
- // Create heightmap terrain
- Node@ terrainNode = scene_.CreateChild("Terrain");
- terrainNode.position = Vector3(0.0f, 0.0f, 0.0f);
- Terrain@ terrain = terrainNode.CreateComponent("Terrain");
- terrain.patchSize = 64;
- terrain.spacing = Vector3(2.0f, 0.5f, 2.0f); // Spacing between vertices and vertical resolution of the height map
- terrain.smoothing = true;
- terrain.heightMap = cache.GetResource("Image", "Textures/HeightMap.png");
- terrain.material = cache.GetResource("Material", "Materials/Terrain.xml");
- // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
- // terrain patches and other objects behind it
- terrain.occluder = true;
- // Create 1000 boxes in the terrain. Always face outward along the terrain normal
- const uint NUM_OBJECTS = 1000;
- for (uint i = 0; i < NUM_OBJECTS; ++i)
- {
- Node@ objectNode = scene_.CreateChild("Box");
- Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
- position.y = terrain.GetHeight(position) + 2.25f;
- objectNode.position = position;
- // Create a rotation quaternion from up vector to terrain normal
- objectNode.rotation = Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain.GetNormal(position));
- objectNode.SetScale(5.0f);
- StaticModel@ object = objectNode.CreateComponent("StaticModel");
- object.model = cache.GetResource("Model", "Models/Box.mdl");
- object.material = cache.GetResource("Material", "Materials/Stone.xml");
- object.castShadows = true;
- }
- // Create a water plane object that is as large as the terrain
- waterNode = scene_.CreateChild("Water");
- waterNode.scale = Vector3(2048.0f, 1.0f, 2048.0f);
- waterNode.position = Vector3(0.0f, 5.0f, 0.0f);
- StaticModel@ water = waterNode.CreateComponent("StaticModel");
- water.model = cache.GetResource("Model", "Models/Plane.mdl");
- water.material = cache.GetResource("Material", "Materials/Water.xml");
- // Set a different viewmask on the water plane to be able to hide it from the reflection camera
- water.viewMask = 0x80000000;
- // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
- // the scene, because we want it to be unaffected by scene load / save
- cameraNode = Node();
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 750.0f;
- // Set an initial position for the camera scene node above the ground
- cameraNode.position = Vector3(0.0f, 7.0f, -20.0f);
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "Use WASD keys and mouse to move";
- instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
- 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);
- }
- void SetupViewports()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- // Create a mathematical plane to represent the water in calculations
- waterPlane = Plane(waterNode.worldRotation * Vector3(0.0f, 1.0f, 0.0f), waterNode.worldPosition);
- // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
- waterClipPlane = Plane(waterNode.worldRotation * Vector3(0.0f, 1.0f, 0.0f), waterNode.worldPosition -
- Vector3(0.0f, 0.1f, 0.0f));
- // Create camera for water reflection
- // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
- // its position when rendering
- reflectionCameraNode = cameraNode.CreateChild();
- Camera@ reflectionCamera = reflectionCameraNode.CreateComponent("Camera");
- reflectionCamera.farClip = 750.0;
- reflectionCamera.viewMask = 0x7fffffff; // Hide objects with only bit 31 in the viewmask (the water plane)
- reflectionCamera.autoAspectRatio = false;
- reflectionCamera.useReflection = true;
- reflectionCamera.reflectionPlane = waterPlane;
- reflectionCamera.useClipping = true; // Enable clipping of geometry behind water plane
- reflectionCamera.clipPlane = waterClipPlane;
- // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
- reflectionCamera.aspectRatio = float(graphics.width) / float(graphics.height);
- // View override flags could be used to optimize reflection rendering. For example disable shadows
- //reflectionCamera.viewOverrideFlags = VO_DISABLE_SHADOWS;
- // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
- // texture unit of the water material
- int texSize = 1024;
- Texture2D@ renderTexture = Texture2D();
- renderTexture.SetSize(texSize, texSize, GetRGBFormat(), TEXTURE_RENDERTARGET);
- renderTexture.filterMode = FILTER_BILINEAR;
- RenderSurface@ surface = renderTexture.renderSurface;
- Viewport@ rttViewport = Viewport(scene_, reflectionCamera);
- surface.viewports[0] = rttViewport;
- Material@ waterMat = cache.GetResource("Material", "Materials/Water.xml");
- waterMat.textures[TU_DIFFUSE] = renderTexture;
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 30.0;
- // Mouse sensitivity as degrees per pixel
- const float 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
- IntVector2 mouseMove = input.mouseMove;
- yaw += MOUSE_SENSITIVITY * mouseMove.x;
- 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.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- // In case resolution has changed, adjust the reflection camera aspect ratio
- Camera@ reflectionCamera = reflectionCameraNode.GetComponent("Camera");
- reflectionCamera.aspectRatio = float(graphics.width) / float(graphics.height);
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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