35_SignedDistanceFieldText.as 7.7 KB

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  1. // Signed distance field text example.
  2. // This sample demonstrates.
  3. // - Creating a 3D scene with static content
  4. // - Creating a 3D text use SDF Font
  5. // - Displaying the scene using the Renderer subsystem
  6. // - Handling keyboard and mouse input to move a freelook camera
  7. #include "Scripts/Utilities/Sample.as"
  8. void Start()
  9. {
  10. // Execute the common startup for samples
  11. SampleStart();
  12. // Create the scene content
  13. CreateScene();
  14. // Create the UI content
  15. CreateInstructions();
  16. // Setup the viewport for displaying the scene
  17. SetupViewport();
  18. // Hook up to the frame update events
  19. SubscribeToEvents();
  20. }
  21. void CreateScene()
  22. {
  23. scene_ = Scene();
  24. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  25. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  26. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  27. // optimizing manner
  28. scene_.CreateComponent("Octree");
  29. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  30. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  31. // (100 x 100 world units)
  32. Node@ planeNode = scene_.CreateChild("Plane");
  33. planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
  34. StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
  35. planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
  36. planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
  37. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  38. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  39. // The light will use default settings (white light, no shadows)
  40. Node@ lightNode = scene_.CreateChild("DirectionalLight");
  41. lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
  42. Light@ light = lightNode.CreateComponent("Light");
  43. light.lightType = LIGHT_DIRECTIONAL;
  44. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  45. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  46. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  47. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  48. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  49. // scene.
  50. const uint NUM_OBJECTS = 200;
  51. for (uint i = 0; i < NUM_OBJECTS; ++i)
  52. {
  53. Node@ mushroomNode = scene_.CreateChild("Mushroom");
  54. mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
  55. mushroomNode.SetScale(0.5f + Random(2.0f));
  56. StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
  57. mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
  58. mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
  59. Node@ mushroomTitleNode = mushroomNode.CreateChild("MushroomTitle");
  60. mushroomTitleNode.position = Vector3(0.0f, 1.2f, 0.0f);
  61. Text3D@ mushroomTitleText = mushroomTitleNode.CreateComponent("Text3D");
  62. mushroomTitleText.text = "Mushroom " + i;
  63. mushroomTitleText.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24);
  64. mushroomTitleText.color = Color(1.0f, 0.0f, 0.0f);
  65. if (i % 3 == 1)
  66. {
  67. mushroomTitleText.color = Color(0.0f, 1.0f, 0.0f);
  68. mushroomTitleText.textEffect = TE_SHADOW;
  69. mushroomTitleText.effectColor = Color(0.5f, 0.5f, 0.5f);
  70. }
  71. else if (i % 3 == 2)
  72. {
  73. mushroomTitleText.color = Color(1.0f, 1.0f, 0.0f);
  74. mushroomTitleText.textEffect = TE_STROKE;
  75. mushroomTitleText.effectColor = Color(0.5f, 0.5f, 0.5f);
  76. }
  77. mushroomTitleText.SetAlignment(HA_CENTER, VA_CENTER);
  78. }
  79. // Create a scene node for the camera, which we will move around
  80. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  81. cameraNode = scene_.CreateChild("Camera");
  82. cameraNode.CreateComponent("Camera");
  83. // Set an initial position for the camera scene node above the plane
  84. cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
  85. }
  86. void CreateInstructions()
  87. {
  88. // Construct new Text object, set string to display and font to use
  89. Text@ instructionText = ui.root.CreateChild("Text");
  90. instructionText.text = "Use WASD keys and mouse to move";
  91. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  92. // Position the text relative to the screen center
  93. instructionText.horizontalAlignment = HA_CENTER;
  94. instructionText.verticalAlignment = VA_CENTER;
  95. instructionText.SetPosition(0, ui.root.height / 4);
  96. }
  97. void SetupViewport()
  98. {
  99. // 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
  100. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  101. // use, but now we just use full screen and default render path configured in the engine command line options
  102. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  103. renderer.viewports[0] = viewport;
  104. }
  105. void MoveCamera(float timeStep)
  106. {
  107. // Do not move if the UI has a focused element (the console)
  108. if (ui.focusElement !is null)
  109. return;
  110. // Movement speed as world units per second
  111. const float MOVE_SPEED = 20.0f;
  112. // Mouse sensitivity as degrees per pixel
  113. const float MOUSE_SENSITIVITY = 0.1f;
  114. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  115. IntVector2 mouseMove = input.mouseMove;
  116. yaw += MOUSE_SENSITIVITY * mouseMove.x;
  117. pitch += MOUSE_SENSITIVITY * mouseMove.y;
  118. pitch = Clamp(pitch, -90.0f, 90.0f);
  119. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  120. cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
  121. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  122. // Use the Translate() function (default local space) to move relative to the node's orientation.
  123. if (input.keyDown['W'])
  124. cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
  125. if (input.keyDown['S'])
  126. cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
  127. if (input.keyDown['A'])
  128. cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  129. if (input.keyDown['D'])
  130. cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  131. }
  132. void SubscribeToEvents()
  133. {
  134. // Subscribe HandleUpdate() function for processing update events
  135. SubscribeToEvent("Update", "HandleUpdate");
  136. }
  137. void HandleUpdate(StringHash eventType, VariantMap& eventData)
  138. {
  139. // Take the frame time step, which is stored as a float
  140. float timeStep = eventData["TimeStep"].GetFloat();
  141. // Move the camera, scale movement with time step
  142. MoveCamera(timeStep);
  143. }
  144. // Create XML patch instructions for screen joystick layout specific to this sample app
  145. String patchInstructions = "";