Decals.cpp 12 KB

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  1. // Copyright (c) 2008-2022 the Urho3D project
  2. // License: MIT
  3. #include <Urho3D/Core/CoreEvents.h>
  4. #include <Urho3D/Engine/Engine.h>
  5. #include <Urho3D/Graphics/Camera.h>
  6. #include <Urho3D/Graphics/DebugRenderer.h>
  7. #include <Urho3D/Graphics/DecalSet.h>
  8. #include <Urho3D/Graphics/Graphics.h>
  9. #include <Urho3D/Graphics/Light.h>
  10. #include <Urho3D/Graphics/Material.h>
  11. #include <Urho3D/Graphics/Model.h>
  12. #include <Urho3D/Graphics/Octree.h>
  13. #include <Urho3D/Graphics/Renderer.h>
  14. #include <Urho3D/Graphics/StaticModel.h>
  15. #include <Urho3D/Graphics/Zone.h>
  16. #include <Urho3D/Input/Input.h>
  17. #include <Urho3D/Resource/ResourceCache.h>
  18. #include <Urho3D/Scene/Scene.h>
  19. #include <Urho3D/UI/Font.h>
  20. #include <Urho3D/UI/Text.h>
  21. #include <Urho3D/UI/UI.h>
  22. #include "Decals.h"
  23. #include <Urho3D/DebugNew.h>
  24. URHO3D_DEFINE_APPLICATION_MAIN(Decals)
  25. Decals::Decals(Context* context) :
  26. Sample(context),
  27. drawDebug_(false)
  28. {
  29. }
  30. void Decals::Start()
  31. {
  32. // Execute base class startup
  33. Sample::Start();
  34. // Create the scene content
  35. CreateScene();
  36. // Create the UI content
  37. CreateUI();
  38. // Setup the viewport for displaying the scene
  39. SetupViewport();
  40. // Hook up to the frame update and render post-update events
  41. SubscribeToEvents();
  42. // Set the mouse mode to use in the sample
  43. Sample::InitMouseMode(MM_RELATIVE);
  44. }
  45. void Decals::CreateScene()
  46. {
  47. auto* cache = GetSubsystem<ResourceCache>();
  48. scene_ = new Scene(context_);
  49. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  50. // Also create a DebugRenderer component so that we can draw debug geometry
  51. scene_->CreateComponent<Octree>();
  52. scene_->CreateComponent<DebugRenderer>();
  53. // Create scene node & StaticModel component for showing a static plane
  54. Node* planeNode = scene_->CreateChild("Plane");
  55. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  56. auto* planeObject = planeNode->CreateComponent<StaticModel>();
  57. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  58. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  59. // Create a Zone component for ambient lighting & fog control
  60. Node* zoneNode = scene_->CreateChild("Zone");
  61. auto* zone = zoneNode->CreateComponent<Zone>();
  62. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  63. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  64. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  65. zone->SetFogStart(100.0f);
  66. zone->SetFogEnd(300.0f);
  67. // Create a directional light to the world. Enable cascaded shadows on it
  68. Node* lightNode = scene_->CreateChild("DirectionalLight");
  69. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  70. auto* light = lightNode->CreateComponent<Light>();
  71. light->SetLightType(LIGHT_DIRECTIONAL);
  72. light->SetCastShadows(true);
  73. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  74. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  75. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  76. // Create some mushrooms
  77. const unsigned NUM_MUSHROOMS = 240;
  78. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  79. {
  80. Node* mushroomNode = scene_->CreateChild("Mushroom");
  81. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  82. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  83. mushroomNode->SetScale(0.5f + Random(2.0f));
  84. auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  85. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  86. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  87. mushroomObject->SetCastShadows(true);
  88. }
  89. // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  90. // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  91. const unsigned NUM_BOXES = 20;
  92. for (unsigned i = 0; i < NUM_BOXES; ++i)
  93. {
  94. Node* boxNode = scene_->CreateChild("Box");
  95. float size = 1.0f + Random(10.0f);
  96. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  97. boxNode->SetScale(size);
  98. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  99. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  100. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  101. boxObject->SetCastShadows(true);
  102. if (size >= 3.0f)
  103. boxObject->SetOccluder(true);
  104. }
  105. // Create the camera. Limit far clip distance to match the fog
  106. cameraNode_ = scene_->CreateChild("Camera");
  107. auto* camera = cameraNode_->CreateComponent<Camera>();
  108. camera->SetFarClip(300.0f);
  109. // Set an initial position for the camera scene node above the plane
  110. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  111. }
  112. void Decals::CreateUI()
  113. {
  114. auto* cache = GetSubsystem<ResourceCache>();
  115. auto* ui = GetSubsystem<UI>();
  116. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  117. // control the camera, and when visible, it will point the raycast target
  118. auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  119. SharedPtr<Cursor> cursor(new Cursor(context_));
  120. cursor->SetStyleAuto(style);
  121. ui->SetCursor(cursor);
  122. // Set starting position of the cursor at the rendering window center
  123. auto* graphics = GetSubsystem<Graphics>();
  124. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  125. // Construct new Text object, set string to display and font to use
  126. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  127. instructionText->SetText(
  128. "Use WASD keys to move\n"
  129. "LMB to paint decals, RMB to rotate view\n"
  130. "Space to toggle debug geometry\n"
  131. "7 to toggle occlusion culling"
  132. );
  133. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  134. // The text has multiple rows. Center them in relation to each other
  135. instructionText->SetTextAlignment(HA_CENTER);
  136. // Position the text relative to the screen center
  137. instructionText->SetHorizontalAlignment(HA_CENTER);
  138. instructionText->SetVerticalAlignment(VA_CENTER);
  139. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  140. }
  141. void Decals::SetupViewport()
  142. {
  143. auto* renderer = GetSubsystem<Renderer>();
  144. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  145. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  146. renderer->SetViewport(0, viewport);
  147. }
  148. void Decals::SubscribeToEvents()
  149. {
  150. // Subscribe HandleUpdate() function for processing update events
  151. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Decals, HandleUpdate));
  152. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  153. // debug geometry
  154. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Decals, HandlePostRenderUpdate));
  155. }
  156. void Decals::MoveCamera(float timeStep)
  157. {
  158. // Right mouse button controls mouse cursor visibility: hide when pressed
  159. auto* ui = GetSubsystem<UI>();
  160. auto* input = GetSubsystem<Input>();
  161. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  162. // Do not move if the UI has a focused element (the console)
  163. if (ui->GetFocusElement())
  164. return;
  165. // Movement speed as world units per second
  166. const float MOVE_SPEED = 20.0f;
  167. // Mouse sensitivity as degrees per pixel
  168. const float MOUSE_SENSITIVITY = 0.1f;
  169. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  170. // Only move the camera when the cursor is hidden
  171. if (!ui->GetCursor()->IsVisible())
  172. {
  173. IntVector2 mouseMove = input->GetMouseMove();
  174. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  175. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  176. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  177. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  178. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  179. }
  180. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  181. if (input->GetKeyDown(KEY_W))
  182. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  183. if (input->GetKeyDown(KEY_S))
  184. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  185. if (input->GetKeyDown(KEY_A))
  186. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  187. if (input->GetKeyDown(KEY_D))
  188. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  189. // Toggle debug geometry with space
  190. if (input->GetKeyPress(KEY_SPACE))
  191. drawDebug_ = !drawDebug_;
  192. // Paint decal with the left mousebutton; cursor must be visible
  193. if (ui->GetCursor()->IsVisible() && input->GetMouseButtonPress(MOUSEB_LEFT))
  194. PaintDecal();
  195. }
  196. void Decals::PaintDecal()
  197. {
  198. Vector3 hitPos;
  199. Drawable* hitDrawable;
  200. if (Raycast(250.0f, hitPos, hitDrawable))
  201. {
  202. // Check if target scene node already has a DecalSet component. If not, create now
  203. Node* targetNode = hitDrawable->GetNode();
  204. auto* decal = targetNode->GetComponent<DecalSet>();
  205. if (!decal)
  206. {
  207. auto* cache = GetSubsystem<ResourceCache>();
  208. decal = targetNode->CreateComponent<DecalSet>();
  209. decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
  210. }
  211. // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
  212. // 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
  213. // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
  214. // undesirable, it may be necessary to create more than one DecalSet based on the distance
  215. decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
  216. Vector2::ONE);
  217. }
  218. }
  219. bool Decals::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  220. {
  221. hitDrawable = nullptr;
  222. auto* ui = GetSubsystem<UI>();
  223. IntVector2 pos = ui->GetCursorPosition();
  224. // Check the cursor is visible and there is no UI element in front of the cursor
  225. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  226. return false;
  227. auto* graphics = GetSubsystem<Graphics>();
  228. auto* camera = cameraNode_->GetComponent<Camera>();
  229. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  230. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  231. PODVector<RayQueryResult> results;
  232. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  233. scene_->GetComponent<Octree>()->RaycastSingle(query);
  234. if (results.Size())
  235. {
  236. RayQueryResult& result = results[0];
  237. hitPos = result.position_;
  238. hitDrawable = result.drawable_;
  239. return true;
  240. }
  241. return false;
  242. }
  243. void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
  244. {
  245. using namespace Update;
  246. // Take the frame time step, which is stored as a float
  247. float timeStep = eventData[P_TIMESTEP].GetFloat();
  248. // Move the camera, scale movement with time step
  249. MoveCamera(timeStep);
  250. }
  251. void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  252. {
  253. // If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
  254. if (drawDebug_)
  255. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  256. }