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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/Skybox.h>
- #include <Urho3D/Graphics/Terrain.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/GraphicsAPI/RenderSurface.h>
- #include <Urho3D/GraphicsAPI/Texture2D.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/IO/File.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "Water.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(Water)
- Water::Water(Context* context) :
- Sample(context)
- {
- }
- void Water::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update event
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void Water::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_->CreateComponent<Octree>();
- // Create a Zone component for ambient lighting & fog control
- Node* zoneNode = scene_->CreateChild("Zone");
- auto* zone = zoneNode->CreateComponent<Zone>();
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
- zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
- zone->SetFogStart(500.0f);
- zone->SetFogEnd(750.0f);
- // Create a directional light to the world. Enable cascaded shadows on it
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- auto* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- light->SetSpecularIntensity(0.5f);
- // Apply slightly overbright lighting to match the skybox
- light->SetColor(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(500.0f); // The scale actually does not matter
- auto* skybox = skyNode->CreateComponent<Skybox>();
- skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
- // Create heightmap terrain
- Node* terrainNode = scene_->CreateChild("Terrain");
- terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
- auto* terrain = terrainNode->CreateComponent<Terrain>();
- terrain->SetPatchSize(64);
- terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
- terrain->SetSmoothing(true);
- terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
- terrain->SetMaterial(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->SetOccluder(true);
- // Create 1000 boxes in the terrain. Always face outward along the terrain normal
- unsigned NUM_OBJECTS = 1000;
- for (unsigned 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->SetPosition(position);
- // Create a rotation quaternion from up vector to terrain normal
- objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
- objectNode->SetScale(5.0f);
- auto* object = objectNode->CreateComponent<StaticModel>();
- object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- object->SetCastShadows(true);
- }
- // Create a water plane object that is as large as the terrain
- waterNode_ = scene_->CreateChild("Water");
- waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
- waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- auto* water = waterNode_->CreateComponent<StaticModel>();
- water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- water->SetMaterial(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->SetViewMask(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_ = new Node(context_);
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(750.0f);
- // Set an initial position for the camera scene node above the ground
- cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
- }
- void Water::CreateInstructions()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText("Use WASD keys and mouse/touch to move");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- instructionText->SetTextAlignment(HA_CENTER);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void Water::SetupViewport()
- {
- auto* graphics = GetSubsystem<Graphics>();
- auto* renderer = GetSubsystem<Renderer>();
- auto* cache = GetSubsystem<ResourceCache>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- // Create a mathematical plane to represent the water in calculations
- waterPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition());
- // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
- waterClipPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition() -
- 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();
- auto* reflectionCamera = reflectionCameraNode_->CreateComponent<Camera>();
- reflectionCamera->SetFarClip(750.0);
- reflectionCamera->SetViewMask(0x7fffffff); // Hide objects with only bit 31 in the viewmask (the water plane)
- reflectionCamera->SetAutoAspectRatio(false);
- reflectionCamera->SetUseReflection(true);
- reflectionCamera->SetReflectionPlane(waterPlane_);
- reflectionCamera->SetUseClipping(true); // Enable clipping of geometry behind water plane
- reflectionCamera->SetClipPlane(waterClipPlane_);
- // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
- reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());
- // View override flags could be used to optimize reflection rendering. For example disable shadows
- //reflectionCamera->SetViewOverrideFlags(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;
- SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
- renderTexture->SetSize(texSize, texSize, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
- renderTexture->SetFilterMode(FILTER_BILINEAR);
- RenderSurface* surface = renderTexture->GetRenderSurface();
- SharedPtr<Viewport> rttViewport(new Viewport(context_, scene_, reflectionCamera));
- surface->SetViewport(0, rttViewport);
- auto* waterMat = cache->GetResource<Material>("Materials/Water.xml");
- waterMat->SetTexture(TU_DIFFUSE, renderTexture);
- }
- void Water::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Water, HandleUpdate));
- }
- void Water::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- auto* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- // In case resolution has changed, adjust the reflection camera aspect ratio
- auto* graphics = GetSubsystem<Graphics>();
- auto* reflectionCamera = reflectionCameraNode_->GetComponent<Camera>();
- reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());
- }
- void Water::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
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