MaterialAnimation.cpp 9.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215
  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/Graphics.h>
  26. #include <Urho3D/Graphics/Material.h>
  27. #include <Urho3D/Graphics/Model.h>
  28. #include <Urho3D/Graphics/Octree.h>
  29. #include <Urho3D/Graphics/Renderer.h>
  30. #include <Urho3D/Graphics/StaticModel.h>
  31. #include <Urho3D/Input/Input.h>
  32. #include <Urho3D/Resource/ResourceCache.h>
  33. #include <Urho3D/Scene/Scene.h>
  34. #include <Urho3D/Scene/ValueAnimation.h>
  35. #include <Urho3D/UI/Font.h>
  36. #include <Urho3D/UI/Text.h>
  37. #include <Urho3D/UI/UI.h>
  38. #include "MaterialAnimation.h"
  39. #include <Urho3D/DebugNew.h>
  40. URHO3D_DEFINE_APPLICATION_MAIN(MaterialAnimation)
  41. MaterialAnimation::MaterialAnimation(Context* context) :
  42. Sample(context)
  43. {
  44. }
  45. void MaterialAnimation::Start()
  46. {
  47. // Execute base class startup
  48. Sample::Start();
  49. // Create the scene content
  50. CreateScene();
  51. // Create the UI content
  52. CreateInstructions();
  53. // Setup the viewport for displaying the scene
  54. SetupViewport();
  55. // Hook up to the frame update events
  56. SubscribeToEvents();
  57. // Set the mouse mode to use in the sample
  58. Sample::InitMouseMode(MM_RELATIVE);
  59. }
  60. void MaterialAnimation::CreateScene()
  61. {
  62. ResourceCache* cache = GetSubsystem<ResourceCache>();
  63. scene_ = new Scene(context_);
  64. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  65. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  66. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  67. // optimizing manner
  68. scene_->CreateComponent<Octree>();
  69. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  70. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  71. // (100 x 100 world units)
  72. Node* planeNode = scene_->CreateChild("Plane");
  73. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  74. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  75. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  76. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  77. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  78. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  79. // The light will use default settings (white light, no shadows)
  80. Node* lightNode = scene_->CreateChild("DirectionalLight");
  81. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  82. Light* light = lightNode->CreateComponent<Light>();
  83. light->SetLightType(LIGHT_DIRECTIONAL);
  84. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  85. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  86. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  87. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  88. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  89. // scene.
  90. Material* mushroomMat = cache->GetResource<Material>("Materials/Mushroom.xml");
  91. // Apply shader parameter animation to material
  92. SharedPtr<ValueAnimation> specColorAnimation(new ValueAnimation(context_));
  93. specColorAnimation->SetKeyFrame(0.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
  94. specColorAnimation->SetKeyFrame(1.0f, Color(1.0f, 0.0f, 0.0f, 2.0f));
  95. specColorAnimation->SetKeyFrame(2.0f, Color(1.0f, 1.0f, 0.0f, 2.0f));
  96. specColorAnimation->SetKeyFrame(3.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
  97. // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
  98. mushroomMat->SetScene(scene_);
  99. mushroomMat->SetShaderParameterAnimation("MatSpecColor", specColorAnimation);
  100. const unsigned NUM_OBJECTS = 200;
  101. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  102. {
  103. Node* mushroomNode = scene_->CreateChild("Mushroom");
  104. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  105. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  106. mushroomNode->SetScale(0.5f + Random(2.0f));
  107. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  108. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  109. mushroomObject->SetMaterial(mushroomMat);
  110. }
  111. // Create a scene node for the camera, which we will move around
  112. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  113. cameraNode_ = scene_->CreateChild("Camera");
  114. cameraNode_->CreateComponent<Camera>();
  115. // Set an initial position for the camera scene node above the plane
  116. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  117. }
  118. void MaterialAnimation::CreateInstructions()
  119. {
  120. ResourceCache* cache = GetSubsystem<ResourceCache>();
  121. UI* ui = GetSubsystem<UI>();
  122. // Construct new Text object, set string to display and font to use
  123. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  124. instructionText->SetText("Use WASD keys and mouse/touch to move");
  125. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  126. // Position the text relative to the screen center
  127. instructionText->SetHorizontalAlignment(HA_CENTER);
  128. instructionText->SetVerticalAlignment(VA_CENTER);
  129. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  130. }
  131. void MaterialAnimation::SetupViewport()
  132. {
  133. Renderer* renderer = GetSubsystem<Renderer>();
  134. // 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
  135. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  136. // use, but now we just use full screen and default render path configured in the engine command line options
  137. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  138. renderer->SetViewport(0, viewport);
  139. }
  140. void MaterialAnimation::MoveCamera(float timeStep)
  141. {
  142. // Do not move if the UI has a focused element (the console)
  143. if (GetSubsystem<UI>()->GetFocusElement())
  144. return;
  145. Input* input = GetSubsystem<Input>();
  146. // Movement speed as world units per second
  147. const float MOVE_SPEED = 20.0f;
  148. // Mouse sensitivity as degrees per pixel
  149. const float MOUSE_SENSITIVITY = 0.1f;
  150. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  151. IntVector2 mouseMove = input->GetMouseMove();
  152. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  153. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  154. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  155. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  156. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  157. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  158. // Use the Translate() function (default local space) to move relative to the node's orientation.
  159. if (input->GetKeyDown(KEY_W))
  160. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  161. if (input->GetKeyDown(KEY_S))
  162. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  163. if (input->GetKeyDown(KEY_A))
  164. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  165. if (input->GetKeyDown(KEY_D))
  166. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  167. }
  168. void MaterialAnimation::SubscribeToEvents()
  169. {
  170. // Subscribe HandleUpdate() function for processing update events
  171. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MaterialAnimation, HandleUpdate));
  172. }
  173. void MaterialAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  174. {
  175. using namespace Update;
  176. // Take the frame time step, which is stored as a float
  177. float timeStep = eventData[P_TIMESTEP].GetFloat();
  178. // Move the camera, scale movement with time step
  179. MoveCamera(timeStep);
  180. }