31_MaterialAnimation.lua 7.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157
  1. -- Material animation example.
  2. -- This sample is base on StaticScene, and it demonstrates:
  3. -- - Usage of material shader animation for mush room material
  4. require "LuaScripts/Utilities/Sample"
  5. function Start()
  6. -- Execute the common startup for samples
  7. SampleStart()
  8. -- Create the scene content
  9. CreateScene()
  10. -- Create the UI content
  11. CreateInstructions()
  12. -- Setup the viewport for displaying the scene
  13. SetupViewport()
  14. -- Set the mouse mode to use in the sample
  15. SampleInitMouseMode(MM_RELATIVE)
  16. -- Hook up to the frame update events
  17. SubscribeToEvents()
  18. end
  19. function CreateScene()
  20. scene_ = Scene()
  21. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  22. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  23. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  24. -- optimizing manner
  25. scene_:CreateComponent("Octree")
  26. -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  27. -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  28. -- (100 x 100 world units)
  29. local planeNode = scene_:CreateChild("Plane")
  30. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  31. local planeObject = planeNode:CreateComponent("StaticModel")
  32. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  33. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  34. -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  35. -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  36. -- The light will use default settings (white light, no shadows)
  37. local lightNode = scene_:CreateChild("DirectionalLight")
  38. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  39. local light = lightNode:CreateComponent("Light")
  40. light.lightType = LIGHT_DIRECTIONAL
  41. -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  42. -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  43. -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  44. -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  45. -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  46. -- scene.
  47. local mushroomMat = cache:GetResource("Material", "Materials/Mushroom.xml")
  48. -- Apply shader parameter animation to material
  49. local specColorAnimation = ValueAnimation:new()
  50. specColorAnimation:SetKeyFrame(0.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
  51. specColorAnimation:SetKeyFrame(1.0, Variant(Color(1.0, 0.0, 0.0, 2.0)))
  52. specColorAnimation:SetKeyFrame(2.0, Variant(Color(1.0, 1.0, 0.0, 2.0)))
  53. specColorAnimation:SetKeyFrame(3.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
  54. -- Optionally associate material with scene to make sure shader parameter animation respects scene time scale
  55. mushroomMat.scene = scene_;
  56. mushroomMat:SetShaderParameterAnimation("MatSpecColor", specColorAnimation)
  57. local NUM_OBJECTS = 200
  58. for i = 1, NUM_OBJECTS do
  59. local mushroomNode = scene_:CreateChild("Mushroom")
  60. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  61. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  62. mushroomNode:SetScale(0.5 + Random(2.0))
  63. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  64. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  65. mushroomObject.material = mushroomMat
  66. end
  67. -- Create a scene node for the camera, which we will move around
  68. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  69. cameraNode = scene_:CreateChild("Camera")
  70. cameraNode:CreateComponent("Camera")
  71. -- Set an initial position for the camera scene node above the plane
  72. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  73. end
  74. function CreateInstructions()
  75. -- Construct new Text object, set string to display and font to use
  76. local instructionText = ui.root:CreateChild("Text")
  77. instructionText:SetText("Use WASD keys and mouse to move")
  78. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  79. -- Position the text relative to the screen center
  80. instructionText.horizontalAlignment = HA_CENTER
  81. instructionText.verticalAlignment = VA_CENTER
  82. instructionText:SetPosition(0, ui.root.height / 4)
  83. end
  84. function SetupViewport()
  85. -- 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
  86. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  87. -- use, but now we just use full screen and default render path configured in the engine command line options
  88. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  89. renderer:SetViewport(0, viewport)
  90. end
  91. function MoveCamera(timeStep)
  92. -- Do not move if the UI has a focused element (the console)
  93. if ui.focusElement ~= nil then
  94. return
  95. end
  96. -- Movement speed as world units per second
  97. local MOVE_SPEED = 20.0
  98. -- Mouse sensitivity as degrees per pixel
  99. local MOUSE_SENSITIVITY = 0.1
  100. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  101. local mouseMove = input.mouseMove
  102. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  103. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  104. pitch = Clamp(pitch, -90.0, 90.0)
  105. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  106. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  107. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  108. -- Use the Translate() function (default local space) to move relative to the node's orientation.
  109. if input:GetKeyDown(KEY_W) then
  110. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  111. end
  112. if input:GetKeyDown(KEY_S) then
  113. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  114. end
  115. if input:GetKeyDown(KEY_A) then
  116. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  117. end
  118. if input:GetKeyDown(KEY_D) then
  119. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  120. end
  121. end
  122. function SubscribeToEvents()
  123. -- Subscribe HandleUpdate() function for processing update events
  124. SubscribeToEvent("Update", "HandleUpdate")
  125. end
  126. function HandleUpdate(eventType, eventData)
  127. -- Take the frame time step, which is stored as a float
  128. local timeStep = eventData["TimeStep"]:GetFloat()
  129. -- Move the camera, scale movement with time step
  130. MoveCamera(timeStep)
  131. end