35_SignedDistanceFieldText.lua 7.6 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. require "LuaScripts/Utilities/Sample"
  8. function Start()
  9. -- Execute the common startup for samples
  10. SampleStart()
  11. -- Create the scene content
  12. CreateScene()
  13. -- Create the UI content
  14. CreateInstructions()
  15. -- Setup the viewport for displaying the scene
  16. SetupViewport()
  17. -- Set the mouse mode to use in the sample
  18. SampleInitMouseMode(MM_RELATIVE)
  19. -- Hook up to the frame update events
  20. SubscribeToEvents()
  21. end
  22. function CreateScene()
  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. local planeNode = scene_:CreateChild("Plane")
  33. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  34. local 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. local lightNode = scene_:CreateChild("DirectionalLight")
  41. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  42. local 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. local NUM_OBJECTS = 200
  51. for i = 1, NUM_OBJECTS do
  52. local mushroomNode = scene_:CreateChild("Mushroom")
  53. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  54. mushroomNode:SetScale(0.5 + Random(2.0))
  55. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  56. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  57. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  58. local mushroomTitleNode = mushroomNode:CreateChild("MushroomTitle")
  59. mushroomTitleNode.position = Vector3(0.0, 1.2, 0.0)
  60. local mushroomTitleText = mushroomTitleNode:CreateComponent("Text3D")
  61. mushroomTitleText.text = "Mushroom " .. i
  62. mushroomTitleText:SetFont(cache:GetResource("Font", "Fonts/BlueHighway.sdf"), 24)
  63. mushroomTitleText.color = Color(1.0, 0.0, 0.0)
  64. if (i % 3) == 1 then
  65. mushroomTitleText.color = Color(0.0, 1.0, 0.0)
  66. mushroomTitleText.textEffect = TE_SHADOW
  67. mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5)
  68. end
  69. if (i % 3) == 2 then
  70. mushroomTitleText.color = Color(1.0, 1.0, 0.0)
  71. mushroomTitleText.textEffect = TE_STROKE
  72. mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5)
  73. end
  74. mushroomTitleText:SetAlignment(HA_CENTER, VA_CENTER)
  75. end
  76. -- Create a scene node for the camera, which we will move around
  77. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  78. cameraNode = scene_:CreateChild("Camera")
  79. cameraNode:CreateComponent("Camera")
  80. -- Set an initial position for the camera scene node above the plane
  81. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  82. end
  83. function CreateInstructions()
  84. -- Construct new Text object, set string to display and font to use
  85. local instructionText = ui.root:CreateChild("Text")
  86. instructionText:SetText("Use WASD keys and mouse to move")
  87. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  88. -- Position the text relative to the screen center
  89. instructionText.horizontalAlignment = HA_CENTER
  90. instructionText.verticalAlignment = VA_CENTER
  91. instructionText:SetPosition(0, ui.root.height / 4)
  92. end
  93. function SetupViewport()
  94. -- 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
  95. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  96. -- use, but now we just use full screen and default render path configured in the engine command line options
  97. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  98. renderer:SetViewport(0, viewport)
  99. end
  100. function MoveCamera(timeStep)
  101. -- Do not move if the UI has a focused element (the console)
  102. if ui.focusElement ~= nil then
  103. return
  104. end
  105. -- Movement speed as world units per second
  106. local MOVE_SPEED = 20.0
  107. -- Mouse sensitivity as degrees per pixel
  108. local MOUSE_SENSITIVITY = 0.1
  109. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  110. local mouseMove = input.mouseMove
  111. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  112. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  113. pitch = Clamp(pitch, -90.0, 90.0)
  114. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  115. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  116. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  117. -- Use the Translate() function (default local space) to move relative to the node's orientation.
  118. if input:GetKeyDown(KEY_W) then
  119. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  120. end
  121. if input:GetKeyDown(KEY_S) then
  122. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  123. end
  124. if input:GetKeyDown(KEY_A) then
  125. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  126. end
  127. if input:GetKeyDown(KEY_D) then
  128. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  129. end
  130. end
  131. function SubscribeToEvents()
  132. -- Subscribe HandleUpdate() function for processing update events
  133. SubscribeToEvent("Update", "HandleUpdate")
  134. end
  135. function HandleUpdate(eventType, eventData)
  136. -- Take the frame time step, which is stored as a float
  137. local timeStep = eventData["TimeStep"]:GetFloat()
  138. -- Move the camera, scale movement with time step
  139. MoveCamera(timeStep)
  140. end