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- -- PBR materials example.
- -- This sample demonstrates:
- -- - Loading a scene that showcases physically based materials & shaders
- --
- -- To use with deferred rendering, a PBR deferred renderpath should be chosen:
- -- CoreData/RenderPaths/PBRDeferred.xml or CoreData/RenderPaths/PBRDeferredHWDepth.xml
- require "LuaScripts/Utilities/Sample"
- local dynamicMaterial = nil
- local roughnessLabel = nil
- local metallicLabel = nil
- local ambientLabel = nil
- local zone = nil
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateUI()
-
- CreateInstructions()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Subscribe to global events for camera movement
- SubscribeToEvents()
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("Use sliders to change Roughness and Metallic\n" ..
- "Hold RMB and use WASD keys and mouse to move")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function CreateScene()
- scene_ = Scene()
- -- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
- -- which scene.LoadXML() will read
- local file = cache:GetFile("Scenes/PBRExample.xml")
- scene_:LoadXML(file)
- -- In Lua the file returned by GetFile() needs to be deleted manually
- file:delete()
-
- local sphereWithDynamicMatNode = scene_:GetChild("SphereWithDynamicMat")
- local staticModel = sphereWithDynamicMatNode:GetComponent("StaticModel")
- dynamicMaterial = staticModel:GetMaterial(0)
- local zoneNode = scene_:GetChild("Zone");
- zone = zoneNode:GetComponent("Zone");
- -- Create the camera (not included in the scene file)
- cameraNode = scene_:CreateChild("Camera")
- cameraNode:CreateComponent("Camera")
- cameraNode.position = sphereWithDynamicMatNode.position + Vector3(2.0, 2.0, 2.0)
- cameraNode:LookAt(sphereWithDynamicMatNode.position)
- yaw = cameraNode.rotation:YawAngle()
- pitch = cameraNode.rotation:PitchAngle()
- end
- function CreateUI()
- -- Set up global UI style into the root UI element
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- ui.root.defaultStyle = style
- -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- -- control the camera, and when visible, it will interact with the UI
- local cursor = ui.root:CreateChild("Cursor")
- cursor:SetStyleAuto()
- ui.cursor = cursor
- -- Set starting position of the cursor at the rendering window center
- cursor:SetPosition(graphics.width / 2, graphics.height / 2)
- roughnessLabel = ui.root:CreateChild("Text")
- roughnessLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- roughnessLabel:SetPosition(370, 50)
- roughnessLabel.textEffect = TE_SHADOW
- metallicLabel = ui.root:CreateChild("Text")
- metallicLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- metallicLabel:SetPosition(370, 100)
- metallicLabel.textEffect = TE_SHADOW
- ambientLabel = ui.root:CreateChild("Text")
- ambientLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- ambientLabel:SetPosition(370, 150)
- ambientLabel.textEffect = TE_SHADOW
- local roughnessSlider = ui.root:CreateChild("Slider")
- roughnessSlider:SetStyleAuto()
- roughnessSlider:SetPosition(50, 50)
- roughnessSlider:SetSize(300, 20)
- roughnessSlider.range = 1.0 -- 0 - 1 range
- SubscribeToEvent(roughnessSlider, "SliderChanged", "HandleRoughnessSliderChanged")
- roughnessSlider.value = 0.5
-
- local metallicSlider = ui.root:CreateChild("Slider")
- metallicSlider:SetStyleAuto()
- metallicSlider:SetPosition(50, 100)
- metallicSlider:SetSize(300, 20)
- metallicSlider.range = 1.0 -- 0 - 1 range
- SubscribeToEvent(metallicSlider, "SliderChanged", "HandleMetallicSliderChanged")
- metallicSlider.value = 0.5
- local ambientSlider = ui.root:CreateChild("Slider")
- ambientSlider:SetStyleAuto()
- ambientSlider:SetPosition(50, 150)
- ambientSlider:SetSize(300, 20)
- ambientSlider.range = 10.0 -- 0 - 10 range
- SubscribeToEvent(ambientSlider, "SliderChanged", "HandleAmbientSliderChanged")
- ambientSlider.value = zone.ambientColor.a
- end
- function HandleRoughnessSliderChanged(eventType, eventData)
- local newValue = eventData["Value"]:GetFloat()
- dynamicMaterial:SetShaderParameter("Roughness", Variant(newValue))
- roughnessLabel.text = "Roughness: " .. newValue
- end
- function HandleMetallicSliderChanged(eventType, eventData)
- local newValue = eventData["Value"]:GetFloat()
- dynamicMaterial:SetShaderParameter("Metallic", Variant(newValue))
- metallicLabel.text = "Metallic: " .. newValue
- end
- function HandleAmbientSliderChanged(eventType, eventData)
- local newValue = eventData["Value"]:GetFloat()
- local col = Color(0, 0, 0, newValue)
- zone.ambientColor = col
- ambientLabel.text = "Ambient HDR Scale: " .. zone.ambientColor.a
- end
- function SetupViewport()
- renderer.hdrRendering = true;
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- -- Add post-processing effects appropriate with the example scene
- local effectRenderPath = viewport:GetRenderPath():Clone()
- effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/FXAA2.xml"))
- effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/GammaCorrection.xml"))
- viewport.renderPath = effectRenderPath;
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for camera motion
- SubscribeToEvent("Update", "HandleUpdate")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData["TimeStep"]:GetFloat()
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function MoveCamera(timeStep)
- -- Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
- -- Do not move if the UI has a focused element
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 10.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- -- Only move the camera when the cursor is hidden
- if not ui.cursor.visible then
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- end
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- end
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