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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
- #include "Scripts/Utilities/Sample.as"
- Material@ dynamicMaterial;
- Text@ roughnessLabel;
- Text@ metallicLabel;
- Text@ ambientLabel;
- Zone@ zone;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content and subscribe to UI events
- CreateUI();
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Subscribe to global events for camera movement
- SubscribeToEvents();
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "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);
- }
- void 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
- scene_.LoadXML(cache.GetFile("Scenes/PBRExample.xml"));
- Node@ sphereWithDynamicMatNode = scene_.GetChild("SphereWithDynamicMat");
- StaticModel@ staticModel = sphereWithDynamicMatNode.GetComponent("StaticModel");
- dynamicMaterial = staticModel.materials[0];
- Node@ 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(2.0f, 2.0f, 2.0f);
- cameraNode.LookAt(sphereWithDynamicMatNode.position);
- yaw = cameraNode.rotation.yaw;
- pitch = cameraNode.rotation.pitch;
- }
- void CreateUI()
- {
- // Set up global UI style into the root UI element
- XMLFile@ 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
- Cursor@ cursor = 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;
- Slider@ roughnessSlider = ui.root.CreateChild("Slider");
- roughnessSlider.SetStyleAuto();
- roughnessSlider.SetPosition(50, 50);
- roughnessSlider.SetSize(300, 20);
- roughnessSlider.range = 1.0f; // 0 - 1 range
- SubscribeToEvent(roughnessSlider, "SliderChanged", "HandleRoughnessSliderChanged");
- roughnessSlider.value = 0.5f;
- Slider@ metallicSlider = ui.root.CreateChild("Slider");
- metallicSlider.SetStyleAuto();
- metallicSlider.SetPosition(50, 100);
- metallicSlider.SetSize(300, 20);
- metallicSlider.range = 1.0f; // 0 - 1 range
- SubscribeToEvent(metallicSlider, "SliderChanged", "HandleMetallicSliderChanged");
- metallicSlider.value = 0.5f;
- Slider@ ambientSlider = ui.root.CreateChild("Slider");
- ambientSlider.SetStyleAuto();
- ambientSlider.SetPosition(50, 150);
- ambientSlider.SetSize(300, 20);
- ambientSlider.range = 10.0f; // 0 - 10 range
- SubscribeToEvent(ambientSlider, "SliderChanged", "HandleAmbientSliderChanged");
- ambientSlider.value = zone.ambientColor.a;
- }
- void HandleRoughnessSliderChanged(StringHash eventType, VariantMap& eventData)
- {
- float newValue = eventData["Value"].GetFloat();
- dynamicMaterial.shaderParameters["Roughness"] = newValue;
- roughnessLabel.text = "Roughness: " + newValue;
- }
- void HandleMetallicSliderChanged(StringHash eventType, VariantMap& eventData)
- {
- float newValue = eventData["Value"].GetFloat();
- dynamicMaterial.shaderParameters["Metallic"] = newValue;
- metallicLabel.text = "Metallic: " + newValue;
- }
- void HandleAmbientSliderChanged(StringHash eventType, VariantMap& eventData)
- {
- float newValue = eventData["Value"].GetFloat();
- Color col = Color(0.0, 0.0, 0.0, newValue);
- zone.ambientColor = col;
- ambientLabel.text = "Ambient HDR Scale: " + zone.ambientColor.a;
- }
- void SetupViewport()
- {
- renderer.hdrRendering = true;
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- // Add post-processing effects appropriate with the example scene
- RenderPath@ effectRenderPath = viewport.renderPath.Clone();
- effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/FXAA2.xml"));
- effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/GammaCorrection.xml"));
- effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/Tonemap.xml"));
- effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/AutoExposure.xml"));
- viewport.renderPath = effectRenderPath;
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for camera motion
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
- // Do not move if the UI has a focused element
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 10.0f;
- // 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
- // Only move the camera when the cursor is hidden
- if (!ui.cursor.visible)
- {
- IntVector2 mouseMove = input.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- }
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown[KEY_W])
- cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_S])
- cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_A])
- cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_D])
- cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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