Urho3D/Source/Samples/07_Billboards/Billboards.cpp
2020-01-05 06:21:40 +00:00

338 lines
13 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/BillboardSet.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/DebugRenderer.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Light.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Model.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/StaticModel.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include "Billboards.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(Billboards)
Billboards::Billboards(Context* context) :
Sample(context),
drawDebug_(false)
{
}
void Billboards::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to the frame update and render post-update events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_ABSOLUTE);
}
void Billboards::CreateScene()
{
auto* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
auto* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light without shadows
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
auto* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetColor(Color(0.2f, 0.2f, 0.2f));
light->SetSpecularIntensity(1.0f);
// Create a "floor" consisting of several tiles
for (int y = -5; y <= 5; ++y)
{
for (int x = -5; x <= 5; ++x)
{
Node* floorNode = scene_->CreateChild("FloorTile");
floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
auto* floorObject = floorNode->CreateComponent<StaticModel>();
floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
}
}
// Create groups of mushrooms, which act as shadow casters
const unsigned NUM_MUSHROOMGROUPS = 25;
const unsigned NUM_MUSHROOMS = 25;
for (unsigned i = 0; i < NUM_MUSHROOMGROUPS; ++i)
{
// First create a scene node for the group. The individual mushrooms nodes will be created as children
Node* groupNode = scene_->CreateChild("MushroomGroup");
groupNode->SetPosition(Vector3(Random(190.0f) - 95.0f, 0.0f, Random(190.0f) - 95.0f));
for (unsigned j = 0; j < NUM_MUSHROOMS; ++j)
{
Node* mushroomNode = groupNode->CreateChild("Mushroom");
mushroomNode->SetPosition(Vector3(Random(25.0f) - 12.5f, 0.0f, Random(25.0f) - 12.5f));
mushroomNode->SetRotation(Quaternion(0.0f, Random() * 360.0f, 0.0f));
mushroomNode->SetScale(1.0f + Random() * 4.0f);
auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
mushroomObject->SetCastShadows(true);
}
}
// Create billboard sets (floating smoke)
const unsigned NUM_BILLBOARDNODES = 25;
const unsigned NUM_BILLBOARDS = 10;
for (unsigned i = 0; i < NUM_BILLBOARDNODES; ++i)
{
Node* smokeNode = scene_->CreateChild("Smoke");
smokeNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(20.0f) + 10.0f, Random(200.0f) - 100.0f));
auto* billboardObject = smokeNode->CreateComponent<BillboardSet>();
billboardObject->SetNumBillboards(NUM_BILLBOARDS);
billboardObject->SetMaterial(cache->GetResource<Material>("Materials/LitSmoke.xml"));
billboardObject->SetSorted(true);
for (unsigned j = 0; j < NUM_BILLBOARDS; ++j)
{
Billboard* bb = billboardObject->GetBillboard(j);
bb->position_ = Vector3(Random(12.0f) - 6.0f, Random(8.0f) - 4.0f, Random(12.0f) - 6.0f);
bb->size_ = Vector2(Random(2.0f) + 3.0f, Random(2.0f) + 3.0f);
bb->rotation_ = Random() * 360.0f;
bb->enabled_ = true;
}
// After modifying the billboards, they need to be "committed" so that the BillboardSet updates its internals
billboardObject->Commit();
}
// Create shadow casting spotlights
const unsigned NUM_LIGHTS = 9;
for (unsigned i = 0; i < NUM_LIGHTS; ++i)
{
Node* lightNode = scene_->CreateChild("SpotLight");
auto* light = lightNode->CreateComponent<Light>();
float angle = 0.0f;
Vector3 position((i % 3) * 60.0f - 60.0f, 45.0f, (i / 3.f) * 60.0f - 60.0f);
Color color(((i + 1) & 1u) * 0.5f + 0.5f, (((i + 1) >> 1u) & 1u) * 0.5f + 0.5f, (((i + 1) >> 2u) & 1u) * 0.5f + 0.5f);
lightNode->SetPosition(position);
lightNode->SetDirection(Vector3(Sin(angle), -1.5f, Cos(angle)));
light->SetLightType(LIGHT_SPOT);
light->SetRange(90.0f);
light->SetRampTexture(cache->GetResource<Texture2D>("Textures/RampExtreme.png"));
light->SetFov(45.0f);
light->SetColor(color);
light->SetSpecularIntensity(1.0f);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00002f, 0.0f));
// Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
// better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
light->SetShadowFadeDistance(100.0f); // Fade start distance
light->SetShadowDistance(125.0f); // Fade end distance, shadows are disabled
// Set half resolution for the shadow maps for increased performance
light->SetShadowResolution(0.5f);
// The spot lights will not have anything near them, so move the near plane of the shadow camera farther
// for better shadow depth resolution
light->SetShadowNearFarRatio(0.01f);
}
// Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
void Billboards::CreateInstructions()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
auto* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse/touch to move\n"
"Space to toggle debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void Billboards::SetupViewport()
{
auto* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void Billboards::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Billboards, HandleUpdate));
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Billboards, HandlePostRenderUpdate));
}
void Billboards::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (GetSubsystem<UI>()->GetFocusElement())
return;
auto* input = GetSubsystem<Input>();
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// 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
IntVector2 mouseMove = input->GetMouseMove();
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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input->GetKeyDown(KEY_W))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Toggle debug geometry with space
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
}
void Billboards::AnimateScene(float timeStep)
{
// Get the light and billboard scene nodes
PODVector<Node*> lightNodes;
PODVector<Node*> billboardNodes;
scene_->GetChildrenWithComponent<Light>(lightNodes);
scene_->GetChildrenWithComponent<BillboardSet>(billboardNodes);
const float LIGHT_ROTATION_SPEED = 20.0f;
const float BILLBOARD_ROTATION_SPEED = 50.0f;
// Rotate the lights around the world Y-axis
for (unsigned i = 0; i < lightNodes.Size(); ++i)
lightNodes[i]->Rotate(Quaternion(0.0f, LIGHT_ROTATION_SPEED * timeStep, 0.0f), TS_WORLD);
// Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
for (unsigned i = 0; i < billboardNodes.Size(); ++i)
{
auto* billboardObject = billboardNodes[i]->GetComponent<BillboardSet>();
for (unsigned j = 0; j < billboardObject->GetNumBillboards(); ++j)
{
Billboard* bb = billboardObject->GetBillboard(j);
bb->rotation_ += BILLBOARD_ROTATION_SPEED * timeStep;
}
billboardObject->Commit();
}
}
void Billboards::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera and animate the scene, scale movement with time step
MoveCamera(timeStep);
AnimateScene(timeStep);
}
void Billboards::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw viewport debug geometry. This time use depth test, as otherwise the result becomes
// hard to interpret due to large object count
if (drawDebug_)
GetSubsystem<Renderer>()->DrawDebugGeometry(true);
}