Urho3D/Source/Samples/09_MultipleViewports/MultipleViewports.cpp
2020-01-05 06:21:40 +00:00

289 lines
12 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/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/RenderPath.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 "MultipleViewports.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(MultipleViewports)
MultipleViewports::MultipleViewports(Context* context) :
Sample(context),
drawDebug_(false)
{
}
void MultipleViewports::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// Setup the viewports for displaying the scene
SetupViewports();
// 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 MultipleViewports::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 scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
auto* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// 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(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
auto* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create some mushrooms
const unsigned NUM_MUSHROOMS = 240;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* mushroomNode = scene_->CreateChild("Mushroom");
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(0.5f + Random(2.0f));
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 randomly sized boxes. If boxes are big enough, make them occluders
const unsigned NUM_BOXES = 20;
for (unsigned i = 0; i < NUM_BOXES; ++i)
{
Node* boxNode = scene_->CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
boxNode->SetScale(size);
auto* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
boxObject->SetCastShadows(true);
if (size >= 3.0f)
boxObject->SetOccluder(true);
}
// Create the cameras. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
// Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
rearCameraNode_ = cameraNode_->CreateChild("RearCamera");
rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP));
auto* rearCamera = rearCameraNode_->CreateComponent<Camera>();
rearCamera->SetFarClip(300.0f);
// Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
// "view override flags" for this. We could also disable eg. shadows or force low material quality
// if we wanted
rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION);
// Set an initial position for the front camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
void MultipleViewports::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"
"B to toggle bloom, F to toggle FXAA\n"
"Space to toggle debug geometry\n"
);
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 MultipleViewports::SetupViewports()
{
auto* graphics = GetSubsystem<Graphics>();
auto* renderer = GetSubsystem<Renderer>();
renderer->SetNumViewports(2);
// Set up the front camera viewport
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
// Clone the default render path so that we do not interfere with the other viewport, then add
// bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
// for example with the effect name to allow easy toggling on and off. We start with the effects
// disabled.
auto* cache = GetSubsystem<ResourceCache>();
SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->Clone();
effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Bloom.xml"));
effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/FXAA2.xml"));
// Make the bloom mixing parameter more pronounced
effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f));
effectRenderPath->SetEnabled("Bloom", false);
effectRenderPath->SetEnabled("FXAA2", false);
viewport->SetRenderPath(effectRenderPath);
// Set up the rear camera viewport on top of the front view ("rear view mirror")
// The viewport index must be greater in that case, otherwise the view would be left behind
SharedPtr<Viewport> rearViewport(new Viewport(context_, scene_, rearCameraNode_->GetComponent<Camera>(),
IntRect(graphics->GetWidth() * 2 / 3, 32, graphics->GetWidth() - 32, graphics->GetHeight() / 3)));
renderer->SetViewport(1, rearViewport);
}
void MultipleViewports::SubscribeToEvents()
{
// Subscribe HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MultipleViewports, HandleUpdate));
// Subscribe HandlePostRenderUpdate() method for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(MultipleViewports, HandlePostRenderUpdate));
}
void MultipleViewports::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 post processing effects on the front viewport. Note that the rear viewport is unaffected
RenderPath* effectRenderPath = GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath();
if (input->GetKeyPress(KEY_B))
effectRenderPath->ToggleEnabled("Bloom");
if (input->GetKeyPress(KEY_F))
effectRenderPath->ToggleEnabled("FXAA2");
// Toggle debug geometry with space
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
}
void MultipleViewports::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, scale movement with time step
MoveCamera(timeStep);
}
void MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
// bones. Disable depth test so that we can see the effect of occlusion
if (drawDebug_)
GetSubsystem<Renderer>()->DrawDebugGeometry(false);
}