Urho3D/Source/Samples/42_PBRMaterials/PBRMaterials.cpp
2020-01-05 06:21:40 +00:00

285 lines
11 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/Graphics.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/Button.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Slider.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/UI/UIEvents.h>
#include <Urho3D/UI/Text.h>
#ifdef URHO3D_ANGELSCRIPT
#include <Urho3D/AngelScript/Script.h>
#endif
#include "PBRMaterials.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(PBRMaterials)
PBRMaterials::PBRMaterials(Context* context) :
Sample(context),
dynamicMaterial_(nullptr),
roughnessLabel_(nullptr),
metallicLabel_(nullptr),
ambientLabel_(nullptr)
{
}
void PBRMaterials::Start()
{
// Execute base class startup
Sample::Start();
// 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();
}
void PBRMaterials::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 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);
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 PBRMaterials::CreateScene()
{
auto* cache = GetSubsystem<ResourceCache>();
#ifdef URHO3D_ANGELSCRIPT
// The scene uses an AngelScript component for animation. Instantiate the subsystem if possible
context_->RegisterSubsystem(new Script(context_));
#endif
scene_ = new Scene(context_);
// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
// which scene.LoadXML() will read
SharedPtr<File> file = cache->GetFile("Scenes/PBRExample.xml");
scene_->LoadXML(*file);
Node* sphereWithDynamicMatNode = scene_->GetChild("SphereWithDynamicMat");
auto* staticModel = sphereWithDynamicMatNode->GetComponent<StaticModel>();
dynamicMaterial_ = staticModel->GetMaterial(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_->SetPosition(sphereWithDynamicMatNode->GetPosition() + Vector3(2.0f, 2.0f, 2.0f));
cameraNode_->LookAt(sphereWithDynamicMatNode->GetPosition());
yaw_ = cameraNode_->GetRotation().YawAngle();
pitch_ = cameraNode_->GetRotation().PitchAngle();
}
void PBRMaterials::CreateUI()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Set up global UI style into the root UI element
auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
ui->GetRoot()->SetDefaultStyle(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
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto();
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
auto* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
roughnessLabel_ = ui->GetRoot()->CreateChild<Text>();
roughnessLabel_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
roughnessLabel_->SetPosition(370, 50);
roughnessLabel_->SetTextEffect(TE_SHADOW);
metallicLabel_ = ui->GetRoot()->CreateChild<Text>();
metallicLabel_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
metallicLabel_->SetPosition(370, 100);
metallicLabel_->SetTextEffect(TE_SHADOW);
ambientLabel_ = ui->GetRoot()->CreateChild<Text>();
ambientLabel_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
ambientLabel_->SetPosition(370, 150);
ambientLabel_->SetTextEffect(TE_SHADOW);
auto* roughnessSlider = ui->GetRoot()->CreateChild<Slider>();
roughnessSlider->SetStyleAuto();
roughnessSlider->SetPosition(50, 50);
roughnessSlider->SetSize(300, 20);
roughnessSlider->SetRange(1.0f); // 0 - 1 range
SubscribeToEvent(roughnessSlider, E_SLIDERCHANGED, URHO3D_HANDLER(PBRMaterials, HandleRoughnessSliderChanged));
roughnessSlider->SetValue(0.5f);
auto* metallicSlider = ui->GetRoot()->CreateChild<Slider>();
metallicSlider->SetStyleAuto();
metallicSlider->SetPosition(50, 100);
metallicSlider->SetSize(300, 20);
metallicSlider->SetRange(1.0f); // 0 - 1 range
SubscribeToEvent(metallicSlider, E_SLIDERCHANGED, URHO3D_HANDLER(PBRMaterials, HandleMetallicSliderChanged));
metallicSlider->SetValue(0.5f);
auto* ambientSlider = ui->GetRoot()->CreateChild<Slider>();
ambientSlider->SetStyleAuto();
ambientSlider->SetPosition(50, 150);
ambientSlider->SetSize(300, 20);
ambientSlider->SetRange(10.0f); // 0 - 10 range
SubscribeToEvent(ambientSlider, E_SLIDERCHANGED, URHO3D_HANDLER(PBRMaterials, HandleAmbientSliderChanged));
ambientSlider->SetValue(zone_->GetAmbientColor().a_);
}
void PBRMaterials::HandleRoughnessSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData[SliderChanged::P_VALUE].GetFloat();
dynamicMaterial_->SetShaderParameter("Roughness", newValue);
roughnessLabel_->SetText("Roughness: " + String(newValue));
}
void PBRMaterials::HandleMetallicSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData[SliderChanged::P_VALUE].GetFloat();
dynamicMaterial_->SetShaderParameter("Metallic", newValue);
metallicLabel_->SetText("Metallic: " + String(newValue));
}
void PBRMaterials::HandleAmbientSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData[SliderChanged::P_VALUE].GetFloat();
Color col = Color(0.0, 0.0, 0.0, newValue);
zone_->SetAmbientColor(col);
ambientLabel_->SetText("Ambient HDR Scale: " + String(zone_->GetAmbientColor().a_));
}
void PBRMaterials::SetupViewport()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* renderer = GetSubsystem<Renderer>();
renderer->SetHDRRendering(true);
// 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);
// Add post-processing effects appropriate with the example scene
SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->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->SetRenderPath(effectRenderPath);
}
void PBRMaterials::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for camera motion
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(PBRMaterials, HandleUpdate));
}
void PBRMaterials::MoveCamera(float timeStep)
{
// Right mouse button controls mouse cursor visibility: hide when pressed
auto* ui = GetSubsystem<UI>();
auto* input = GetSubsystem<Input>();
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
// Do not move if the UI has a focused element
if (ui->GetFocusElement())
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->GetCursor()->IsVisible())
{
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);
}
void PBRMaterials::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);
}