Urho3D/bin/Data/LuaScripts/07_Billboards.lua
Johnathan Jenkins d78fc4020f minor typos
2016-10-28 13:07:14 -07:00

286 lines
12 KiB
Lua

-- Billboard example.
-- This sample demonstrates:
-- - Populating a 3D scene with billboard sets and several shadow casting spotlights
-- - Parenting scene nodes to allow more intuitive creation of groups of objects
-- - Examining rendering performance with a somewhat large object and light count
require "LuaScripts/Utilities/Sample"
local lightNodes = {}
local billboardNodes = {}
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create the scene content
CreateScene()
-- Create the UI content
CreateInstructions()
-- Setup the viewport for displaying the scene
SetupViewport()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Hook up to the frame update and render post-update events
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- 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
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.1, 0.1, 0.1)
zone.fogStart = 100.0
zone.fogEnd = 300.0
-- Create a directional light without shadows
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(0.5, -1.0, 0.5)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.color = Color(0.2, 0.2, 0.2)
light.specularIntensity = 1.0
-- Create a "floor" consisting of several tiles
for y = -5, 5 do
for x = -5, 5 do
local floorNode = scene_:CreateChild("FloorTile")
floorNode.position = Vector3(x * 20.5, -0.5, y * 20.5)
floorNode.scale = Vector3(20.0, 1.0, 20.0)
local floorObject = floorNode:CreateComponent("StaticModel")
floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
end
end
-- Create groups of mushrooms, which act as shadow casters
local NUM_MUSHROOMGROUPS = 25
local NUM_MUSHROOMS = 25
for i = 1, NUM_MUSHROOMGROUPS do
-- First create a scene node for the group. The individual mushrooms nodes will be created as children
local groupNode = scene_:CreateChild("MushroomGroup")
groupNode.position = Vector3(Random(190.0) - 95.0, 0.0, Random(190.0) - 95.0)
for j = 1, NUM_MUSHROOMS do
local mushroomNode = groupNode:CreateChild("Mushroom")
mushroomNode.position = Vector3(Random(25.0) - 12.5, 0.0, Random(25.0) - 12.5)
mushroomNode.rotation = Quaternion(0.0, Random() * 360.0, 0.0)
mushroomNode:SetScale(1.0 + Random() * 4.0)
local mushroomObject = mushroomNode:CreateComponent("StaticModel")
mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
mushroomObject.castShadows = true
end
end
-- Create billboard sets (floating smoke)
local NUM_BILLBOARDNODES = 25
local NUM_BILLBOARDS = 10
for i = 1, NUM_BILLBOARDNODES do
local smokeNode = scene_:CreateChild("Smoke")
smokeNode.position = Vector3(Random(200.0) - 100.0, Random(20.0) + 10.0, Random(200.0) - 100.0)
local billboardObject = smokeNode:CreateComponent("BillboardSet")
billboardObject.numBillboards = NUM_BILLBOARDS
billboardObject.material = cache:GetResource("Material", "Materials/LitSmoke.xml")
billboardObject.sorted = true
for j = 1, NUM_BILLBOARDS do
local bb = billboardObject:GetBillboard(j - 1)
bb.position = Vector3(Random(12.0) - 6.0, Random(8.0) - 4.0, Random(12.0) - 6.0)
bb.size = Vector2(Random(2.0) + 3.0, Random(2.0) + 3.0)
bb.rotation = Random() * 360.0
bb.enabled = true
end
-- After modifying the billboards, they need to be "committed" so that the BillboardSet updates its internals
billboardObject:Commit()
table.insert(billboardNodes, smokeNode)
end
-- Create shadow casting spotlights
local NUM_LIGHTS = 9
for i = 0, NUM_LIGHTS - 1 do
local lightNode = scene_:CreateChild("SpotLight")
local light = lightNode:CreateComponent("Light")
local angle = 0.0
local position = Vector3((i % 3) * 60.0 - 60.0, 45.0, math.floor(i / 3) * 60.0 - 60.0)
local color = Color(((i + 1) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 2) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 4) % 2) * 0.5 + 0.5)
lightNode.position = position
lightNode.direction = Vector3(math.sin(M_DEGTORAD * angle), -1.5, math.cos(M_DEGTORAD * angle))
light.lightType = LIGHT_SPOT
light.range = 90.0
light.rampTexture = cache:GetResource("Texture2D", "Textures/RampExtreme.png")
light.fov = 45.0
light.color = color
light.specularIntensity = 1.0
light.castShadows = true
light.shadowBias = BiasParameters(0.00002, 0.0)
-- 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.shadowFadeDistance = 100.0 -- Fade start distance
light.shadowDistance = 125.0 -- Fade end distance, shadows are disabled
-- Set half resolution for the shadow maps for increased performance
light.shadowResolution = 0.5
-- 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.shadowNearFarRatio = 0.01
table.insert(lightNodes, lightNode)
end
-- Create the camera. Limit far clip distance to match the fog
cameraNode = scene_:CreateChild("Camera")
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 300.0
-- Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0, 5.0, 0.0)
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText.text =
"Use WASD keys and mouse 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.textAlignment = HA_CENTER
-- 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 SetupViewport()
-- 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)
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
-- debug geometry
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 20.0
-- 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
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)
-- 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
-- Toggle debug geometry with space
if input:GetKeyPress(KEY_SPACE) then
drawDebug = not drawDebug
end
end
function AnimateScene(timeStep)
local LIGHT_ROTATION_SPEED = 20.0
local BILLBOARD_ROTATION_SPEED = 50.0
-- Rotate the lights around the world Y-axis
for i, v in ipairs(lightNodes) do
v:Rotate(Quaternion(0.0, LIGHT_ROTATION_SPEED * timeStep, 0.0), TS_WORLD)
end
-- Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
for i, v in ipairs(billboardNodes) do
local billboardObject = v:GetComponent("BillboardSet")
for j = 1, billboardObject.numBillboards do
local bb = billboardObject:GetBillboard(j - 1)
bb.rotation = bb.rotation + BILLBOARD_ROTATION_SPEED * timeStep
end
billboardObject:Commit()
end
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Move the camera and animate the scene, scale movement with time step
MoveCamera(timeStep)
AnimateScene(timeStep)
end
function HandlePostRenderUpdate(eventType, 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 then
renderer:DrawDebugGeometry(true)
end
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>" ..
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"SPACE\" />" ..
" </element>" ..
" </add>" ..
"</patch>"
end