Urho3D/bin/Data/LuaScripts/09_MultipleViewports.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

277 lines
13 KiB
Lua

-- Multiple viewports example.
-- This sample demonstrates:
-- - Setting up two viewports with two separate cameras
-- - Adding post processing effects to a viewport's render path and toggling them
require "LuaScripts/Utilities/Sample"
local rearCameraNode = nil
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create the scene content
CreateScene()
-- Create the UI content
CreateInstructions()
-- Setup the viewports for displaying the scene
SetupViewports()
-- 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 scene node & StaticModel component for showing a static plane
local planeNode = scene_:CreateChild("Plane")
planeNode.scale = Vector3(100.0, 1.0, 100.0)
local planeObject = planeNode:CreateComponent("StaticModel")
planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
-- 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(0.15, 0.15, 0.15)
zone.fogColor = Color(0.5, 0.5, 0.7)
zone.fogStart = 100.0
zone.fogEnd = 300.0
-- Create a directional light to the world. Enable cascaded shadows on it
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(0.6, -1.0, 0.8)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.castShadows = true
light.shadowBias = BiasParameters(0.00025, 0.5)
-- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
-- Create some mushrooms
local NUM_MUSHROOMS = 240
for i = 1, NUM_MUSHROOMS do
local mushroomNode = scene_:CreateChild("Mushroom")
mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
mushroomNode:SetScale(0.5 + Random(2.0))
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
-- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
-- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
local NUM_BOXES = 20
for i = 1, NUM_BOXES do
local boxNode = scene_:CreateChild("Box")
local size = 1.0 + Random(10.0)
boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
boxNode:SetScale(size)
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
boxObject.castShadows = true
if size >= 3.0 then
boxObject.occluder = true
end
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
-- 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(180.0, Vector3(0.0, 1.0, 0.0)))
local rearCamera = rearCameraNode:CreateComponent("Camera")
rearCamera.farClip = 300.0
-- 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.viewOverrideFlags = VO_DISABLE_OCCLUSION
-- Set an initial position for the front 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"..
"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.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 SetupViewports()
renderer.numViewports = 2
-- Set up the front camera viewport
local viewport = Viewport:new(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.
local 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", Variant(Vector2(0.9, 0.6)))
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
local rearViewport = Viewport:new(scene_, rearCameraNode:GetComponent("Camera"),
IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3))
renderer:SetViewport(1, rearViewport)
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 post processing effects on the front viewport. Note that the rear viewport is unaffected
local effectRenderPath = renderer:GetViewport(0).renderPath
if input:GetKeyPress(KEY_B) then
effectRenderPath:ToggleEnabled("Bloom")
end
if input:GetKeyPress(KEY_F) then
effectRenderPath:ToggleEnabled("FXAA2")
end
-- Toggle debug geometry with space
if input:GetKeyPress(KEY_SPACE) then
drawDebug = not drawDebug
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, scale movement with time step
MoveCamera(timeStep)
end
function HandlePostRenderUpdate(eventType, eventData)
-- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
if drawDebug then
renderer:DrawDebugGeometry(false)
end
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>" ..
" <add sel=\"/element\">" ..
" <element type=\"Button\">" ..
" <attribute name=\"Name\" value=\"Button3\" />" ..
" <attribute name=\"Position\" value=\"-120 -120\" />" ..
" <attribute name=\"Size\" value=\"96 96\" />" ..
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"Label\" />" ..
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
" <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
" <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
" <attribute name=\"Text\" value=\"FXAA\" />" ..
" </element>" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"F\" />" ..
" </element>" ..
" </element>" ..
" </add>" ..
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"B\" />" ..
" </element>" ..
" </add>" ..
" <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