Urho3D/bin/Data/LuaScripts/10_RenderToTexture.lua

237 lines
9.9 KiB
Lua

-- Render to texture example
-- This sample demonstrates:
-- - Creating two 3D scenes and rendering the other into a texture
-- - Creating rendertarget textures and materials programmatically
require "LuaScripts/Utilities/Sample"
local rttScene_ = nil
local rttCameraNode = nil
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 events
SubscribeToEvents()
end
function CreateScene()
-- Create the scene which will be rendered to a texture
rttScene_ = Scene()
-- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
rttScene_:CreateComponent("Octree")
-- Create a Zone for ambient light & fog control
local zoneNode = rttScene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
-- Set same volume as the Octree, set a close bluish fog and some ambient light
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.05, 0.1, 0.15)
zone.fogColor = Color(0.1, 0.2, 0.3)
zone.fogStart = 10.0
zone.fogEnd = 100.0
-- Create randomly positioned and oriented box StaticModels in the scene
local NUM_OBJECTS = 2000
for i = 1, NUM_OBJECTS do
local boxNode = rttScene_:CreateChild("Box")
boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
-- Orient using random pitch, yaw and roll Euler angles
boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
-- Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
-- Simply set same rotation speed for all objects
local rotator = boxNode:CreateScriptObject("Rotator")
rotator.rotationSpeed = { 10.0, 20.0, 30.0 }
end
-- Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
rttCameraNode = rttScene_:CreateChild("Camera")
local camera = rttCameraNode:CreateComponent("Camera")
camera.farClip = 100.0
-- Create a point light to the camera scene node
local light = rttCameraNode:CreateComponent("Light")
light.lightType = LIGHT_POINT
light.range = 30.0
-- Create the scene in which we move around
scene_ = Scene()
-- Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_:CreateComponent("Octree")
-- 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.)
local floorObject = floorNode:CreateComponent("StaticModel")
floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
end
end
-- Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
-- and a plane for the actual view
local boxNode = scene_:CreateChild("ScreenBox")
boxNode.position = Vector3(0.0, 10.0, 0.0)
boxNode.scale = Vector3(21.0, 16.0, 0.5)
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
local screenNode = scene_:CreateChild("Screen")
screenNode.position = Vector3(0.0, 10.0, -0.27)
screenNode.rotation = Quaternion(-90.0, 0.0, 0.0)
screenNode.scale = Vector3(20.0, 0.0, 15.0)
local screenObject = screenNode:CreateComponent("StaticModel")
screenObject.model = cache:GetResource("Model", "Models/Plane.mdl")
-- Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
local renderTexture = Texture2D:new()
renderTexture:SetSize(1024, 768, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET)
renderTexture.filterMode = FILTER_BILINEAR
-- Create a new material from scratch, use the diffuse unlit technique, assign the render texture
-- as its diffuse texture, then assign the material to the screen plane object
local renderMaterial = Material:new()
renderMaterial:SetTechnique(0, cache:GetResource("Technique", "Techniques/DiffUnlit.xml"))
renderMaterial:SetTexture(TU_DIFFUSE, renderTexture)
-- Since the screen material is on top of the box model and may Z-fight, use negative depth bias
-- to push it forward (particularly necessary on mobiles with possibly less Z resolution)
renderMaterial.depthBias = BiasParameters(-0.001, 0.0)
screenObject.material = renderMaterial
-- Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
-- and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
-- to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
-- in the main view
local surface = renderTexture.renderSurface
local rttViewport = Viewport:new(rttScene_, rttCameraNode:GetComponent("Camera"))
surface:SetViewport(0, rttViewport)
-- Create the camera which we will move around. 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, 7.0, -30.0)
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"
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
-- 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 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
local delta = MOVE_SPEED * timeStep
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
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
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
-- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
Rotator = ScriptObject()
function Rotator:Start()
self.rotationSpeed = {0.0, 0.0, 0.0}
end
-- Update is called during the variable timestep scene update
function Rotator:Update(timeStep)
local x = self.rotationSpeed[1] * timeStep
local y = self.rotationSpeed[2] * timeStep
local z = self.rotationSpeed[3] * timeStep
self.node:Rotate(Quaternion(x, y, z))
end