467c4bd4e8
- (Web) Removed some of the exit engine logic.
227 lines
8.8 KiB
Lua
227 lines
8.8 KiB
Lua
-- Huge object count example.
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-- This sample demonstrates:
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-- - Creating a scene with 250 x 250 simple objects
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-- - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
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-- - Allowing examination of performance hotspots in the rendering code
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-- - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
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require "LuaScripts/Utilities/Sample"
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local boxNodes = {}
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local animate = false
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local useGroups = false
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Create the scene content
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CreateScene()
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-- Create the UI content
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CreateInstructions()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Hook up to the frame update events
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SubscribeToEvents()
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end
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function CreateScene()
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if scene_ == nil then
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scene_ = Scene()
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else
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scene_:Clear()
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boxNodes = {}
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end
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-- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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-- (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_:CreateComponent("Octree")
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-- Create a Zone for ambient light & fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.fogColor = Color(0.2, 0.2, 0.2)
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zone.fogStart = 200.0
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zone.fogEnd = 300.0
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-- Create a directional light
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(-0.6, -1.0, -0.8) -- The direction vector does not need to be normalized
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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if not useGroups then
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light.color = Color(0.7, 0.35, 0.0)
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-- Create individual box StaticModels in the scene
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for y = -125, 125 do
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for x = -125, 125 do
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local boxNode = scene_:CreateChild("Box")
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boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
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boxNode:SetScale(0.25)
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local boxObject = boxNode:CreateComponent("StaticModel")
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boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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table.insert(boxNodes, boxNode)
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end
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end
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else
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light.color = Color(0.6, 0.6, 0.6)
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light.specularIntensity = 1.5
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-- Create StaticModelGroups in the scene
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local lastGroup = nil
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for y = -125, 125 do
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for x = -125, 125 do
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-- Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
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-- accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
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-- does not matter, and it does not render anything if instance nodes are not added to it
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if lastGroup == nil or lastGroup.numInstanceNodes >= 25 * 25 then
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local boxGroupNode = scene_:CreateChild("BoxGroup")
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lastGroup = boxGroupNode:CreateComponent("StaticModelGroup")
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lastGroup.model = cache:GetResource("Model", "Models/Box.mdl")
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end
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local boxNode = scene_:CreateChild("Box")
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boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
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boxNode:SetScale(0.25)
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table.insert(boxNodes, boxNode)
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lastGroup:AddInstanceNode(boxNode)
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end
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end
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end
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-- Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
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if cameraNode == nil then
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cameraNode = Node()
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cameraNode.position = Vector3(0.0, 10.0, -100.0)
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 300.0
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end
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use WASD keys and mouse to move\n"..
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"Space to toggle animation\n"..
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"G to toggle object group optimization")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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function AnimateObjects(timeStep)
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local ROTATE_SPEED = 15.0
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local delta = ROTATE_SPEED * timeStep
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local rotateQuat = Quaternion(delta, Vector3(0.0, 0.0, 1.0))
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for i, v in ipairs(boxNodes) do
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v:Rotate(rotateQuat)
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end
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Toggle animation with space
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if input:GetKeyPress(KEY_SPACE) then
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animate = not animate
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end
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-- Toggle grouped / ungrouped mode
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if input:GetKeyPress(KEY_G) then
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useGroups = not useGroups
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CreateScene()
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end
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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-- Animate scene if enabled
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if animate then
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AnimateObjects(timeStep)
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Group</replace>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
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" <attribute name=\"Text\" value=\"G\" />" ..
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" </element>" ..
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" </add>" ..
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
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" <attribute name=\"Text\" value=\"SPACE\" />" ..
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" </element>" ..
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" </add>" ..
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"</patch>"
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end
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