Urho3D/bin/Data/LuaScripts/23_Water.lua
2018-02-04 22:58:19 +08:00

223 lines
9.7 KiB
Lua

-- Water example.
-- This sample demonstrates:
-- - Creating a large plane to represent a water body for rendering
-- - Setting up a second camera to render reflections on the water surface
require "LuaScripts/Utilities/Sample"
local reflectionCameraNode = nil
local waterNode = nil
local waterPlane = Plane()
local waterClipPlane = Plane()
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 event
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- Create octree, use 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(0.15, 0.15, 0.15)
zone.fogColor = Color(1.0, 1.0, 1.0)
zone.fogStart = 500.0
zone.fogEnd = 750.0
-- 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)
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
light.specularIntensity = 0.5
-- Apply slightly overbright lighting to match the skybox
light.color = Color(1.2, 1.2, 1.2)
-- Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
-- illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
-- generate the necessary 3D texture coordinates for cube mapping
local skyNode = scene_:CreateChild("Sky")
skyNode:SetScale(500.0) -- The scale actually does not matter
local skybox = skyNode:CreateComponent("Skybox")
skybox.model = cache:GetResource("Model", "Models/Box.mdl")
skybox.material = cache:GetResource("Material", "Materials/Skybox.xml")
-- Create heightmap terrain
local terrainNode = scene_:CreateChild("Terrain")
terrainNode.position = Vector3(0.0, 0.0, 0.0)
local terrain = terrainNode:CreateComponent("Terrain")
terrain.patchSize = 64
terrain.spacing = Vector3(2.0, 0.5, 2.0) -- Spacing between vertices and vertical resolution of the height map
terrain.smoothing = true
terrain.heightMap = cache:GetResource("Image", "Textures/HeightMap.png")
terrain.material = cache:GetResource("Material", "Materials/Terrain.xml")
-- The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
-- terrain patches and other objects behind it
terrain.occluder = true
-- Create 1000 boxes in the terrain. Always face outward along the terrain normal
local NUM_OBJECTS = 1000
for i = 1, NUM_OBJECTS do
local objectNode = scene_:CreateChild("Box")
local position = Vector3(Random(2000.0) - 1000.0, 0.0, Random(2000.0) - 1000.0)
position.y = terrain:GetHeight(position) + 2.25
objectNode.position = position
-- Create a rotation quaternion from up vector to terrain normal
objectNode.rotation = Quaternion(Vector3(0.0, 1.0, 0.0), terrain:GetNormal(position))
objectNode:SetScale(5.0)
local object = objectNode:CreateComponent("StaticModel")
object.model = cache:GetResource("Model", "Models/Box.mdl")
object.material = cache:GetResource("Material", "Materials/Stone.xml")
object.castShadows = true
end
-- Create a water plane object that is as large as the terrain
waterNode = scene_:CreateChild("Water")
waterNode.scale = Vector3(2048.0, 1.0, 2048.0)
waterNode.position = Vector3(0.0, 5.0, 0.0)
local water = waterNode:CreateComponent("StaticModel")
water.model = cache:GetResource("Model", "Models/Plane.mdl")
water.material = cache:GetResource("Material", "Materials/Water.xml")
-- Set a different viewmask on the water plane to be able to hide it from the reflection camera
water.viewMask = 0x80000000
-- Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
-- the scene, because we want it to be unaffected by scene load / save
cameraNode = Node()
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 750.0
-- Set an initial position for the camera scene node above the floor
cameraNode.position = Vector3(0.0, 7.0, -20.0)
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText("Use WASD keys and mouse to move")
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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)
-- Create a mathematical plane to represent the water in calculations
waterPlane = Plane(waterNode.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition)
-- Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
waterClipPlane = Plane(waterNode.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition -
Vector3(0.0, 0.1, 0.0))
-- Create camera for water reflection
-- It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
-- its position when rendering
reflectionCameraNode = cameraNode:CreateChild()
local reflectionCamera = reflectionCameraNode:CreateComponent("Camera")
reflectionCamera.farClip = 750.0
reflectionCamera.viewMask = 0x7fffffff -- Hide objects with only bit 31 in the viewmask (the water plane)
reflectionCamera.autoAspectRatio = false
reflectionCamera.useReflection = true
reflectionCamera.reflectionPlane = waterPlane
reflectionCamera.useClipping = true -- Enable clipping of geometry behind water plane
reflectionCamera.clipPlane = waterClipPlane
-- The water reflection texture is rectangular. Set reflection camera aspect ratio to match
reflectionCamera.aspectRatio = graphics.width / graphics.height
-- View override flags could be used to optimize reflection rendering. For example disable shadows
--reflectionCamera.viewOverrideFlags = VO_DISABLE_SHADOWS
-- Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
-- texture unit of the water material
local texSize = 1024
local renderTexture = Texture2D:new()
renderTexture:SetSize(texSize, texSize, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET)
renderTexture.filterMode = FILTER_BILINEAR
local surface = renderTexture.renderSurface
local rttViewport = Viewport:new(scene_, reflectionCamera)
surface:SetViewport(0, rttViewport)
local waterMat = cache:GetResource("Material", "Materials/Water.xml")
waterMat:SetTexture(TU_DIFFUSE, renderTexture)
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
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
-- In case resolution has changed, adjust the reflection camera aspect ratio
local reflectionCamera = reflectionCameraNode:GetComponent("Camera")
reflectionCamera.aspectRatio = graphics.width / graphics.height
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