0631979496
[ci skip]
217 lines
8.1 KiB
Lua
217 lines
8.1 KiB
Lua
-- PBR materials example.
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-- This sample demonstrates:
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-- - Loading a scene that showcases physically based materials & shaders
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--
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-- To use with deferred rendering, a PBR deferred renderpath should be chosen:
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-- CoreData/RenderPaths/PBRDeferred.xml or CoreData/RenderPaths/PBRDeferredHWDepth.xml
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require "LuaScripts/Utilities/Sample"
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local dynamicMaterial = nil
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local roughnessLabel = nil
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local metallicLabel = nil
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local ambientLabel = nil
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local zone = nil
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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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CreateUI()
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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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-- Subscribe to global events for camera movement
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SubscribeToEvents()
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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 sliders to change Roughness and Metallic\n" ..
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"Hold RMB and use WASD keys and mouse to move")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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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 CreateScene()
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scene_ = Scene()
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-- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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-- which scene.LoadXML() will read
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local file = cache:GetFile("Scenes/PBRExample.xml")
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scene_:LoadXML(file)
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-- In Lua the file returned by GetFile() needs to be deleted manually
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file:delete()
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local sphereWithDynamicMatNode = scene_:GetChild("SphereWithDynamicMat")
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local staticModel = sphereWithDynamicMatNode:GetComponent("StaticModel")
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dynamicMaterial = staticModel:GetMaterial(0)
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local zoneNode = scene_:GetChild("Zone")
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zone = zoneNode:GetComponent("Zone")
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-- Create the camera (not included in the scene file)
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cameraNode = scene_:CreateChild("Camera")
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cameraNode:CreateComponent("Camera")
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cameraNode.position = sphereWithDynamicMatNode.position + Vector3(2.0, 2.0, 2.0)
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cameraNode:LookAt(sphereWithDynamicMatNode.position)
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yaw = cameraNode.rotation:YawAngle()
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pitch = cameraNode.rotation:PitchAngle()
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end
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function CreateUI()
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-- Set up global UI style into the root UI element
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local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
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ui.root.defaultStyle = style
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-- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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-- control the camera, and when visible, it will interact with the UI
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local cursor = ui.root:CreateChild("Cursor")
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cursor:SetStyleAuto()
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ui.cursor = cursor
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-- Set starting position of the cursor at the rendering window center
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cursor:SetPosition(graphics.width / 2, graphics.height / 2)
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roughnessLabel = ui.root:CreateChild("Text")
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roughnessLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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roughnessLabel:SetPosition(370, 50)
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roughnessLabel.textEffect = TE_SHADOW
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metallicLabel = ui.root:CreateChild("Text")
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metallicLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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metallicLabel:SetPosition(370, 100)
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metallicLabel.textEffect = TE_SHADOW
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ambientLabel = ui.root:CreateChild("Text")
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ambientLabel:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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ambientLabel:SetPosition(370, 150)
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ambientLabel.textEffect = TE_SHADOW
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local roughnessSlider = ui.root:CreateChild("Slider")
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roughnessSlider:SetStyleAuto()
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roughnessSlider:SetPosition(50, 50)
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roughnessSlider:SetSize(300, 20)
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roughnessSlider.range = 1.0 -- 0 - 1 range
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SubscribeToEvent(roughnessSlider, "SliderChanged", "HandleRoughnessSliderChanged")
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roughnessSlider.value = 0.5
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local metallicSlider = ui.root:CreateChild("Slider")
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metallicSlider:SetStyleAuto()
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metallicSlider:SetPosition(50, 100)
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metallicSlider:SetSize(300, 20)
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metallicSlider.range = 1.0 -- 0 - 1 range
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SubscribeToEvent(metallicSlider, "SliderChanged", "HandleMetallicSliderChanged")
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metallicSlider.value = 0.5
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local ambientSlider = ui.root:CreateChild("Slider")
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ambientSlider:SetStyleAuto()
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ambientSlider:SetPosition(50, 150)
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ambientSlider:SetSize(300, 20)
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ambientSlider.range = 10.0 -- 0 - 10 range
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SubscribeToEvent(ambientSlider, "SliderChanged", "HandleAmbientSliderChanged")
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ambientSlider.value = zone.ambientColor.a
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end
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function HandleRoughnessSliderChanged(eventType, eventData)
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local newValue = eventData["Value"]:GetFloat()
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dynamicMaterial:SetShaderParameter("Roughness", Variant(newValue))
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roughnessLabel.text = "Roughness: " .. newValue
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end
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function HandleMetallicSliderChanged(eventType, eventData)
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local newValue = eventData["Value"]:GetFloat()
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dynamicMaterial:SetShaderParameter("Metallic", Variant(newValue))
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metallicLabel.text = "Metallic: " .. newValue
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end
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function HandleAmbientSliderChanged(eventType, eventData)
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local newValue = eventData["Value"]:GetFloat()
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local col = Color(0, 0, 0, newValue)
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zone.ambientColor = col
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ambientLabel.text = "Ambient HDR Scale: " .. zone.ambientColor.a
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end
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function SetupViewport()
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renderer.hdrRendering = true
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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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-- Add post-processing effects appropriate with the example scene
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local effectRenderPath = viewport:GetRenderPath():Clone()
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effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/FXAA2.xml"))
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effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/GammaCorrection.xml"))
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effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/Tonemap.xml"))
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effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/AutoExposure.xml"))
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viewport.renderPath = effectRenderPath
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for camera motion
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SubscribeToEvent("Update", "HandleUpdate")
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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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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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end
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function MoveCamera(timeStep)
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-- Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
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-- Do not move if the UI has a focused element
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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 = 10.0
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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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-- Only move the camera when the cursor is hidden
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if not ui.cursor.visible then
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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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end
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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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