230 lines
10 KiB
ActionScript
230 lines
10 KiB
ActionScript
// 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
|
|
|
|
#include "Scripts/Utilities/Sample.as"
|
|
|
|
Node@ reflectionCameraNode;
|
|
Node@ waterNode;
|
|
Plane waterPlane;
|
|
Plane waterClipPlane;
|
|
|
|
void 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 and rendering the water reflection
|
|
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();
|
|
}
|
|
|
|
void CreateScene()
|
|
{
|
|
scene_ = Scene();
|
|
|
|
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
|
|
scene_.CreateComponent("Octree");
|
|
scene_.CreateComponent("DebugRenderer");
|
|
|
|
// Create a Zone component for ambient lighting & fog control
|
|
Node@ zoneNode = scene_.CreateChild("Zone");
|
|
Zone@ zone = zoneNode.CreateComponent("Zone");
|
|
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
|
|
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
|
|
zone.fogColor = Color(1.0f, 1.0f, 1.0f);
|
|
zone.fogStart = 500.0f;
|
|
zone.fogEnd = 750.0f;
|
|
|
|
// Create a directional light to the world. Enable cascaded shadows on it
|
|
Node@ lightNode = scene_.CreateChild("DirectionalLight");
|
|
lightNode.direction = Vector3(0.3f, -0.5f, 0.425f);
|
|
Light@ light = lightNode.CreateComponent("Light");
|
|
light.lightType = LIGHT_DIRECTIONAL;
|
|
light.castShadows = true;
|
|
light.shadowBias = BiasParameters(0.00025f, 0.5f);
|
|
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
|
|
light.specularIntensity = 0.5f;
|
|
// Apply slightly overbright lighting to match the skybox
|
|
light.color = Color(1.2f, 1.2f, 1.2f);
|
|
|
|
// 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
|
|
Node@ skyNode = scene_.CreateChild("Sky");
|
|
skyNode.SetScale(500.0); // The scale actually does not matter
|
|
Skybox@ skybox = skyNode.CreateComponent("Skybox");
|
|
skybox.model = cache.GetResource("Model", "Models/Box.mdl");
|
|
skybox.material = cache.GetResource("Material", "Materials/Skybox.xml");
|
|
|
|
// Create heightmap terrain
|
|
Node@ terrainNode = scene_.CreateChild("Terrain");
|
|
terrainNode.position = Vector3(0.0f, 0.0f, 0.0f);
|
|
Terrain@ terrain = terrainNode.CreateComponent("Terrain");
|
|
terrain.patchSize = 64;
|
|
terrain.spacing = Vector3(2.0f, 0.5f, 2.0f); // 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
|
|
const uint NUM_OBJECTS = 1000;
|
|
for (uint i = 0; i < NUM_OBJECTS; ++i)
|
|
{
|
|
Node@ objectNode = scene_.CreateChild("Box");
|
|
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
|
|
position.y = terrain.GetHeight(position) + 2.25f;
|
|
objectNode.position = position;
|
|
// Create a rotation quaternion from up vector to terrain normal
|
|
objectNode.rotation = Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain.GetNormal(position));
|
|
objectNode.SetScale(5.0f);
|
|
StaticModel@ object = objectNode.CreateComponent("StaticModel");
|
|
object.model = cache.GetResource("Model", "Models/Box.mdl");
|
|
object.material = cache.GetResource("Material", "Materials/Stone.xml");
|
|
object.castShadows = true;
|
|
}
|
|
|
|
// Create a water plane object that is as large as the terrain
|
|
waterNode = scene_.CreateChild("Water");
|
|
waterNode.scale = Vector3(2048.0f, 1.0f, 2048.0f);
|
|
waterNode.position = Vector3(0.0f, 5.0f, 0.0f);
|
|
StaticModel@ 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();
|
|
Camera@ camera = cameraNode.CreateComponent("Camera");
|
|
camera.farClip = 750.0f;
|
|
|
|
// Set an initial position for the camera scene node above the ground
|
|
cameraNode.position = Vector3(0.0f, 7.0f, -20.0f);
|
|
}
|
|
|
|
void CreateInstructions()
|
|
{
|
|
// Construct new Text object, set string to display and font to use
|
|
Text@ instructionText = ui.root.CreateChild("Text");
|
|
instructionText.text = "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);
|
|
}
|
|
|
|
void SetupViewports()
|
|
{
|
|
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
|
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
|
|
renderer.viewports[0] = viewport;
|
|
|
|
// Create a mathematical plane to represent the water in calculations
|
|
waterPlane = Plane(waterNode.worldRotation * Vector3(0.0f, 1.0f, 0.0f), waterNode.worldPosition);
|
|
// Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
|
|
waterClipPlane = Plane(waterNode.worldRotation * Vector3(0.0f, 1.0f, 0.0f), waterNode.worldPosition -
|
|
Vector3(0.0f, 0.1f, 0.0f));
|
|
|
|
// 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();
|
|
Camera@ 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 = float(graphics.width) / float(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
|
|
int texSize = 1024;
|
|
Texture2D@ renderTexture = Texture2D();
|
|
renderTexture.SetSize(texSize, texSize, GetRGBFormat(), TEXTURE_RENDERTARGET);
|
|
renderTexture.filterMode = FILTER_BILINEAR;
|
|
RenderSurface@ surface = renderTexture.renderSurface;
|
|
Viewport@ rttViewport = Viewport(scene_, reflectionCamera);
|
|
surface.viewports[0] = rttViewport;
|
|
Material@ waterMat = cache.GetResource("Material", "Materials/Water.xml");
|
|
waterMat.textures[TU_DIFFUSE] = renderTexture;
|
|
}
|
|
|
|
void SubscribeToEvents()
|
|
{
|
|
// Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent("Update", "HandleUpdate");
|
|
}
|
|
|
|
void MoveCamera(float timeStep)
|
|
{
|
|
// Do not move if the UI has a focused element (the console)
|
|
if (ui.focusElement !is null)
|
|
return;
|
|
|
|
// Movement speed as world units per second
|
|
const float MOVE_SPEED = 30.0;
|
|
// Mouse sensitivity as degrees per pixel
|
|
const float 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
|
|
IntVector2 mouseMove = input.mouseMove;
|
|
yaw += MOUSE_SENSITIVITY * mouseMove.x;
|
|
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.keyDown[KEY_W])
|
|
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
if (input.keyDown[KEY_S])
|
|
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
if (input.keyDown[KEY_A])
|
|
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
if (input.keyDown[KEY_D])
|
|
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
|
// In case resolution has changed, adjust the reflection camera aspect ratio
|
|
Camera@ reflectionCamera = reflectionCameraNode.GetComponent("Camera");
|
|
reflectionCamera.aspectRatio = float(graphics.width) / float(graphics.height);
|
|
}
|
|
|
|
void HandleUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
// Take the frame time step, which is stored as a float
|
|
float timeStep = eventData["TimeStep"].GetFloat();
|
|
|
|
// Move the camera, scale movement with time step
|
|
MoveCamera(timeStep);
|
|
}
|
|
|
|
// Create XML patch instructions for screen joystick layout specific to this sample app
|
|
String patchInstructions = "";
|