289 lines
12 KiB
C++
289 lines
12 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/DebugRenderer.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/RenderPath.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "MultipleViewports.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(MultipleViewports)
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MultipleViewports::MultipleViewports(Context* context) :
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Sample(context),
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drawDebug_(false)
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{
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}
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void MultipleViewports::Start()
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{
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// Execute base class startup
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Sample::Start();
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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 viewports for displaying the scene
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SetupViewports();
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// Hook up to the frame update and render post-update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_ABSOLUTE);
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}
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void MultipleViewports::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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// Also create a DebugRenderer component so that we can draw debug geometry
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<DebugRenderer>();
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// Create scene node & StaticModel component for showing a static plane
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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auto* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a Zone component for ambient lighting & fog control
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Node* zoneNode = scene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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zone->SetFogStart(100.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light to the world. Enable cascaded shadows on it
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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// Create some mushrooms
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const unsigned NUM_MUSHROOMS = 240;
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for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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{
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Node* mushroomNode = scene_->CreateChild("Mushroom");
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mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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mushroomNode->SetScale(0.5f + Random(2.0f));
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auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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mushroomObject->SetCastShadows(true);
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}
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// Create randomly sized boxes. If boxes are big enough, make them occluders
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const unsigned NUM_BOXES = 20;
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for (unsigned i = 0; i < NUM_BOXES; ++i)
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{
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Node* boxNode = scene_->CreateChild("Box");
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float size = 1.0f + Random(10.0f);
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boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
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boxNode->SetScale(size);
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auto* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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boxObject->SetCastShadows(true);
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if (size >= 3.0f)
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boxObject->SetOccluder(true);
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}
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// Create the cameras. Limit far clip distance to match the fog
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cameraNode_ = scene_->CreateChild("Camera");
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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// Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
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// Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
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rearCameraNode_ = cameraNode_->CreateChild("RearCamera");
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rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP));
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auto* rearCamera = rearCameraNode_->CreateComponent<Camera>();
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rearCamera->SetFarClip(300.0f);
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// Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
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// "view override flags" for this. We could also disable eg. shadows or force low material quality
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// if we wanted
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rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION);
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// Set an initial position for the front camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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}
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void MultipleViewports::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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"Use WASD keys and mouse/touch to move\n"
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"B to toggle bloom, F to toggle FXAA\n"
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"Space to toggle debug geometry\n"
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);
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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->SetTextAlignment(HA_CENTER);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void MultipleViewports::SetupViewports()
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{
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auto* graphics = GetSubsystem<Graphics>();
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auto* renderer = GetSubsystem<Renderer>();
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renderer->SetNumViewports(2);
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// Set up the front camera viewport
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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// Clone the default render path so that we do not interfere with the other viewport, then add
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// bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
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// for example with the effect name to allow easy toggling on and off. We start with the effects
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// disabled.
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auto* cache = GetSubsystem<ResourceCache>();
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SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->Clone();
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effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Bloom.xml"));
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effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/FXAA2.xml"));
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// Make the bloom mixing parameter more pronounced
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effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f));
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effectRenderPath->SetEnabled("Bloom", false);
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effectRenderPath->SetEnabled("FXAA2", false);
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viewport->SetRenderPath(effectRenderPath);
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// Set up the rear camera viewport on top of the front view ("rear view mirror")
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// The viewport index must be greater in that case, otherwise the view would be left behind
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SharedPtr<Viewport> rearViewport(new Viewport(context_, scene_, rearCameraNode_->GetComponent<Camera>(),
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IntRect(graphics->GetWidth() * 2 / 3, 32, graphics->GetWidth() - 32, graphics->GetHeight() / 3)));
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renderer->SetViewport(1, rearViewport);
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}
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void MultipleViewports::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() method for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MultipleViewports, HandleUpdate));
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// Subscribe HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(MultipleViewports, HandlePostRenderUpdate));
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}
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void MultipleViewports::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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auto* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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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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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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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))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected
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RenderPath* effectRenderPath = GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath();
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if (input->GetKeyPress(KEY_B))
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effectRenderPath->ToggleEnabled("Bloom");
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if (input->GetKeyPress(KEY_F))
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effectRenderPath->ToggleEnabled("FXAA2");
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// Toggle debug geometry with space
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if (input->GetKeyPress(KEY_SPACE))
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drawDebug_ = !drawDebug_;
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}
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void MultipleViewports::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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void MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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// If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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// bones. Disable depth test so that we can see the effect of occlusion
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if (drawDebug_)
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GetSubsystem<Renderer>()->DrawDebugGeometry(false);
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}
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