290 lines
13 KiB
C++
290 lines
13 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/Graphics.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/RenderSurface.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/Technique.h>
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#include <Urho3D/Graphics/Texture2D.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 "RenderToTexture.h"
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#include "Rotator.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(RenderToTexture)
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RenderToTexture::RenderToTexture(Context* context) :
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Sample(context)
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{
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// Register an object factory for our custom Rotator component so that we can create them to scene nodes
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context->RegisterFactory<Rotator>();
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}
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void RenderToTexture::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 viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame 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_RELATIVE);
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}
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void RenderToTexture::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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{
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// Create the scene which will be rendered to a texture
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rttScene_ = new Scene(context_);
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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rttScene_->CreateComponent<Octree>();
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// Create a Zone for ambient light & fog control
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Node* zoneNode = rttScene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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// Set same volume as the Octree, set a close bluish fog and some ambient light
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
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zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
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zone->SetFogStart(10.0f);
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zone->SetFogEnd(100.0f);
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// Create randomly positioned and oriented box StaticModels in the scene
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const unsigned NUM_OBJECTS = 2000;
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* boxNode = rttScene_->CreateChild("Box");
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boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
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// Orient using random pitch, yaw and roll Euler angles
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boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
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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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// Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
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// Simply set same rotation speed for all objects
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auto* rotator = boxNode->CreateComponent<Rotator>();
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rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
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}
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// Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
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rttCameraNode_ = rttScene_->CreateChild("Camera");
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auto* camera = rttCameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(100.0f);
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// Create a point light to the camera scene node
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auto* light = rttCameraNode_->CreateComponent<Light>();
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light->SetLightType(LIGHT_POINT);
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light->SetRange(30.0f);
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}
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{
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// Create the scene in which we move around
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scene_ = new Scene(context_);
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// Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_->CreateComponent<Octree>();
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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(0.1f, 0.1f, 0.1f));
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zone->SetFogStart(100.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light without shadows
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetColor(Color(0.2f, 0.2f, 0.2f));
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light->SetSpecularIntensity(1.0f);
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// Create a "floor" consisting of several tiles
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for (int y = -5; y <= 5; ++y)
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{
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for (int x = -5; x <= 5; ++x)
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{
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Node* floorNode = scene_->CreateChild("FloorTile");
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floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
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floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
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auto* floorObject = floorNode->CreateComponent<StaticModel>();
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floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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}
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}
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// Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
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// and a plane for the actual view
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{
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Node* boxNode = scene_->CreateChild("ScreenBox");
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boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
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boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
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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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Node* screenNode = scene_->CreateChild("Screen");
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screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
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screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
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screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
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auto* screenObject = screenNode->CreateComponent<StaticModel>();
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screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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// Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
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SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
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renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
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renderTexture->SetFilterMode(FILTER_BILINEAR);
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// Create a new material from scratch, use the diffuse unlit technique, assign the render texture
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// as its diffuse texture, then assign the material to the screen plane object
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SharedPtr<Material> renderMaterial(new Material(context_));
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renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
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renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
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// Since the screen material is on top of the box model and may Z-fight, use negative depth bias
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// to push it forward (particularly necessary on mobiles with possibly less Z resolution)
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renderMaterial->SetDepthBias(BiasParameters(-0.001f, 0.0f));
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screenObject->SetMaterial(renderMaterial);
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// Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
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// and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
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// to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
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// in the main view
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RenderSurface* surface = renderTexture->GetRenderSurface();
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SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
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surface->SetViewport(0, rttViewport);
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}
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// Create the camera which we will move around. 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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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -30.0f));
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}
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}
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void RenderToTexture::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("Use WASD keys and mouse/touch 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->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 RenderToTexture::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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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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}
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void RenderToTexture::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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}
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void RenderToTexture::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RenderToTexture, HandleUpdate));
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}
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void RenderToTexture::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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