284 lines
12 KiB
C++
284 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/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/RenderSurface.h>
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#include <Urho3D/Graphics/Skybox.h>
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#include <Urho3D/Graphics/Terrain.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/IO/File.h>
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#include <Urho3D/IO/FileSystem.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 "Water.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(Water)
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Water::Water(Context* context) :
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Sample(context)
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{
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}
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void Water::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 event
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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 Water::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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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(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
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zone->SetFogStart(500.0f);
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zone->SetFogEnd(750.0f);
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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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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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light->SetSpecularIntensity(0.5f);
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// Apply slightly overbright lighting to match the skybox
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light->SetColor(Color(1.2f, 1.2f, 1.2f));
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// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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// generate the necessary 3D texture coordinates for cube mapping
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Node* skyNode = scene_->CreateChild("Sky");
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skyNode->SetScale(500.0f); // The scale actually does not matter
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auto* skybox = skyNode->CreateComponent<Skybox>();
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skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
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// Create heightmap terrain
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Node* terrainNode = scene_->CreateChild("Terrain");
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terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
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auto* terrain = terrainNode->CreateComponent<Terrain>();
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terrain->SetPatchSize(64);
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terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
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terrain->SetSmoothing(true);
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terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
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terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
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// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
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// terrain patches and other objects behind it
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terrain->SetOccluder(true);
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// Create 1000 boxes in the terrain. Always face outward along the terrain normal
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unsigned NUM_OBJECTS = 1000;
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* objectNode = scene_->CreateChild("Box");
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Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
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position.y_ = terrain->GetHeight(position) + 2.25f;
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objectNode->SetPosition(position);
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// Create a rotation quaternion from up vector to terrain normal
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objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
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objectNode->SetScale(5.0f);
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auto* object = objectNode->CreateComponent<StaticModel>();
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object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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object->SetCastShadows(true);
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}
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// Create a water plane object that is as large as the terrain
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waterNode_ = scene_->CreateChild("Water");
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waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
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waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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auto* water = waterNode_->CreateComponent<StaticModel>();
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water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml"));
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// Set a different viewmask on the water plane to be able to hide it from the reflection camera
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water->SetViewMask(0x80000000);
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// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
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// the scene, because we want it to be unaffected by scene load / save
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cameraNode_ = new Node(context_);
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(750.0f);
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// Set an initial position for the camera scene node above the ground
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cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
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}
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void Water::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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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 Water::SetupViewport()
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{
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auto* graphics = GetSubsystem<Graphics>();
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auto* renderer = GetSubsystem<Renderer>();
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auto* cache = GetSubsystem<ResourceCache>();
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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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// Create a mathematical plane to represent the water in calculations
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waterPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition());
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// Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
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waterClipPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition() -
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Vector3(0.0f, 0.1f, 0.0f));
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// Create camera for water reflection
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// It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
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// its position when rendering
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reflectionCameraNode_ = cameraNode_->CreateChild();
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auto* reflectionCamera = reflectionCameraNode_->CreateComponent<Camera>();
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reflectionCamera->SetFarClip(750.0);
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reflectionCamera->SetViewMask(0x7fffffff); // Hide objects with only bit 31 in the viewmask (the water plane)
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reflectionCamera->SetAutoAspectRatio(false);
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reflectionCamera->SetUseReflection(true);
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reflectionCamera->SetReflectionPlane(waterPlane_);
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reflectionCamera->SetUseClipping(true); // Enable clipping of geometry behind water plane
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reflectionCamera->SetClipPlane(waterClipPlane_);
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// The water reflection texture is rectangular. Set reflection camera aspect ratio to match
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reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());
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// View override flags could be used to optimize reflection rendering. For example disable shadows
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//reflectionCamera->SetViewOverrideFlags(VO_DISABLE_SHADOWS);
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// Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
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// texture unit of the water material
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int texSize = 1024;
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SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
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renderTexture->SetSize(texSize, texSize, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
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renderTexture->SetFilterMode(FILTER_BILINEAR);
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RenderSurface* surface = renderTexture->GetRenderSurface();
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SharedPtr<Viewport> rttViewport(new Viewport(context_, scene_, reflectionCamera));
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surface->SetViewport(0, rttViewport);
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auto* waterMat = cache->GetResource<Material>("Materials/Water.xml");
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waterMat->SetTexture(TU_DIFFUSE, renderTexture);
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}
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void Water::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(Water, HandleUpdate));
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}
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void Water::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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// In case resolution has changed, adjust the reflection camera aspect ratio
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auto* graphics = GetSubsystem<Graphics>();
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auto* reflectionCamera = reflectionCameraNode_->GetComponent<Camera>();
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reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());
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}
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void Water::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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