286 lines
12 KiB
Lua
286 lines
12 KiB
Lua
-- Billboard example.
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-- This sample demonstrates:
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-- - Populating a 3D scene with billboard sets and several shadow casting spotlights
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-- - Parenting scene nodes to allow more intuitive creation of groups of objects
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-- - Examining rendering performance with a somewhat large object and light count
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require "LuaScripts/Utilities/Sample"
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local lightNodes = {}
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local billboardNodes = {}
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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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CreateInstructions()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Hook up to the frame update and render post-update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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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 a Zone component for ambient lighting & fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.1, 0.1, 0.1)
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zone.fogStart = 100.0
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zone.fogEnd = 300.0
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-- Create a directional light without shadows
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.5, -1.0, 0.5)
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.color = Color(0.2, 0.2, 0.2)
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light.specularIntensity = 1.0
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-- Create a "floor" consisting of several tiles
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for y = -5, 5 do
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for x = -5, 5 do
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local floorNode = scene_:CreateChild("FloorTile")
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floorNode.position = Vector3(x * 20.5, -0.5, y * 20.5)
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floorNode.scale = Vector3(20.0, 1.0, 20.0)
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local floorObject = floorNode:CreateComponent("StaticModel")
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floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
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floorObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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end
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end
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-- Create groups of mushrooms, which act as shadow casters
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local NUM_MUSHROOMGROUPS = 25
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local NUM_MUSHROOMS = 25
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for i = 1, NUM_MUSHROOMGROUPS do
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-- First create a scene node for the group. The individual mushrooms nodes will be created as children
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local groupNode = scene_:CreateChild("MushroomGroup")
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groupNode.position = Vector3(Random(190.0) - 95.0, 0.0, Random(190.0) - 95.0)
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for j = 1, NUM_MUSHROOMS do
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local mushroomNode = groupNode:CreateChild("Mushroom")
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mushroomNode.position = Vector3(Random(25.0) - 12.5, 0.0, Random(25.0) - 12.5)
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mushroomNode.rotation = Quaternion(0.0, Random() * 360.0, 0.0)
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mushroomNode:SetScale(1.0 + Random() * 4.0)
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local mushroomObject = mushroomNode:CreateComponent("StaticModel")
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mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
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mushroomObject.castShadows = true
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end
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end
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-- Create billboard sets (floating smoke)
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local NUM_BILLBOARDNODES = 25
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local NUM_BILLBOARDS = 10
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for i = 1, NUM_BILLBOARDNODES do
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local smokeNode = scene_:CreateChild("Smoke")
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smokeNode.position = Vector3(Random(200.0) - 100.0, Random(20.0) + 10.0, Random(200.0) - 100.0)
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local billboardObject = smokeNode:CreateComponent("BillboardSet")
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billboardObject.numBillboards = NUM_BILLBOARDS
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billboardObject.material = cache:GetResource("Material", "Materials/LitSmoke.xml")
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billboardObject.sorted = true
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for j = 1, NUM_BILLBOARDS do
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local bb = billboardObject:GetBillboard(j - 1)
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bb.position = Vector3(Random(12.0) - 6.0, Random(8.0) - 4.0, Random(12.0) - 6.0)
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bb.size = Vector2(Random(2.0) + 3.0, Random(2.0) + 3.0)
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bb.rotation = Random() * 360.0
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bb.enabled = true
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end
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-- After modifying the billboards, they need to be "committed" so that the BillboardSet updates its internals
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billboardObject:Commit()
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table.insert(billboardNodes, smokeNode)
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end
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-- Create shadow casting spotlights
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local NUM_LIGHTS = 9
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for i = 0, NUM_LIGHTS - 1 do
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local lightNode = scene_:CreateChild("SpotLight")
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local light = lightNode:CreateComponent("Light")
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local angle = 0.0
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local position = Vector3((i % 3) * 60.0 - 60.0, 45.0, math.floor(i / 3) * 60.0 - 60.0)
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local color = Color(((i + 1) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 2) % 2) * 0.5 + 0.5, (math.floor((i + 1) / 4) % 2) * 0.5 + 0.5)
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lightNode.position = position
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lightNode.direction = Vector3(math.sin(M_DEGTORAD * angle), -1.5, math.cos(M_DEGTORAD * angle))
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light.lightType = LIGHT_SPOT
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light.range = 90.0
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light.rampTexture = cache:GetResource("Texture2D", "Textures/RampExtreme.png")
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light.fov = 45.0
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light.color = color
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light.specularIntensity = 1.0
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light.castShadows = true
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light.shadowBias = BiasParameters(0.00002, 0.0)
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-- Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
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-- better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
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light.shadowFadeDistance = 100.0 -- Fade start distance
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light.shadowDistance = 125.0 -- Fade end distance, shadows are disabled
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-- Set half resolution for the shadow maps for increased performance
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light.shadowResolution = 0.5
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-- The spot lights will not have anything near them, so move the near plane of the shadow camera farther
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-- for better shadow depth resolution
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light.shadowNearFarRatio = 0.01
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table.insert(lightNodes, lightNode)
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end
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-- Create the camera. Limit far clip distance to match the fog
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cameraNode = scene_:CreateChild("Camera")
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 300.0
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 5.0, 0.0)
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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.text =
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"Use WASD keys and mouse to move\n"..
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"Space to toggle debug geometry"
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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.textAlignment = HA_CENTER
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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 SetupViewport()
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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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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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-- debug geometry
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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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 = 20.0
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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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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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-- 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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-- Toggle debug geometry with space
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if input:GetKeyPress(KEY_SPACE) then
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drawDebug = not drawDebug
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end
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end
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function AnimateScene(timeStep)
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local LIGHT_ROTATION_SPEED = 20.0
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local BILLBOARD_ROTATION_SPEED = 50.0
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-- Rotate the lights around the world Y-axis
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for i, v in ipairs(lightNodes) do
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v:Rotate(Quaternion(0.0, LIGHT_ROTATION_SPEED * timeStep, 0.0), TS_WORLD)
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end
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-- Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
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for i, v in ipairs(billboardNodes) do
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local billboardObject = v:GetComponent("BillboardSet")
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for j = 1, billboardObject.numBillboards do
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local bb = billboardObject:GetBillboard(j - 1)
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bb.rotation = bb.rotation + BILLBOARD_ROTATION_SPEED * timeStep
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end
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billboardObject:Commit()
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end
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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 and animate the scene, scale movement with time step
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MoveCamera(timeStep)
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AnimateScene(timeStep)
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end
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function HandlePostRenderUpdate(eventType, eventData)
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-- If draw debug mode is enabled, draw viewport debug geometry. This time use depth test, as otherwise the result becomes
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-- hard to interpret due to large object count
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if drawDebug then
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renderer:DrawDebugGeometry(true)
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
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" <attribute name=\"Text\" value=\"SPACE\" />" ..
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" </element>" ..
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" </add>" ..
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"</patch>"
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end
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