467c4bd4e8
- (Web) Removed some of the exit engine logic.
279 lines
12 KiB
Lua
279 lines
12 KiB
Lua
-- Decals example.
|
|
-- This sample demonstrates:
|
|
-- - Performing a raycast to the octree and adding a decal to the hit location
|
|
-- - Defining a Cursor UI element which stays inside the window and can be shown/hidden
|
|
-- - Marking suitable (large) objects as occluders for occlusion culling
|
|
-- - Displaying renderer debug geometry to see the effect of occlusion
|
|
|
|
require "LuaScripts/Utilities/Sample"
|
|
|
|
function Start()
|
|
-- Execute the common startup for samples
|
|
SampleStart()
|
|
|
|
-- Create the scene content
|
|
CreateScene()
|
|
|
|
-- Create the UI content
|
|
CreateUI()
|
|
|
|
-- Setup the viewport for displaying the scene
|
|
SetupViewport()
|
|
|
|
-- Set the mouse mode to use in the sample
|
|
SampleInitMouseMode(MM_RELATIVE)
|
|
|
|
-- Hook up to the frame update and render post-update events
|
|
SubscribeToEvents()
|
|
end
|
|
|
|
function CreateScene()
|
|
scene_ = Scene()
|
|
|
|
-- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
|
|
-- Also create a DebugRenderer component so that we can draw debug geometry
|
|
scene_:CreateComponent("Octree")
|
|
scene_:CreateComponent("DebugRenderer")
|
|
|
|
-- Create scene node & StaticModel component for showing a static plane
|
|
local planeNode = scene_:CreateChild("Plane")
|
|
planeNode.scale = Vector3(100.0, 1.0, 100.0)
|
|
local planeObject = planeNode:CreateComponent("StaticModel")
|
|
planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
|
|
planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
|
|
|
|
-- Create a Zone component for ambient lighting & fog control
|
|
local zoneNode = scene_:CreateChild("Zone")
|
|
local zone = zoneNode:CreateComponent("Zone")
|
|
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
|
|
zone.ambientColor = Color(0.15, 0.15, 0.15)
|
|
zone.fogColor = Color(0.5, 0.5, 0.7)
|
|
zone.fogStart = 100.0
|
|
zone.fogEnd = 300.0
|
|
|
|
-- Create a directional light to the world. Enable cascaded shadows on it
|
|
local lightNode = scene_:CreateChild("DirectionalLight")
|
|
lightNode.direction = Vector3(0.6, -1.0, 0.8)
|
|
local light = lightNode:CreateComponent("Light")
|
|
light.lightType = LIGHT_DIRECTIONAL
|
|
light.castShadows = true
|
|
light.shadowBias = BiasParameters(0.00025, 0.5)
|
|
-- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
|
|
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
|
|
|
|
-- Create some mushrooms
|
|
local NUM_MUSHROOMS = 240
|
|
for i = 1, NUM_MUSHROOMS do
|
|
local mushroomNode = scene_:CreateChild("Mushroom")
|
|
mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
|
|
mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
|
|
mushroomNode:SetScale(0.5 + Random(2.0))
|
|
local mushroomObject = mushroomNode:CreateComponent("StaticModel")
|
|
mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
|
|
mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
|
|
mushroomObject.castShadows = true
|
|
end
|
|
|
|
-- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
|
|
-- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
|
|
local NUM_BOXES = 20
|
|
for i = 1, NUM_BOXES do
|
|
local boxNode = scene_:CreateChild("Box")
|
|
local size = 1.0 + Random(10.0)
|
|
boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
|
|
boxNode:SetScale(size)
|
|
local boxObject = boxNode:CreateComponent("StaticModel")
|
|
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
|
|
boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
|
|
boxObject.castShadows = true
|
|
if size >= 3.0 then
|
|
boxObject.occluder = true
|
|
end
|
|
end
|
|
|
|
-- Create the camera. Limit far clip distance to match the fog
|
|
cameraNode = scene_:CreateChild("Camera")
|
|
local camera = cameraNode:CreateComponent("Camera")
|
|
camera.farClip = 300.0
|
|
|
|
-- Set an initial position for the camera scene node above the plane
|
|
cameraNode.position = Vector3(0.0, 5.0, 0.0)
|
|
end
|
|
|
|
function CreateUI()
|
|
-- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
|
|
-- control the camera, and when visible, it will point the raycast target
|
|
local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
|
|
local cursor = ui.root:CreateChild("Cursor")
|
|
cursor:SetStyleAuto(style)
|
|
ui.cursor = cursor
|
|
-- Set starting position of the cursor at the rendering window center
|
|
cursor:SetPosition(graphics.width / 2, graphics.height / 2)
|
|
|
|
-- Construct new Text object, set string to display and font to use
|
|
local instructionText = ui.root:CreateChild("Text")
|
|
instructionText.text =
|
|
"Use WASD keys to move\n"..
|
|
"LMB to paint decals, RMB to rotate view\n"..
|
|
"Space to toggle debug geometry\n"..
|
|
"7 to toggle occlusion culling"
|
|
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
|
|
-- The text has multiple rows. Center them in relation to each other
|
|
instructionText.textAlignment = HA_CENTER
|
|
|
|
-- Position the text relative to the screen center
|
|
instructionText.horizontalAlignment = HA_CENTER
|
|
instructionText.verticalAlignment = VA_CENTER
|
|
instructionText:SetPosition(0, ui.root.height / 4)
|
|
end
|
|
|
|
function SetupViewport()
|
|
-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
|
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
|
|
renderer:SetViewport(0, viewport)
|
|
end
|
|
|
|
function SubscribeToEvents()
|
|
-- Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent("Update", "HandleUpdate")
|
|
|
|
-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
|
|
-- debug geometry
|
|
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
|
|
end
|
|
|
|
function MoveCamera(timeStep)
|
|
input.mouseVisible = input.mouseMode ~= MM_RELATIVE
|
|
mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT)
|
|
|
|
-- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
|
|
input.mouseGrabbed = mouseDown
|
|
|
|
-- Right mouse button controls mouse cursor visibility: hide when pressed
|
|
ui.cursor.visible = not mouseDown
|
|
|
|
-- Do not move if the UI has a focused element (the console)
|
|
if ui.focusElement ~= nil then
|
|
return
|
|
end
|
|
|
|
-- Movement speed as world units per second
|
|
local MOVE_SPEED = 20.0
|
|
-- Mouse sensitivity as degrees per pixel
|
|
local MOUSE_SENSITIVITY = 0.1
|
|
|
|
-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
|
|
-- Only move the camera when the cursor is hidden
|
|
if not ui.cursor.visible then
|
|
local mouseMove = input.mouseMove
|
|
yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
|
|
pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
|
|
pitch = Clamp(pitch, -90.0, 90.0)
|
|
|
|
-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
|
|
end
|
|
|
|
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
if input:GetKeyDown(KEY_W) then
|
|
cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_S) then
|
|
cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_A) then
|
|
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_D) then
|
|
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
|
|
-- Toggle debug geometry with space
|
|
if input:GetKeyPress(KEY_SPACE) then
|
|
drawDebug = not drawDebug
|
|
end
|
|
|
|
-- Paint decal with the left mousebutton cursor must be visible
|
|
if ui.cursor.visible and input:GetMouseButtonPress(MOUSEB_LEFT) then
|
|
PaintDecal()
|
|
end
|
|
end
|
|
|
|
function PaintDecal()
|
|
local hitPos, hitDrawable = Raycast(250.0)
|
|
if hitDrawable ~= nil then
|
|
-- Check if target scene node already has a DecalSet component. If not, create now
|
|
local targetNode = hitDrawable.node
|
|
local decal = targetNode:GetComponent("DecalSet")
|
|
if decal == nil then
|
|
decal = targetNode:CreateComponent("DecalSet")
|
|
decal.material = cache:GetResource("Material", "Materials/UrhoDecal.xml")
|
|
end
|
|
-- Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
|
|
-- use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
|
|
-- plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
|
|
-- undesirable, it may be necessary to create more than one DecalSet based on the distance
|
|
decal:AddDecal(hitDrawable, hitPos, cameraNode.rotation, 0.5, 1.0, 1.0, Vector2(0.0, 0.0), Vector2(1.0, 1.0))
|
|
end
|
|
end
|
|
|
|
function Raycast(maxDistance)
|
|
local hitPos = nil
|
|
local hitDrawable = nil
|
|
|
|
local pos = ui.cursorPosition
|
|
-- Check the cursor is visible and there is no UI element in front of the cursor
|
|
if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
|
|
return nil, nil
|
|
end
|
|
|
|
local camera = cameraNode:GetComponent("Camera")
|
|
local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
|
|
-- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
|
|
local octree = scene_:GetComponent("Octree")
|
|
local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
|
|
if result.drawable ~= nil then
|
|
return result.position, result.drawable
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
function HandleUpdate(eventType, eventData)
|
|
-- Take the frame time step, which is stored as a float
|
|
local timeStep = eventData["TimeStep"]:GetFloat()
|
|
|
|
-- Move the camera, scale movement with time step
|
|
MoveCamera(timeStep)
|
|
end
|
|
|
|
function HandlePostRenderUpdate(eventType, eventData)
|
|
-- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
|
|
if drawDebug then
|
|
renderer:DrawDebugGeometry(false)
|
|
end
|
|
end
|
|
|
|
-- Create XML patch instructions for screen joystick layout specific to this sample app
|
|
function GetScreenJoystickPatchString()
|
|
return
|
|
"<patch>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Paint</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"LEFT\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"SPACE\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
"</patch>"
|
|
end
|