237 lines
9.9 KiB
Lua
237 lines
9.9 KiB
Lua
-- Render to texture example
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-- This sample demonstrates:
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-- - Creating two 3D scenes and rendering the other into a texture
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-- - Creating rendertarget textures and materials programmatically
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require "LuaScripts/Utilities/Sample"
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local rttScene_ = nil
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local rttCameraNode = nil
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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 events
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SubscribeToEvents()
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end
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function CreateScene()
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-- Create the scene which will be rendered to a texture
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rttScene_ = Scene()
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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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local zoneNode = rttScene_:CreateChild("Zone")
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local 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.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.05, 0.1, 0.15)
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zone.fogColor = Color(0.1, 0.2, 0.3)
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zone.fogStart = 10.0
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zone.fogEnd = 100.0
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-- Create randomly positioned and oriented box StaticModels in the scene
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local NUM_OBJECTS = 2000
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for i = 1, NUM_OBJECTS do
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local boxNode = rttScene_:CreateChild("Box")
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boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
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-- Orient using random pitch, yaw and roll Euler angles
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boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
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local boxObject = boxNode:CreateComponent("StaticModel")
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boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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boxObject.material = 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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local rotator = boxNode:CreateScriptObject("Rotator")
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rotator.rotationSpeed = { 10.0, 20.0, 30.0 }
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end
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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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local camera = rttCameraNode:CreateComponent("Camera")
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camera.farClip = 100.0
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-- Create a point light to the camera scene node
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local light = rttCameraNode:CreateComponent("Light")
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light.lightType = LIGHT_POINT
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light.range = 30.0
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-- Create the scene in which we move around
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scene_ = Scene()
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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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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.)
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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 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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local boxNode = scene_:CreateChild("ScreenBox")
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boxNode.position = Vector3(0.0, 10.0, 0.0)
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boxNode.scale = Vector3(21.0, 16.0, 0.5)
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local boxObject = boxNode:CreateComponent("StaticModel")
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boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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local screenNode = scene_:CreateChild("Screen")
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screenNode.position = Vector3(0.0, 10.0, -0.27)
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screenNode.rotation = Quaternion(-90.0, 0.0, 0.0)
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screenNode.scale = Vector3(20.0, 0.0, 15.0)
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local screenObject = screenNode:CreateComponent("StaticModel")
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screenObject.model = 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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local renderTexture = Texture2D:new()
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renderTexture:SetSize(1024, 768, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET)
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renderTexture.filterMode = 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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local renderMaterial = Material:new()
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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.depthBias = BiasParameters(-0.001, 0.0)
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screenObject.material = 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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local surface = renderTexture.renderSurface
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local rttViewport = Viewport:new(rttScene_, rttCameraNode:GetComponent("Camera"))
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surface:SetViewport(0, rttViewport)
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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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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, 7.0, -30.0)
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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 = "Use WASD keys and mouse 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.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 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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local delta = MOVE_SPEED * timeStep
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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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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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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, scale movement with time step
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MoveCamera(timeStep)
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end
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-- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
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Rotator = ScriptObject()
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function Rotator:Start()
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self.rotationSpeed = {0.0, 0.0, 0.0}
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end
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-- Update is called during the variable timestep scene update
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function Rotator:Update(timeStep)
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local x = self.rotationSpeed[1] * timeStep
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local y = self.rotationSpeed[2] * timeStep
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local z = self.rotationSpeed[3] * timeStep
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self.node:Rotate(Quaternion(x, y, z))
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end
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