0631979496
[ci skip]
223 lines
9.7 KiB
Lua
223 lines
9.7 KiB
Lua
-- Water example.
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-- This sample demonstrates:
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-- - Creating a large plane to represent a water body for rendering
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-- - Setting up a second camera to render reflections on the water surface
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require "LuaScripts/Utilities/Sample"
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local reflectionCameraNode = nil
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local waterNode = nil
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local waterPlane = Plane()
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local waterClipPlane = Plane()
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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 event
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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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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(0.15, 0.15, 0.15)
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zone.fogColor = Color(1.0, 1.0, 1.0)
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zone.fogStart = 500.0
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zone.fogEnd = 750.0
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-- Create a directional light to the world. Enable cascaded shadows on it
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8)
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.castShadows = true
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light.shadowBias = BiasParameters(0.00025, 0.5)
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light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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light.specularIntensity = 0.5
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-- Apply slightly overbright lighting to match the skybox
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light.color = Color(1.2, 1.2, 1.2)
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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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local skyNode = scene_:CreateChild("Sky")
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skyNode:SetScale(500.0) -- The scale actually does not matter
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local skybox = skyNode:CreateComponent("Skybox")
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skybox.model = cache:GetResource("Model", "Models/Box.mdl")
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skybox.material = cache:GetResource("Material", "Materials/Skybox.xml")
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-- Create heightmap terrain
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local terrainNode = scene_:CreateChild("Terrain")
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terrainNode.position = Vector3(0.0, 0.0, 0.0)
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local terrain = terrainNode:CreateComponent("Terrain")
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terrain.patchSize = 64
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terrain.spacing = Vector3(2.0, 0.5, 2.0) -- Spacing between vertices and vertical resolution of the height map
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terrain.smoothing = true
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terrain.heightMap = cache:GetResource("Image", "Textures/HeightMap.png")
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terrain.material = 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.occluder = true
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-- Create 1000 boxes in the terrain. Always face outward along the terrain normal
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local NUM_OBJECTS = 1000
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for i = 1, NUM_OBJECTS do
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local objectNode = scene_:CreateChild("Box")
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local position = Vector3(Random(2000.0) - 1000.0, 0.0, Random(2000.0) - 1000.0)
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position.y = terrain:GetHeight(position) + 2.25
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objectNode.position = position
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-- Create a rotation quaternion from up vector to terrain normal
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objectNode.rotation = Quaternion(Vector3(0.0, 1.0, 0.0), terrain:GetNormal(position))
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objectNode:SetScale(5.0)
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local object = objectNode:CreateComponent("StaticModel")
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object.model = cache:GetResource("Model", "Models/Box.mdl")
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object.material = cache:GetResource("Material", "Materials/Stone.xml")
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object.castShadows = true
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end
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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.scale = Vector3(2048.0, 1.0, 2048.0)
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waterNode.position = Vector3(0.0, 5.0, 0.0)
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local water = waterNode:CreateComponent("StaticModel")
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water.model = cache:GetResource("Model", "Models/Plane.mdl")
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water.material = 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.viewMask = 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 = Node()
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 750.0
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-- Set an initial position for the camera scene node above the floor
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cameraNode.position = Vector3(0.0, 7.0, -20.0)
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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:SetText("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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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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-- Create a mathematical plane to represent the water in calculations
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waterPlane = Plane(waterNode.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition)
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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.worldRotation * Vector3(0.0, 1.0, 0.0), waterNode.worldPosition -
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Vector3(0.0, 0.1, 0.0))
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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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local reflectionCamera = reflectionCameraNode:CreateComponent("Camera")
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reflectionCamera.farClip = 750.0
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reflectionCamera.viewMask = 0x7fffffff -- Hide objects with only bit 31 in the viewmask (the water plane)
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reflectionCamera.autoAspectRatio = false
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reflectionCamera.useReflection = true
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reflectionCamera.reflectionPlane = waterPlane
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reflectionCamera.useClipping = true -- Enable clipping of geometry behind water plane
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reflectionCamera.clipPlane = waterClipPlane
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-- The water reflection texture is rectangular. Set reflection camera aspect ratio to match
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reflectionCamera.aspectRatio = graphics.width / graphics.height
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-- View override flags could be used to optimize reflection rendering. For example disable shadows
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--reflectionCamera.viewOverrideFlags = 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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local texSize = 1024
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local renderTexture = Texture2D:new()
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renderTexture:SetSize(texSize, texSize, Graphics:GetRGBFormat(), TEXTURE_RENDERTARGET)
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renderTexture.filterMode = FILTER_BILINEAR
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local surface = renderTexture.renderSurface
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local rttViewport = Viewport:new(scene_, reflectionCamera)
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surface:SetViewport(0, rttViewport)
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local waterMat = cache:GetResource("Material", "Materials/Water.xml")
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waterMat:SetTexture(TU_DIFFUSE, renderTexture)
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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 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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-- In case resolution has changed, adjust the reflection camera aspect ratio
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local reflectionCamera = reflectionCameraNode:GetComponent("Camera")
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reflectionCamera.aspectRatio = graphics.width / graphics.height
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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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