467c4bd4e8
- (Web) Removed some of the exit engine logic.
171 lines
7.6 KiB
Lua
171 lines
7.6 KiB
Lua
-- Signed distance field text example.
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-- This sample demonstrates:
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-- - Creating a 3D scene with static content
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-- - Creating a 3D text use SDF Font
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-- - Displaying the scene using the Renderer subsystem
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-- - Handling keyboard and mouse input to move a freelook camera
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require "LuaScripts/Utilities/Sample"
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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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scene_ = Scene()
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-- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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-- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
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-- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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-- optimizing manner
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scene_:CreateComponent("Octree")
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-- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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-- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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-- (100 x 100 world units)
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local planeNode = scene_:CreateChild("Plane")
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planeNode.scale = Vector3(100.0, 1.0, 100.0)
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local planeObject = planeNode:CreateComponent("StaticModel")
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planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
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planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
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-- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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-- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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-- The light will use default settings (white light, no shadows)
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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-- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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-- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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-- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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-- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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-- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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-- scene.
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local NUM_OBJECTS = 200
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for i = 1, NUM_OBJECTS do
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local mushroomNode = scene_:CreateChild("Mushroom")
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mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
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mushroomNode:SetScale(0.5 + Random(2.0))
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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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local mushroomTitleNode = mushroomNode:CreateChild("MushroomTitle")
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mushroomTitleNode.position = Vector3(0.0, 1.2, 0.0)
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local mushroomTitleText = mushroomTitleNode:CreateComponent("Text3D")
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mushroomTitleText.text = "Mushroom " .. i
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mushroomTitleText:SetFont(cache:GetResource("Font", "Fonts/BlueHighway.sdf"), 24)
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mushroomTitleText.color = Color(1.0, 0.0, 0.0)
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if (i % 3) == 1 then
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mushroomTitleText.color = Color(0.0, 1.0, 0.0)
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mushroomTitleText.textEffect = TE_SHADOW
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mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5)
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end
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if (i % 3) == 2 then
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mushroomTitleText.color = Color(1.0, 1.0, 0.0)
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mushroomTitleText.textEffect = TE_STROKE
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mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5)
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end
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mushroomTitleText:SetAlignment(HA_CENTER, VA_CENTER)
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end
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-- Create a scene node for the camera, which we will move around
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-- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_:CreateChild("Camera")
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cameraNode:CreateComponent("Camera")
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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: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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-- 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. We need to define the scene and the camera
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-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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-- use, but now we just use full screen and default render path configured in the engine command line options
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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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-- Use the Translate() function (default local space) to move relative to the node's orientation.
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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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