Urho3D/bin/Data/Scripts/07_Billboards.as
2017-04-09 22:17:34 +03:00

291 lines
12 KiB
ActionScript

// Billboard example.
// This sample demonstrates:
// - Populating a 3D scene with billboard sets and several shadow casting spotlights
// - Parenting scene nodes to allow more intuitive creation of groups of objects
// - Examining rendering performance with a somewhat large object and light count
#include "Scripts/Utilities/Sample.as"
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// 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();
}
void 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 a Zone component for ambient lighting & fog control
Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light without shadows
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.color = Color(0.2f, 0.2f, 0.2f);
light.specularIntensity = 1.0f;
// Create a "floor" consisting of several tiles
for (int y = -5; y <= 5; ++y)
{
for (int x = -5; x <= 5; ++x)
{
Node@ floorNode = scene_.CreateChild("FloorTile");
floorNode.position = Vector3(x * 20.5f, -0.5f, y * 20.5f);
floorNode.scale = Vector3(20.0f, 1.0f, 20.f);
StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
}
}
// Create groups of mushrooms, which act as shadow casters
const uint NUM_MUSHROOMGROUPS = 25;
const uint NUM_MUSHROOMS = 25;
for (uint i = 0; i < NUM_MUSHROOMGROUPS; ++i)
{
// First create a scene node for the group. The individual mushrooms nodes will be created as children
Node@ groupNode = scene_.CreateChild("MushroomGroup");
groupNode.position = Vector3(Random(190.0f) - 95.0f, 0.0f, Random(190.0f) - 95.0f);
for (uint j = 0; j < NUM_MUSHROOMS; ++j)
{
Node@ mushroomNode = groupNode.CreateChild("Mushroom");
mushroomNode.position = Vector3(Random(25.0f) - 12.5f, 0.0f, Random(25.0f) - 12.5f);
mushroomNode.rotation = Quaternion(0.0f, Random() * 360.0f, 0.0f);
mushroomNode.SetScale(1.0f + Random() * 4.0f);
StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
mushroomObject.castShadows = true;
}
}
// Create billboard sets (floating smoke)
const uint NUM_BILLBOARDNODES = 25;
const uint NUM_BILLBOARDS = 10;
for (uint i = 0; i < NUM_BILLBOARDNODES; ++i)
{
Node@ smokeNode = scene_.CreateChild("Smoke");
smokeNode.position = Vector3(Random(200.0f) - 100.0f, Random(20.0f) + 10.0f, Random(200.0f) - 100.0f);
BillboardSet@ billboardObject = smokeNode.CreateComponent("BillboardSet");
billboardObject.numBillboards = NUM_BILLBOARDS;
billboardObject.material = cache.GetResource("Material", "Materials/LitSmoke.xml");
billboardObject.sorted = true;
for (uint j = 0; j < NUM_BILLBOARDS; ++j)
{
Billboard@ bb = billboardObject.billboards[j];
bb.position = Vector3(Random(12.0f) - 6.0f, Random(8.0f) - 4.0f, Random(12.0f) - 6.0f);
bb.size = Vector2(Random(2.0f) + 3.0f, Random(2.0f) + 3.0f);
bb.rotation = Random() * 360.0f;
bb.enabled = true;
}
// After modifying the billboards, they need to be "committed" so that the BillboardSet updates its internals
billboardObject.Commit();
}
// Create shadow casting spotlights
const uint NUM_LIGHTS = 9;
for (uint i = 0; i < NUM_LIGHTS; ++i)
{
Node@ lightNode = scene_.CreateChild("SpotLight");
Light@ light = lightNode.CreateComponent("Light");
float angle = 0.0f;
Vector3 position((i % 3) * 60.0f - 60.0f, 45.0f, (i / 3) * 60.0f - 60.0f);
Color color(((i + 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 1) & 1) * 0.5f + 0.5f, (((i + 1) >> 2) & 1) * 0.5f + 0.5f);
lightNode.position = position;
lightNode.direction = Vector3(Sin(angle), -1.5f, Cos(angle));
light.lightType = LIGHT_SPOT;
light.range = 90.0f;
light.rampTexture = cache.GetResource("Texture2D", "Textures/RampExtreme.png");
light.fov = 45.0f;
light.color = color;
light.specularIntensity = 1.0f;
light.castShadows = true;
light.shadowBias = BiasParameters(0.00002f, 0.0f);
// Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
// better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
light.shadowFadeDistance = 100.0f; // Fade start distance
light.shadowDistance = 125.0f; // Fade end distance, shadows are disabled
// Set half resolution for the shadow maps for increased performance
light.shadowResolution = 0.5f;
// The spot lights will not have anything near them, so move the near plane of the shadow camera farther
// for better shadow depth resolution
light.shadowNearFarRatio = 0.01f;
}
// Create the camera. Limit far clip distance to match the fog
cameraNode = scene_.CreateChild("Camera");
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text =
"Use WASD keys and mouse to move\n"
"Space to toggle debug geometry";
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);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void 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");
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
IntVector2 mouseMove = input.mouseMove;
yaw += MOUSE_SENSITIVITY * mouseMove.x;
pitch += MOUSE_SENSITIVITY * mouseMove.y;
pitch = Clamp(pitch, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
void AnimateScene(float timeStep)
{
// Get the light and billboard scene nodes
Array<Node@> lightNodes = scene_.GetChildrenWithComponent("Light");
Array<Node@> billboardNodes = scene_.GetChildrenWithComponent("BillboardSet");
const float LIGHT_ROTATION_SPEED = 20.0f;
const float BILLBOARD_ROTATION_SPEED = 50.0f;
// Rotate the lights around the world Y-axis
for (uint i = 0; i < lightNodes.length; ++i)
lightNodes[i].Rotate(Quaternion(0.0f, LIGHT_ROTATION_SPEED * timeStep, 0.0f), TS_WORLD);
// Rotate the individual billboards within the billboard sets, then recommit to make the changes visible
for (uint i = 0; i < billboardNodes.length; ++i)
{
BillboardSet@ billboardObject = billboardNodes[i].GetComponent("BillboardSet");
for (uint j = 0; j < billboardObject.numBillboards; ++j)
{
Billboard@ bb = billboardObject.billboards[j];
bb.rotation += BILLBOARD_ROTATION_SPEED * timeStep;
}
billboardObject.Commit();
}
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera and animate the scene, scale movement with time step
MoveCamera(timeStep);
AnimateScene(timeStep);
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw viewport debug geometry. This time use depth test, as otherwise the result becomes
// hard to interpret due to large object count
if (drawDebug)
renderer.DrawDebugGeometry(true);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <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>";