275 lines
13 KiB
ActionScript
275 lines
13 KiB
ActionScript
// Multiple viewports example.
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// This sample demonstrates:
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// - Setting up two viewports with two separate cameras
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// - Adding post processing effects to a viewport's render path and toggling them
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#include "Scripts/Utilities/Sample.as"
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Node@ rearCameraNode;
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void Start()
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{
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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 viewports for displaying the scene
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SetupViewports();
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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 and render post-update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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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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// Also create a DebugRenderer component so that we can draw debug geometry
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scene_.CreateComponent("Octree");
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scene_.CreateComponent("DebugRenderer");
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// Create scene node & StaticModel component for showing a static plane
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Node@ planeNode = scene_.CreateChild("Plane");
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planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
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StaticModel@ 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 Zone component for ambient lighting & fog control
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Node@ zoneNode = scene_.CreateChild("Zone");
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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zone.fogColor = Color(0.5f, 0.5f, 0.7f);
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zone.fogStart = 100.0f;
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zone.fogEnd = 300.0f;
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// Create a directional light to the world. Enable cascaded shadows on it
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Node@ lightNode = scene_.CreateChild("DirectionalLight");
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lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
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Light@ 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(0.00025f, 0.5f);
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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// Create some mushrooms
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const uint NUM_MUSHROOMS = 240;
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for (uint i = 0; i < NUM_MUSHROOMS; ++i)
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{
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Node@ mushroomNode = scene_.CreateChild("Mushroom");
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mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
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mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
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mushroomNode.SetScale(0.5f + Random(2.0f));
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StaticModel@ 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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mushroomObject.castShadows = true;
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}
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// Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
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// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
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const uint NUM_BOXES = 20;
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for (uint i = 0; i < NUM_BOXES; ++i)
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{
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Node@ boxNode = scene_.CreateChild("Box");
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float size = 1.0f + Random(10.0f);
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boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
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boxNode.SetScale(size);
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StaticModel@ 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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boxObject.castShadows = true;
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if (size >= 3.0f)
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boxObject.occluder = true;
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}
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// Create the cameras. Limit far clip distance to match the fog
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cameraNode = scene_.CreateChild("Camera");
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 300.0f;
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// Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
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// Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
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rearCameraNode = cameraNode.CreateChild("RearCamera");
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rearCameraNode.Rotate(Quaternion(180.0f, Vector3::UP));
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Camera@ rearCamera = rearCameraNode.CreateComponent("Camera");
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rearCamera.farClip = 300.0f;
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// Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
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// "view override flags" for this. We could also disable eg. shadows or force low material quality
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// if we wanted
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rearCamera.viewOverrideFlags = VO_DISABLE_OCCLUSION;
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// Set an initial position for the front camera scene node above the plane
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cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text =
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"Use WASD keys and mouse to move\n"
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"B to toggle bloom, F to toggle FXAA\n"
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"Space to toggle debug geometry\n";
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instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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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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}
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void SetupViewports()
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{
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renderer.numViewports = 2;
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// Set up the front camera viewport
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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// Clone the default render path so that we do not interfere with the other viewport, then add
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// bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
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// for example with the effect name to allow easy toggling on and off. We start with the effects
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// disabled.
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RenderPath@ effectRenderPath = viewport.renderPath.Clone();
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effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/Bloom.xml"));
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effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/FXAA2.xml"));
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// Make the bloom mixing parameter more pronounced
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effectRenderPath.shaderParameters["BloomMix"] = Variant(Vector2(0.9f, 0.6f));
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effectRenderPath.SetEnabled("Bloom", false);
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effectRenderPath.SetEnabled("FXAA2", false);
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viewport.renderPath = effectRenderPath;
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// Set up the rear camera viewport on top of the front view ("rear view mirror")
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// The viewport index must be greater in that case, otherwise the view would be left behind
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Viewport@ rearViewport = Viewport(scene_, rearCameraNode.GetComponent("Camera"),
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IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3));
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renderer.viewports[1] = rearViewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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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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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, -90.0f, 90.0f);
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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, 0.0f);
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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.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected
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RenderPath@ effectRenderPath = renderer.viewports[0].renderPath;
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if (input.keyPress[KEY_B])
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effectRenderPath.ToggleEnabled("Bloom");
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if (input.keyPress[KEY_F])
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effectRenderPath.ToggleEnabled("FXAA2");
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// Toggle debug geometry with space
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if (input.keyPress[KEY_SPACE])
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drawDebug = !drawDebug;
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float 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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}
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void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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// If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
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if (drawDebug)
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renderer.DrawDebugGeometry(false);
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element\">" +
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" <element type=\"Button\">" +
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" <attribute name=\"Name\" value=\"Button3\" />" +
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" <attribute name=\"Position\" value=\"-120 -120\" />" +
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" <attribute name=\"Size\" value=\"96 96\" />" +
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
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" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
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" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
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" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
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" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
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" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"Label\" />" +
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" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
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" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
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" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
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" <attribute name=\"Text\" value=\"FXAA\" />" +
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" </element>" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"KeyBinding\" />" +
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" <attribute name=\"Text\" value=\"F\" />" +
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" </element>" +
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" </element>" +
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" </add>" +
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"KeyBinding\" />" +
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" <attribute name=\"Text\" value=\"B\" />" +
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" </element>" +
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" </add>" +
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"KeyBinding\" />" +
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" <attribute name=\"Text\" value=\"SPACE\" />" +
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" </element>" +
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" </add>" +
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"</patch>";
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