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

275 lines
13 KiB
ActionScript

// Multiple viewports example.
// This sample demonstrates:
// - Setting up two viewports with two separate cameras
// - Adding post processing effects to a viewport's render path and toggling them
#include "Scripts/Utilities/Sample.as"
Node@ rearCameraNode;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// Setup the viewports for displaying the scene
SetupViewports();
// 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 scene node & StaticModel component for showing a static plane
Node@ planeNode = scene_.CreateChild("Plane");
planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
// 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(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.5f, 0.5f, 0.7f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light to the world. Enable cascaded shadows on it
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.castShadows = true;
light.shadowBias = BiasParameters(0.00025f, 0.5f);
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
// Create some mushrooms
const uint NUM_MUSHROOMS = 240;
for (uint i = 0; i < NUM_MUSHROOMS; ++i)
{
Node@ mushroomNode = scene_.CreateChild("Mushroom");
mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
mushroomNode.SetScale(0.5f + Random(2.0f));
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 randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
const uint NUM_BOXES = 20;
for (uint i = 0; i < NUM_BOXES; ++i)
{
Node@ boxNode = scene_.CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
boxNode.SetScale(size);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
boxObject.castShadows = true;
if (size >= 3.0f)
boxObject.occluder = true;
}
// Create the cameras. Limit far clip distance to match the fog
cameraNode = scene_.CreateChild("Camera");
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
// Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
rearCameraNode = cameraNode.CreateChild("RearCamera");
rearCameraNode.Rotate(Quaternion(180.0f, Vector3::UP));
Camera@ rearCamera = rearCameraNode.CreateComponent("Camera");
rearCamera.farClip = 300.0f;
// Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
// "view override flags" for this. We could also disable eg. shadows or force low material quality
// if we wanted
rearCamera.viewOverrideFlags = VO_DISABLE_OCCLUSION;
// Set an initial position for the front 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"
"B to toggle bloom, F to toggle FXAA\n"
"Space to toggle debug geometry\n";
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 SetupViewports()
{
renderer.numViewports = 2;
// Set up the front camera viewport
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
// Clone the default render path so that we do not interfere with the other viewport, then add
// bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
// for example with the effect name to allow easy toggling on and off. We start with the effects
// disabled.
RenderPath@ effectRenderPath = viewport.renderPath.Clone();
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/Bloom.xml"));
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/FXAA2.xml"));
// Make the bloom mixing parameter more pronounced
effectRenderPath.shaderParameters["BloomMix"] = Variant(Vector2(0.9f, 0.6f));
effectRenderPath.SetEnabled("Bloom", false);
effectRenderPath.SetEnabled("FXAA2", false);
viewport.renderPath = effectRenderPath;
// Set up the rear camera viewport on top of the front view ("rear view mirror")
// The viewport index must be greater in that case, otherwise the view would be left behind
Viewport@ rearViewport = Viewport(scene_, rearCameraNode.GetComponent("Camera"),
IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3));
renderer.viewports[1] = rearViewport;
}
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 post processing effects on the front viewport. Note that the rear viewport is unaffected
RenderPath@ effectRenderPath = renderer.viewports[0].renderPath;
if (input.keyPress[KEY_B])
effectRenderPath.ToggleEnabled("Bloom");
if (input.keyPress[KEY_F])
effectRenderPath.ToggleEnabled("FXAA2");
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
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, scale movement with time step
MoveCamera(timeStep);
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
if (drawDebug)
renderer.DrawDebugGeometry(false);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element\">" +
" <element type=\"Button\">" +
" <attribute name=\"Name\" value=\"Button3\" />" +
" <attribute name=\"Position\" value=\"-120 -120\" />" +
" <attribute name=\"Size\" value=\"96 96\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"Label\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
" <attribute name=\"Text\" value=\"FXAA\" />" +
" </element>" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"F\" />" +
" </element>" +
" </element>" +
" </add>" +
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"B\" />" +
" </element>" +
" </add>" +
" <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>";