Urho3D/bin/Data/Scripts/42_PBRMaterials.as
2017-06-13 19:25:40 +01:00

224 lines
8.1 KiB
ActionScript

// PBR materials example.
// This sample demonstrates:
// - Loading a scene that showcases physically based materials & shaders
//
// To use with deferred rendering, a PBR deferred renderpath should be chosen:
// CoreData/RenderPaths/PBRDeferred.xml or CoreData/RenderPaths/PBRDeferredHWDepth.xml
#include "Scripts/Utilities/Sample.as"
Material@ dynamicMaterial;
Text@ roughnessLabel;
Text@ metallicLabel;
Text@ ambientLabel;
Zone@ zone;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content and subscribe to UI events
CreateUI();
CreateInstructions();
// Setup the viewport for displaying the scene
SetupViewport();
// Subscribe to global events for camera movement
SubscribeToEvents();
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text = "Use sliders to change Roughness and Metallic\n" +
"Hold RMB and use WASD keys and mouse to move";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER;
instructionText.verticalAlignment = VA_CENTER;
instructionText.SetPosition(0, ui.root.height / 4);
}
void CreateScene()
{
scene_ = Scene();
// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
// which scene.LoadXML() will read
scene_.LoadXML(cache.GetFile("Scenes/PBRExample.xml"));
Node@ sphereWithDynamicMatNode = scene_.GetChild("SphereWithDynamicMat");
StaticModel@ staticModel = sphereWithDynamicMatNode.GetComponent("StaticModel");
dynamicMaterial = staticModel.materials[0];
Node@ zoneNode = scene_.GetChild("Zone");
zone = zoneNode.GetComponent("Zone");
// Create the camera (not included in the scene file)
cameraNode = scene_.CreateChild("Camera");
cameraNode.CreateComponent("Camera");
cameraNode.position = sphereWithDynamicMatNode.position + Vector3(2.0f, 2.0f, 2.0f);
cameraNode.LookAt(sphereWithDynamicMatNode.position);
yaw = cameraNode.rotation.yaw;
pitch = cameraNode.rotation.pitch;
}
void CreateUI()
{
// Set up global UI style into the root UI element
XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
ui.root.defaultStyle = style;
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will interact with the UI
Cursor@ cursor = Cursor();
cursor.SetStyleAuto();
ui.cursor = cursor;
// Set starting position of the cursor at the rendering window center
cursor.SetPosition(graphics.width / 2, graphics.height / 2);
roughnessLabel = ui.root.CreateChild("Text");
roughnessLabel.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
roughnessLabel.SetPosition(370, 50);
roughnessLabel.textEffect = TE_SHADOW;
metallicLabel = ui.root.CreateChild("Text");
metallicLabel.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
metallicLabel.SetPosition(370, 100);
metallicLabel.textEffect = TE_SHADOW;
ambientLabel = ui.root.CreateChild("Text");
ambientLabel.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
ambientLabel.SetPosition(370, 150);
ambientLabel.textEffect = TE_SHADOW;
Slider@ roughnessSlider = ui.root.CreateChild("Slider");
roughnessSlider.SetStyleAuto();
roughnessSlider.SetPosition(50, 50);
roughnessSlider.SetSize(300, 20);
roughnessSlider.range = 1.0f; // 0 - 1 range
SubscribeToEvent(roughnessSlider, "SliderChanged", "HandleRoughnessSliderChanged");
roughnessSlider.value = 0.5f;
Slider@ metallicSlider = ui.root.CreateChild("Slider");
metallicSlider.SetStyleAuto();
metallicSlider.SetPosition(50, 100);
metallicSlider.SetSize(300, 20);
metallicSlider.range = 1.0f; // 0 - 1 range
SubscribeToEvent(metallicSlider, "SliderChanged", "HandleMetallicSliderChanged");
metallicSlider.value = 0.5f;
Slider@ ambientSlider = ui.root.CreateChild("Slider");
ambientSlider.SetStyleAuto();
ambientSlider.SetPosition(50, 150);
ambientSlider.SetSize(300, 20);
ambientSlider.range = 10.0f; // 0 - 10 range
SubscribeToEvent(ambientSlider, "SliderChanged", "HandleAmbientSliderChanged");
ambientSlider.value = zone.ambientColor.a;
}
void HandleRoughnessSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData["Value"].GetFloat();
dynamicMaterial.shaderParameters["Roughness"] = newValue;
roughnessLabel.text = "Roughness: " + newValue;
}
void HandleMetallicSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData["Value"].GetFloat();
dynamicMaterial.shaderParameters["Metallic"] = newValue;
metallicLabel.text = "Metallic: " + newValue;
}
void HandleAmbientSliderChanged(StringHash eventType, VariantMap& eventData)
{
float newValue = eventData["Value"].GetFloat();
Color col = Color(0.0, 0.0, 0.0, newValue);
zone.ambientColor = col;
ambientLabel.text = "Ambient HDR Scale: " + zone.ambientColor.a;
}
void SetupViewport()
{
renderer.hdrRendering = true;
// 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;
// Add post-processing effects appropriate with the example scene
RenderPath@ effectRenderPath = viewport.renderPath.Clone();
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/FXAA2.xml"));
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/GammaCorrection.xml"));
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/Tonemap.xml"));
effectRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/AutoExposure.xml"));
viewport.renderPath = effectRenderPath;
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for camera motion
SubscribeToEvent("Update", "HandleUpdate");
}
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 MoveCamera(float timeStep)
{
// Right mouse button controls mouse cursor visibility: hide when pressed
ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
// Do not move if the UI has a focused element
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 10.0f;
// 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
// Only move the camera when the cursor is hidden
if (!ui.cursor.visible)
{
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);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions = "";