Added Decals example.
Refactored SkeletalAnimation example to use a custom component as well.
This commit is contained in:
Родитель
40d345ab24
Коммит
0f4fbda5fb
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@ -30,6 +30,9 @@
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namespace Urho3D
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{
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class IndexBuffer;
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class VertexBuffer;
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/// %Decal vertex.
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struct DecalVertex
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{
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@ -86,13 +86,13 @@ void StaticScene::CreateScene()
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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planeObject->SetMaterial(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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Node* lightNode = scene_->CreateChild("Directional light");
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lightNode->SetDirection(Vector3(-1.0f, -1.0f, -1.0f)); // The direction vector does not need to be normalized
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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@ -108,7 +108,7 @@ void StaticScene::CreateScene()
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Node* mushroomNode = scene_->CreateChild("Mushroom");
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mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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mushroomNode->SetScale(1.0f + Random(1.0f));
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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->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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@ -1,36 +1,36 @@
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//
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// Copyright (c) 2008-2013 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Component.h"
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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/// Custom component for rotating a scene node.
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class Rotator : public Component
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{
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public:
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//
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// Copyright (c) 2008-2013 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Component.h"
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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/// Custom component for rotating a scene node.
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class Rotator : public Component
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{
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public:
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/// Construct.
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Rotator(Context* context);
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@ -46,8 +46,8 @@ protected:
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private:
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/// Handle scene update event.
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void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
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/// Rotation speed.
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Vector3 rotationSpeed_;
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};
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void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
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/// Rotation speed.
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Vector3 rotationSpeed_;
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};
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@ -0,0 +1,75 @@
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//
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// Copyright (c) 2008-2013 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include "AnimatedModel.h"
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#include "AnimationState.h"
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#include "Mover.h"
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#include "Scene.h"
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#include "SceneEvents.h"
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Mover::Mover(Context* context) :
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Component(context),
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moveSpeed_(0.0f),
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rotationSpeed_(0.0f)
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{
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}
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void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds)
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{
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moveSpeed_ = moveSpeed;
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rotationSpeed_ = rotationSpeed;
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bounds_ = bounds;
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}
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void Mover::OnNodeSet(Node* node)
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{
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// If the node pointer is nonzero, this component has been created into a scene node. Subscribe to the variable timestep
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// scene update event now. If the node pointer is zero, the component is being removed from a scene node at destruction
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// time. In that case we do nothing
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if (node)
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{
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Scene* scene = node->GetScene();
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// The scene pointer will be nonzero if the scene node belongs to a scene (it is also legal to create free-standing
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// scene nodes)
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if (scene)
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SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(Mover, HandleSceneUpdate));
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}
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}
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void Mover::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Get the timestep from the update event
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using namespace SceneUpdate;
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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node_->TranslateRelative(Vector3::FORWARD * moveSpeed_ * timeStep);
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// If in risk of going outside the plane, rotate the model right
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Vector3 pos = node_->GetPosition();
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if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
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node_->Yaw(rotationSpeed_ * timeStep);
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// Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
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// in the same scene node
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AnimationState* state = GetComponent<AnimatedModel>()->GetAnimationStates()[0];
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state->AddTime(timeStep);
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}
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@ -0,0 +1,61 @@
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//
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// Copyright (c) 2008-2013 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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// copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Component.h"
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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/// Custom component for moving the animated model and rotating at area edges.
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class Mover : public Component
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{
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public:
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/// Construct.
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Mover(Context* context);
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/// Set motion parameters: forward movement speed, rotation speed, and movement boundaries.
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void SetParameters(float moveSpeed, float rotateSpeed, const BoundingBox& bounds);
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/// Return forward movement speed.
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float GetMoveSpeed() const { return moveSpeed_; }
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/// Return rotation speed.
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float GetRotationSpeed() const { return rotationSpeed_; }
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/// Return movement boundaries.
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const BoundingBox& GetBounds() const { return bounds_; }
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protected:
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/// Handle node being assigned.
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virtual void OnNodeSet(Node* node);
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private:
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/// Handle scene update event.
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void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
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/// Forward movement speed.
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float moveSpeed_;
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/// Rotation speed.
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float rotationSpeed_;
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/// Movement boundaries.
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BoundingBox bounds_;
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};
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@ -33,6 +33,7 @@
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#include "Light.h"
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#include "Material.h"
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#include "Model.h"
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#include "Mover.h"
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#include "Octree.h"
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#include "Renderer.h"
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#include "ResourceCache.h"
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@ -53,6 +54,8 @@ SkeletalAnimation::SkeletalAnimation(Context* context) :
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pitch_(0.0f),
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drawDebug_(false)
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{
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// Register an object factory for our custom Mover component so that we can create them to scene nodes
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context->RegisterFactory<Mover>();
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}
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void SkeletalAnimation::Start()
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@ -90,7 +93,7 @@ void SkeletalAnimation::CreateScene()
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a Zone component for ambient lighting & fog color control
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Node* zoneNode = scene_->CreateChild("Zone");
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@ -103,7 +106,7 @@ void SkeletalAnimation::CreateScene()
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// Create a directional light to the world. Enable cascaded shadows on it
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Node* lightNode = scene_->CreateChild("Directional light");
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lightNode->SetDirection(Vector3(-1.0f, -1.0f, -1.0f)); // The direction vector does not need to be normalized
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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@ -113,6 +116,10 @@ void SkeletalAnimation::CreateScene()
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// Create animated models
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const unsigned NUM_OBJECTS = 100;
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const float MODEL_MOVE_SPEED = 2.0f;
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const float MODEL_ROTATE_SPEED = 100.0f;
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const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f));
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* modelNode = scene_->CreateChild("Jack");
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@ -131,6 +138,10 @@ void SkeletalAnimation::CreateScene()
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// Enable full blending weight and looping
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state->SetWeight(1.0f);
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state->SetLooped(true);
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// Create our custom Mover component that will move & animate the model during each frame's update
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Mover* mover = modelNode->CreateComponent<Mover>();
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mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
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}
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// Create the camera. Limit far clip distance to match the fog
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@ -149,7 +160,10 @@ void SkeletalAnimation::CreateInstructions()
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Use WASD keys and mouse to move\nSpace to toggle debug geometry");
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instructionText->SetText(
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"Use WASD keys and mouse to move\n"
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"Space to toggle debug geometry"
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);
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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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@ -201,33 +215,6 @@ void SkeletalAnimation::MoveCamera(float timeStep)
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cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SkeletalAnimation::MoveModels(float timeStep)
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{
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// We could store all the created models into our own array, like in the Sprites example. However, we can also query the
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// scene for all nodes with an AnimatedModel component. That is slightly slower, as each node's components have to be looped
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// through. We know the nodes are on the root level, so we do not need to do the query as recursive
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PODVector<Node*> modelNodes;
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scene_->GetChildrenWithComponent<AnimatedModel>(modelNodes);
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const float MODEL_MOVE_SPEED = 2.0f;
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const float MODEL_ROTATE_SPEED = 100.0f;
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for (unsigned i = 0; i < modelNodes.Size(); ++i)
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{
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Node* modelNode = modelNodes[i];
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modelNode->TranslateRelative(Vector3::FORWARD * MODEL_MOVE_SPEED * timeStep);
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// If in risk of going outside the plane, rotate the model right
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Vector3 pos = modelNode->GetPosition();
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if (pos.x_ < -47.0f || pos.x_ > 47.0f || pos.z_ < -47.0f || pos.z_ > 47.0f)
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modelNode->Yaw(timeStep * MODEL_ROTATE_SPEED);
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// Get the model's first (only) animation state and advance its time
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AnimationState* state = modelNode->GetComponent<AnimatedModel>()->GetAnimationStates()[0];
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state->AddTime(timeStep);
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}
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}
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void SkeletalAnimation::SubscribeToEvents()
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{
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// Subscribes HandleUpdate() method for processing update events
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@ -246,9 +233,8 @@ void SkeletalAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera and the animating models, scale movement with time step
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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MoveModels(timeStep);
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// Check for space pressed and toggle debug geometry
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if (GetSubsystem<Input>()->GetKeyPress(KEY_SPACE))
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|
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@ -56,8 +56,6 @@ private:
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void SetupViewport();
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/// Reads input and moves the camera.
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void MoveCamera(float timeStep);
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/// Moves the animated models that have been created.
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void MoveModels(float timeStep);
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/// Subscribe to application-wide logic update events.
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void SubscribeToEvents();
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/// Callback method invoked when a logic update event is dispatched.
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|
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@ -138,8 +138,8 @@ void Billboards::CreateScene()
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}
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// Create billboard sets (floating smoke)
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const unsigned NUM_BILLBOARDNODES = 40;
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const unsigned NUM_BILLBOARDS = 15;
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const unsigned NUM_BILLBOARDNODES = 25;
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const unsigned NUM_BILLBOARDS = 10;
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for (unsigned i = 0; i < NUM_BILLBOARDNODES; ++i)
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{
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@ -154,7 +154,7 @@ void Billboards::CreateScene()
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for (unsigned j = 0; j < NUM_BILLBOARDS; ++j)
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{
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Billboard* bb = billboardObject->GetBillboard(j);
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bb->position_ = Vector3(Random(15.0f) - 7.5f, Random(8.0f) - 4.0f, Random(15.0f) - 7.5f);
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bb->position_ = Vector3(Random(12.0f) - 6.0f, Random(8.0f) - 4.0f, Random(12.0f) - 6.0f);
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bb->size_ = Vector2(Random(2.0f) + 3.0f, Random(2.0f) + 3.0f);
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bb->rotation_ = Random() * 360.0f;
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bb->enabled_ = true;
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@ -190,9 +190,9 @@ void Billboards::CreateScene()
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light->SetShadowBias(BiasParameters(0.00002f, 0.0f));
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// Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
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// better CPU performance
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light->SetShadowDistance(200.0f);
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light->SetShadowFadeDistance(150.0f);
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// better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
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light->SetShadowFadeDistance(100.0f); // Fade start distance
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light->SetShadowDistance(125.0f); // Fade end distance, shadows are disabled
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// Set half resolution for the shadow maps for increased performance
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light->SetShadowResolution(0.5f);
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// The spot lights will not have anything near them, so move the near plane of the shadow camera farther
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@ -216,7 +216,10 @@ void Billboards::CreateInstructions()
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Use WASD keys and mouse to move\nSpace to toggle debug geometry\n");
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instructionText->SetText(
|
||||
"Use WASD keys and mouse to move\n"
|
||||
"Space to toggle debug geometry"
|
||||
);
|
||||
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
||||
|
||||
// Position the text relative to the screen center
|
||||
|
|
|
@ -0,0 +1,32 @@
|
|||
#
|
||||
# Copyright (c) 2008-2013 the Urho3D project.
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
# in the Software without restriction, including without limitation the rights
|
||||
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
# copies of the Software, and to permit persons to whom the Software is
|
||||
# furnished to do so, subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be included in
|
||||
# all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
# THE SOFTWARE.
|
||||
#
|
||||
|
||||
# Define target name
|
||||
set (TARGET_NAME 08_Decals)
|
||||
|
||||
# Define source files
|
||||
file (GLOB CPP_FILES *.cpp)
|
||||
file (GLOB H_FILES *.h)
|
||||
set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
|
||||
|
||||
# Setup target with resource copying
|
||||
setup_main_executable ()
|
|
@ -0,0 +1,327 @@
|
|||
//
|
||||
// Copyright (c) 2008-2013 the Urho3D project.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#include "Camera.h"
|
||||
#include "CoreEvents.h"
|
||||
#include "Cursor.h"
|
||||
#include "DebugRenderer.h"
|
||||
#include "DecalSet.h"
|
||||
#include "Engine.h"
|
||||
#include "Font.h"
|
||||
#include "Graphics.h"
|
||||
#include "Input.h"
|
||||
#include "Light.h"
|
||||
#include "Material.h"
|
||||
#include "Model.h"
|
||||
#include "Octree.h"
|
||||
#include "Renderer.h"
|
||||
#include "ResourceCache.h"
|
||||
#include "StaticModel.h"
|
||||
#include "Text.h"
|
||||
#include "UI.h"
|
||||
#include "XMLFile.h"
|
||||
#include "Zone.h"
|
||||
|
||||
#include "Decals.h"
|
||||
|
||||
#include "DebugNew.h"
|
||||
|
||||
// Expands to this example's entry-point
|
||||
DEFINE_APPLICATION_MAIN(Decals)
|
||||
|
||||
Decals::Decals(Context* context) :
|
||||
Sample(context),
|
||||
yaw_(0.0f),
|
||||
pitch_(0.0f),
|
||||
drawDebug_(false)
|
||||
{
|
||||
}
|
||||
|
||||
void Decals::Start()
|
||||
{
|
||||
// Execute base class startup
|
||||
Sample::Start();
|
||||
|
||||
// Create the scene content
|
||||
CreateScene();
|
||||
|
||||
// Create the UI content
|
||||
CreateUI();
|
||||
|
||||
// Setup the viewport for displaying the scene
|
||||
SetupViewport();
|
||||
|
||||
// Hook up to the frame update and render post-update events
|
||||
SubscribeToEvents();
|
||||
}
|
||||
|
||||
void Decals::CreateScene()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
|
||||
scene_ = new Scene(context_);
|
||||
|
||||
// Create the Octree component to the scene so that drawable objects can be rendered. 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->SetScale(Vector3(100.0f, 1.0f, 100.0f));
|
||||
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
|
||||
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
|
||||
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
|
||||
|
||||
// Create a Zone component for ambient lighting & fog color control
|
||||
Node* zoneNode = scene_->CreateChild("Zone");
|
||||
Zone* zone = zoneNode->CreateComponent<Zone>();
|
||||
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
|
||||
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
|
||||
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
|
||||
zone->SetFogStart(100.0f);
|
||||
zone->SetFogEnd(300.0f);
|
||||
|
||||
// Create a directional light to the world. Enable cascaded shadows on it
|
||||
Node* lightNode = scene_->CreateChild("Directional light");
|
||||
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
|
||||
Light* light = lightNode->CreateComponent<Light>();
|
||||
light->SetLightType(LIGHT_DIRECTIONAL);
|
||||
light->SetCastShadows(true);
|
||||
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
|
||||
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
|
||||
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
|
||||
|
||||
// Create some mushrooms
|
||||
const unsigned NUM_MUSHROOMS = 240;
|
||||
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
|
||||
{
|
||||
Node* mushroomNode = scene_->CreateChild("Mushroom");
|
||||
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
|
||||
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
|
||||
mushroomNode->SetScale(0.5f + Random(2.0f));
|
||||
StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
|
||||
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
|
||||
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
|
||||
mushroomObject->SetCastShadows(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 unsigned NUM_BOXES = 20;
|
||||
for (unsigned i = 0; i < NUM_BOXES; ++i)
|
||||
{
|
||||
Node* boxNode = scene_->CreateChild("Box");
|
||||
float size = 1.0f + Random(10.0f);
|
||||
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
|
||||
boxNode->SetScale(size);
|
||||
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
|
||||
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
||||
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
|
||||
boxObject->SetCastShadows(true);
|
||||
if (size >= 5.0f)
|
||||
boxObject->SetOccluder(true);
|
||||
}
|
||||
|
||||
// Create the camera. Limit far clip distance to match the fog
|
||||
cameraNode_ = scene_->CreateChild("Camera");
|
||||
Camera* camera = cameraNode_->CreateComponent<Camera>();
|
||||
camera->SetFarClip(300.0f);
|
||||
|
||||
// Set an initial position for the camera scene node above the plane
|
||||
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
|
||||
}
|
||||
|
||||
void Decals::CreateUI()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
|
||||
// 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 point the raycast target
|
||||
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
|
||||
SharedPtr<Cursor> cursor(new Cursor(context_));
|
||||
cursor->SetStyleAuto(style);
|
||||
ui->SetCursor(cursor);
|
||||
|
||||
// Set starting position of the cursor at the rendering window center
|
||||
Graphics* graphics = GetSubsystem<Graphics>();
|
||||
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
|
||||
|
||||
// Construct new Text object, set string to display and font to use
|
||||
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
|
||||
instructionText->SetText(
|
||||
"Use WASD keys to move\n"
|
||||
"LMB = paint decal, RMB = rotate view\n"
|
||||
"Space to toggle debug geometry\n"
|
||||
"O to toggle occlusion culling"
|
||||
);
|
||||
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
||||
|
||||
// Position the text relative to the screen center
|
||||
instructionText->SetHorizontalAlignment(HA_CENTER);
|
||||
instructionText->SetVerticalAlignment(VA_CENTER);
|
||||
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
|
||||
}
|
||||
|
||||
void Decals::SetupViewport()
|
||||
{
|
||||
Renderer* renderer = GetSubsystem<Renderer>();
|
||||
|
||||
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
||||
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
|
||||
renderer->SetViewport(0, viewport);
|
||||
}
|
||||
|
||||
void Decals::MoveCamera(float timeStep)
|
||||
{
|
||||
// Do not move if the UI has a focused element (the console)
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
if (ui->GetFocusElement())
|
||||
return;
|
||||
|
||||
Input* input = GetSubsystem<Input>();
|
||||
|
||||
// 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
|
||||
// Only move the camera when the cursor is hidden
|
||||
if (!ui->GetCursor()->IsVisible())
|
||||
{
|
||||
IntVector2 mouseMove = input->GetMouseMove();
|
||||
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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
|
||||
}
|
||||
|
||||
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
||||
if (input->GetKeyDown('W'))
|
||||
cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('S'))
|
||||
cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('A'))
|
||||
cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('D'))
|
||||
cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
||||
}
|
||||
|
||||
void Decals::PaintDecal()
|
||||
{
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
Graphics* graphics = GetSubsystem<Graphics>();
|
||||
IntVector2 pos = ui->GetCursorPosition();
|
||||
|
||||
// Make sure no UI element in front of the cursor
|
||||
if (ui->GetElementAt(pos, true))
|
||||
return;
|
||||
|
||||
Camera* camera = cameraNode_->GetComponent<Camera>();
|
||||
Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
|
||||
// Raycast up to 250 world units distance, pick only geometry objects, not eg. zones or lights, only get the first
|
||||
// (closest) hit
|
||||
PODVector<RayQueryResult> results;
|
||||
RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, 250.0f, DRAWABLE_GEOMETRY);
|
||||
scene_->GetComponent<Octree>()->RaycastSingle(query);
|
||||
if (results.Size())
|
||||
{
|
||||
RayQueryResult& result = results[0];
|
||||
|
||||
// Calculate hit position in world space
|
||||
Vector3 rayHitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
|
||||
// Check if target scene node already has a DecalSet component. If not, create now
|
||||
Node* targetNode = result.drawable_->GetNode();
|
||||
DecalSet* decal = targetNode->GetComponent<DecalSet>();
|
||||
if (!decal)
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
|
||||
decal = targetNode->CreateComponent<DecalSet>();
|
||||
decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
|
||||
}
|
||||
// Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
|
||||
// use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
|
||||
// plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
|
||||
// undesirable, it may be necessary to create more than one DecalSet based on the distance
|
||||
decal->AddDecal(result.drawable_, rayHitPos, cameraNode_->GetWorldRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
|
||||
Vector2::ONE);
|
||||
}
|
||||
}
|
||||
|
||||
void Decals::SubscribeToEvents()
|
||||
{
|
||||
// Subscribes HandleUpdate() method for processing update events
|
||||
SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
|
||||
|
||||
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
|
||||
// done with defining the draw calls for the viewports (but before actually executing them)
|
||||
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
|
||||
}
|
||||
|
||||
void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
// Event parameters are always defined inside a namespace corresponding to the event's name
|
||||
using namespace Update;
|
||||
|
||||
// Take the frame time step, which is stored as a float
|
||||
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
||||
|
||||
Input* input = GetSubsystem<Input>();
|
||||
|
||||
// Right mouse button controls mouse cursor visibility: hide when pressed
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
|
||||
|
||||
// Paint a decal when the left mouse button is pressed
|
||||
if (input->GetMouseButtonPress(MOUSEB_LEFT))
|
||||
PaintDecal();
|
||||
|
||||
// Check for space pressed and toggle debug geometry
|
||||
if (input->GetKeyPress(KEY_SPACE))
|
||||
drawDebug_ = !drawDebug_;
|
||||
|
||||
// Check for toggling of occlusion
|
||||
if (input->GetKeyPress('O'))
|
||||
{
|
||||
Renderer* renderer = GetSubsystem<Renderer>();
|
||||
// 5000 is the default amount of maximum triangles to software-rasterize for occlusion, so EORing acts as a toggle
|
||||
renderer->SetMaxOccluderTriangles(renderer->GetMaxOccluderTriangles() ^ 5000);
|
||||
}
|
||||
|
||||
|
||||
// Move the camera, scale movement with time step
|
||||
MoveCamera(timeStep);
|
||||
}
|
||||
|
||||
void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
// If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
|
||||
// bones. Disable depth test so that we can see the effect of occlusion
|
||||
if (drawDebug_)
|
||||
GetSubsystem<Renderer>()->DrawDebugGeometry(false);
|
||||
}
|
|
@ -0,0 +1,76 @@
|
|||
//
|
||||
// Copyright (c) 2008-2013 the Urho3D project.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Sample.h"
|
||||
#include "Scene.h"
|
||||
|
||||
// All Urho3D classes reside in namespace Urho3D
|
||||
using namespace Urho3D;
|
||||
|
||||
/// Decals example.
|
||||
/// This sample demonstrates:
|
||||
/// - Performing a raycast to the octree and adding a decal to the hit location;
|
||||
/// - Marking suitable (large) objects as occluders for occlusion culling;
|
||||
/// - Displaying renderer debug geometry to see the effect of occlusion;
|
||||
class Decals : public Sample
|
||||
{
|
||||
// Mandatory when deriving from Object, enables type information
|
||||
OBJECT(Decals)
|
||||
|
||||
public:
|
||||
/// Construct.
|
||||
Decals(Context* context);
|
||||
|
||||
/// Setup after engine initialization and before running the main loop.
|
||||
virtual void Start();
|
||||
|
||||
private:
|
||||
/// Constructs the scene content.
|
||||
void CreateScene();
|
||||
/// Constructs user interface elements.
|
||||
void CreateUI();
|
||||
/// Sets up a viewport for displaying the scene.
|
||||
void SetupViewport();
|
||||
/// Reads input and moves the camera.
|
||||
void MoveCamera(float timeStep);
|
||||
/// Paint a decal using a ray cast from the mouse cursor.
|
||||
void PaintDecal();
|
||||
/// Subscribe to application-wide logic update events.
|
||||
void SubscribeToEvents();
|
||||
/// Callback method invoked when a logic update event is dispatched.
|
||||
void HandleUpdate(StringHash eventType, VariantMap& eventData);
|
||||
/// Callback method invoked when the post-render update event is dispatched.
|
||||
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
|
||||
|
||||
/// Scene.
|
||||
SharedPtr<Scene> scene_;
|
||||
/// Camera scene node.
|
||||
SharedPtr<Node> cameraNode_;
|
||||
/// Camera yaw angle.
|
||||
float yaw_;
|
||||
/// Camera pitch angle.
|
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float pitch_;
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/// Flag for drawing debug geometry.
|
||||
bool drawDebug_;
|
||||
};
|
|
@ -44,3 +44,5 @@ add_subdirectory (04_StaticScene)
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add_subdirectory (05_AnimatingScene)
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add_subdirectory (06_SkeletalAnimation)
|
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add_subdirectory (07_Billboards)
|
||||
add_subdirectory (08_Decals)
|
||||
|
||||
|
|
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