Bind material parameter animation to Lua and AngelScript, Add MaterialAnimation sample.
This commit is contained in:
Родитель
d0b1036001
Коммит
11a9b1f1dc
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-- Material animation example.
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-- This sample is base on StaticScene, and it demonstrates:
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-- - Usage of material shader animation for mush room material
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require "LuaScripts/Utilities/Sample"
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local scene_ = nil
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local cameraNode = nil
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local yaw = 0.0
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local pitch = 0.0
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function Start()
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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 viewport for displaying the scene
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SetupViewport()
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-- Hook up to the frame update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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-- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
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-- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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-- optimizing manner
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scene_:CreateComponent("Octree")
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-- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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-- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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-- (100 x 100 world units)
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local planeNode = scene_:CreateChild("Plane")
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planeNode.scale = Vector3(100.0, 1.0, 100.0)
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local 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 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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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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-- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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-- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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-- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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-- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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-- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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-- scene.
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local mushroomMat = cache:GetResource("Material", "Materials/Mushroom.xml")
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-- Apply shader parameter animation to material
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local specColorAnimation = ValueAnimation:new()
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specColorAnimation:SetKeyFrame(0.0, Variant(Color(0.1, 0.1, 0.1, 16.0)));
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specColorAnimation:SetKeyFrame(1.0, Variant(Color(1.0, 0.0, 0.0, 2.0)));
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specColorAnimation:SetKeyFrame(2.0, Variant(Color(1.0, 1.0, 0.0, 2.0)));
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specColorAnimation:SetKeyFrame(3.0, Variant(Color(0.1, 0.1, 0.1, 16.0)));
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mushroomMat:SetShaderParameterAnimation("MatSpecColor", specColorAnimation);
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local NUM_OBJECTS = 200
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for i = 1, NUM_OBJECTS do
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local mushroomNode = scene_:CreateChild("Mushroom")
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mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
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mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
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mushroomNode:SetScale(0.5 + Random(2.0))
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local mushroomObject = mushroomNode:CreateComponent("StaticModel")
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mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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mushroomObject.material = mushroomMat
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end
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-- Create a scene node for the camera, which we will move around
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-- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_:CreateChild("Camera")
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cameraNode:CreateComponent("Camera")
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 5.0, 0.0)
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use WASD keys and mouse to move")
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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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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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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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-- use, but now we just use full screen and default render path configured in the engine command line options
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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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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local mouseMove = input.mouseMove
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yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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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, 0.0)
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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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-- Use the Translate() function (default local space) to move relative to the node's orientation.
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData:GetFloat("TimeStep")
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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end
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@ -0,0 +1,160 @@
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/// Material animation example.
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/// This sample is base on StaticScene, and it demonstrates:
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/// - Usage of material shader animation for mush room material
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#include "Scripts/Utilities/Sample.as"
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Scene@ scene_;
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Node@ cameraNode;
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float yaw = 0.0f;
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float pitch = 0.0f;
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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 viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame 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 the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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// optimizing manner
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scene_.CreateComponent("Octree");
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// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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// (100 x 100 world units)
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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 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("DirectionalLight");
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lightNode.direction = 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.lightType = LIGHT_DIRECTIONAL;
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// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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// scene.
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Material@ mushroomMat = cache.GetResource("Material", "Materials/Mushroom.xml");
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// Apply shader parameter animation to material
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ValueAnimation@ specColorAnimation = ValueAnimation();
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specColorAnimation.SetKeyFrame(0.0f, Variant(Color(0.1f, 0.1f, 0.1f, 16.0f)));
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specColorAnimation.SetKeyFrame(1.0f, Variant(Color(1.0f, 0.0f, 0.0f, 2.0f)));
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specColorAnimation.SetKeyFrame(2.0f, Variant(Color(1.0f, 1.0f, 0.0f, 2.0f)));
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specColorAnimation.SetKeyFrame(3.0f, Variant(Color(0.1f, 0.1f, 0.1f, 16.0f)));
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mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation);
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const uint NUM_OBJECTS = 200;
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for (uint i = 0; i < NUM_OBJECTS; ++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 = mushroomMat;
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}
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// Create a scene node for the camera, which we will move around
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// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_.CreateChild("Camera");
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cameraNode.CreateComponent("Camera");
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// Set an initial position for the 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 = "Use WASD keys and mouse to move";
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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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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 SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
|
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// use, but now we just use full screen and default render path configured in the engine command line options
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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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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// Use the Translate() function (default local space) to move relative to the node's orientation.
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if (input.keyDown['W'])
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cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['S'])
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cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['A'])
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cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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if (input.keyDown['D'])
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cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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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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}
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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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@ -1,6 +1,7 @@
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$#include "Material.h"
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enum CullMode{};
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enum CullMode {};
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enum WrapMode {};
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class Material : public Resource
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{
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@ -10,6 +11,9 @@ class Material : public Resource
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void SetNumTechniques(unsigned num);
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void SetTechnique(unsigned index, Technique* tech, unsigned qualityLevel = 0, float lodDistance = 0.0f);
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void SetShaderParameter(const String name, const Variant& value);
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void SetShaderParameterAnimation(const String& name, ValueAnimation* animation, WrapMode wrapMode = WM_LOOP, float speed = 1.0f);
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void SetShaderParameterAnimationWrapMode(const String& name, WrapMode wrapMode);
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void SetShaderParameterAnimationSpeed(const String& name, float speed);
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void SetTexture(TextureUnit unit, Texture* texture);
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void SetUVTransform(const Vector2& offset, float rotation, const Vector2& repeat);
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void SetUVTransform(const Vector2& offset, float rotation, float repeat);
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@ -33,6 +37,9 @@ class Material : public Resource
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Pass* GetPass(unsigned index, const String passType) const;
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Texture* GetTexture(TextureUnit unit) const;
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ValueAnimation* GetShaderParameterAnimation(const String& name) const;
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WrapMode GetShaderParameterAnimationWrapMode(const String& name) const;
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float GetShaderParameterAnimationSpeed(const String& name) const;
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CullMode GetCullMode() const;
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CullMode GetShadowCullMode() const;
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@ -642,6 +642,12 @@ static void RegisterMaterial(asIScriptEngine* engine)
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engine->RegisterObjectMethod("Material", "const TechniqueEntry& get_techniqueEntries(uint) const", asFUNCTION(MaterialGetTechniqueEntry), asCALL_CDECL_OBJLAST);
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engine->RegisterObjectMethod("Material", "void set_shaderParameters(const String&in, const Variant&in)", asMETHOD(Material, SetShaderParameter), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "const Variant& get_shaderParameters(const String&in) const", asMETHOD(Material, GetShaderParameter), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "void SetShaderParameterAnimation(const String&in, ValueAnimation@+, WrapMode wrapMode=WM_LOOP, float speed=1.0f)", asMETHOD(Material, SetShaderParameterAnimation), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "ValueAnimation@+ GetShaderParameterAnimation(const String&in) const", asMETHOD(Material, GetShaderParameterAnimation), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "void SetShaderParameterAnimationWrapMode(const String&in, WrapMode)", asMETHOD(Material, SetShaderParameterAnimationWrapMode), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "WrapMode GetShaderParameterAnimationWrapMode(const String&in) const", asMETHOD(Material, GetShaderParameterAnimationWrapMode), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "void SetShaderParameterAnimationSpeed(const String&in, float)", asMETHOD(Material, SetShaderParameterAnimationSpeed), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "float GetShaderParameterAnimationSpeed(const String&in) const", asMETHOD(Material, GetShaderParameterAnimationSpeed), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "Array<String>@ get_shaderParameterNames() const", asFUNCTION(MaterialGetShaderParameterNames), asCALL_CDECL_OBJLAST);
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engine->RegisterObjectMethod("Material", "void set_textures(uint, Texture@+)", asMETHOD(Material, SetTexture), asCALL_THISCALL);
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engine->RegisterObjectMethod("Material", "Texture@+ get_textures(uint) const", asMETHOD(Material, GetTexture), asCALL_THISCALL);
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@ -0,0 +1,33 @@
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#
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# Copyright (c) 2008-2014 the Urho3D project.
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#
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||||
# 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 31_MaterialAnimation)
|
||||
|
||||
# Define source files
|
||||
define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
|
||||
|
||||
# Setup target with resource copying
|
||||
setup_main_executable ()
|
||||
|
||||
# Setup test cases
|
||||
add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})
|
|
@ -0,0 +1,210 @@
|
|||
//
|
||||
// Copyright (c) 2008-2014 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 "Engine.h"
|
||||
#include "Font.h"
|
||||
#include "Graphics.h"
|
||||
#include "Input.h"
|
||||
#include "Material.h"
|
||||
#include "Model.h"
|
||||
#include "Octree.h"
|
||||
#include "Renderer.h"
|
||||
#include "ResourceCache.h"
|
||||
#include "Scene.h"
|
||||
#include "StaticModel.h"
|
||||
#include "Text.h"
|
||||
#include "ValueAnimation.h"
|
||||
#include "UI.h"
|
||||
|
||||
#include "MaterialAnimation.h"
|
||||
|
||||
#include "DebugNew.h"
|
||||
|
||||
DEFINE_APPLICATION_MAIN(MaterialAnimation)
|
||||
|
||||
MaterialAnimation::MaterialAnimation(Context* context) :
|
||||
Sample(context)
|
||||
{
|
||||
}
|
||||
|
||||
void MaterialAnimation::Start()
|
||||
{
|
||||
// Execute base class startup
|
||||
Sample::Start();
|
||||
|
||||
// Create the scene content
|
||||
CreateScene();
|
||||
|
||||
// Create the UI content
|
||||
CreateInstructions();
|
||||
|
||||
// Setup the viewport for displaying the scene
|
||||
SetupViewport();
|
||||
|
||||
// Hook up to the frame update events
|
||||
SubscribeToEvents();
|
||||
}
|
||||
|
||||
void MaterialAnimation::CreateScene()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
|
||||
scene_ = new Scene(context_);
|
||||
|
||||
// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
|
||||
// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
|
||||
// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
|
||||
// optimizing manner
|
||||
scene_->CreateComponent<Octree>();
|
||||
|
||||
// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
|
||||
// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
|
||||
// (100 x 100 world units)
|
||||
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 directional light to the world so that we can see something. The light scene node's orientation controls the
|
||||
// light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
|
||||
// The light will use default settings (white light, no shadows)
|
||||
Node* lightNode = scene_->CreateChild("DirectionalLight");
|
||||
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
|
||||
Light* light = lightNode->CreateComponent<Light>();
|
||||
light->SetLightType(LIGHT_DIRECTIONAL);
|
||||
|
||||
// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
|
||||
// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
|
||||
// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
|
||||
// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
|
||||
// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
|
||||
// scene.
|
||||
Material* mushroomMat = cache->GetResource<Material>("Materials/Mushroom.xml");
|
||||
// Apply shader parameter animation to material
|
||||
SharedPtr<ValueAnimation> specColorAnimation(new ValueAnimation(context_));
|
||||
specColorAnimation->SetKeyFrame(0.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
|
||||
specColorAnimation->SetKeyFrame(1.0f, Color(1.0f, 0.0f, 0.0f, 2.0f));
|
||||
specColorAnimation->SetKeyFrame(2.0f, Color(1.0f, 1.0f, 0.0f, 2.0f));
|
||||
specColorAnimation->SetKeyFrame(3.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
|
||||
mushroomMat->SetShaderParameterAnimation("MatSpecColor", specColorAnimation);
|
||||
|
||||
const unsigned NUM_OBJECTS = 200;
|
||||
for (unsigned i = 0; i < NUM_OBJECTS; ++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(mushroomMat);
|
||||
}
|
||||
|
||||
// Create a scene node for the camera, which we will move around
|
||||
// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
|
||||
cameraNode_ = scene_->CreateChild("Camera");
|
||||
cameraNode_->CreateComponent<Camera>();
|
||||
|
||||
// Set an initial position for the camera scene node above the plane
|
||||
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
|
||||
}
|
||||
|
||||
void MaterialAnimation::CreateInstructions()
|
||||
{
|
||||
ResourceCache* cache = GetSubsystem<ResourceCache>();
|
||||
UI* ui = GetSubsystem<UI>();
|
||||
|
||||
// Construct new Text object, set string to display and font to use
|
||||
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
|
||||
instructionText->SetText("Use WASD keys and mouse/touch to move");
|
||||
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 MaterialAnimation::SetupViewport()
|
||||
{
|
||||
Renderer* renderer = GetSubsystem<Renderer>();
|
||||
|
||||
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
|
||||
// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
|
||||
// use, but now we just use full screen and default render path configured in the engine command line options
|
||||
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
|
||||
renderer->SetViewport(0, viewport);
|
||||
}
|
||||
|
||||
void MaterialAnimation::MoveCamera(float timeStep)
|
||||
{
|
||||
// Do not move if the UI has a focused element (the console)
|
||||
if (GetSubsystem<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
|
||||
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
|
||||
// Use the Translate() function (default local space) to move relative to the node's orientation.
|
||||
if (input->GetKeyDown('W'))
|
||||
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('S'))
|
||||
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('A'))
|
||||
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
||||
if (input->GetKeyDown('D'))
|
||||
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
||||
}
|
||||
|
||||
void MaterialAnimation::SubscribeToEvents()
|
||||
{
|
||||
// Subscribe HandleUpdate() function for processing update events
|
||||
SubscribeToEvent(E_UPDATE, HANDLER(MaterialAnimation, HandleUpdate));
|
||||
}
|
||||
|
||||
void MaterialAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
||||
{
|
||||
using namespace Update;
|
||||
|
||||
// Take the frame time step, which is stored as a float
|
||||
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
||||
|
||||
// Move the camera, scale movement with time step
|
||||
MoveCamera(timeStep);
|
||||
}
|
|
@ -0,0 +1,62 @@
|
|||
//
|
||||
// Copyright (c) 2008-2014 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"
|
||||
|
||||
namespace Urho3D
|
||||
{
|
||||
|
||||
class Node;
|
||||
class Scene;
|
||||
|
||||
}
|
||||
|
||||
/// Material animation example.
|
||||
/// This sample is base on StaticScene, and it demonstrates:
|
||||
/// - Usage of material shader animation for mush room material
|
||||
class MaterialAnimation : public Sample
|
||||
{
|
||||
OBJECT(MaterialAnimation);
|
||||
|
||||
public:
|
||||
/// Construct.
|
||||
MaterialAnimation(Context* context);
|
||||
|
||||
/// Setup after engine initialization and before running the main loop.
|
||||
virtual void Start();
|
||||
|
||||
private:
|
||||
/// Construct the scene content.
|
||||
void CreateScene();
|
||||
/// Construct an instruction text to the UI.
|
||||
void CreateInstructions();
|
||||
/// Set up a viewport for displaying the scene.
|
||||
void SetupViewport();
|
||||
/// Read input and moves the camera.
|
||||
void MoveCamera(float timeStep);
|
||||
/// Subscribe to application-wide logic update events.
|
||||
void SubscribeToEvents();
|
||||
/// Handle the logic update event.
|
||||
void HandleUpdate(StringHash eventType, VariantMap& eventData);
|
||||
};
|
|
@ -68,3 +68,4 @@ add_subdirectory (27_Urho2DPhysics)
|
|||
add_subdirectory (28_Urho2DPhysicsRope)
|
||||
add_subdirectory (29_SoundSynthesis)
|
||||
add_subdirectory (30_LightAnimation)
|
||||
add_subdirectory (31_MaterialAnimation)
|
||||
|
|
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