Urho3D/Source/Samples/31_MaterialAnimation/MaterialAnimation.cpp

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//
// Copyright (c) 2008-2017 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 <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Model.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/StaticModel.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Scene/ValueAnimation.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include "MaterialAnimation.h"
#include <Urho3D/DebugNew.h>
URHO3D_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();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_RELATIVE);
}
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));
// Optionally associate material with scene to make sure shader parameter animation respects scene time scale
mushroomMat->SetScene(scene_);
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(KEY_W))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void MaterialAnimation::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_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);
}