void World::CreateNamedRT(String worldName)
{
    Graphics* g = context->GetSubsystem<Graphics>();
    int w = g->GetWidth();
    int h = g->GetHeight();


    renderTexture = SharedPtr<Texture2D>(new Texture2D(context));


    if (renderTexture)
    {
        renderTexture->SetSize(w, h, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
        renderTexture->SetFilterMode(FILTER_NEAREST);
        renderTexture->SetName(worldName);

        ResourceCache* cache = context->GetSubsystem<ResourceCache>();
        cache->AddManualResource(renderTexture);


        RenderSurface* surface = renderTexture->GetRenderSurface();
        surface->SetUpdateMode(RenderSurfaceUpdateMode::SURFACE_UPDATEALWAYS);
        surface->SetViewport(0, camera.vp);

    }
}
Example #2
0
void RTTScene::CreateScene()
{
	rttScene_ = new Scene(context_);
	rttScene_->CreateComponent<Octree>();

	Node* zoneNode = rttScene_->CreateChild("Zone");
	Zone* zone = zoneNode->CreateComponent<Zone>();
	zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
	zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
	zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
	zone->SetFogStart(10.0f);
	zone->SetFogEnd(100.0f);

	//用来指定ViewPort时的定位
	rttCameraNode_ = rttScene_->CreateChild("Camera");
	Camera* camera = rttCameraNode_->CreateComponent<Camera>();
	
	Light* light = rttCameraNode_->CreateComponent<Light>();
	light->SetLightType(LIGHT_POINT);

	renderTexture = new Texture2D(context_);
	//设置当前场景的ViewPort
	renderTexture->SetSize(_width,_height,Graphics::GetRGBFormat(),TEXTURE_RENDERTARGET);
	RenderSurface* surface = renderTexture->GetRenderSurface();
	renderTexture->SetFilterMode(FILTER_BILINEAR);

	Viewport* rttViewPort = new Viewport(context_,rttScene_,camera);
	surface->SetViewport(0,rttViewPort);
}
Example #3
0
void Water::SetupViewport()
{
    Graphics* graphics = GetContext()->m_Graphics.get();
    Renderer* renderer = GetContext()->m_Renderer.get();
    ResourceCache* cache = GetContext()->m_ResourceCache.get();

    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
    SharedPtr<Viewport> viewport(new Viewport(GetContext(), scene_, cameraNode_->GetComponent<Camera>()));
    renderer->SetViewport(0, viewport);

    // Create a mathematical plane to represent the water in calculations
    waterPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition());
    // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
    waterClipPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition() -
                            Vector3(0.0f, 0.1f, 0.0f));

    // Create camera for water reflection
    // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
    // its position when rendering
    reflectionCameraNode_ = cameraNode_->CreateChild();
    Camera* reflectionCamera = reflectionCameraNode_->CreateComponent<Camera>();
    reflectionCamera->setFarClipDistance(750.0);
    reflectionCamera->SetViewMask(0x7fffffff); // Hide objects with only bit 31 in the viewmask (the water plane)
    reflectionCamera->SetAutoAspectRatio(false);
    reflectionCamera->SetUseReflection(true);
    reflectionCamera->SetReflectionPlane(waterPlane_);
    reflectionCamera->SetUseClipping(true); // Enable clipping of geometry behind water plane
    reflectionCamera->SetClipPlane(waterClipPlane_);
    // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
    reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());
    // View override flags could be used to optimize reflection rendering. For example disable shadows
    //reflectionCamera->SetViewOverrideFlags(VO_DISABLE_SHADOWS);

    // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
    // texture unit of the water material
    int texSize = 1024;
    SharedPtr<Texture2D> renderTexture(new Texture2D(GetContext()));
    renderTexture->SetSize(texSize, texSize, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
    renderTexture->SetFilterMode(FILTER_BILINEAR);
    RenderSurface* surface = renderTexture->GetRenderSurface();
    SharedPtr<Viewport> rttViewport(new Viewport(GetContext(), scene_, reflectionCamera));
    surface->SetViewport(0, rttViewport);
    Material* waterMat = cache->GetResource<Material>("Materials/Water.xml");
    waterMat->SetTexture(TU_DIFFUSE, renderTexture);
}
void UISceneView::OnResize(const IntVector2 &newSize)
{
    if (newSize.x_ == size_.x_ && newSize.y_ == size_.y_)
        return;

    int width = newSize.x_;
    int height = newSize.y_;

    if (width > 0 && height > 0)
    {
        viewport_->SetRect(IntRect(0, 0, width, height));
        renderTexture_->SetSize(width, height, rttFormat_, TEXTURE_RENDERTARGET);
        depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);

        RenderSurface* surface = renderTexture_->GetRenderSurface();
        surface->SetViewport(0, viewport_);
        surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
        surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface());

        size_ = newSize;

    }
}
Example #5
0
void GameMain::WaterSetup(Urho3D::String waterNodeName) 
{
	ResourceCache* cache = GetSubsystem<ResourceCache>();
	Graphics* graphics = GetSubsystem<Graphics>();

	Node* waterNode_ = scene_->GetChild("waterNode",true);
	StaticModel* waterMesh = waterNode_->GetComponent<StaticModel>();
	waterMesh->SetViewMask(0x80000000);
	world.camera.waterPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition()); 
	world.camera.waterClipPlane_ = Plane(waterNode_->GetWorldRotation() * Vector3(0.0f, 1.0f, 0.0f), waterNode_->GetWorldPosition() - Vector3(0.0f, 0.1f, 0.0f));
	world.camera.reflectionCameraNode_ = world.camera.node_->CreateChild();
	Camera* reflectionCamera = world.camera.reflectionCameraNode_->CreateComponent<Camera>();
	
	reflectionCamera->SetFarClip(1000.0);
	reflectionCamera->SetFov(75.0f);
	

	reflectionCamera->SetViewMask(0x7fffffff); // Hide objects with only bit 31 in the viewmask (the water plane)
	reflectionCamera->SetAutoAspectRatio(false);
	reflectionCamera->SetUseReflection(true);
	reflectionCamera->SetReflectionPlane(world.camera.waterPlane_);
	reflectionCamera->SetUseClipping(true); // Enable clipping of geometry behind water plane
	reflectionCamera->SetClipPlane(world.camera.waterClipPlane_);
	reflectionCamera->SetAspectRatio((float)graphics->GetWidth() / (float)graphics->GetHeight());

	int texSize = 1024;
	SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
	renderTexture->SetSize(texSize, texSize, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
	renderTexture->SetFilterMode(FILTER_BILINEAR);
	RenderSurface* surface = renderTexture->GetRenderSurface();
	SharedPtr<Viewport> rttViewport(new Viewport(context_, scene_, reflectionCamera));
	surface->SetViewport(0, rttViewport);
	Material* waterMat = cache->GetResource<Material>("Materials/Water.xml");
	waterMat->SetTexture(TU_DIFFUSE, renderTexture);

}
Example #6
0
void RenderToTexture::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    {
        // Create the scene which will be rendered to a texture
        rttScene_ = new Scene(context_);

        // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
        rttScene_->CreateComponent<Octree>();

        // Create a Zone for ambient light & fog control
        Node* zoneNode = rttScene_->CreateChild("Zone");
        Zone* zone = zoneNode->CreateComponent<Zone>();
        // Set same volume as the Octree, set a close bluish fog and some ambient light
        zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
        zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
        zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
        zone->SetFogStart(10.0f);
        zone->SetFogEnd(100.0f);

        // Create randomly positioned and oriented box StaticModels in the scene
        const unsigned NUM_OBJECTS = 2000;
        for (unsigned i = 0; i < NUM_OBJECTS; ++i)
        {
            Node* boxNode = rttScene_->CreateChild("Box");
            boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
            // Orient using random pitch, yaw and roll Euler angles
            boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
            StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
            boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
            boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));

            // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
            // Simply set same rotation speed for all objects
            Rotator* rotator = boxNode->CreateComponent<Rotator>();
            rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
        }

        // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
        rttCameraNode_ = rttScene_->CreateChild("Camera");
        Camera* camera = rttCameraNode_->CreateComponent<Camera>();
        camera->SetFarClip(100.0f);

        // Create a point light to the camera scene node
        Light* light = rttCameraNode_->CreateComponent<Light>();
        light->SetLightType(LIGHT_POINT);
        light->SetRange(30.0f);
    }

    {
        // Create the scene in which we move around
        scene_ = new Scene(context_);

        // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
        scene_->CreateComponent<Octree>();

        // Create a Zone component for ambient lighting & fog control
        Node* zoneNode = scene_->CreateChild("Zone");
        Zone* zone = zoneNode->CreateComponent<Zone>();
        zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
        zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
        zone->SetFogStart(100.0f);
        zone->SetFogEnd(300.0f);

        // Create a directional light without shadows
        Node* lightNode = scene_->CreateChild("DirectionalLight");
        lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
        Light* light = lightNode->CreateComponent<Light>();
        light->SetLightType(LIGHT_DIRECTIONAL);
        light->SetColor(Color(0.2f, 0.2f, 0.2f));
        light->SetSpecularIntensity(1.0f);

        // Create a "floor" consisting of several tiles
        for (int y = -5; y <= 5; ++y)
        {
            for (int x = -5; x <= 5; ++x)
            {
                Node* floorNode = scene_->CreateChild("FloorTile");
                floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
                floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
                StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
                floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
            }
        }

        // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
        // and a plane for the actual view
        {
            Node* boxNode = scene_->CreateChild("ScreenBox");
            boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
            boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
            StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
            boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
            boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));

            Node* screenNode = scene_->CreateChild("Screen");
            screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
            screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
            screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
            StaticModel* screenObject = screenNode->CreateComponent<StaticModel>();
            screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));

            // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
            SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
            renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
            renderTexture->SetFilterMode(FILTER_BILINEAR);

            // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
            // as its diffuse texture, then assign the material to the screen plane object
            SharedPtr<Material> renderMaterial(new Material(context_));
            renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
            renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
            screenObject->SetMaterial(renderMaterial);

            // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
            // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
            // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
            // in the main view
            RenderSurface* surface = renderTexture->GetRenderSurface();
            SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
            surface->SetViewport(0, rttViewport);
        }

        // Create the camera which we will move around. 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, 7.0f, -30.0f));
    }
}