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); }
void Water::CreateScene() { ResourceCache* cache = GetContext()->m_ResourceCache.get(); scene_ = new Scene(GetContext()); // Create octree, use 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(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(1.0f, 1.0f, 1.0f)); zone->SetFogStart(500.0f); zone->SetFogEnd(750.0f); // Create a directional light to the world. Enable cascaded shadows on it Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); // Apply slightly overbright lighting to match the skybox light->SetColor(Color(1.2f, 1.2f, 1.2f)); // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will // generate the necessary 3D texture coordinates for cube mapping Node* skyNode = scene_->CreateChild("Sky"); skyNode->SetScale(500.0f); // The scale actually does not matter Skybox* skybox = skyNode->CreateComponent<Skybox>(); skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl")); skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml")); // Create heightmap terrain Node* terrainNode = scene_->CreateChild("Terrain"); terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f)); Terrain* terrain = terrainNode->CreateComponent<Terrain>(); terrain->SetPatchSize(64); terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map terrain->SetSmoothing(true); terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png")); terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml")); // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all // terrain patches and other objects behind it terrain->SetOccluder(true); // Create 1000 boxes in the terrain. Always face outward along the terrain normal unsigned NUM_OBJECTS = 1000; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* objectNode = scene_->CreateChild("Box"); Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f); position.y_ = terrain->GetHeight(position) + 2.25f; objectNode->SetPosition(position); // Create a rotation quaternion from up vector to terrain normal objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position))); objectNode->SetScale(5.0f); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); object->SetCastShadows(true); } Node* shipNode = scene_->CreateChild("Ship"); shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f)); //shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); shipNode->SetScale(0.5f + Random(2.0f)); StaticModel* shipObject = shipNode->CreateComponent<StaticModel>(); shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl")); shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml")); shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml")); shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml")); shipObject->SetCastShadows(true); // Create a water plane object that is as large as the terrain waterNode_ = scene_->CreateChild("Water"); waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f)); waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); StaticModel* water = waterNode_->CreateComponent<StaticModel>(); water->SetModel(cache->GetResource<Model>("Models/Plane.mdl")); water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml")); // Set a different viewmask on the water plane to be able to hide it from the reflection camera water->SetViewMask(0x80000000); // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside // the scene, because we want it to be unaffected by scene load / save cameraNode_ = new Node(GetContext()); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->setFarClipDistance(750.0f); // Set an initial position for the camera scene node above the ground cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f)); }