void AnimatingScene::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) scene_->CreateComponent<Octree>(); // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree, // it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist Node* zoneNode = scene_->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 = scene_->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. // The Rotator component derives from the base class LogicComponent, which has convenience functionality to subscribe // to the various update events, and forward them to virtual functions that can be implemented by subclasses. This way // writing logic/update components in C++ becomes similar to scripting. // Now we simply set same rotation speed for all objects Rotator* rotator = boxNode->CreateComponent<Rotator>(); rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f)); } // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can // bring the far clip plane closer for more effective culling of distant objects cameraNode_ = scene_->CreateChild("Camera"); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(100.0f); // Create a point light to the camera scene node Light* light = cameraNode_->CreateComponent<Light>(); light->SetLightType(LIGHT_POINT); light->SetRange(30.0f); }
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)); } }