void SignedDistanceFieldText::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. 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->SetScale(0.5f + Random(2.0f)); StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>(); mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle"); mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f)); Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>(); mushroomTitleText->SetText("Mushroom " + String(i)); mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24); mushroomTitleText->SetColor(Color::RED); if (i % 3 == 1) { mushroomTitleText->SetColor(Color::GREEN); mushroomTitleText->SetTextEffect(TE_SHADOW); mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f)); } else if (i % 3 == 2) { mushroomTitleText->SetColor(Color::YELLOW); mushroomTitleText->SetTextEffect(TE_STROKE); mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f)); } mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER); } // 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)); }