void EnvironmentLight::UpdateSignals() { if (!ViewEnabled()) return; Entity* parent = ParentEntity(); if (!parent) return; if (parent->ParentScene()) world_ = parent->ParentScene()->Subsystem<GraphicsWorld>(); if (world_) { Urho3D::Scene* urhoScene = world_->UrhoScene(); node_ = urhoScene->CreateChild("EnvironmentLight"); light_ = node_->CreateComponent<Urho3D::Light>(); light_->SetLightType(Urho3D::LIGHT_DIRECTIONAL); Urho3D::Zone* zone = world_->UrhoZone(); if (zone) zone->SetAmbientColor(ambientColor.Get()); node_->SetDirection(sunDirection.Get()); light_->SetColor(sunColor.Get()); light_->SetBrightness(brightness.Get()); light_->SetCastShadows(sunCastShadows.Get()); // Setup basic shadow cascade for desktops #ifndef ANDROID light_->SetShadowBias(Urho3D::BiasParameters(0.00025f, 0.5f)); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light_->SetShadowCascade(Urho3D::CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); #endif } }
void EnvironmentLight::AttributesChanged() { if (!ViewEnabled() || !light_) return; if (sunColor.ValueChanged()) light_->SetColor(sunColor.Get()); if (ambientColor.ValueChanged() && world_) { Urho3D::Zone* zone = world_->UrhoZone(); if (zone) zone->SetAmbientColor(ambientColor.Get()); } if (sunDirection.ValueChanged()) node_->SetDirection(sunDirection.Get()); if (sunCastShadows.ValueChanged()) light_->SetCastShadows(sunCastShadows.Get()); if (brightness.ValueChanged()) light_->SetBrightness(brightness.Get()); }
GraphicsWorld::GraphicsWorld(UrhoRenderer* owner, Scene* scene) : Object(owner->GetContext()), framework_(scene->GetFramework()), renderer_(owner), scene_(scene) { urhoScene_ = new Urho3D::Scene(context_); urhoScene_->CreateComponent<Urho3D::Octree>(); urhoScene_->CreateComponent<Urho3D::DebugRenderer>(); // Set a default ambient color that matches the default ambient color of EnvironmentLight, in case there is no environmentlight component. Urho3D::Zone* zone = urhoScene_->CreateComponent<Urho3D::Zone>(); // Just set up a large bounding zone for the whole scene /// \todo The octree size is not adjusted yet, so objects outside the default octree range always end up in the root octqant zone->SetBoundingBox(Urho3D::BoundingBox(-100000.0f, 100000.0f)); zone->SetAmbientColor(DefaultSceneAmbientLightColor()); SetDefaultSceneFog(); SubscribeToEvent(Urho3D::E_POSTRENDERUPDATE, URHO3D_HANDLER(GraphicsWorld, HandlePostRenderUpdate)); }
void HelloWorld::Start() { Urho3D::Graphics* graphics = GetSubsystem<Urho3D::Graphics>(); helloScene_ = new Urho3D::Scene(context_); helloScene_->CreateComponent<Urho3D::Octree>(); auto objectNode = helloScene_->CreateChild(); Urho3D::Node* lightNode = helloScene_->CreateChild(); Urho3D::Node* cameraNode = helloScene_->CreateChild(); //Urho3D::StaticModel* object = objectNode->CreateComponent<Urho3D::StaticModel>(); //object->SetModel(GetSubsystem<Urho3D::ResourceCache>()->GetResource<Urho3D::Model>("Models/Mushroom.mdl")); //object->SetMaterial(GetSubsystem<Urho3D::ResourceCache>()->GetResource<Urho3D::Material>("Materials/Mushroom.xml")); Urho3D::Light* light = lightNode->CreateComponent<Urho3D::Light>(); light->SetLightType(Urho3D::LIGHT_DIRECTIONAL); lightNode->SetDirection(Urho3D::Vector3(-1.0f, -1.0f, -1.0f)); Urho3D::Camera* camera = cameraNode->CreateComponent<Urho3D::Camera>(); camera->SetFarClip(10000.f); cameraNode->SetPosition(Urho3D::Vector3(0.0f, 0.f, 0.0f)); cameraNode->SetRotation(Urho3D::Quaternion(5.f, Urho3D::Vector3(0.f, 1.f, 0.f))); Urho3D::Viewport* vp = new Urho3D::Viewport(context_, helloScene_, camera); GetSubsystem<Urho3D::Renderer>()->SetViewport(0, vp); //CreateText(); SubscribeToEvents(); //Urho3D::SharedPtr<Urho3D::RenderPath> effectRenderPath = vp->GetRenderPath()->Clone(); //effectRenderPath->Append(GetSubsystem<Urho3D::ResourceCache>()->GetResource<Urho3D::XMLFile>("PostProcess/ColorCorrection.xml")); //effectRenderPath->Append(GetSubsystem<Urho3D::ResourceCache>()->GetResource<Urho3D::XMLFile>("PostProcess/FXAA3.xml")); //// Make the bloom mixing parameter more pronounced //effectRenderPath->SetShaderParameter("BloomMix", Urho3D::Vector2(0.9f, 0.6f)); //effectRenderPath->SetEnabled("Bloom", false); //effectRenderPath->SetEnabled("FXAA3", false); //vp->SetRenderPath(effectRenderPath); Urho3D::Node* node = helloScene_->CreateChild(); //node->SetPosition(Urho3D::Vector3(0.0f, 0.0f, 0.0f)); //node->SetRotation(Urho3D::Quaternion(0.0f, 0.f, 0.0f)); //node->CreateComponent<Urho3D::Rocket::RocketDocument2D>(); // Left node = helloScene_->CreateChild(); node->SetPosition(Urho3D::Vector3(0.0f, 0.0f, 250.0f)); // This will orient the node to "billboard" the document node->SetWorldRotation(camera->GetFaceCameraRotation(node->GetPosition(), node->GetRotation(), Urho3D::FC_ROTATE_XYZ)); //node->SetRotation(Urho3D::Quaternion(30.0f, -60.f, 0.0f)); node->CreateComponent<Urho3D::Rocket::RocketDocument2D>(); Urho3D::Node* zoneNode = helloScene_->CreateChild("Zone"); Urho3D::Zone* zone = zoneNode->CreateComponent<Urho3D::Zone>(); zone->SetBoundingBox(Urho3D::BoundingBox(-10000.0f, 10000.0f)); zone->SetAmbientColor(Urho3D::Color(0.35f, 0.35f, 0.25f)); zone->SetFogColor(Urho3D::Color(0.5f, 0.6f, 0.7f)); zone->SetFogStart(100.0f); // zone->SetFogEnd(300.0f); zone->SetFogEnd(3000.0f); //node->LookAt(cameraNode->GetPosition()); //Right //node = helloScene_->CreateChild(); //node->SetPosition(Urho3D::Vector3(100.0f, 0.0f, 0.0f)); //node->SetRotation(Urho3D::Quaternion(0.0f, 45.f, 0.0f)); //node->CreateComponent<Urho3D::Rocket::RocketDocument3D>(); //graphics->SetDefaultTextureFilterMode(Urho3D::FILTER_ANISOTROPIC); }