1-- Multiple viewports example.
2-- This sample demonstrates:
3--     - Setting up two viewports with two separate cameras
4--     - Adding post processing effects to a viewport's render path and toggling them
5
6require "LuaScripts/Utilities/Sample"
7
8local rearCameraNode = nil
9
10function Start()
11    -- Execute the common startup for samples
12    SampleStart()
13
14    -- Create the scene content
15    CreateScene()
16
17    -- Create the UI content
18    CreateInstructions()
19
20    -- Setup the viewports for displaying the scene
21    SetupViewports()
22
23    -- Set the mouse mode to use in the sample
24    SampleInitMouseMode(MM_RELATIVE)
25
26    -- Hook up to the frame update and render post-update events
27    SubscribeToEvents()
28end
29
30function CreateScene()
31    scene_ = Scene()
32
33    -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
34    -- Also create a DebugRenderer component so that we can draw debug geometry
35    scene_:CreateComponent("Octree")
36    scene_:CreateComponent("DebugRenderer")
37
38    -- Create scene node & StaticModel component for showing a static plane
39    local planeNode = scene_:CreateChild("Plane")
40    planeNode.scale = Vector3(100.0, 1.0, 100.0)
41    local planeObject = planeNode:CreateComponent("StaticModel")
42    planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
43    planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
44
45    -- Create a Zone component for ambient lighting & fog control
46    local zoneNode = scene_:CreateChild("Zone")
47    local zone = zoneNode:CreateComponent("Zone")
48    zone.boundingBox = BoundingBox(-1000.0, 1000.0)
49    zone.ambientColor = Color(0.15, 0.15, 0.15)
50    zone.fogColor = Color(0.5, 0.5, 0.7)
51    zone.fogStart = 100.0
52    zone.fogEnd = 300.0
53
54    -- Create a directional light to the world. Enable cascaded shadows on it
55    local lightNode = scene_:CreateChild("DirectionalLight")
56    lightNode.direction = Vector3(0.6, -1.0, 0.8)
57    local light = lightNode:CreateComponent("Light")
58    light.lightType = LIGHT_DIRECTIONAL
59    light.castShadows = true
60    light.shadowBias = BiasParameters(0.00025, 0.5)
61    -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
62    light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
63
64    -- Create some mushrooms
65    local NUM_MUSHROOMS = 240
66    for i = 1, NUM_MUSHROOMS do
67        local mushroomNode = scene_:CreateChild("Mushroom")
68        mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
69        mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
70        mushroomNode:SetScale(0.5 + Random(2.0))
71        local mushroomObject = mushroomNode:CreateComponent("StaticModel")
72        mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
73        mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
74        mushroomObject.castShadows = true
75    end
76
77    -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
78    -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
79    local NUM_BOXES = 20
80    for i = 1, NUM_BOXES do
81        local boxNode = scene_:CreateChild("Box")
82        local size = 1.0 + Random(10.0)
83        boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
84        boxNode:SetScale(size)
85        local boxObject = boxNode:CreateComponent("StaticModel")
86        boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
87        boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
88        boxObject.castShadows = true
89        if size >= 3.0 then
90            boxObject.occluder = true
91        end
92    end
93
94    -- Create the camera. Limit far clip distance to match the fog
95    cameraNode = scene_:CreateChild("Camera")
96    local camera = cameraNode:CreateComponent("Camera")
97    camera.farClip = 300.0
98
99    -- Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
100    -- Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
101    rearCameraNode = cameraNode:CreateChild("RearCamera")
102    rearCameraNode:Rotate(Quaternion(180.0, Vector3(0.0, 1.0, 0.0)))
103    local rearCamera = rearCameraNode:CreateComponent("Camera")
104    rearCamera.farClip = 300.0
105    -- Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
106    -- "view override flags" for this. We could also disable eg. shadows or force low material quality
107    -- if we wanted
108    rearCamera.viewOverrideFlags = VO_DISABLE_OCCLUSION
109
110    -- Set an initial position for the front camera scene node above the plane
111    cameraNode.position = Vector3(0.0, 5.0, 0.0)
112end
113
114function CreateInstructions()
115    -- Construct new Text object, set string to display and font to use
116    local instructionText = ui.root:CreateChild("Text")
117    instructionText.text =
118        "Use WASD keys and mouse to move\n"..
119        "B to toggle bloom, F to toggle FXAA\n"..
120        "Space to toggle debug geometry\n"
121    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
122    -- The text has multiple rows. Center them in relation to each other
123    instructionText.textAlignment = HA_CENTER
124
125    -- Position the text relative to the screen center
126    instructionText.horizontalAlignment = HA_CENTER
127    instructionText.verticalAlignment = VA_CENTER
128    instructionText:SetPosition(0, ui.root.height / 4)
129end
130
131function SetupViewports()
132    renderer.numViewports = 2
133
134    -- Set up the front camera viewport
135    local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
136    renderer:SetViewport(0, viewport)
137
138    -- Clone the default render path so that we do not interfere with the other viewport, then add
139    -- bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
140    -- for example with the effect name to allow easy toggling on and off. We start with the effects
141    -- disabled.
142    local effectRenderPath = viewport:GetRenderPath():Clone()
143    effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/Bloom.xml"))
144    effectRenderPath:Append(cache:GetResource("XMLFile", "PostProcess/FXAA2.xml"))
145    -- Make the bloom mixing parameter more pronounced
146    effectRenderPath:SetShaderParameter("BloomMix", Variant(Vector2(0.9, 0.6)))
147    effectRenderPath:SetEnabled("Bloom", false)
148    effectRenderPath:SetEnabled("FXAA2", false)
149    viewport:SetRenderPath(effectRenderPath)
150
151    -- Set up the rear camera viewport on top of the front view ("rear view mirror")
152    -- The viewport index must be greater in that case, otherwise the view would be left behind
153    local rearViewport = Viewport:new(scene_, rearCameraNode:GetComponent("Camera"),
154        IntRect(graphics.width * 2 / 3, 32, graphics.width - 32, graphics.height / 3))
155    renderer:SetViewport(1, rearViewport)
156end
157
158function SubscribeToEvents()
159    -- Subscribe HandleUpdate() function for processing update events
160    SubscribeToEvent("Update", "HandleUpdate")
161
162    -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
163    -- debug geometry
164    SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
165end
166
167function MoveCamera(timeStep)
168    -- Do not move if the UI has a focused element (the console)
169    if ui.focusElement ~= nil then
170        return
171    end
172
173    -- Movement speed as world units per second
174    local MOVE_SPEED = 20.0
175    -- Mouse sensitivity as degrees per pixel
176    local MOUSE_SENSITIVITY = 0.1
177
178    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
179    local mouseMove = input.mouseMove
180    yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
181    pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
182    pitch = Clamp(pitch, -90.0, 90.0)
183
184    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
185    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
186
187    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
188    if input:GetKeyDown(KEY_W) then
189        cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
190    end
191    if input:GetKeyDown(KEY_S) then
192        cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
193    end
194    if input:GetKeyDown(KEY_A) then
195        cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
196    end
197    if input:GetKeyDown(KEY_D) then
198        cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
199    end
200
201    -- Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected
202    local effectRenderPath = renderer:GetViewport(0).renderPath
203    if input:GetKeyPress(KEY_B) then
204        effectRenderPath:ToggleEnabled("Bloom")
205    end
206    if input:GetKeyPress(KEY_F) then
207        effectRenderPath:ToggleEnabled("FXAA2")
208    end
209
210    -- Toggle debug geometry with space
211    if input:GetKeyPress(KEY_SPACE) then
212        drawDebug = not drawDebug
213    end
214end
215
216function HandleUpdate(eventType, eventData)
217    -- Take the frame time step, which is stored as a float
218    local timeStep = eventData["TimeStep"]:GetFloat()
219
220    -- Move the camera, scale movement with time step
221    MoveCamera(timeStep)
222end
223
224function HandlePostRenderUpdate(eventType, eventData)
225    -- If draw debug mode is enabled, draw viewport debug geometry. Disable depth test so that we can see the effect of occlusion
226    if drawDebug then
227        renderer:DrawDebugGeometry(false)
228    end
229end
230
231-- Create XML patch instructions for screen joystick layout specific to this sample app
232function GetScreenJoystickPatchString()
233    return
234        "<patch>" ..
235        "    <add sel=\"/element\">" ..
236        "        <element type=\"Button\">" ..
237        "            <attribute name=\"Name\" value=\"Button3\" />" ..
238        "            <attribute name=\"Position\" value=\"-120 -120\" />" ..
239        "            <attribute name=\"Size\" value=\"96 96\" />" ..
240        "            <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
241        "            <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
242        "            <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
243        "            <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
244        "            <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
245        "            <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
246        "            <element type=\"Text\">" ..
247        "                <attribute name=\"Name\" value=\"Label\" />" ..
248        "                <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
249        "                <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
250        "                <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
251        "                <attribute name=\"Text\" value=\"FXAA\" />" ..
252        "            </element>" ..
253        "            <element type=\"Text\">" ..
254        "                <attribute name=\"Name\" value=\"KeyBinding\" />" ..
255        "                <attribute name=\"Text\" value=\"F\" />" ..
256        "            </element>" ..
257        "        </element>" ..
258        "    </add>" ..
259        "    <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
260        "    <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>" ..
261        "    <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
262        "        <element type=\"Text\">" ..
263        "            <attribute name=\"Name\" value=\"KeyBinding\" />" ..
264        "            <attribute name=\"Text\" value=\"B\" />" ..
265        "        </element>" ..
266        "    </add>" ..
267        "    <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
268        "    <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
269        "    <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
270        "        <element type=\"Text\">" ..
271        "            <attribute name=\"Name\" value=\"KeyBinding\" />" ..
272        "            <attribute name=\"Text\" value=\"SPACE\" />" ..
273        "        </element>" ..
274        "    </add>" ..
275        "</patch>"
276end
277