1-- Material animation example.
2-- This sample is base on StaticScene, and it demonstrates:
3--     - Usage of material shader animation for mush room material
4
5require "LuaScripts/Utilities/Sample"
6
7function Start()
8    -- Execute the common startup for samples
9    SampleStart()
10
11    -- Create the scene content
12    CreateScene()
13
14    -- Create the UI content
15    CreateInstructions()
16
17    -- Setup the viewport for displaying the scene
18    SetupViewport()
19
20    -- Set the mouse mode to use in the sample
21    SampleInitMouseMode(MM_RELATIVE)
22
23    -- Hook up to the frame update events
24    SubscribeToEvents()
25end
26
27function CreateScene()
28    scene_ = Scene()
29
30    -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
31    -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
32    -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
33    -- optimizing manner
34    scene_:CreateComponent("Octree")
35
36    -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
37    -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
38    -- (100 x 100 world units)
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 directional light to the world so that we can see something. The light scene node's orientation controls the
46    -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
47    -- The light will use default settings (white light, no shadows)
48    local lightNode = scene_:CreateChild("DirectionalLight")
49    lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
50    local light = lightNode:CreateComponent("Light")
51    light.lightType = LIGHT_DIRECTIONAL
52
53    -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
54    -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
55    -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
56    -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
57    -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
58    -- scene.
59    local mushroomMat = cache:GetResource("Material", "Materials/Mushroom.xml")
60    -- Apply shader parameter animation to material
61    local specColorAnimation = ValueAnimation:new()
62    specColorAnimation:SetKeyFrame(0.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
63    specColorAnimation:SetKeyFrame(1.0, Variant(Color(1.0, 0.0, 0.0, 2.0)))
64    specColorAnimation:SetKeyFrame(2.0, Variant(Color(1.0, 1.0, 0.0, 2.0)))
65    specColorAnimation:SetKeyFrame(3.0, Variant(Color(0.1, 0.1, 0.1, 16.0)))
66    -- Optionally associate material with scene to make sure shader parameter animation respects scene time scale
67    mushroomMat.scene = scene_;
68    mushroomMat:SetShaderParameterAnimation("MatSpecColor", specColorAnimation)
69
70    local NUM_OBJECTS = 200
71    for i = 1, NUM_OBJECTS do
72        local mushroomNode = scene_:CreateChild("Mushroom")
73        mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
74        mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
75        mushroomNode:SetScale(0.5 + Random(2.0))
76        local mushroomObject = mushroomNode:CreateComponent("StaticModel")
77        mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
78        mushroomObject.material = mushroomMat
79    end
80
81    -- Create a scene node for the camera, which we will move around
82    -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
83    cameraNode = scene_:CreateChild("Camera")
84    cameraNode:CreateComponent("Camera")
85
86    -- Set an initial position for the camera scene node above the plane
87    cameraNode.position = Vector3(0.0, 5.0, 0.0)
88end
89
90function CreateInstructions()
91    -- Construct new Text object, set string to display and font to use
92    local instructionText = ui.root:CreateChild("Text")
93    instructionText:SetText("Use WASD keys and mouse to move")
94    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
95
96    -- Position the text relative to the screen center
97    instructionText.horizontalAlignment = HA_CENTER
98    instructionText.verticalAlignment = VA_CENTER
99    instructionText:SetPosition(0, ui.root.height / 4)
100end
101
102function SetupViewport()
103    -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
104    -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
105    -- use, but now we just use full screen and default render path configured in the engine command line options
106    local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
107    renderer:SetViewport(0, viewport)
108end
109
110function MoveCamera(timeStep)
111    -- Do not move if the UI has a focused element (the console)
112    if ui.focusElement ~= nil then
113        return
114    end
115
116    -- Movement speed as world units per second
117    local MOVE_SPEED = 20.0
118    -- Mouse sensitivity as degrees per pixel
119    local MOUSE_SENSITIVITY = 0.1
120
121    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
122    local mouseMove = input.mouseMove
123    yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
124    pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
125    pitch = Clamp(pitch, -90.0, 90.0)
126
127    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
128    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
129
130    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
131    -- Use the Translate() function (default local space) to move relative to the node's orientation.
132    if input:GetKeyDown(KEY_W) then
133        cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
134    end
135    if input:GetKeyDown(KEY_S) then
136        cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
137    end
138    if input:GetKeyDown(KEY_A) then
139        cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
140    end
141    if input:GetKeyDown(KEY_D) then
142        cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
143    end
144end
145
146function SubscribeToEvents()
147    -- Subscribe HandleUpdate() function for processing update events
148    SubscribeToEvent("Update", "HandleUpdate")
149end
150
151function HandleUpdate(eventType, eventData)
152    -- Take the frame time step, which is stored as a float
153    local timeStep = eventData["TimeStep"]:GetFloat()
154
155    -- Move the camera, scale movement with time step
156    MoveCamera(timeStep)
157end
158