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SpaceBoxGen.cpp
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SpaceBoxGen.cpp
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#include "SpaceBoxGen.h"
#include <Urho3D/Urho3DAll.h>
namespace Urho3D
{
typedef struct vertex_s
{
Vector3 position;
unsigned color;
}vertex_data;
static void buildStar(float size, const Vector3 &pos, float dist, vertex_data * vertexBufferOut)
{
const Vector3 vertexes[6] =
{
Vector3(-size, -size, 0.0f),
Vector3(size, -size, 0.0f),
Vector3(size, size, 0.0f),
Vector3(-size, -size, 0.0f),
Vector3(size, size, 0.0f),
Vector3(-size, size, 0.0f)
};
float theta = Vector3::BACK.Angle(pos);
Vector3 omega(Vector3::BACK.CrossProduct(pos));
omega.Normalize();
Quaternion q(theta, omega);
for (unsigned ii = 0; ii < 6; ++ii)
{
Vector3& v = vertexBufferOut[ii].position;
v = (q * vertexes[ii]) + (pos * dist);
}
float c = Pow(Random(1.0f), 4.0f);
Color allColor(c, c, c, 1.0f);
for (unsigned ii = 0; ii < 6; ++ii)
{
vertexBufferOut[ii].color = allColor.ToUInt();
}
}
static Model * Create_Point_Stars(Context* ctx)
{
const unsigned int NSTARS = 100000;
const unsigned numVertices = NSTARS * 6;
vertex_data * vertexData = new vertex_data[numVertices];
unsigned * indexData = new unsigned[numVertices];
for (unsigned int i = 0; i < NSTARS; ++i)
{
Vector3 pos(Random(-1.0f, 1.0f), Random(-1.0f, 1.0f), Random(-1.0f, 1.0f));
pos.Normalize();
buildStar(0.05f, pos, 128.0f, &(vertexData[i * 6]));
}
for (unsigned int i = 0; i < numVertices; ++i)
indexData[i] = i;
Model * fromScratchModel(new Model(ctx));
VertexBuffer * vb(new VertexBuffer(ctx));
IndexBuffer * ib(new IndexBuffer(ctx));
Geometry * geom(new Geometry(ctx));
// Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
vb->SetShadowed(true);
// We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
// defining the vertex elements explicitly to allow any element types and order
PODVector<VertexElement> elements;
elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
elements.Push(VertexElement(TYPE_UBYTE4_NORM, SEM_COLOR));
vb->SetSize(numVertices, elements);
vb->SetData(vertexData);
ib->SetShadowed(true);
ib->SetSize(numVertices, true);
ib->SetData(indexData);
geom->SetVertexBuffer(0, vb);
geom->SetIndexBuffer(ib);
geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);
fromScratchModel->SetNumGeometries(1);
fromScratchModel->SetGeometry(0, 0, geom);
BoundingBox BB;
BB.Define(vertexData[0].position);
for (unsigned int i = 1; i < numVertices; ++i)
BB.Merge(vertexData[i].position);
fromScratchModel->SetBoundingBox(BB);
delete[] vertexData;
delete[] indexData;
return fromScratchModel;
}
static Model * Create_Box(Context* ctx)
{
const unsigned boxVertexNum = 36;
const Vector3 vertexes[boxVertexNum] =
{
Vector3(-1, -1, -1),
Vector3(1, -1, -1),
Vector3(1, 1, -1),
Vector3(-1, -1, -1),
Vector3(1, 1, -1),
Vector3(-1, 1, -1),
Vector3(1, -1, 1),
Vector3(-1, -1, 1),
Vector3(-1, 1, 1),
Vector3(1, -1, 1),
Vector3(-1, 1, 1),
Vector3(1, 1, 1),
Vector3(1, -1, -1),
Vector3(1, -1, 1),
Vector3(1, 1, 1),
Vector3(1, -1, -1),
Vector3(1, 1, 1),
Vector3(1, 1, -1),
Vector3(-1, -1, 1),
Vector3(-1, -1, -1),
Vector3(-1, 1, -1),
Vector3(-1, -1, 1),
Vector3(-1, 1, -1),
Vector3(-1, 1, 1),
Vector3(-1, 1, -1),
Vector3(1, 1, -1),
Vector3(1, 1, 1),
Vector3(-1, 1, -1),
Vector3(1, 1, 1),
Vector3(-1, 1, 1),
Vector3(-1, -1, 1),
Vector3(1, -1, 1),
Vector3(1, -1, -1),
Vector3(-1, -1, 1),
Vector3(1, -1, -1),
Vector3(-1, -1, -1)
};
unsigned short indexData[boxVertexNum];
for (unsigned ii = 0; ii < boxVertexNum; ++ii)
indexData[ii] = ii;
Model * fromScratchModel(new Model(ctx));
VertexBuffer * vb(new VertexBuffer(ctx));
IndexBuffer * ib(new IndexBuffer(ctx));
Geometry * geom(new Geometry(ctx));
// Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
vb->SetShadowed(true);
// We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
// defining the vertex elements explicitly to allow any element types and order
PODVector<VertexElement> elements;
elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
vb->SetSize(boxVertexNum, elements);
vb->SetData(vertexes);
ib->SetShadowed(true);
ib->SetSize(boxVertexNum, false);
ib->SetData(indexData);
geom->SetVertexBuffer(0, vb);
geom->SetIndexBuffer(ib);
geom->SetDrawRange(TRIANGLE_LIST, 0, boxVertexNum);
fromScratchModel->SetNumGeometries(1);
fromScratchModel->SetGeometry(0, 0, geom);
BoundingBox BB;
BB.Define(vertexes[0]);
for (unsigned int i = 1; i < boxVertexNum; ++i)
BB.Merge(vertexes[i]);
fromScratchModel->SetBoundingBox(BB);
return fromScratchModel;
}
SpaceBoxGen::SpaceBoxGen(Context* context) : Object(context), SpaceCube(MakeShared<TextureCube>(context)) {}
SpaceBoxGen::~SpaceBoxGen(){}
void SpaceBoxGen::Generate()
{
auto* 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");
auto* 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::BLACK);
zone->SetFogStart(10.0f);
zone->SetFogEnd(100.0f);
point_stars = Create_Point_Stars(GetContext());
Quaternion accumulate(Quaternion::IDENTITY);
while (point_star_enable)
{
Quaternion x_rotate(Random(0.0f, 180.0f), Vector3::RIGHT);
Quaternion y_rotate(Random(0.0f, 180.0f), Vector3::UP);
Quaternion z_rotate(Random(0.0f, 180.0f), Vector3::FORWARD);
Quaternion q(x_rotate * y_rotate * z_rotate);
accumulate = q * accumulate;
Node * pstar = rttScene_->CreateChild(String("point stars"));
pstar->SetTransform(Vector3::ZERO, accumulate);
StaticModel* pstarObject = pstar->CreateComponent<StaticModel>();
pstarObject->SetModel(point_stars);
pstarObject->SetMaterial(cache->GetResource<Material>("Materials/point_stars.xml"));
if (Random(1.0f) < 0.2f)
break;
}
box = Create_Box(GetContext());
Material * star_mat = cache->GetResource<Material>("Materials/star.xml");
while (bright_star_enable)
{
Node * star = rttScene_->CreateChild(String("bright star"));
star->SetTransform(Vector3::ZERO, accumulate);
StaticModel* starObject = star->CreateComponent<StaticModel>();
starObject->SetModel(box);
SharedPtr<Material> m = star_mat->Clone();
m->SetShaderParameter("StarPosition", Vector3(Random(-1.0f, 1.0f), Random(-1.0f, 1.0f), Random(-1.0f, 1.0f)).Normalized());
m->SetShaderParameter("StarColor", Vector3::ONE);
m->SetShaderParameter("StarSize", 0.0f);
m->SetShaderParameter("StarFalloff", Random(1.0f) * Pow(2, 20) + Pow(2, 20));
starObject->SetMaterial(m);
if (Random(1.0f) < 0.01f)
break;
}
Material * nebula_mat = cache->GetResource<Material>("Materials/nebular.xml");
while (nebula_enable)
{
Node * nebula = rttScene_->CreateChild(String("nebula"));
nebula->SetTransform(Vector3::ZERO, Quaternion::IDENTITY);
StaticModel* nebulaObject = nebula->CreateComponent<StaticModel>();
nebulaObject->SetModel(box);
SharedPtr<Material> m = nebula_mat->Clone();
m->SetShaderParameter("NebularColor", Vector3(Random(1.0f), Random(1.0f), Random(1.0f)));
m->SetShaderParameter("NebularOffset", Vector3(Random(1.0f) * 2000 - 1000, Random(1.0f) * 2000 - 1000, Random(1.0f) * 2000 - 1000));
m->SetShaderParameter("NebularScale", Random(1.0f) * 0.5f + 0.25f);
m->SetShaderParameter("NebularIntensity", Random(1.0f) * 0.2f + 0.9f);
m->SetShaderParameter("NebularFalloff", Random(1.0f) * 3 + 3);
nebulaObject->SetMaterial(m);
if (Random(1.0f) < 0.5f)
break;
}
if (sun_enable)
{
Material * sun_mat = cache->GetResource<Material>("Materials/sun.xml");
Node * sun = rttScene_->CreateChild(String("sun"));
sun->SetTransform(Vector3::ZERO, Quaternion::IDENTITY);
StaticModel* sunObject = sun->CreateComponent<StaticModel>();
sunObject->SetModel(box);
SunDirection = Vector3(Random(-1.0f, 1.0f), Random(-1.0f, 1.0f), Random(-1.0f, 1.0f));
SunColor = Color(Random(1.0f), Random(1.0f), Random(1.0f));
sun_mat->SetShaderParameter("SunPosition", SunDirection);
sun_mat->SetShaderParameter("SunColor", SunColor.ToVector3());
sun_mat->SetShaderParameter("SunSize", Random(1.0f) * 0.0001f + 0.0001f);
sun_mat->SetShaderParameter("SunFalloff", Random(1.0f) * 16 + 8);
sunObject->SetMaterial(sun_mat);
}
const Vector3 dir[MAX_CUBEMAP_FACES] = {
Vector3::RIGHT,
Vector3::LEFT,
Vector3::UP,
Vector3::DOWN,
Vector3::FORWARD,
Vector3::BACK
};
const Vector3 up[MAX_CUBEMAP_FACES] = {
Vector3::UP,
Vector3::UP,
Vector3::DOWN,
Vector3::DOWN,
Vector3::UP,
Vector3::UP
};
for (unsigned ii = 0; ii < MAX_CUBEMAP_FACES; ++ii)
{
CameraNodes[ii] = rttScene_->CreateChild("Camera");
auto* camera = CameraNodes[ii]->CreateComponent<Camera>();
camera->SetFarClip(256.0f);
camera->SetAspectRatio(1.0f);
camera->SetFov(90.0f);
CameraNodes[ii]->SetPosition(Vector3::ZERO);
CameraNodes[ii]->LookAt(dir[ii], up[ii]);
}
if(SpaceCube->SetSize(cubeSize, Graphics::GetRGBAFormat(), TEXTURE_RENDERTARGET) == false)
URHO3D_LOGERROR(String("SpaceCube->SetSize fail: cubeSize=") + String(cubeSize));
for (unsigned ii = 0; ii < MAX_CUBEMAP_FACES; ++ii)
{
RenderSurface* s = SpaceCube->GetRenderSurface((CubeMapFace)ii);
s->SetUpdateMode(SURFACE_MANUALUPDATE);
s->QueueUpdate();
SharedPtr<Viewport> v(new Viewport(context_, rttScene_, CameraNodes[ii]->GetComponent<Camera>()));
v->SetRenderPath(cache->GetResource<XMLFile>("RenderPaths/SpaceBox.xml"));
s->SetNumViewports(1);
s->SetViewport(0, v);
}
/*notify sun position*/
{
using namespace SpaceBoxGenEvt;
VariantMap &data = GetEventDataMap();
data[P_SUN_ENABLE] = sun_enable;
data[P_SUN_DIR] = SunDirection;
data[P_SUN_COLOR] = SunColor;
SendEvent(E_SPACEBOXGEN, data);
}
/*auto destroy scene*/
SubscribeToEvent(E_ENDFRAME, URHO3D_HANDLER(SpaceBoxGen, HandleEndFrame));
}
/*destroy scene*/
void SpaceBoxGen::HandleEndFrame(StringHash eventType, VariantMap& eventData)
{
UnsubscribeFromEvent(E_ENDFRAME);
for (unsigned ii = 0; ii < MAX_CUBEMAP_FACES; ++ii)
{
CameraNodes[ii]->Remove();
CameraNodes[ii] = nullptr;
RenderSurface* s = SpaceCube->GetRenderSurface((CubeMapFace)ii);
s->SetNumViewports(0);
}
rttScene_ = nullptr;
point_stars = nullptr;
box = nullptr;
}
}