Creating Mirrors Using Viewports (Rendering to Texture) or a Standard Material
Car Rearview Mirrors
This example covers some aspects of using viewports and cameras as well as demonstrates 2 different ways of implementing mirrors:
- Using the planar reflection option of the standard mesh_base material.Planar reflections don't reflect each other and miss post-effects.
- Using the Viewport class to render an image from a certain camera to the RenderTarget interface and then setting the texture as albedo texture of the mirror material.
- 3 rearview mirrors implemented using viewport texture rendering
- large top rearview tilted mirror implemented using the planar reflection option of the mesh_base material.
- 2 modes:
- Single viewport for multiple cameras
- Separate viewport for each camera
- Keyboard control of car movement.
Using the Standard mesh_base Material#
You can create mirrors by simply using the planar reflection option the mesh_base material. The basic workflow here is as follows:
- Create a mesh, that is going to represent a mirror.
- Inherit a material from the mesh_base.
- For the new inherited material perform the following actions:
- Enable the planar reflection option for the new inherited material.
For metalness workflow:
For specular workflow:
- Set the value of the gloss parameter to 1.
- Set the value of the microfiber parameter to 0.
- Tune the reflection_pivot_rotation parameter to compensate rotation of the surface if any.
- Assign the new inherited material to the reflecting surface.
- Enable rendering of planar reflections using the render_reflection_dynamic console command.
Using Viewports (Rendering to Texture)#
Another way of creating mirrors is to use a viewport to render an image from a camera placed behind the mirror to a texture and set it as albedo texture for the material of the reflecting surface. This approach can also be used to create various portals or monitors showing an image from a certain camera etc. The basic workflow here is as follows:
- Create a mesh, that is going to represent a mirror.
- Inherit a material from the mesh_base.
- Create a camera and set its projection and modelview matrices (in case of implementing a mirror the camera should be placed behind the mirror looking in the direction of the normal to the reflecting surface).
- Create a 2D texture to render the image from the camera to.
- Create a viewport to render the image from the camera to the texture.It is recommended to use a separate viewport for each camera. In case of using several cameras with a single viewport rendering of screen-space effects should be disabled to avoid artefacts (See the render_screen_space_effects console command).
- Save current render state and change necessary settings.
- Render an image from the camera to the texture using the renderTexture2D() method of the Viewport class.
- Restore the previously saved render state.
- Set the texture as albedo texture for the material of the reflecting surface.
Using Both Approaches to Create Mirrors for a Car#
Create a C# component and add the following code to it:
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
#region Math Variables
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Mat4 = Unigine.mat4;
#endif
#endregion
[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class CarMirrorsExample : Component
{
enum VMode
{
MODE_VIEWPORT_SINGLE, // use a single viewport for multiple cameras
MODE_VIEWPORT_MULTIPLE // use a separate viewport for each camera
};
// rearview mirror
struct Mirror
{
public ObjectMeshStatic mesh; // mirror mesh
public String m_type; // mirror type (left/right/mid)
public Texture texture; // mirror texture
public PlayerDummy camera; // mirror camera
public Viewport viewport; // mirror viewport
public Vec3 position; // mirror position
};
const float MOVING_SPEED = 10.0f; // speed of objects movement
const float DELTA_ANGLE = 60.0f; // delta angle of objects rotation
const int ASPECT_RATIO = 1; // aspect ratio
const float HFOV = 60; // horizontal field of view
const float VFOV = HFOV / ASPECT_RATIO; // vertical field of view
VMode MODE = VMode.MODE_VIEWPORT_MULTIPLE; // set viewport mode (single/multiple)
ObjectMeshStatic car_frame;
ObjectMeshDynamic material_mirror;
Mirror[] mirrors = new Mirror[3];
Controls controls;
float ifps;
/// Method creating a mirror using a Planar Reflection Probe
public bool create_top_mirror()
{
// creating a reflecting plane for the top mirror
// onto which the reflection is to be projected by the probe
material_mirror = Primitives.CreatePlane(0.8f, 0.3f, 1);
// creating a planar reflection probe of the same size
LightPlanarProbe planar_probe = new LightPlanarProbe();
planar_probe.ProjectionSize = new vec3(1.0f, 0.5f, 1);
// adding reflection plane and planar probe as children to the car frame
car_frame.AddChild(material_mirror);
car_frame.AddChild(planar_probe);
// rotating the reflecting plane by 101 degrees around the X-axis and shifting it to its position
material_mirror.Transform = MathLib.Translate(new Vec3(0.0f, 0.1f, 2.65)) * MathLib.RotateX(101.0f);
// putting the planar probe so that it covers the reflecting surface
planar_probe.Transform = material_mirror.Transform;
// inheriting a new material from the one assigned
// to the surface by default in order to tweak it
// and set metalness and roughness values (metallic and polished)
Material plane_mat = material_mirror.GetMaterialInherit(0);
plane_mat.SetParameterFloat("metalness", 1.0f);
plane_mat.SetParameterFloat("roughness", 0.0f);
// setting the distance from the camera, up to which
// the planar reflection will be visible
planar_probe.VisibleDistance = 5.0f;
return true;
}
private void Init()
{
// setting texture width and height
int width = 512;
int height = width / ASPECT_RATIO;
// creating car body using a mesh and passing it to the Editor
car_frame = new ObjectMeshStatic("meshes/car_body.mesh");
car_frame.SetMaterialParameterFloat4("albedo_color", new vec4(1.0f, 0.0f, 0.0f, 1.0f), 0);
// creating a top rearview mirror a Planar Reflection Probe
create_top_mirror();
// setting type and position for all mirrors
mirrors[0].m_type = "left";
mirrors[1].m_type = "mid";
mirrors[2].m_type = "right";
mirrors[0].position = new Vec3(-1.8f, 1.0f, 1.1f);
mirrors[1].position = new Vec3(0.0f, 0.35f, 2.45f);
mirrors[2].position = new Vec3(1.8f, 1.0f, 1.1f);
// initializing mirrors
for (int i = 0; i < 3; i++)
{
// creating the current mirror and setting its transform
mirrors[i].mesh = new ObjectMeshStatic("meshes/mirror_plane.mesh");
mirrors[i].mesh.Transform = new mat4(MathLib.Translate(new Vec3(mirrors[i].position)) * MathLib.RotateX(90.0f));
// creating and setting materials for the current mirror mesh
Material mesh_base = Materials.FindManualMaterial("Unigine::mesh_base");
Material car_mirror = mesh_base.Inherit();
mirrors[i].mesh.SetMaterial(car_mirror, 0);
// creating a camera for the current mirror and setting its parameters
mirrors[i].camera = new PlayerDummy();
mirrors[i].camera.Projection = MathLib.Perspective(VFOV, 2.0f, 0.05f, 10000.0f) * MathLib.Scale(-1.0f, 1.0f, 1.0f);
mirrors[i].camera.Position = mirrors[i].position;
mirrors[i].camera.SetDirection(new vec3(0.0f, -1.0f, 0.0f), vec3.UP);
// adding mirror mesh and camera as children to the car frame
car_frame.AddChild(mirrors[i].mesh);
car_frame.AddChild(mirrors[i].camera);
// creating a 2D texture to be set for the mirror material
mirrors[i].texture = new Texture();
mirrors[i].texture.Create2D(width, height, Texture.FORMAT_RGBA8, Texture.FORMAT_USAGE_RENDER);
// checking viewport mode and creating necessary number of viewports
if (MODE == VMode.MODE_VIEWPORT_MULTIPLE)
{
mirrors[i].viewport = new Viewport();
} else if ((MODE == VMode.MODE_VIEWPORT_SINGLE) && (i == 1))
{
mirrors[i].viewport = new Viewport();
}
}
// setting up player and controls
PlayerSpectator player = new PlayerSpectator();
car_frame.AddChild(player);
player.WorldPosition = new Vec3(0.0f, -1.7f, 2.0f);
player.Controlled = false;
Game.Player = player;
Game.Enabled = true;
player.Fov = 60.0f;
player.SetDirection(new vec3(0.0f, 1.0f, 0.0f), new vec3(0.0f, 0.0f, 1.0f));
player.Collision = 0;
controls = player.Controls;
}
private void Update()
{
ifps = Engine.IFps;
// getting the current world transformation matrix of the mesh
Mat4 transform = car_frame.WorldTransform;
// getting the direction vector of the mesh from the second column of the transformation matrix
Vec3 direction = transform.GetColumn3(1);
// checking controls states and changing car frame transformation
if ((controls.GetState(Controls.STATE_FORWARD) == 1) || (controls.GetState(Controls.STATE_TURN_UP) == 1))
{
car_frame.WorldPosition = car_frame.WorldPosition + direction * MOVING_SPEED * ifps;
}
if ((controls.GetState(Controls.STATE_BACKWARD) == 1) || (controls.GetState(Controls.STATE_TURN_DOWN) == 1))
{
car_frame.WorldPosition = car_frame.WorldPosition - direction * MOVING_SPEED * ifps;
}
if ((controls.GetState(Controls.STATE_MOVE_LEFT) == 1) || (controls.GetState(Controls.STATE_TURN_LEFT) == 1))
{
car_frame.SetWorldRotation(car_frame.GetWorldRotation() * new quat(0.0f, 0.0f, DELTA_ANGLE * ifps));
direction.z += DELTA_ANGLE * ifps;
}
if ((controls.GetState(Controls.STATE_MOVE_RIGHT) == 1) || (controls.GetState(Controls.STATE_TURN_RIGHT) == 1))
{
car_frame.SetWorldRotation(car_frame.GetWorldRotation() * new quat(0.0f, 0.0f, -DELTA_ANGLE * ifps));
direction.z -= DELTA_ANGLE * ifps;
}
}
private void PostUpdate()
{
Viewport viewport;
for (int i = 0; i < 3; i++)
{
if (MODE == VMode.MODE_VIEWPORT_MULTIPLE)
{
// using a separate viewport for each camera
viewport = mirrors[i].viewport;
} else
{
// using a single viewport for all cameras
viewport = mirrors[1].viewport;
// skipping post effects when using a single viewport for multiple cameras to avoid artefacts
viewport.AppendSkipFlags(Viewport.SKIP_POSTEFFECTS);
}
// saving current render state and clearing it
RenderState.SaveState();
RenderState.ClearStates();
// enabling polygon front mode to correct camera flipping
RenderState.PolygonFront = 1;
// rendering and image from the camera of the current mirror to the texture
viewport.RenderTexture2D(mirrors[i].camera.Camera, mirrors[i].texture);
// restoring back render state
RenderState.PolygonFront = 0;
RenderState.RestoreState();
Material material = mirrors[i].mesh.GetMaterialInherit(0);
// setting rendered texture as albedo texture for the material of the current mirror
material.SetTexture(material.FindTexture("albedo"), mirrors[i].texture);
}
}
}
Last update:
13.12.2024
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