MultipleViewports.h 2.5 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
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  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. /// Multiple viewports example.
  31. /// This sample demonstrates:
  32. /// - Setting up two viewports with two separate cameras
  33. /// - Adding post processing effects to a viewport's render path and toggling them
  34. class MultipleViewports : public Sample
  35. {
  36. ATOMIC_OBJECT(MultipleViewports, Sample)
  37. public:
  38. /// Construct.
  39. MultipleViewports(Context* context);
  40. /// Setup after engine initialization and before running the main loop.
  41. virtual void Start();
  42. protected:
  43. private:
  44. /// Construct the scene content.
  45. void CreateScene();
  46. /// Construct an instruction text to the UI.
  47. void CreateInstructions();
  48. /// Set up viewports.
  49. void SetupViewports();
  50. /// Subscribe to application-wide logic update and post-render update events.
  51. void SubscribeToEvents();
  52. /// Read input and moves the camera.
  53. void MoveCamera(float timeStep);
  54. /// Handle the logic update event.
  55. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  56. /// Handle the post-render update event.
  57. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  58. /// Rear-facing camera scene node.
  59. SharedPtr<Node> rearCameraNode_;
  60. /// Flag for drawing debug geometry.
  61. bool drawDebug_;
  62. };