RenderToTexture.h 2.4 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
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
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  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
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  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. /// Render to texture example
  31. /// This sample demonstrates:
  32. /// - Creating two 3D scenes and rendering the other into a texture
  33. /// - Creating rendertarget texture and material programmatically
  34. class RenderToTexture : public Sample
  35. {
  36. ATOMIC_OBJECT(RenderToTexture, Sample)
  37. public:
  38. /// Construct.
  39. RenderToTexture(Context* context);
  40. /// Setup after engine initialization and before running the main loop.
  41. virtual void Start();
  42. private:
  43. /// Construct the scene content.
  44. void CreateScene();
  45. /// Construct an instruction text to the UI.
  46. void CreateInstructions();
  47. /// Set up a viewport for displaying the scene.
  48. void SetupViewport();
  49. /// Subscribe to application-wide logic update events.
  50. void SubscribeToEvents();
  51. /// Read input and moves the camera.
  52. void MoveCamera(float timeStep);
  53. /// Handle the logic update event.
  54. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  55. /// Scene that is rendered to a texture.
  56. SharedPtr<Scene> rttScene_;
  57. /// Camera scene node in the render-to-texture scene.
  58. SharedPtr<Node> rttCameraNode_;
  59. };