Water.h 2.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475
  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
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  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
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  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 <Atomic/Math/Plane.h>
  25. #include "Sample.h"
  26. namespace Atomic
  27. {
  28. class Node;
  29. class Scene;
  30. }
  31. /// Water example.
  32. /// This sample demonstrates:
  33. /// - Creating a large plane to represent a water body for rendering
  34. /// - Setting up a second camera to render reflections on the water surface
  35. class Water : public Sample
  36. {
  37. ATOMIC_OBJECT(Water, Sample)
  38. public:
  39. /// Construct.
  40. Water(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. virtual void Start();
  43. private:
  44. /// Construct the scene content.
  45. void CreateScene();
  46. /// Construct an instruction text to the UI.
  47. void CreateInstructions();
  48. /// Set up a viewport for displaying the scene.
  49. void SetupViewport();
  50. /// Subscribe to the logic update event.
  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. /// Reflection camera scene node.
  57. SharedPtr<Node> reflectionCameraNode_;
  58. /// Water body scene node.
  59. SharedPtr<Node> waterNode_;
  60. /// Reflection plane representing the water surface.
  61. Plane waterPlane_;
  62. /// Clipping plane for reflection rendering. Slightly biased downward from the reflection plane to avoid artifacts.
  63. Plane waterClipPlane_;
  64. };