// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "Sample.h" namespace Urho3D { class Node; class Scene; } /// Multiple viewports example. /// This sample demonstrates: /// - Setting up two viewports with two separate cameras /// - Adding post processing effects to a viewport's render path and toggling them class MultipleViewports : public Sample { URHO3D_OBJECT(MultipleViewports, Sample); public: /// Construct. explicit MultipleViewports(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. String GetScreenJoystickPatchString() const override { return "" " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " Bloom" " " " " " " " " " " " " " " " Debug" " " " " " " " " " " " " ""; } private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up viewports. void SetupViewports(); /// Subscribe to application-wide logic update and post-render update events. void SubscribeToEvents(); /// Read input and moves the camera. void MoveCamera(float timeStep); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle the post-render update event. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData); /// Rear-facing camera scene node. SharedPtr rearCameraNode_; /// Flag for drawing debug geometry. bool drawDebug_; };