// // Copyright (c) 2008-2020 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" namespace Urho3D { class Drawable; class Node; class Scene; class Zone; } /// PBR materials example. /// This sample demonstrates: /// - Loading a scene that showcases physically based materials & shaders /// /// To use with deferred rendering, a PBR deferred renderpath should be chosen: /// CoreData/RenderPaths/PBRDeferred.xml or CoreData/RenderPaths/PBRDeferredHWDepth.xml class PBRMaterials : public Sample { URHO3D_OBJECT(PBRMaterials, Sample); public: /// Construct. explicit PBRMaterials(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; private: /// Construct the scene content. void CreateScene(); /// Construct user interface elements. void CreateUI(); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update event. void SubscribeToEvents(); /// Reads input and moves the camera. void MoveCamera(float timeStep); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Construct an instruction text to the UI. void CreateInstructions(); /// Handle the roughness slider drag event. void HandleRoughnessSliderChanged(StringHash eventType, VariantMap& eventData); /// Handle the metallic slider drag event. void HandleMetallicSliderChanged(StringHash eventType, VariantMap& eventData); /// Handle the ambient HDR scale slider drag event. void HandleAmbientSliderChanged(StringHash eventType, VariantMap& eventData); /// Dynamic material. Material* dynamicMaterial_; /// Roughness label. Text* roughnessLabel_; /// Metallic label. Text* metallicLabel_; /// Ambient HDR scale label. Text* ambientLabel_; /// Zone component in scene. WeakPtr zone_; };