Decals.h 2.9 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Drawable;
  27. class Node;
  28. class Scene;
  29. }
  30. /// Decals example.
  31. /// This sample demonstrates:
  32. /// - Performing a raycast to the octree and adding a decal to the hit location
  33. /// - Defining a Cursor UI element which stays inside the window and can be shown/hidden
  34. /// - Marking suitable (large) objects as occluders for occlusion culling
  35. /// - Displaying renderer debug geometry to see the effect of occlusion
  36. class Decals : public Sample
  37. {
  38. OBJECT(Decals);
  39. public:
  40. /// Construct.
  41. Decals(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start();
  44. private:
  45. /// Construct the scene content.
  46. void CreateScene();
  47. /// Construct user interface elements.
  48. void CreateUI();
  49. /// Set up a viewport for displaying the scene.
  50. void SetupViewport();
  51. /// Subscribe to application-wide logic update and post-render update events.
  52. void SubscribeToEvents();
  53. /// Reads input and moves the camera.
  54. void MoveCamera(float timeStep);
  55. /// Paint a decal using a ray cast from the mouse cursor.
  56. void PaintDecal();
  57. /// Utility function to raycast to the cursor position. Return true if hit
  58. bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
  59. /// Handle the logic update event.
  60. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  61. /// Handle the post-render update event.
  62. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  63. /// Scene.
  64. SharedPtr<Scene> scene_;
  65. /// Camera scene node.
  66. SharedPtr<Node> cameraNode_;
  67. /// Camera yaw angle.
  68. float yaw_;
  69. /// Camera pitch angle.
  70. float pitch_;
  71. /// Flag for drawing debug geometry.
  72. bool drawDebug_;
  73. };