MultipleViewports.h 5.3 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 Node;
  27. class Scene;
  28. }
  29. /// Multiple viewports example.
  30. /// This sample demonstrates:
  31. /// - Setting up two viewports with two separate cameras
  32. /// - Adding post processing effects to a viewport's render path and toggling them
  33. class MultipleViewports : public Sample
  34. {
  35. URHO3D_OBJECT(MultipleViewports, Sample);
  36. public:
  37. /// Construct.
  38. MultipleViewports(Context* context);
  39. /// Setup after engine initialization and before running the main loop.
  40. virtual void Start() override;
  41. protected:
  42. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  43. virtual String GetScreenJoystickPatchString() const override { return
  44. "<patch>"
  45. " <add sel=\"/element\">"
  46. " <element type=\"Button\">"
  47. " <attribute name=\"Name\" value=\"Button3\" />"
  48. " <attribute name=\"Position\" value=\"-120 -120\" />"
  49. " <attribute name=\"Size\" value=\"96 96\" />"
  50. " <attribute name=\"Horiz Alignment\" value=\"Right\" />"
  51. " <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
  52. " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
  53. " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
  54. " <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
  55. " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
  56. " <element type=\"Text\">"
  57. " <attribute name=\"Name\" value=\"Label\" />"
  58. " <attribute name=\"Horiz Alignment\" value=\"Center\" />"
  59. " <attribute name=\"Vert Alignment\" value=\"Center\" />"
  60. " <attribute name=\"Color\" value=\"0 0 0 1\" />"
  61. " <attribute name=\"Text\" value=\"FXAA\" />"
  62. " </element>"
  63. " <element type=\"Text\">"
  64. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  65. " <attribute name=\"Text\" value=\"F\" />"
  66. " </element>"
  67. " </element>"
  68. " </add>"
  69. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  70. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Bloom</replace>"
  71. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  72. " <element type=\"Text\">"
  73. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  74. " <attribute name=\"Text\" value=\"B\" />"
  75. " </element>"
  76. " </add>"
  77. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  78. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
  79. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  80. " <element type=\"Text\">"
  81. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  82. " <attribute name=\"Text\" value=\"SPACE\" />"
  83. " </element>"
  84. " </add>"
  85. "</patch>";
  86. }
  87. private:
  88. /// Construct the scene content.
  89. void CreateScene();
  90. /// Construct an instruction text to the UI.
  91. void CreateInstructions();
  92. /// Set up viewports.
  93. void SetupViewports();
  94. /// Subscribe to application-wide logic update and post-render update events.
  95. void SubscribeToEvents();
  96. /// Read input and moves the camera.
  97. void MoveCamera(float timeStep);
  98. /// Handle the logic update event.
  99. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  100. /// Handle the post-render update event.
  101. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  102. /// Rear-facing camera scene node.
  103. SharedPtr<Node> rearCameraNode_;
  104. /// Flag for drawing debug geometry.
  105. bool drawDebug_;
  106. };