-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathRenderToTexture.h
68 lines (59 loc) · 2.31 KB
/
RenderToTexture.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
//
// Copyright (c) 2008-2019 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 <Urho3D/Urho3DAll.h>
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Render to texture example
/// This sample demonstrates:
/// - Creating two 3D scenes and rendering the other into a texture
/// - Creating rendertarget texture and material programmatically
class RenderToTexture : public Sample
{
URHO3D_OBJECT(RenderToTexture, Sample);
public:
/// Construct.
explicit RenderToTexture(Context* context);
void Setup() override;
/// Setup after engine initialization and before running the main loop.
void Start() override;
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic 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);
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
bool mouseFree{ false };
SharedPtr<Node> lightNode;
};