Urho3D/Source/Samples/23_Water/Water.h
2020-01-05 06:21:40 +00:00

75 lines
2.5 KiB
C++

//
// 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 <Urho3D/Math/Plane.h>
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Water example.
/// This sample demonstrates:
/// - Creating a large plane to represent a water body for rendering
/// - Setting up a second camera to render reflections on the water surface
class Water : public Sample
{
URHO3D_OBJECT(Water, Sample);
public:
/// Construct.
explicit Water(Context* context);
/// 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 the logic update event.
void SubscribeToEvents();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Reflection camera scene node.
SharedPtr<Node> reflectionCameraNode_;
/// Water body scene node.
SharedPtr<Node> waterNode_;
/// Reflection plane representing the water surface.
Plane waterPlane_;
/// Clipping plane for reflection rendering. Slightly biased downward from the reflection plane to avoid artifacts.
Plane waterClipPlane_;
};