Urho3D/Source/Samples/42_PBRMaterials/PBRMaterials.h
2021-07-17 16:43:46 +00:00

87 lines
3.0 KiB
C++

//
// Copyright (c) 2008-2021 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
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// 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> zone_;
};