Urho3D/Source/Samples/20_HugeObjectCount/HugeObjectCount.h

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//
// Copyright (c) 2008-2017 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 "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Huge object count example.
/// This sample demonstrates:
/// - Creating a scene with 250 x 250 simple objects
/// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
/// - Allowing examination of performance hotspots in the rendering code
/// - Using the profiler to measure the time taken to animate the scene
/// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
class HugeObjectCount : public Sample
{
URHO3D_OBJECT(HugeObjectCount, Sample);
public:
/// Construct.
HugeObjectCount(Context* context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
virtual String GetScreenJoystickPatchString() const { return
"<patch>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Group</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"G\" />"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"SPACE\" />"
" </element>"
" </add>"
"</patch>";
}
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 move the camera.
void MoveCamera(float timeStep);
/// Animate the scene.
void AnimateObjects(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Box scene nodes.
Vector<SharedPtr<Node> > boxNodes_;
/// Animation flag.
bool animate_;
/// Group optimization flag.
bool useGroups_;
};