99 строки
4.1 KiB
C++
99 строки
4.1 KiB
C++
//
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// Copyright (c) 2008-2017 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Node;
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class Scene;
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}
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/// Huge object count example.
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/// This sample demonstrates:
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/// - Creating a scene with 250 x 250 simple objects
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/// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
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/// - Allowing examination of performance hotspots in the rendering code
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/// - Using the profiler to measure the time taken to animate the scene
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/// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
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class HugeObjectCount : public Sample
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{
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URHO3D_OBJECT(HugeObjectCount, Sample);
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public:
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/// Construct.
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HugeObjectCount(Context* context);
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/// Setup after engine initialization and before running the main loop.
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virtual void Start();
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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virtual String GetScreenJoystickPatchString() const { return
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"<patch>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Group</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"G\" />"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"SPACE\" />"
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" </element>"
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" </add>"
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"</patch>";
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}
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private:
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/// Construct the scene content.
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void CreateScene();
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/// Construct an instruction text to the UI.
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void CreateInstructions();
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/// Set up a viewport for displaying the scene.
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void SetupViewport();
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/// Subscribe to application-wide logic update events.
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void SubscribeToEvents();
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/// Read input and move the camera.
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void MoveCamera(float timeStep);
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/// Animate the scene.
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void AnimateObjects(float timeStep);
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/// Handle the logic update event.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Box scene nodes.
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Vector<SharedPtr<Node> > boxNodes_;
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/// Animation flag.
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bool animate_;
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/// Group optimization flag.
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bool useGroups_;
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};
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