SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneEmpty.h
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1 /**
2  * \file AppDemoSceneEmpty.h
3  * \brief Class declaration for an SLScene inherited class
4  * \details For more info about App framework and the scene assembly see:
5  * https://cpvrlab.github.io/SLProject4/app-framework.html
6  * \date May 2024
7  * \authors Marcus Hudritsch, Marino von Wattenwyl
8  * \copyright http://opensource.org/licenses/GPL-3.0
9  * \remarks Please use clangformat to format the code. See more code style on
10  * https://github.com/cpvrlab/SLProject4/wiki/SLProject-Coding-Style
11 */
12 
13 #ifndef APPDEMOSCENEEMPTY_H
14 #define APPDEMOSCENEEMPTY_H
15 
16 #include <SLScene.h>
17 
18 //-----------------------------------------------------------------------------
19 class AppDemoSceneEmpty : public SLScene
20 {
21 public:
23 
24  //! All scene specific assets have to be registered for async loading in here.
25  /*! @remark All scene sspecific assets have to be loaded async by overriding
26  SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
27  assembling means that it happens in a parallel thread and that in there are
28  no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.*/
29  void registerAssetsToLoad(SLAssetLoader& al) override;
30 
31  //! After parallel loading of the assets the scene gets assembled in here.
32  /*! @remark All scene-specific assets have to be loaded async by overriding
33  SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
34  assembling means that it happens in a parallel thread and that in there
35  are no OpenGL calls allowed. OpenGL calls are only allowed in the main
36  thread. It is important that all object instantiations within
37  SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen
38  in a parallel thread. All objects that get rendered have to do their
39  initialization when they are used the first time during rendering in the
40  main thread.*/
41  void assemble(SLAssetManager* am, SLSceneView* sv) override;
42 };
43 //-----------------------------------------------------------------------------
44 
45 #endif
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
Toplevel holder of the assets meshes, materials, textures and shaders.
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69