SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARAugustaTmpTht.cpp
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1 /**
2  * \file AppDemoSceneErlebARAugustaTmpTht.cpp
3  * \brief Implementation 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 
14 #include <CVCapture.h>
15 #include <AppCommon.h>
16 #include <SLAssetLoader.h>
17 #include <SLLightDirect.h>
18 #include <SLCoordAxis.h>
19 
20 // Global pointers declared in AppDemoVideo
22 
23 //-----------------------------------------------------------------------------
25  : SLScene("Augusta Raurica Temple and Theatre AR")
26 {
27  info("Augusta Raurica Temple AR and Theatre");
28 }
29 //-----------------------------------------------------------------------------
30 //! All assets the should be loaded in parallel must be registered in here.
32 {
33  // Create video texture on global pointer updated in AppDemoVideo
35  AppCommon::texturePath + "LiveVideoError.png",
36  GL_LINEAR,
37  GL_LINEAR);
38 
41  "erleb-AR/models/augst/augst-thtL1L2-tmpL1L2.gltf");
42 
44  AppCommon::shaderPath + "Reflect.vert",
45  AppCommon::shaderPath + "Reflect.frag");
46 
47  // initialize sensor stuff before loading geotiff
49  AppCommon::devLoc.nameLocations().push_back(SLLocation("Center of theatre, Origin",
50  47,
51  31,
52  59.461,
53  7,
54  43,
55  19.446,
56  282.6));
57  AppCommon::devLoc.nameLocations().push_back(SLLocation("Treppe Tempel",
58  47,
59  31,
60  58.933,
61  7,
62  43,
63  16.799,
64  290.5 + 1.7));
65  AppCommon::devLoc.nameLocations().push_back(SLLocation("Abzweigung (Dolendeckel)",
66  47,
67  31,
68  57.969,
69  7,
70  43,
71  17.946,
72  286.5 + 1.7));
73  AppCommon::devLoc.nameLocations().push_back(SLLocation("Marker bei Tempel",
74  47,
75  31,
76  59.235,
77  7,
78  43,
79  15.161,
80  293.1 + 1.7));
81  AppCommon::devLoc.nameLocations().push_back(SLLocation("Theater 1. Rang Zugang Ost",
82  47,
83  31,
84  59.698,
85  7,
86  43,
87  20.518,
88  291.0 + 1.7));
89  AppCommon::devLoc.nameLocations().push_back(SLLocation("Theater 1. Rang Nord",
90  47,
91  32,
92  0.216,
93  7,
94  43,
95  19.173,
96  291.0 + 1.7));
97  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
98  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
99  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. allowed distance to origin
100  AppCommon::devLoc.improveOrigin(false); // No autom. origin improvement
105 
106  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
109  "erleb-AR/models/augst/DTM-Theater-Tempel-WGS84.tif");
110 }
111 //-----------------------------------------------------------------------------
112 //! After parallel loading of the assets the scene gets assembled in here.
114  SLSceneView* sv)
115 {
117 
118  // Create see through video background material without shadow mapping
119  SLMaterial* matVideoBkgd = new SLMaterial(am,
120  "matVideoBkgd",
121  gVideoTexture);
122  matVideoBkgd->reflectionModel(RM_Custom);
123 
124  // Create see through video background material with shadow mapping
125  SLMaterial* matVideoBkgdSM = new SLMaterial(am,
126  "matVideoBkgdSM",
127  gVideoTexture);
128  matVideoBkgdSM->reflectionModel(RM_Custom);
129  matVideoBkgdSM->ambient(SLCol4f(0.6f, 0.6f, 0.6f));
130  matVideoBkgdSM->getsShadows(true);
131 
132  // Setup the camera
133  SLCamera* cam1 = new SLCamera("Camera 1");
134  cam1->translation(0, 50, -150);
135  cam1->lookAt(0, 0, 0);
136  cam1->clipNear(1);
137  cam1->clipFar(400);
138  cam1->focalDist(150);
141 
142  // Turn on main video
144 
145  // Create directional light for the sunlight
146  SLLightDirect* sunLight = new SLLightDirect(am, this, 1.0f);
147  sunLight->translate(-42, 10, 13);
148  sunLight->powers(1.0f, 1.5f, 1.0f);
149  sunLight->attenuation(1, 0, 0);
150  sunLight->doSunPowerAdaptation(true);
151  sunLight->createsShadows(true);
152  sunLight->createShadowMapAutoSize(cam1, SLVec2i(2048, 2048), 4);
153  sunLight->shadowMap()->cascadesFactor(3.0);
154  // Old stanard single map shadow map
155  // sunLight->createShadowMap(-100, 250, SLVec2f(210, 180), SLVec2i(4096, 4096));
156  sunLight->doSmoothShadows(true);
157  sunLight->castsShadows(false);
158  sunLight->shadowMinBias(0.001f);
159  sunLight->shadowMaxBias(0.001f);
160 
161  // Let the sun be rotated by time and location
162  AppCommon::devLoc.sunLightNode(sunLight);
164  std::time(nullptr));
165 
166  // Rotate to the true geographic rotation
167  _thtAndTmp->rotate(16.7f, 0, 1, 0, TS_parent);
168 
169  // Let the video shine through on some objects without shadow mapping
170  SLNode* tmpUnderground = _thtAndTmp->findChild<SLNode>("TmpUnderground");
171  if (tmpUnderground) tmpUnderground->setMeshMat(matVideoBkgd, true);
172  SLNode* thtUnderground = _thtAndTmp->findChild<SLNode>("ThtUnderground");
173  if (thtUnderground) thtUnderground->setMeshMat(matVideoBkgd, true);
174 
175  // Let the video shine through on some objects with shadow mapping
176  SLNode* tmpFloor = _thtAndTmp->findChild<SLNode>("TmpFloor");
177  if (tmpFloor) tmpFloor->setMeshMat(matVideoBkgdSM, true);
178 
179  SLNode* terrain = _thtAndTmp->findChild<SLNode>("Terrain");
180  if (terrain)
181  {
182  terrain->setMeshMat(matVideoBkgdSM, true);
183  terrain->castsShadows(false);
184  }
185  SLNode* thtFrontTerrain = _thtAndTmp->findChild<SLNode>("ThtFrontTerrain");
186  if (thtFrontTerrain)
187  {
188  thtFrontTerrain->setMeshMat(matVideoBkgdSM, true);
189  thtFrontTerrain->castsShadows(false);
190  }
191 
192  // Add axis object a world origin
193  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
194  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
195  axis->rotate(-90, 1, 0, 0);
196  axis->castsShadows(false);
197 
198  // Set some ambient light
200  { m->ambient(SLCol4f(.25f, .25f, .25f)); },
201  true);
202  SLNode* scene = new SLNode("Scene");
203  root3D(scene);
204  scene->addChild(sunLight);
205  scene->addChild(axis);
206  scene->addChild(_thtAndTmp);
207  scene->addChild(cam1);
208 
209  // Level of Detail switch for Temple and Theater
210  SLNode* tmpAltar = _thtAndTmp->findChild<SLNode>("TmpAltar");
211  SLNode* tmpL1 = _thtAndTmp->findChild<SLNode>("Tmp-L1");
212  SLNode* tmpL2 = _thtAndTmp->findChild<SLNode>("Tmp-L2");
213  SLNode* thtL1 = _thtAndTmp->findChild<SLNode>("Tht-L1");
214  SLNode* thtL2 = _thtAndTmp->findChild<SLNode>("Tht-L2");
215  thtL1->drawBits()->set(SL_DB_HIDDEN, false);
216  thtL2->drawBits()->set(SL_DB_HIDDEN, true);
217  tmpL1->drawBits()->set(SL_DB_HIDDEN, false);
218  tmpL2->drawBits()->set(SL_DB_HIDDEN, true);
219 
220  // Add level of detail switch callback lambda
221  cam1->onCamUpdateCB([=](SLSceneView* sv)
222  {
223  SLVec3f posCam = sv->camera()->updateAndGetWM().translation();
224  SLVec3f posAlt = tmpAltar->updateAndGetWM().translation();
225  SLVec3f distCamAlt = posCam - posAlt;
226  float tmpDist = distCamAlt.length();
227  float thtDist = posCam.length();
228 
229  // If the temple is closer than the theater activate level 1 and deactivate level 2
230  if (tmpDist < thtDist)
231  {
232  thtL1->drawBits()->set(SL_DB_HIDDEN, true);
233  thtL2->drawBits()->set(SL_DB_HIDDEN, false);
234  tmpL1->drawBits()->set(SL_DB_HIDDEN, false);
235  tmpL2->drawBits()->set(SL_DB_HIDDEN, true);
236  }
237  else
238  {
239  thtL1->drawBits()->set(SL_DB_HIDDEN, false);
240  thtL2->drawBits()->set(SL_DB_HIDDEN, true);
241  tmpL1->drawBits()->set(SL_DB_HIDDEN, true);
242  tmpL2->drawBits()->set(SL_DB_HIDDEN, false);
243  } });
244 
245 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
249 #else
250  AppCommon::devLoc.isUsed(false);
251  AppCommon::devRot.isUsed(false);
253  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
254  cam1->translation(pos_f);
255  cam1->focalDist(pos_f.length());
256  cam1->lookAt(SLVec3f::ZERO);
258 #endif
259 
260  sv->doWaitOnIdle(false); // for constant video feed
261  sv->camera(cam1);
262 }
263 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
SLGLTexture * gVideoTexture
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
@ LOM_twoFingerY
@ ROM_oneFingerX
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
#define SL_DB_HIDDEN
Flags an object as hidden.
Definition: SLDrawBits.h:20
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
Definition: SLEnums.h:122
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
Definition: SLEnums.h:128
@ TS_parent
Definition: SLEnums.h:209
@ RM_Custom
Definition: SLEnums.h:292
@ TT_videoBkgd
Definition: SLGLTexture.h:94
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
static SLstring dataPath
Path to data directory (it is set platform dependent)
Definition: AppCommon.h:83
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
void addGeoTiffToLoad(SLDeviceLocation &devLoc, const SLstring &imageFileWithPath)
Add GeoTiff file to load for the SLDevLocation.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
void addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.
Toplevel holder of the assets meshes, materials, textures and shaders.
void texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
void onCamUpdateCB(function< void(SLSceneView *sv)> callbackFunc)
Definition: SLCamera.h:128
SLBackground & background()
Definition: SLCamera.h:165
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
void useOriginAltitude(SLbool useGLA)
void improveOrigin(SLbool impO)
void originLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Origin coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
SLbool calculateSolarAngles(SLVec3d locationLatLonAlt, std::time_t time)
Calculates the solar angles at origin at local time.
SLVec3d defaultENU() const
void activeNamedLocation(SLint locIndex)
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLVec3d originENU() const
SLVLocation & nameLocations()
void locMaxDistanceM(SLfloat maxDist)
void offsetMode(SLLocOffsetMode lom)
void hasOrigin(SLbool hasOL)
void offsetMode(SLRotOffsetMode rom)
void zeroYawAtStart(SLbool zeroYaw)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
void set(SLuint bit, SLbool state)
Sets the specified bit to the passed state.
Definition: SLDrawBits.h:57
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
void texType(SLTextureType bt)
Definition: SLGLTexture.h:200
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void doSunPowerAdaptation(SLbool enabled)
Definition: SLLightDirect.h:82
void createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) override
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
void shadowMaxBias(SLfloat maxBias)
Definition: SLLight.h:129
void shadowMap(SLShadowMap *shadowMap)
Definition: SLLight.h:125
void doSmoothShadows(SLbool doSS)
Definition: SLLight.h:126
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
void shadowMinBias(SLfloat minBias)
Definition: SLLight.h:128
class for a named location with lat-lon-Alt WGS84 position
SLVec3< T > translation() const
Definition: SLMat4.h:184
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void reflectionModel(SLReflectionModel rm)
Definition: SLMaterial.h:169
void ambient(const SLCol4f &ambi)
Definition: SLMaterial.h:170
void getsShadows(SLbool receivesShadows)
Definition: SLMaterial.h:204
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
const SLMat4f & updateAndGetWM() const
Definition: SLNode.cpp:703
void castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
T * findChild(const SLstring &name="", SLbool findRecursive=true)
Definition: SLNode.h:388
void setMeshMat(SLMaterial *mat, bool recursive)
Set the mesh material recursively.
Definition: SLNode.cpp:1172
SLDrawBits * drawBits()
Definition: SLNode.h:299
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void updateMeshMat(std::function< void(SLMaterial *m)> setMat, bool recursive)
Updates the mesh material recursively with a material lambda.
Definition: SLNode.cpp:1161
void setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SLstring & info()
Definition: SLScene.h:102
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149
T y
Definition: SLVec3.h:43
T x
Definition: SLVec3.h:43
T length() const
Definition: SLVec3.h:122
T z
Definition: SLVec3.h:43
static SLVec3 ZERO
Definition: SLVec3.h:285