SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARAventicumAmphitheater.cpp
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1 /**
2  * \file AppDemoSceneErlebARAventicumAmphitheater.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("Aventicum Theatre AR")
26 {
27  info("Aventicum Theatre AR");
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/avenches/avenches-amphitheater.gltf");
42 
43  // initialize sensor stuff before loading the geotiff
45  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena Centre, Origin", 46, 52, 51.685, 7, 2, 33.458, 461.4));
46  AppCommon::devLoc.nameLocations().push_back(SLLocation("Entrance East, Manhole Cover", 46, 52, 52.344, 7, 2, 37.600, 461.4 + 1.7));
47  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena, Sewer Cover West", 46, 52, 51.484, 7, 2, 32.307, 461.3 + 1.7));
48  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena, Sewer Cover East", 46, 52, 51.870, 7, 2, 34.595, 461.1 + 1.7));
49  AppCommon::devLoc.nameLocations().push_back(SLLocation("Stand South, Sewer Cover", 46, 52, 50.635, 7, 2, 34.099, 471.7 + 1.7));
50  AppCommon::devLoc.nameLocations().push_back(SLLocation("Stand West, Sewer Cover", 46, 52, 51.889, 7, 2, 31.567, 471.7 + 1.7));
51  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
52  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
53  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. Distanz. zum Nullpunkt
54  AppCommon::devLoc.improveOrigin(false); // Keine autom. Verbesserung vom Origin
59 
60  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
63  "erleb-AR/models/avenches/DTM-Aventicum-WGS84.tif");
64 }
65 //-----------------------------------------------------------------------------
66 //! After parallel loading of the assets the scene gets assembled in here.
68  SLSceneView* sv)
69 {
71 
72  // Create see through video background material without shadow mapping
73  SLMaterial* matVideoBkgd = new SLMaterial(am, "matVideoBkgd", gVideoTexture);
74  matVideoBkgd->reflectionModel(RM_Custom);
75 
76  // Create see through video background material with shadow mapping
77  SLMaterial* matVideoBkgdSM = new SLMaterial(am, "matVideoBkgdSM", gVideoTexture);
78  matVideoBkgdSM->reflectionModel(RM_Custom);
79  matVideoBkgdSM->ambient(SLCol4f(0.6f, 0.6f, 0.6f));
80  matVideoBkgdSM->getsShadows(true);
81 
82  // Setup the camera
83  SLCamera* cam1 = new SLCamera("Camera 1");
84  cam1->translation(0, 50, -150);
85  cam1->lookAt(0, 0, 0);
86  cam1->clipNear(1);
87  cam1->clipFar(400);
88  cam1->focalDist(150);
89  cam1->setInitialState();
92 
93  // Turn on main video
95 
96  // Create directional light for the sunlight
97  SLLightDirect* sunLight = new SLLightDirect(am, this, 1.0f);
98  sunLight->powers(1.0f, 1.5f, 1.0f);
99  sunLight->attenuation(1, 0, 0);
100  sunLight->translation(0, 1, 0);
101  sunLight->doSunPowerAdaptation(true);
102  sunLight->createsShadows(true);
103  sunLight->createShadowMapAutoSize(cam1, SLVec2i(2048, 2048), 4);
104  sunLight->shadowMap()->cascadesFactor(3.0);
105  // sunLight->createShadowMap(-70, 70, SLVec2f(140, 100), SLVec2i(4096, 4096));
106  sunLight->doSmoothShadows(true);
107  sunLight->castsShadows(false);
108  sunLight->shadowMinBias(0.001f);
109  sunLight->shadowMaxBias(0.003f);
110 
111  // Let the sun be rotated by time and location
114  std::time(nullptr));
115 
116  // Rotate to the true geographic rotation
117  _theater->rotate(13.25f, 0, 1, 0, TS_parent);
118 
119  // Let the video shine through some objects
120  _theater->findChild<SLNode>("Tht-Aussen-Untergrund")->setMeshMat(matVideoBkgd, true);
121  _theater->findChild<SLNode>("Tht-Eingang-Ost-Boden")->setMeshMat(matVideoBkgdSM, true);
122  _theater->findChild<SLNode>("Tht-Arenaboden")->setMeshMat(matVideoBkgdSM, true);
123  // amphiTheatre->findChild<SLNode>("Tht-Aussen-Terrain")->setMeshMat(matVideoBkgdSM, true);
124 
125  // Add axis object a world origin
126  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
127  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
128  axis->rotate(-90, 1, 0, 0);
129  axis->castsShadows(false);
130 
131  SLNode* scene = new SLNode("Scene");
132  root3D(scene);
133  scene->addChild(sunLight);
134  scene->addChild(axis);
135  scene->addChild(_theater);
136  scene->addChild(cam1);
137 
138  // initialize sensor stuff
140  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena Centre, Origin", 46, 52, 51.685, 7, 2, 33.458, 461.4));
141  AppCommon::devLoc.nameLocations().push_back(SLLocation("Entrance East, Manhole Cover", 46, 52, 52.344, 7, 2, 37.600, 461.4 + 1.7));
142  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena, Sewer Cover West", 46, 52, 51.484, 7, 2, 32.307, 461.3 + 1.7));
143  AppCommon::devLoc.nameLocations().push_back(SLLocation("Arena, Sewer Cover East", 46, 52, 51.870, 7, 2, 34.595, 461.1 + 1.7));
144  AppCommon::devLoc.nameLocations().push_back(SLLocation("Stand South, Sewer Cover", 46, 52, 50.635, 7, 2, 34.099, 471.7 + 1.7));
145  AppCommon::devLoc.nameLocations().push_back(SLLocation("Stand West, Sewer Cover", 46, 52, 51.889, 7, 2, 31.567, 471.7 + 1.7));
146  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
147  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
148  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. Distanz. zum Nullpunkt
149  AppCommon::devLoc.improveOrigin(false); // Keine autom. Verbesserung vom Origin
154 
155 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
159 #else
160  AppCommon::devLoc.isUsed(false);
161  AppCommon::devRot.isUsed(false);
163  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
164  cam1->translation(pos_f);
165  cam1->focalDist(pos_f.length());
166  cam1->lookAt(SLVec3f::ZERO);
168 #endif
169 
170  sv->doWaitOnIdle(false); // for constant video feed
171  sv->camera(cam1);
172 }
173 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
SLGLTexture * gVideoTexture
Class declaration for an SLScene inherited class.
@ 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
@ 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 dataPath
Path to data directory (it is set platform dependent)
Definition: AppCommon.h:83
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.
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 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
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.
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
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
void castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
T * findChild(const SLstring &name="", SLbool findRecursive=true)
Definition: SLNode.h:388
void setInitialState()
Definition: SLNode.cpp:1084
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 setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
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