SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARBielBFH.cpp
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1 /**
2  * \file AppDemoSceneErlebARBielBFH.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("Biel-BFH AR")
26 {
27  info("Augmented Reality at Biel-BFH");
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/biel/Biel-BFH-Rolex.gltf");
42 
44  AppCommon::shaderPath + "PerPixTmBackground.vert",
45  AppCommon::shaderPath + "PerPixTmBackground.frag");
46 
47  // initialize sensor stuff before loading the geotiff
48  AppCommon::devLoc.originLatLonAlt(47.14271, 7.24337, 488.2); // Ecke Giosa
49  AppCommon::devLoc.defaultLatLonAlt(47.14260, 7.24310, 488.7 + 1.7); // auf Parkplatz
57 
58  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
61  "erleb-AR/models/biel/DEM_Biel-BFH_WGS84.tif");
62 }
63 //-----------------------------------------------------------------------------
64 //! After parallel loading of the assets the scene gets assembled in here.
66 {
67  SLMaterial* matVideoBkgd = new SLMaterial(am,
68  "matVideoBkgd",
70  nullptr,
71  nullptr,
72  nullptr,
74 
75  SLCamera* cam1 = new SLCamera("Camera 1");
76  cam1->translation(0, 2, 0);
77  cam1->lookAt(-10, 2, 0);
78  cam1->clipNear(1);
79  cam1->clipFar(1000);
80  cam1->setInitialState();
83 
84  // Turn on main video
86 
87  // Create directional light for the sunlight
88  SLLightDirect* sunLight = new SLLightDirect(am, this, 5.0f);
89  sunLight->powers(1.0f, 1.0f, 1.0f);
90  sunLight->attenuation(1, 0, 0);
91  sunLight->doSunPowerAdaptation(true);
92  sunLight->createsShadows(true);
93  sunLight->createShadowMap(-100,
94  150,
95  SLVec2f(150, 150),
96  SLVec2i(4096, 4096));
97  sunLight->doSmoothShadows(true);
98  sunLight->castsShadows(false);
99 
100  // Let the sun be rotated by time and location
103  std::time(nullptr));
104 
105  _bfh->setMeshMat(matVideoBkgd, true);
106 
107  // Make terrain a video shine trough
108  // _bfh->findChild<SLNode>("Terrain")->setMeshMat(matVideoBkgd, true);
109 
110  /* Make buildings transparent
111  SLNode* buildings = _bfh->findChild<SLNode>("Buildings");
112  SLNode* roofs = _bfh->findChild<SLNode>("Roofs");
113  auto updateTranspFnc = [](SLMaterial* m) {m->kt(0.5f);};
114  buildings->updateMeshMat(updateTranspFnc, true);
115  roofs->updateMeshMat(updateTranspFnc, true);
116 
117  // Set ambient on all child nodes
118  _bfh->updateMeshMat([](SLMaterial* m) { m->ambient(SLCol4f(.2f, .2f, .2f)); }, true);
119  */
120 
121  // Add axis object a world origin
122  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
123  axis->scale(2);
124  axis->rotate(-90, 1, 0, 0);
125 
126  SLNode* scene = new SLNode("Scene");
127  root3D(scene);
128  scene->addChild(sunLight);
129  scene->addChild(axis);
130  scene->addChild(_bfh);
131  scene->addChild(cam1);
132 
133 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
137 #else
138  AppCommon::devLoc.isUsed(false);
139  AppCommon::devRot.isUsed(false);
141  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
142  cam1->translation(pos_f);
143  cam1->focalDist(pos_f.length());
144  cam1->lookAt(SLVec3f::ZERO);
146 #endif
147 
148  sv->doWaitOnIdle(false); // for constant video feed
149  sv->camera(cam1);
151 }
152 //-----------------------------------------------------------------------------
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_ONLYEDGES
Draw only hard edges.
Definition: SLDrawBits.h:31
@ 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
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
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 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 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
SLBackground & background()
Definition: SLCamera.h:165
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
void defaultLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Default coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
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 sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLVec3d originENU() const
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 on(SLuint bit)
Turns the specified bit on.
Definition: SLDrawBits.h:51
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void createShadowMap(float clipNear=0.1f, float clipFar=20.0f, SLVec2f size=SLVec2f(8, 8), SLVec2i texSize=SLVec2i(1024, 1024)) override
void doSunPowerAdaptation(SLbool enabled)
Definition: SLLightDirect.h:82
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
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
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
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 scale(SLfloat s)
Definition: SLNode.h:640
void castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
void setMeshMat(SLMaterial *mat, bool recursive)
Set the mesh material recursively.
Definition: SLNode.cpp:1172
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
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
SLDrawBits * drawBits()
Definition: SLSceneView.h:198
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