23 info(
"View frustum culling: Only objects in view are rendered. "
24 "You can turn view frustum culling on/off in the menu Preferences or with the key F.");
56 light1->
powers(0.2f, 0.8f, 1.0f);
76 for (
SLint iZ = -size; iZ <= size; ++iZ)
78 for (
SLint iY = -size; iY <= size; ++iY)
80 for (
SLint iX = -size; iX <= size; ++iX)
82 if (iX != 0 || iY != 0 || iZ != 0)
97 SL_LOG_DEBUG(
"Triangles on GPU : %u", res * res * 2 * num * num * num);
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
#define SL_LOG_DEBUG(...)
SLVec4< SLfloat > SLCol4f
static SLDeviceRotation devRot
Mobile device rotation from IMU.
static SLDeviceLocation devLoc
Mobile device location from GPS.
static SLstring texturePath
Path to texture images.
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 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.
Toplevel holder of the assets meshes, materials, textures and shaders.
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
void clipFar(const SLfloat cFar)
void clipNear(const SLfloat cNear)
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
void focalDist(const SLfloat f)
SLBackground & background()
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
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.
SLLightSpot class for a spot light source.
Defines a standard CG material with textures and a shader program.
SLNode represents a node in a hierarchical scene graph.
void addChild(SLNode *child)
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
virtual SLNode * copyRec()
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
The SLScene class represents the top level instance holding the scene structure.
SceneView class represents a dynamic real time 3D view onto the scene.
void camera(SLCamera *camera)
void doWaitOnIdle(SLbool doWI)
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.