SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneParticleFountain.cpp
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1 /**
2  * \file AppDemoSceneParticleFountain.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, Particle System from Marc Affolter
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 <AppCommon.h>
15 #include <SLAssetLoader.h>
16 #include <SLLightSpot.h>
17 
18 //-----------------------------------------------------------------------------
20  : SLScene("Fountain Particle System")
21 {
22  info("This fountain particle system uses acceleration and gravity.\n"
23  "See the properties window for the detailed settings of the particles system");
24 }
25 //-----------------------------------------------------------------------------
26 //! All assets the should be loaded in parallel must be registered in here.
28 {
31  "ParticleCircle_05_C.png");
34  "ParticleSmoke_03_8x8_C.png");
35 }
36 //-----------------------------------------------------------------------------
37 //! After parallel loading of the assets the scene gets assembled in here.
39  SLSceneView* sv)
40 {
41  // Create a scene group node
42  SLNode* scene = new SLNode("scene node");
43  root3D(scene);
44 
45  // Create and add camera
46  SLCamera* cam1 = new SLCamera("Camera 1");
47  cam1->translation(0, -1, 55);
48  cam1->lookAt(0, -1, 0);
49  cam1->focalDist(55);
50  scene->addChild(cam1);
51  sv->camera(cam1);
52 
53  // Create a light source node
54  SLLightSpot* light1 = new SLLightSpot(am, this, 0.3f);
55  light1->translation(0, -1, 2);
56  light1->name("light node");
57  scene->addChild(light1);
58 
59  // Create meshes and nodes
61  5000,
62  SLVec3f(5.0f, 15.0f, 5.0f),
63  SLVec3f(-5.0f, 17.0f, -5.0f),
64  5.0f,
65  _texC,
66  "Fountain",
67  _texFlip);
68  SLMesh* pSMesh = ps;
69  ps->doGravity(true);
70  ps->color(SLCol4f(0.0039f, 0.14f, 0.86f, 0.33f));
71  ps->doSizeOverLT(false);
72  ps->doAlphaOverLT(false);
73  SLNode* pSNode = new SLNode(pSMesh, "Particle system node");
74  scene->addChild(pSNode);
75 
76  // Set background color and the root scene node
77  sv->sceneViewCamera()->background().colors(SLCol4f(0.8f, 0.8f, 0.8f),
78  SLCol4f(0.2f, 0.2f, 0.2f));
79  // Save energy
80  sv->doWaitOnIdle(false);
81 }
82 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
SLVec3< SLfloat > SLVec3f
Definition: SLVec3.h:318
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
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 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.
Definition: SLCamera.h:54
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
An SLMesh object is a triangulated mesh, drawn with one draw call.
Definition: SLMesh.h:134
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 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 name(const SLstring &Name)
Definition: SLObject.h:34
SLParticleSystem creates a particle meshes from a point primitive buffer.
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
SLCamera * sceneViewCamera()
Definition: SLSceneView.h:169