SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneParticleMany.cpp
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1 /**
2  * \file AppDemoSceneParticleMany.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("Many Particle System")
21 {
22  info("This particle system with 1 mio. particles uses the box shape "
23  "type for distribution. See the properties window for the detailed "
24  "settings of the particles system");
25 }
26 //-----------------------------------------------------------------------------
27 //! All assets the should be loaded in parallel must be registered in here.
29 {
32  "ParticleSmoke_08_C.png");
35  "ParticleSmoke_03_8x8_C.png");
36 }
37 //-----------------------------------------------------------------------------
38 //! After parallel loading of the assets the scene gets assembled in here.
40  SLSceneView* sv)
41 {
42  SLCamera* cam1 = new SLCamera("Camera 1");
43  cam1->clipNear(0.1f);
44  cam1->clipFar(1000);
45  cam1->translation(0, 0, 400);
46  cam1->focalDist(400);
47  cam1->lookAt(0, 0, 0);
48  cam1->background().colors(SLCol4f(0.3f, 0.3f, 0.3f));
49  cam1->setInitialState();
50 
51  // Root scene node
52  SLNode* root = new SLNode("Root scene node");
53  root3D(root);
54  root->addChild(cam1);
55 
56  // Create meshes and nodes
58  1000000,
59  SLVec3f(-10.0f, -10.0f, -10.0f),
60  SLVec3f(10.0f, 10.0f, 10.0f),
61  4.0f,
62  _texC,
63  "Particle System",
64  _texFlip);
65  ps->doAlphaOverLT(false);
66  ps->doSizeOverLT(false);
67  ps->doRotation(false);
68  ps->doShape(true);
69  ps->shapeType(ST_Box);
70  ps->shapeScale(100.0f, 100.0f, 100.0f);
71  ps->doDirectionSpeed(true);
72  ps->doBlendBrightness(true);
73  ps->doColor(true);
74  ps->color(SLCol4f(0.875f, 0.156f, 0.875f, 1.0f));
75  ps->speed(0.0f);
76  SLMesh* pSMesh = ps;
77  SLNode* pSNode = new SLNode(pSMesh, "Particle system node");
78  root->addChild(pSNode);
79 
80  sv->camera(cam1);
81  sv->doWaitOnIdle(false);
82 }
83 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
@ ST_Box
Definition: SLEnums.h:281
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 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.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
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 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
SLParticleSystem creates a particle meshes from a point primitive buffer.
SLbool doDirectionSpeed()
SLShapeType shapeType()
SLbool doBlendBrightness()
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