SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneParticleRingOfFire.cpp
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1 /**
2  * \file AppDemoSceneParticleRingOfFire.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("Ring of Fire Particle System")
21 {
22  info("This ring particle system uses the cone shape type for distribution.\n"
23  "See the properties window for the settings of the particles system");
24 }
25 //-----------------------------------------------------------------------------
26 //! All assets the should be loaded in parallel must be registered in here.
28 {
31  "ParticleSmoke_08_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 meshes and nodes
47  1000,
48  SLVec3f(0.0f, 0.0f, 0.0f),
49  SLVec3f(0.0f, 0.0f, 0.0f),
50  4.0f,
51  _texC,
52  "Ring of fire Particle System",
53  _texFlip);
54 
55  ps->doShape(true);
56  ps->shapeType(ST_Cone);
57  ps->doShapeSpawnBase(true);
58  ps->doShapeSurface(true);
59  ps->shapeRadius(1.0f);
60  ps->doBlendBrightness(true);
61  ps->color(SLCol4f(0.925f, 0.238f, 0.097f, 0.503f));
62 
63  SLMesh* pSMesh = ps;
64  SLNode* pSNode = new SLNode(pSMesh, "Particle Ring Fire node");
65  pSNode->rotate(90, 1, 0, 0);
66  scene->addChild(pSNode);
67 
68  // Set background color and the root scene node
69  sv->sceneViewCamera()->background().colors(SLCol4f(0.8f, 0.8f, 0.8f),
70  SLCol4f(0.2f, 0.2f, 0.2f));
71  // Save energy
72  sv->doWaitOnIdle(false);
73 }
74 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
@ ST_Cone
Definition: SLEnums.h:282
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.
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 rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
SLParticleSystem creates a particle meshes from a point primitive buffer.
SLbool doShapeSpawnBase()
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 doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149
SLCamera * sceneViewCamera()
Definition: SLSceneView.h:169