SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneParticleSimple.cpp
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1 /**
2  * \file AppDemoSceneParticleSimple.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("Simple Particle System")
21 {
22  info("Simple Particle System with a flip book smoke particle.");
23 }
24 //-----------------------------------------------------------------------------
25 //! All assets the should be loaded in parallel must be registered in here.
27 {
30  "ParticleSmoke_08_C.png");
33  "ParticleSmoke_03_8x8_C.png");
34 }
35 //-----------------------------------------------------------------------------
36 //! After parallel loading of the assets the scene gets assembled in here.
38  SLSceneView* sv)
39 {
40  // Create a scene group node
41  SLNode* scene = new SLNode("scene node");
42  root3D(scene);
43 
44  // Create and add camera
45  SLCamera* cam1 = new SLCamera("Camera 1");
46  cam1->translation(0, 1.5f, 4);
47  cam1->lookAt(0, 1.5f, 0);
48  scene->addChild(cam1);
49 
50  // Create a light source node
51  SLLightSpot* light1 = new SLLightSpot(am, this, 0.3f);
52  light1->translation(5, 5, 5);
53  light1->name("light node");
54  scene->addChild(light1);
55 
56  // Create meshes and nodes
58  50,
59  SLVec3f(0.04f, 0.4f, 0.1f),
60  SLVec3f(-0.11f, 0.7f, -0.1f),
61  4.0f,
62  _texC,
63  "Particle System",
64  _texFlip);
65 
66  SLNode* pSNode = new SLNode(ps, "Particle system node");
67  scene->addChild(pSNode);
68 
69  // Set background color and the root scene node
70  sv->sceneViewCamera()->background().colors(SLCol4f(0.8f, 0.8f, 0.8f),
71  SLCol4f(0.2f, 0.2f, 0.2f));
72  sv->camera(cam1);
73  sv->doWaitOnIdle(false);
74 }
75 //-----------------------------------------------------------------------------
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 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
SLBackground & background()
Definition: SLCamera.h:165
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
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