22 :
SLScene(
"Depth of Field Ray Tracing")
24 info(
"Muttenzer Box with environment mapped reflective sphere and "
25 "transparent refractive glass sphere. Try ray tracing for real "
26 "reflections and soft shadows.");
34 "Checkerboard0512_C.png",
64 ss <<
"Ray tracing with depth of field blur. Each pixel is sampled "
65 << numSamples * numSamples
66 <<
"x from a lens. Be patient on mobile devices.";
76 cam1->
lensSamples()->samples(numSamples, numSamples);
94 rect->
rotate(90, -1, 0, 0);
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
#define SL_ANISOTROPY_MAX
SLVec2< SLfloat > SLVec2f
SLVec4< SLfloat > SLCol4f
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 lensSamples(SLuint x, SLuint y)
void clipFar(const SLfloat cFar)
void focalDist(const SLfloat f)
void fogMode(const SLFogMode mode)
void lensDiameter(const SLfloat d)
void fogIsOn(const bool isOn)
SLBackground & background()
void fogDensity(const float density)
void ambiDiffPowers(SLfloat ambiPow, SLfloat diffPow, const SLCol4f &ambiDiffCol=SLCol4f::WHITE)
Sets the ambient and diffuse powers with the same color.
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
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)
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
SLVec3f translationOS() const
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)
SLRectangle creates a rectangular mesh with a certain resolution.
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)
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.