23 info(
"Complex earth shader with 7 textures: day color, night color, "
24 "normal, height & gloss map of earth, color & alpha-map of clouds.\n"
25 "Use (SHIFT) & key F2 to change scale of the parallax mapping\n"
26 "Use (SHIFT) & key F3 to change offset of the parallax mapping");
46 "earthNight2048_C.jpg");
49 "earthCloud1024_alpha_C.png");
99 sun->
powers(0.0f, 1.0f, 0.2f);
117 earth->
rotate(90, -1, 0, 0);
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
SLKey
Keyboard key codes enumeration.
SLVec4< SLfloat > SLCol4f
static SLDeviceRotation devRot
Mobile device rotation from IMU.
static SLDeviceLocation devLoc
Mobile device location from GPS.
static SLstring texturePath
Path to texture images.
static SLstring shaderPath
Path to GLSL shader programs.
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.
AppDemoSceneShaderEarth()
SLAnimation * createNodeAnimation(SLfloat duration)
SLAnimation is the base container for all animation data.
SLNodeAnimTrack * createNodeAnimTrackForEllipse(SLNode *target, SLfloat radiusA, SLAxis axisA, SLfloat radiusB, SLAxis axisB)
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
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 devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
void focalDist(const SLfloat f)
SLBackground & background()
void addUniform1f(SLGLUniform1f *u)
add float uniform
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
SLLightSpot class for a spot light source.
Defines a standard CG material with textures and a shader program.
void addTexture(SLGLTexture *texture)
Adds the passed texture to the equivalent texture type vector.
void shininess(SLfloat shin)
void program(SLGLProgram *sp)
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)
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
The SLScene class represents the top level instance holding the scene structure.
SLVEventHandler & eventHandlers()
SLAnimManager & animManager()
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.