SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneShaderParallax.cpp
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1 /**
2  * \file AppDemoSceneShaderParallax.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, Marino von Wattenwyl
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 <SLAssetLoader.h>
15 #include <SLLightSpot.h>
16 #include <SLLightDirect.h>
17 #include <SLRectangle.h>
18 #include <AppCommon.h>
19 
20 //-----------------------------------------------------------------------------
22  : SLScene("Parallax Bump Mapping Test")
23 {
24  info("Normal map parallax mapping with a spot and a directional light"
25  "Use X-Key to increment (decrement w. shift) parallax scale."
26  "Use O-Key to increment (decrement w. shift) parallax offset.\n");
27 }
28 //-----------------------------------------------------------------------------
29 //! All assets the should be loaded in parallel must be registered in here.
31 {
33  AppCommon::texturePath + "brickwall0512_C.jpg");
35  AppCommon::texturePath + "brickwall0512_N.jpg");
37  AppCommon::texturePath + "brickwall0512_H.jpg");
39  AppCommon::shaderPath + "PerPixBlinnTmNm.vert",
40  AppCommon::shaderPath + "PerPixBlinnTmPm.frag");
41 }
42 //-----------------------------------------------------------------------------
43 //! After parallel loading of the assets the scene gets assembled in here.
45 {
47  "u_scale",
48  0.04f,
49  0.002f,
50  0,
51  1,
52  (SLKey)'X');
53  SLGLUniform1f* offset = new SLGLUniform1f(UT_const,
54  "u_offset",
55  -0.03f,
56  0.002f,
57  -1,
58  1,
59  (SLKey)'O');
60  this->eventHandlers().push_back(scale);
61  this->eventHandlers().push_back(offset);
62  _sp->addUniform1f(scale);
63  _sp->addUniform1f(offset);
64 
65  // Create materials
66  SLMaterial* m1 = new SLMaterial(am,
67  "mat1",
68  _texC,
69  _texN,
70  _texH,
71  nullptr,
72  _sp);
73 
74  SLCamera* cam1 = new SLCamera("Camera 1");
75  cam1->translation(-10, 10, 10);
76  cam1->lookAt(0, 0, 0);
78  cam1->background().colors(SLCol4f(0.5f, 0.5f, 0.5f));
79  cam1->setInitialState();
80 
81  SLLightSpot* light1 = new SLLightSpot(am,
82  this,
83  0.3f,
84  40,
85  true);
86  light1->powers(0.1f, 1.0f, 1.0f);
87  light1->attenuation(1, 0, 0);
88  light1->translation(0, 0, 5);
89  light1->lookAt(0, 0, 0);
90 
91  SLLightDirect* light2 = new SLLightDirect(am, this);
92  light2->ambientColor(SLCol4f(0, 0, 0));
93  light2->diffuseColor(SLCol4f(1, 1, 0));
94  light2->specularColor(SLCol4f(1, 1, 0));
95  light2->translation(-5, -5, 5);
96  light2->lookAt(0, 0, 0);
97  light2->attenuation(1, 0, 0);
98 
99  SLAnimation* anim = this->animManager().createNodeAnimation("light1_anim", 2.0f);
100  anim->createNodeAnimTrackForEllipse(light1,
101  2.0f,
102  A_x,
103  2.0f,
104  A_Y);
105 
106  SLNode* scene = new SLNode;
107  this->root3D(scene);
108  scene->addChild(light1);
109  scene->addChild(light2);
110  scene->addChild(new SLNode(new SLRectangle(am,
111  SLVec2f(-5, -5),
112  SLVec2f(5, 5),
113  1,
114  1,
115  "Rect",
116  m1)));
117  scene->addChild(cam1);
118 
119  sv->camera(cam1);
120 }
121 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
@ A_Y
Definition: SLEnums.h:81
@ A_x
Definition: SLEnums.h:80
@ UT_const
constant value
Definition: SLEnums.h:233
SLKey
Keyboard key codes enumeration.
Definition: SLEnums.h:16
SLGLUniform< SLfloat > SLGLUniform1f
Definition: SLGLUniform.h:149
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
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.
SLAnimation * createNodeAnimation(SLfloat duration)
SLAnimation is the base container for all animation data.
Definition: SLAnimation.h:33
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.
Definition: SLCamera.h:54
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void addUniform1f(SLGLUniform1f *u)
add float uniform
Template for a single GLSL uniform variable.
Definition: SLGLUniform.h:24
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void ambientColor(const SLCol4f &ambi)
Definition: SLLight.h:105
void diffuseColor(const SLCol4f &diff)
Definition: SLLight.h:107
void specularColor(const SLCol4f &spec)
Definition: SLLight.h:109
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
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.
Definition: SLLight.h:74
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
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
SLVec3f translationWS() const
Definition: SLNode.h:531
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
SLRectangle creates a rectangular mesh with a certain resolution.
Definition: SLRectangle.h:29
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SLNode * root3D()
Definition: SLScene.h:99
SLVEventHandler & eventHandlers()
Definition: SLScene.h:105
friend class SLNode
Definition: SLScene.h:48
SLAnimManager & animManager()
Definition: SLScene.h:97
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
T distance(const SLVec3 &p) const
Calculate the distance to point p.
Definition: SLVec3.h:168
static SLVec3 ZERO
Definition: SLVec3.h:285