22   : 
SLScene(
"Cascaded Shadow Mapping Demo Scene")
 
   24     info(
"Cascaded Shadow Mapping uses several cascades of shadow maps to " 
   25          "provide higher resolution shadows near the camera and lower " 
   26          "resolution shadows further away.");
 
   34                      "FBX/Teapot/Teapot.fbx");
 
   58     light->
powers(0.0f, 1.0f, 1.0f);
 
The AppCommon class holds the top-level instances of the app-demo.
 
Class declaration for an SLScene inherited class.
 
SLVec4< SLfloat > SLCol4f
 
static SLstring modelPath
Path to 3D models.
 
AppDemoSceneShadowCascaded()
 
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.
 
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 addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.
 
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 focalDist(const SLfloat f)
 
SLBackground & background()
 
SLLightDirect class for a directional light source.
 
void doCascadedShadows(bool b)
 
void createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) override
 
void createsShadows(SLbool createsShadows)
 
void shadowMap(SLShadowMap *shadowMap)
 
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.
 
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 castsShadows(SLbool castsShadows)
 
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)
 
The SLScene class represents the top level instance holding the scene structure.
 
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 SLRevolver.