SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneShadowCascaded.h
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1 /**
2  * \file AppDemoSceneShadowCascaded.h
3  * \brief Class declaration 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 
13 #ifndef APPDEMOSCENESHADOWCASCADED_H
14 #define APPDEMOSCENESHADOWCASCADED_H
15 
16 #include <SLScene.h>
17 
18 //-----------------------------------------------------------------------------
19 //! Class for demo scene for cascaded shadow mapping
21 {
22 public:
24 
25  //! All scene specific assets have to be registered for async loading in here.
26  /*! @remark All scene sspecific assets have to be loaded async by overriding
27  SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
28  assembling means that it happens in a parallel thread and that in there are
29  no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.*/
30  void registerAssetsToLoad(SLAssetLoader& al) override;
31 
32  //! After parallel loading of the assets the scene gets assembled in here.
33  /*! @remark All scene-specific assets have to be loaded async by overriding
34  SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
35  assembling means that it happens in a parallel thread and that in there
36  are no OpenGL calls allowed. OpenGL calls are only allowed in the main
37  thread. It is important that all object instantiations within
38  SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen
39  in a parallel thread. All objects that get rendered have to do their
40  initialization when they are used the first time during rendering in the
41  main thread.*/
42  void assemble(SLAssetManager* am, SLSceneView* sv) override;
43 
44 private:
46 };
47 //-----------------------------------------------------------------------------
48 
49 #endif
Class for demo scene for cascaded shadow mapping.
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.
Toplevel holder of the assets meshes, materials, textures and shaders.
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69