SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneVideoSensorAR.cpp
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1 /**
2  * \file AppDemoSceneVideoSensorAR.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 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 <AppCommon.h>
15 #include <CVCapture.h>
16 #include <SLAssetLoader.h>
17 #include <SLLightSpot.h>
18 #include <SLCoordAxis.h>
19 #include <SLBox.h>
20 
21 // Global pointers declared in AppDemoVideo
23 
24 //-----------------------------------------------------------------------------
26  : SLScene("Video Sensor AR")
27 {
28  info("Minimal scene to test the devices IMU and GPS Sensors. "
29  "See the sensor information. GPS needs a few sec. to improve the accuracy.");
30 }
31 //-----------------------------------------------------------------------------
32 //! All assets the should be loaded in parallel must be registered in here.
34 {
35  // Create video texture on global pointer updated in AppDemoVideo
38  "LiveVideoError.png",
39  GL_LINEAR,
40  GL_LINEAR);
41 }
42 //-----------------------------------------------------------------------------
43 //! After parallel loading of the assets the scene gets assembled in here.
45 {
46  SLCamera* cam1 = new SLCamera("Camera 1");
47  cam1->translation(0, 0, 60);
48  cam1->lookAt(0, 0, 0);
49  cam1->fov(CVCapture::instance()->activeCamera->calibration.cameraFovVDeg());
50  cam1->clipNear(0.1f);
51  cam1->clipFar(10000.0f);
52  cam1->setInitialState();
55 
56  // Turn on main video
58 
59  // Create directional light for the sunlight
60  SLLightDirect* light = new SLLightDirect(am, this, 1.0f);
61  light->powers(1.0f, 1.0f, 1.0f);
62  light->attenuation(1, 0, 0);
63 
64  // Let the sun be rotated by time and location
66 
67  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
68  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
69  axis->scale(2);
70  axis->rotate(-90, 1, 0, 0);
71 
72  // Yellow center box
73  SLMaterial* yellow = new SLMaterial(am,
74  "mY",
75  SLCol4f(1, 1, 0, 0.5f));
76  SLNode* box = new SLNode(new SLBox(
77  am,
78  -.5f,
79  -.5f,
80  -.5f,
81  .5f,
82  .5f,
83  .5f,
84  "Box",
85  yellow),
86  "Box Node");
87 
88  // Scene structure
89  SLNode* scene = new SLNode("Scene");
90  root3D(scene);
91  scene->addChild(light);
92  scene->addChild(cam1);
93  scene->addChild(box);
94  scene->addChild(axis);
95 
96  sv->camera(cam1);
97 
98 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
99  // activate rotation and gps sensor
106 #else
109 #endif
110 
111  sv->doWaitOnIdle(false); // for constant video feed
112 }
113 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
SLGLTexture * gVideoTexture
Class declaration for an SLScene inherited class.
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
Definition: SLEnums.h:122
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
Definition: SLEnums.h:128
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
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.
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
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 texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Axis aligned box mesh.
Definition: SLBox.h:31
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
SLBackground & background()
Definition: SLCamera.h:165
void fov(const SLfloat fov)
vertical field of view
Definition: SLCamera.h:98
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
void useOriginAltitude(SLbool useGLA)
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
void hasOrigin(SLbool hasOL)
void zeroYawAtStart(SLbool zeroYaw)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
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
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
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
void scale(SLfloat s)
Definition: SLNode.h:640
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
void setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
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
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149