29 :
SLScene(
"2D Feature Tracking")
31 info(
"Augmented Reality 2D Feature Tracking: You need to print out the "
32 "stones image target from the file data/calibrations/vuforia_markers.pdf");
81 light1->
powers(1.0f, 1.0f, 1.0f);
88 axis->
rotate(-90, 1, 0, 0);
104 box->
rotate(-90, 1, 0, 0);
The AppCommon class holds the top-level instances of the app-demo.
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
CVTracked * gVideoTracker
Class declaration for an SLScene inherited class.
@ VT_MAIN
Main camera on all on all all devices.
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
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.
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
AppDemoSceneVideoTrackFeatures()
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.
static CVCapture * instance()
Public static instance getter for singleton pattern.
CVTrackedFeatures is the main part of the AR Christoffelturm scene.
CVTracked is the pure virtual base class for tracking features in video.
void drawDetection(bool draw)
void addLoadTask(SLAssetLoadTask task)
Add generic task.
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...
Active or visible camera node class.
void clipFar(const SLfloat cFar)
void clipNear(const SLfloat cNear)
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
SLBackground & background()
Axis aligned coordinate axis mesh.
Texture object for OpenGL texturing.
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.
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)
void setDrawBitsRec(SLuint bit, SLbool state)
The SLScene class represents the top level instance holding the scene structure.
SceneView class represents a dynamic real time 3D view onto the scene.
void camera(SLCamera *camera)
void doWaitOnIdle(SLbool doWI)