SLProject
4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneVolumeRayCast.h
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/**
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* \file AppDemoSceneVolumeRayCast.h
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* \brief Class declaration for an SLScene inherited class
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* \details For more info about App framework and the scene assembly see:
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* https://cpvrlab.github.io/SLProject4/app-framework.html
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* \date May 2024
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* \authors Marino von Wattenwyl
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* \copyright http://opensource.org/licenses/GPL-3.0
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* \remarks Please use clangformat to format the code. See more code style on
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* https://github.com/cpvrlab/SLProject4/wiki/SLProject-Coding-Style
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*/
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#ifndef APPDEMOSCENEVOLUMERAYCAST_H
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#define APPDEMOSCENEVOLUMERAYCAST_H
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#include <
SLScene.h
>
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//-----------------------------------------------------------------------------
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//! Class for test scene for volume rendering of an angiographic MRI scan"
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class
AppDemoSceneVolumeRayCast
:
public
SLScene
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{
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public
:
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AppDemoSceneVolumeRayCast
();
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//! All scene specific assets have to be registered for async loading in here.
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/*! @remark All scene sspecific assets have to be loaded async by overriding
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SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
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assembling means that it happens in a parallel thread and that in there are
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no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.*/
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void
registerAssetsToLoad
(
SLAssetLoader
& al)
override
;
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//! After parallel loading of the assets the scene gets assembled in here.
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/*! @remark All scene-specific assets have to be loaded async by overriding
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SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and
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assembling means that it happens in a parallel thread and that in there
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are no OpenGL calls allowed. OpenGL calls are only allowed in the main
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thread. It is important that all object instantiations within
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SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen
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in a parallel thread. All objects that get rendered have to do their
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initialization when they are used the first time during rendering in the
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main thread.*/
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void
assemble
(
SLAssetManager
* am,
SLSceneView
*
sv
)
override
;
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private
:
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SLGLTexture
*
_mriTex3D
;
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SLGLProgram
*
_sp
;
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};
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//-----------------------------------------------------------------------------
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#endif
SLScene.h
AppDemoSceneVolumeRayCast
Class for test scene for volume rendering of an angiographic MRI scan".
Definition:
AppDemoSceneVolumeRayCast.h:21
AppDemoSceneVolumeRayCast::assemble
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
Definition:
AppDemoSceneVolumeRayCast.cpp:52
AppDemoSceneVolumeRayCast::_sp
SLGLProgram * _sp
Definition:
AppDemoSceneVolumeRayCast.h:46
AppDemoSceneVolumeRayCast::_mriTex3D
SLGLTexture * _mriTex3D
Definition:
AppDemoSceneVolumeRayCast.h:45
AppDemoSceneVolumeRayCast::AppDemoSceneVolumeRayCast
AppDemoSceneVolumeRayCast()
Definition:
AppDemoSceneVolumeRayCast.cpp:20
AppDemoSceneVolumeRayCast::registerAssetsToLoad
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
Definition:
AppDemoSceneVolumeRayCast.cpp:27
SLAssetLoader
Definition:
SLAssetLoader.h:45
SLAssetManager
Toplevel holder of the assets meshes, materials, textures and shaders.
Definition:
SLAssetManager.h:33
SLGLProgram
Encapsulation of an OpenGL shader program object.
Definition:
SLGLProgram.h:56
SLGLTexture
Texture object for OpenGL texturing.
Definition:
SLGLTexture.h:110
SLScene
The SLScene class represents the top level instance holding the scene structure.
Definition:
SLScene.h:47
SLSceneView
SceneView class represents a dynamic real time 3D view onto the scene.
Definition:
SLSceneView.h:69
apps
app_demo
source
scenes
AppDemoSceneVolumeRayCast.h
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