SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARSutz Class Reference

Class for ErlebAR model in Sutz. More...

#include <AppDemoSceneErlebARSutz.h>

Inheritance diagram for AppDemoSceneErlebARSutz:
[legend]

Public Member Functions

 AppDemoSceneErlebARSutz ()
 
void registerAssetsToLoad (SLAssetLoader &al) override
 All scene specific assets have to be registered for async loading in here. More...
 
void assemble (SLAssetManager *am, SLSceneView *sv) override
 After parallel loading of the assets the scene gets assembled in here. More...
 
- Public Member Functions inherited from SLScene
 SLScene (const SLstring &name)
 
 ~SLScene () override
 
void initOculus (SLstring shaderDir)
 
void root3D (SLNode *root3D)
 
void root2D (SLNode *root2D)
 
void skybox (SLSkybox *skybox)
 
void stopAnimations (SLbool stop)
 
void info (SLstring i)
 
void loadTimeMS (SLfloat loadTimeMS)
 
SLAnimManageranimManager ()
 
SLAssetManagerassetManager ()
 
SLNoderoot3D ()
 
SLNoderoot2D ()
 
SLSkyboxskybox ()
 
SLstringinfo ()
 
SLfloat elapsedTimeMS () const
 
SLfloat elapsedTimeSec () const
 
SLVEventHandlereventHandlers ()
 
SLfloat loadTimeMS () const
 
SLVLightlights ()
 
SLfloat fps () const
 
AvgFloatframeTimesMS ()
 
AvgFloatupdateTimesMS ()
 
AvgFloatupdateAnimTimesMS ()
 
AvgFloatupdateAABBTimesMS ()
 
AvgFloatupdateDODTimesMS ()
 
SLNodesingleNodeSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLMeshsingleMeshFullSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLVNodeselectedNodes ()
 
SLVMeshselectedMeshes ()
 
SLbool stopAnimations () const
 
SLint numSceneCameras ()
 Returns the number of camera nodes in the scene. More...
 
SLCameranextCameraInScene (SLCamera *activeSVCam)
 Returns the next camera in the scene if there is one. More...
 
bool onUpdate (bool renderTypeIsRT, bool voxelsAreShown, bool forceCPUSkinning)
 Updates animations and AABBs. More...
 
void init (SLAssetManager *am)
 
virtual void unInit ()
 
void selectNodeMesh (SLNode *nodeToSelect, SLMesh *meshToSelect)
 Handles the full mesh selection from double-clicks. More...
 
void deselectAllNodesAndMeshes ()
 Deselects all nodes and its meshes. More...
 
SLGLOculusoculus ()
 
- Public Member Functions inherited from SLObject
 SLObject (const SLstring &Name="", const SLstring &url="")
 
virtual ~SLObject ()
 
void name (const SLstring &Name)
 
void url (const SLstring &url)
 
const SLstringname () const
 
const SLstringurl () const
 

Private Attributes

SLNode_sutz
 
SLGLProgram_spVideoBackground
 

Additional Inherited Members

- Protected Attributes inherited from SLScene
SLVLight _lights
 Vector of all lights. More...
 
SLVEventHandler _eventHandlers
 Vector of all event handler. More...
 
SLAnimManager _animManager
 Animation manager instance. More...
 
SLAssetManager_assetManager
 Pointer to the external assetManager. More...
 
SLNode_root3D
 Root node for 3D scene. More...
 
SLNode_root2D
 Root node for 2D scene displayed in ortho projection. More...
 
SLSkybox_skybox
 pointer to skybox More...
 
SLstring _info
 scene info string More...
 
SLVNode _selectedNodes
 Vector of selected nodes. See SLMesh::selectNodeMesh. More...
 
SLVMesh _selectedMeshes
 Vector of selected meshes. See SLMesh::selectNodeMesh. More...
 
SLfloat _loadTimeMS
 time to load scene in ms More...
 
SLfloat _frameTimeMS
 Last frame time in ms. More...
 
SLfloat _lastUpdateTimeMS
 Last time after update in ms. More...
 
SLfloat _fps
 Averaged no. of frames per second. More...
 
AvgFloat _frameTimesMS
 Averaged total time per frame in ms. More...
 
AvgFloat _updateTimesMS
 Averaged time for update in ms. More...
 
AvgFloat _updateAABBTimesMS
 Averaged time for update the nodes AABB in ms. More...
 
AvgFloat _updateAnimTimesMS
 Averaged time for update the animations in ms. More...
 
AvgFloat _updateDODTimesMS
 Averaged time for update the SLEntities graph. More...
 
SLbool _stopAnimations
 Global flag for stopping all animations. More...
 
std::unique_ptr< SLGLOculus_oculus
 Oculus Rift interface. More...
 
- Protected Attributes inherited from SLObject
SLstring _name
 name of an object More...
 
SLstring _url
 uniform resource locator More...
 

Detailed Description

Class for ErlebAR model in Sutz.

Definition at line 20 of file AppDemoSceneErlebARSutz.h.

Constructor & Destructor Documentation

◆ AppDemoSceneErlebARSutz()

AppDemoSceneErlebARSutz::AppDemoSceneErlebARSutz ( )

Definition at line 24 of file AppDemoSceneErlebARSutz.cpp.

25  : SLScene("Sutz AR")
26 {
27  info("Augmented Reality at Sutz");
28 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneErlebARSutz::assemble ( SLAssetManager am,
SLSceneView sv 
)
overridevirtual

After parallel loading of the assets the scene gets assembled in here.

Remarks
All scene-specific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread. It is important that all object instantiations within SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen in a parallel thread. All objects that get rendered have to do their initialization when they are used the first time during rendering in the main thread.

Reimplemented from SLScene.

Definition at line 72 of file AppDemoSceneErlebARSutz.cpp.

73 {
75 
76  // Create see through video background material without shadow mapping
77  SLMaterial* matVideoBkgd = new SLMaterial(am, "matVideoBkgd", gVideoTexture);
78  matVideoBkgd->reflectionModel(RM_Custom);
79 
80  // Create see through video background material with shadow mapping
81  SLMaterial* matVideoBkgdSM = new SLMaterial(am, "matVideoBkgdSM", gVideoTexture);
82  matVideoBkgdSM->reflectionModel(RM_Custom);
83  matVideoBkgdSM->ambient(SLCol4f(0.6f, 0.6f, 0.6f));
84  matVideoBkgdSM->getsShadows(true);
85 
86  // Create directional light for the sunlight
87  SLLightDirect* sunLight = new SLLightDirect(am, this, 5.0f);
88  sunLight->powers(1.0f, 1.0f, 1.0f);
89  sunLight->attenuation(1, 0, 0);
90  sunLight->translation(0, 10, 0);
91  sunLight->lookAt(10, 0, 10);
92  sunLight->doSunPowerAdaptation(true);
93  sunLight->createsShadows(true);
94  sunLight->createShadowMap(-100, 150, SLVec2f(150, 150), SLVec2i(4096, 4096));
95  sunLight->doSmoothShadows(true);
96  sunLight->castsShadows(false);
97 
98  // Let the sun be rotated by time and location
101  std::time(nullptr));
102 
103  // Setup the camera
104  SLCamera* cam1 = new SLCamera("Camera 1");
105  cam1->translation(0, 50, -150);
106  cam1->lookAt(0, 0, 0);
107  cam1->clipNear(1);
108  cam1->clipFar(300);
109  cam1->focalDist(150);
110  cam1->setInitialState();
113 
114  // Turn on main video
116 
117  // Rotate to the true geographic rotation
118  // Nothing to do here because the model is north up
119 
120  // Let the video shine through some objects
121  _sutz->findChild<SLNode>("Terrain")->setMeshMat(matVideoBkgdSM, true);
122 
123  // Make buildings transparent with edges
124  SLNode* buildings = _sutz->findChild<SLNode>("Buildings");
125  buildings->setMeshMat(matVideoBkgd, true);
126  buildings->setDrawBitsRec(SL_DB_WITHEDGES, true);
127 
128  // Add axis object a world origin
129  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
130  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
131  axis->rotate(-90, 1, 0, 0);
132  axis->castsShadows(false);
133 
134  SLNode* scene = new SLNode("Scene");
135  root3D(scene);
136  scene->addChild(sunLight);
137  scene->addChild(axis);
138  scene->addChild(_sutz);
139  scene->addChild(cam1);
140 
141 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
145 #else
146  AppCommon::devLoc.isUsed(false);
147  AppCommon::devRot.isUsed(false);
149  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
150  cam1->translation(pos_f);
151  cam1->focalDist(pos_f.length());
152  cam1->lookAt(SLVec3f::ZERO);
154 #endif
155 
156  sv->doWaitOnIdle(false); // for constant video feed
157  sv->camera(cam1);
158 }
SLGLTexture * gVideoTexture
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
#define SL_DB_WITHEDGES
Draw faces with hard edges.
Definition: SLDrawBits.h:30
#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
@ RM_Custom
Definition: SLEnums.h:292
@ TT_videoBkgd
Definition: SLGLTexture.h:94
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
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
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 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.
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
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
SLbool calculateSolarAngles(SLVec3d locationLatLonAlt, std::time_t time)
Calculates the solar angles at origin at local time.
SLVec3d defaultENU() const
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLVec3d originENU() const
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
void texType(SLTextureType bt)
Definition: SLGLTexture.h:200
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void createShadowMap(float clipNear=0.1f, float clipFar=20.0f, SLVec2f size=SLVec2f(8, 8), SLVec2i texSize=SLVec2i(1024, 1024)) override
void doSunPowerAdaptation(SLbool enabled)
Definition: SLLightDirect.h:82
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
void doSmoothShadows(SLbool doSS)
Definition: SLLight.h:126
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
void reflectionModel(SLReflectionModel rm)
Definition: SLMaterial.h:169
void ambient(const SLCol4f &ambi)
Definition: SLMaterial.h:170
void getsShadows(SLbool receivesShadows)
Definition: SLMaterial.h:204
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 castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
T * findChild(const SLstring &name="", SLbool findRecursive=true)
Definition: SLNode.h:388
void setMeshMat(SLMaterial *mat, bool recursive)
Set the mesh material recursively.
Definition: SLNode.cpp:1172
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
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
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
T y
Definition: SLVec3.h:43
T x
Definition: SLVec3.h:43
T z
Definition: SLVec3.h:43
static SLVec3 ZERO
Definition: SLVec3.h:285

◆ registerAssetsToLoad()

void AppDemoSceneErlebARSutz::registerAssetsToLoad ( SLAssetLoader al)
overridevirtual

All scene specific assets have to be registered for async loading in here.

All assets the should be loaded in parallel must be registered in here.

Remarks
All scene sspecific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.

Reimplemented from SLScene.

Definition at line 31 of file AppDemoSceneErlebARSutz.cpp.

32 {
33  // Create video texture on global pointer updated in AppDemoVideo
35  AppCommon::texturePath + "LiveVideoError.png",
36  GL_LINEAR,
37  GL_LINEAR);
38 
41  "erleb-AR/models/sutz/Sutz-Kirchrain18.gltf");
42 
44  AppCommon::shaderPath + "PerPixTmBackground.vert",
45  AppCommon::shaderPath + "PerPixTmBackground.frag");
46 
47  // initialize sensor stuff before loading the geotiff
48  // Go to https://map.geo.admin.ch and choose your origin and default point
50  AppCommon::devLoc.originLatLonAlt(47.10600, 7.21772, 434.4f); // Corner Carport
51  AppCommon::devLoc.defaultLatLonAlt(47.10598, 7.21757, 433.9f + 1.7); // In the street
52  AppCommon::devLoc.nameLocations().push_back(SLLocation("Corner Carport, Origin", 47, 6, 21.609, 7, 13, 3.788, 434.4));
53  AppCommon::devLoc.nameLocations().push_back(SLLocation("Einfahrt (Dolendeckel)", 47, 6, 21.639, 7, 13, 2.764, 433.6 + 1.7));
54  AppCommon::devLoc.nameLocations().push_back(SLLocation("Elektrokasten, Brunnenweg", 47, 6, 21.044, 7, 13, 4.920, 438.4 + 1.7));
55  AppCommon::devLoc.nameLocations().push_back(SLLocation("Sitzbänkli am See", 47, 6, 24.537, 7, 13, 2.766, 431.2 + 1.7));
56  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
57  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
58  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. Distanz. zum Nullpunkt
59  AppCommon::devLoc.improveOrigin(false); // Keine autom. Verbesserung vom Origin
64 
65  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
68  "erleb-AR/models/sutz/Sutz-Kirchrain18-DEM-WGS84.tif");
69 }
@ LOM_twoFingerY
@ ROM_oneFingerX
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
static SLstring dataPath
Path to data directory (it is set platform dependent)
Definition: AppCommon.h:83
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
void addGeoTiffToLoad(SLDeviceLocation &devLoc, const SLstring &imageFileWithPath)
Add GeoTiff file to load for the SLDevLocation.
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.
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.
void defaultLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Default coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
void useOriginAltitude(SLbool useGLA)
void improveOrigin(SLbool impO)
void originLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Origin coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
void activeNamedLocation(SLint locIndex)
SLVLocation & nameLocations()
void locMaxDistanceM(SLfloat maxDist)
void offsetMode(SLLocOffsetMode lom)
void hasOrigin(SLbool hasOL)
void offsetMode(SLRotOffsetMode rom)
void zeroYawAtStart(SLbool zeroYaw)
class for a named location with lat-lon-Alt WGS84 position

Member Data Documentation

◆ _spVideoBackground

SLGLProgram* AppDemoSceneErlebARSutz::_spVideoBackground
private

Definition at line 46 of file AppDemoSceneErlebARSutz.h.

◆ _sutz

SLNode* AppDemoSceneErlebARSutz::_sutz
private

Definition at line 45 of file AppDemoSceneErlebARSutz.h.


The documentation for this class was generated from the following files: