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

Class for scene with lots of nodes. More...

#include <AppDemoSceneLotsOfNodes.h>

Inheritance diagram for AppDemoSceneLotsOfNodes:
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Public Member Functions

 AppDemoSceneLotsOfNodes ()
 
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

SLGLTexture_texC [_NUM_MAT]
 

Static Private Attributes

static const int _NUM_MAT = 20
 

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 scene with lots of nodes.

Definition at line 21 of file AppDemoSceneLotsOfNodes.h.

Constructor & Destructor Documentation

◆ AppDemoSceneLotsOfNodes()

AppDemoSceneLotsOfNodes::AppDemoSceneLotsOfNodes ( )

Definition at line 20 of file AppDemoSceneLotsOfNodes.cpp.

21  : SLScene("Lots of Nodes Benchmark Scene")
22 {
23  info("Lots of Nodes Benchmark Scene");
24 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneLotsOfNodes::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 37 of file AppDemoSceneLotsOfNodes.cpp.

38 {
39  SLCamera* cam1 = new SLCamera("Camera 1");
40  cam1->clipNear(0.1f);
41  cam1->clipFar(100);
42  cam1->translation(0, 0, 50);
43  cam1->lookAt(0, 0, 0);
44  cam1->focalDist(50);
45  cam1->background().colors(SLCol4f(0.1f, 0.1f, 0.1f));
46  cam1->setInitialState();
47 
48  SLLightSpot* light1 = new SLLightSpot(am,
49  this,
50  15,
51  15,
52  15,
53  0.3f);
54  light1->powers(0.2f, 0.8f, 1.0f);
55  light1->attenuation(1, 0, 0);
56 
57  SLNode* scene = new SLNode;
58  root3D(scene);
59  scene->addChild(cam1);
60  scene->addChild(light1);
61 
62  // Generate NUM_MAT materials
63  SLVMaterial mat;
64  for (int i = 0; i < _NUM_MAT; ++i)
65  {
66  SLstring matName = "mat-" + std::to_string(i);
67  mat.push_back(new SLMaterial(am, matName.c_str(), _texC[i]));
68  SLCol4f color;
69  color.hsva2rgba(SLVec4f(Utils::TWOPI * (float)i / (float)_NUM_MAT,
70  1.0f,
71  1.0f));
72  mat[i]->diffuse(color);
73  }
74 
75  // create a 3D array of spheres
76  SLint halfSize = 10;
77  SLuint n = 0;
78  for (SLint iZ = -halfSize; iZ <= halfSize; ++iZ)
79  {
80  for (SLint iY = -halfSize; iY <= halfSize; ++iY)
81  {
82  for (SLint iX = -halfSize; iX <= halfSize; ++iX)
83  {
84  // Choose a random material index
85  SLuint res = 36;
86  SLint iMat = (SLint)Utils::random(0, _NUM_MAT - 1);
87  SLstring nodeName = "earth-" + std::to_string(n);
88 
89  // Create a new sphere and node and translate it
90  SLSphere* earth = new SLSphere(am,
91  0.3f,
92  res,
93  res,
94  nodeName,
95  mat[iMat]);
96  SLNode* sphere = new SLNode(earth);
97  sphere->translate(float(iX),
98  float(iY),
99  float(iZ),
100  TS_object);
101  scene->addChild(sphere);
102  n++;
103  }
104  }
105  }
106 
107  sv->camera(cam1);
108  sv->doWaitOnIdle(false);
109 }
unsigned int SLuint
Definition: SL.h:171
string SLstring
Definition: SL.h:158
int SLint
Definition: SL.h:170
@ TS_object
Definition: SLEnums.h:210
vector< SLMaterial * > SLVMaterial
STL vector of material pointers.
Definition: SLMaterial.h:274
SLVec4< SLfloat > SLVec4f
Definition: SLVec4.h:235
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
SLGLTexture * _texC[_NUM_MAT]
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
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 focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
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
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
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 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 translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
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
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.
Definition: SLSphere.h:33
void hsva2rgba(const SLVec4 &hsva)
HSVA to RGBA color conversion (http://www.rapidtables.com/convert/color/hsv-to-rgb....
Definition: SLVec4.h:191
static const float TWOPI
Definition: Utils.h:240
float random(float min, float max)
Returns a uniform distributed random float number between min and max.
Definition: Utils.h:265

◆ registerAssetsToLoad()

void AppDemoSceneLotsOfNodes::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 27 of file AppDemoSceneLotsOfNodes.cpp.

28 {
29  for (int i = 0; i < _NUM_MAT; ++i)
30  {
31  al.addTextureToLoad(_texC[i],
32  AppCommon::texturePath + "earth2048_C_Q95.jpg");
33  }
34 }
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
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.

Member Data Documentation

◆ _NUM_MAT

const int AppDemoSceneLotsOfNodes::_NUM_MAT = 20
staticprivate

Definition at line 46 of file AppDemoSceneLotsOfNodes.h.

◆ _texC

SLGLTexture* AppDemoSceneLotsOfNodes::_texC[_NUM_MAT]
private

Definition at line 47 of file AppDemoSceneLotsOfNodes.h.


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