SLProject  4.2.000
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AppDemoSceneRTDoF Class Reference

Class for the depth of field ray tracing scene. More...

#include <AppDemoSceneRTDoF.h>

Inheritance diagram for AppDemoSceneRTDoF:
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Public Member Functions

 AppDemoSceneRTDoF ()
 
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_tex1
 

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 the depth of field ray tracing scene.

Definition at line 20 of file AppDemoSceneRTDoF.h.

Constructor & Destructor Documentation

◆ AppDemoSceneRTDoF()

AppDemoSceneRTDoF::AppDemoSceneRTDoF ( )

Definition at line 21 of file AppDemoSceneRTDoF.cpp.

22  : SLScene("Depth of Field Ray Tracing")
23 {
24  info("Muttenzer Box with environment mapped reflective sphere and "
25  "transparent refractive glass sphere. Try ray tracing for real "
26  "reflections and soft shadows.");
27 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneRTDoF::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 40 of file AppDemoSceneRTDoF.cpp.

42 {
43  // Create root node
44  SLNode* scene = new SLNode;
45  root3D(scene);
46 
47  // Create textures and materials
48  SLMaterial* mT = new SLMaterial(am, "mT", _tex1);
49  mT->kr(0.5f);
50  SLMaterial* mW = new SLMaterial(am, "mW", SLCol4f::WHITE);
51  SLMaterial* mB = new SLMaterial(am, "mB", SLCol4f::GRAY);
52  SLMaterial* mY = new SLMaterial(am, "mY", SLCol4f::YELLOW);
53  SLMaterial* mR = new SLMaterial(am, "mR", SLCol4f::RED);
54  SLMaterial* mG = new SLMaterial(am, "mG", SLCol4f::GREEN);
55  SLMaterial* mM = new SLMaterial(am, "mM", SLCol4f::MAGENTA);
56 
57 #ifndef SL_GLES
58  SLuint numSamples = 10;
59 #else
60  SLuint numSamples = 4;
61 #endif
62 
63  stringstream ss;
64  ss << "Ray tracing with depth of field blur. Each pixel is sampled "
65  << numSamples * numSamples
66  << "x from a lens. Be patient on mobile devices.";
67 
68  info(ss.str());
69 
70  SLCamera* cam1 = new SLCamera("Camera 1");
71  cam1->translation(0, 2, 7);
72  cam1->lookAt(0, 0, 0);
73  cam1->focalDist(cam1->translationOS().length());
74  cam1->clipFar(80);
75  cam1->lensDiameter(0.4f);
76  cam1->lensSamples()->samples(numSamples, numSamples);
77  cam1->background().colors(SLCol4f(0.1f, 0.4f, 0.8f));
78  cam1->setInitialState();
79  cam1->fogIsOn(true);
80  cam1->fogMode(FM_exp);
81  cam1->fogDensity(0.04f);
82  scene->addChild(cam1);
83 
84  SLuint res = 36;
85  SLNode* rect = new SLNode(new SLRectangle(am,
86  SLVec2f(-40, -10),
87  SLVec2f(40, 70),
88  SLVec2f(0, 0),
89  SLVec2f(4, 4),
90  2,
91  2,
92  "Rect",
93  mT));
94  rect->rotate(90, -1, 0, 0);
95  rect->translate(0, 0, -0.5f, TS_object);
96  scene->addChild(rect);
97 
98  SLLightSpot* light1 = new SLLightSpot(am, this, 2, 2, 0, 0.1f);
99  light1->ambiDiffPowers(0.1f, 1);
100  light1->attenuation(1, 0, 0);
101  scene->addChild(light1);
102 
103  SLNode* balls = new SLNode;
104  SLNode* sp;
105  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S1", mW));
106  sp->translate(2.0, 0, -4, TS_object);
107  balls->addChild(sp);
108  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S2", mB));
109  sp->translate(1.5, 0, -3, TS_object);
110  balls->addChild(sp);
111  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S3", mY));
112  sp->translate(1.0, 0, -2, TS_object);
113  balls->addChild(sp);
114  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S4", mR));
115  sp->translate(0.5, 0, -1, TS_object);
116  balls->addChild(sp);
117  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S5", mG));
118  sp->translate(0.0, 0, 0, TS_object);
119  balls->addChild(sp);
120  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S6", mM));
121  sp->translate(-0.5, 0, 1, TS_object);
122  balls->addChild(sp);
123  sp = new SLNode(new SLSphere(am, 0.5f, res, res, "S7", mW));
124  sp->translate(-1.0, 0, 2, TS_object);
125  balls->addChild(sp);
126  scene->addChild(balls);
127 
128  sv->camera(cam1);
129 }
unsigned int SLuint
Definition: SL.h:171
@ TS_object
Definition: SLEnums.h:210
@ FM_exp
Definition: SLEnums.h:265
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
SLGLTexture * _tex1
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
Definition: SLCamera.h:54
void lensSamples(SLuint x, SLuint y)
Definition: SLCamera.h:118
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
void fogMode(const SLFogMode mode)
Definition: SLCamera.h:126
void lensDiameter(const SLfloat d)
Definition: SLCamera.h:117
void fogIsOn(const bool isOn)
Definition: SLCamera.h:125
SLBackground & background()
Definition: SLCamera.h:165
void fogDensity(const float density)
Definition: SLCamera.h:127
void ambiDiffPowers(SLfloat ambiPow, SLfloat diffPow, const SLCol4f &ambiDiffCol=SLCol4f::WHITE)
Sets the ambient and diffuse powers with the same color.
Definition: SLLight.h:88
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
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
void kr(SLfloat kr)
Definition: SLMaterial.h:184
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
SLVec3f translationOS() const
Definition: SLNode.h:468
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
SLRectangle creates a rectangular mesh with a certain resolution.
Definition: SLRectangle.h:29
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
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.
Definition: SLSphere.h:33
T length() const
Definition: SLVec3.h:122
static SLVec4 GREEN
Definition: SLVec4.h:217
static SLVec4 WHITE
Definition: SLVec4.h:215
static SLVec4 GRAY
Definition: SLVec4.h:214
static SLVec4 YELLOW
Definition: SLVec4.h:219
static SLVec4 MAGENTA
Definition: SLVec4.h:221
static SLVec4 RED
Definition: SLVec4.h:216

◆ registerAssetsToLoad()

void AppDemoSceneRTDoF::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 30 of file AppDemoSceneRTDoF.cpp.

31 {
34  "Checkerboard0512_C.png",
36  GL_LINEAR);
37 }
#define SL_ANISOTROPY_MAX
Definition: SLGLTexture.h: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

◆ _tex1

SLGLTexture* AppDemoSceneRTDoF::_tex1
private

Definition at line 45 of file AppDemoSceneRTDoF.h.


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