SLProject  4.2.000
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AppDemoSceneShaderParallax Class Reference

Class for parallax bump mapping demo scene. More...

#include <AppDemoSceneShaderParallax.h>

Inheritance diagram for AppDemoSceneShaderParallax:
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Public Member Functions

 AppDemoSceneShaderParallax ()
 
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
 
SLGLTexture_texN
 
SLGLTexture_texH
 
SLGLProgram_sp
 

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 parallax bump mapping demo scene.

Definition at line 20 of file AppDemoSceneShaderParallax.h.

Constructor & Destructor Documentation

◆ AppDemoSceneShaderParallax()

AppDemoSceneShaderParallax::AppDemoSceneShaderParallax ( )

Definition at line 21 of file AppDemoSceneShaderParallax.cpp.

22  : SLScene("Parallax Bump Mapping Test")
23 {
24  info("Normal map parallax mapping with a spot and a directional light"
25  "Use X-Key to increment (decrement w. shift) parallax scale."
26  "Use O-Key to increment (decrement w. shift) parallax offset.\n");
27 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneShaderParallax::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 44 of file AppDemoSceneShaderParallax.cpp.

45 {
47  "u_scale",
48  0.04f,
49  0.002f,
50  0,
51  1,
52  (SLKey)'X');
53  SLGLUniform1f* offset = new SLGLUniform1f(UT_const,
54  "u_offset",
55  -0.03f,
56  0.002f,
57  -1,
58  1,
59  (SLKey)'O');
60  this->eventHandlers().push_back(scale);
61  this->eventHandlers().push_back(offset);
62  _sp->addUniform1f(scale);
63  _sp->addUniform1f(offset);
64 
65  // Create materials
66  SLMaterial* m1 = new SLMaterial(am,
67  "mat1",
68  _texC,
69  _texN,
70  _texH,
71  nullptr,
72  _sp);
73 
74  SLCamera* cam1 = new SLCamera("Camera 1");
75  cam1->translation(-10, 10, 10);
76  cam1->lookAt(0, 0, 0);
78  cam1->background().colors(SLCol4f(0.5f, 0.5f, 0.5f));
79  cam1->setInitialState();
80 
81  SLLightSpot* light1 = new SLLightSpot(am,
82  this,
83  0.3f,
84  40,
85  true);
86  light1->powers(0.1f, 1.0f, 1.0f);
87  light1->attenuation(1, 0, 0);
88  light1->translation(0, 0, 5);
89  light1->lookAt(0, 0, 0);
90 
91  SLLightDirect* light2 = new SLLightDirect(am, this);
92  light2->ambientColor(SLCol4f(0, 0, 0));
93  light2->diffuseColor(SLCol4f(1, 1, 0));
94  light2->specularColor(SLCol4f(1, 1, 0));
95  light2->translation(-5, -5, 5);
96  light2->lookAt(0, 0, 0);
97  light2->attenuation(1, 0, 0);
98 
99  SLAnimation* anim = this->animManager().createNodeAnimation("light1_anim", 2.0f);
100  anim->createNodeAnimTrackForEllipse(light1,
101  2.0f,
102  A_x,
103  2.0f,
104  A_Y);
105 
106  SLNode* scene = new SLNode;
107  this->root3D(scene);
108  scene->addChild(light1);
109  scene->addChild(light2);
110  scene->addChild(new SLNode(new SLRectangle(am,
111  SLVec2f(-5, -5),
112  SLVec2f(5, 5),
113  1,
114  1,
115  "Rect",
116  m1)));
117  scene->addChild(cam1);
118 
119  sv->camera(cam1);
120 }
@ A_Y
Definition: SLEnums.h:81
@ A_x
Definition: SLEnums.h:80
@ UT_const
constant value
Definition: SLEnums.h:233
SLKey
Keyboard key codes enumeration.
Definition: SLEnums.h:16
SLGLUniform< SLfloat > SLGLUniform1f
Definition: SLGLUniform.h:149
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
SLAnimation * createNodeAnimation(SLfloat duration)
SLAnimation is the base container for all animation data.
Definition: SLAnimation.h:33
SLNodeAnimTrack * createNodeAnimTrackForEllipse(SLNode *target, SLfloat radiusA, SLAxis axisA, SLfloat radiusB, SLAxis axisB)
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
Definition: SLCamera.h:54
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void addUniform1f(SLGLUniform1f *u)
add float uniform
Template for a single GLSL uniform variable.
Definition: SLGLUniform.h:24
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void ambientColor(const SLCol4f &ambi)
Definition: SLLight.h:105
void diffuseColor(const SLCol4f &diff)
Definition: SLLight.h:107
void specularColor(const SLCol4f &spec)
Definition: SLLight.h:109
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
SLVec3f translationWS() const
Definition: SLNode.h:531
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
SLRectangle creates a rectangular mesh with a certain resolution.
Definition: SLRectangle.h:29
SLNode * root3D()
Definition: SLScene.h:99
SLVEventHandler & eventHandlers()
Definition: SLScene.h:105
friend class SLNode
Definition: SLScene.h:48
SLAnimManager & animManager()
Definition: SLScene.h:97
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
T distance(const SLVec3 &p) const
Calculate the distance to point p.
Definition: SLVec3.h:168
static SLVec3 ZERO
Definition: SLVec3.h:285

◆ registerAssetsToLoad()

void AppDemoSceneShaderParallax::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 AppDemoSceneShaderParallax.cpp.

31 {
33  AppCommon::texturePath + "brickwall0512_C.jpg");
35  AppCommon::texturePath + "brickwall0512_N.jpg");
37  AppCommon::texturePath + "brickwall0512_H.jpg");
39  AppCommon::shaderPath + "PerPixBlinnTmNm.vert",
40  AppCommon::shaderPath + "PerPixBlinnTmPm.frag");
41 }
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
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

◆ _sp

SLGLProgram* AppDemoSceneShaderParallax::_sp
private

Definition at line 49 of file AppDemoSceneShaderParallax.h.

◆ _texC

SLGLTexture* AppDemoSceneShaderParallax::_texC
private

Definition at line 46 of file AppDemoSceneShaderParallax.h.

◆ _texH

SLGLTexture* AppDemoSceneShaderParallax::_texH
private

Definition at line 48 of file AppDemoSceneShaderParallax.h.

◆ _texN

SLGLTexture* AppDemoSceneShaderParallax::_texN
private

Definition at line 47 of file AppDemoSceneShaderParallax.h.


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