SLProject  4.2.000
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AppDemoSceneShaderSkybox Class Reference

Class for image base lighting demo scene. More...

#include <AppDemoSceneShaderSkybox.h>

Inheritance diagram for AppDemoSceneShaderSkybox:
[legend]

Public Member Functions

 AppDemoSceneShaderSkybox ()
 
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

SLSkybox_skybox
 
SLGLProgram_spRefl
 
SLGLProgram_spRefr
 
SLNode_teapot
 
SLNode_suzanne
 

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 image base lighting demo scene.

Definition at line 20 of file AppDemoSceneShaderSkybox.h.

Constructor & Destructor Documentation

◆ AppDemoSceneShaderSkybox()

AppDemoSceneShaderSkybox::AppDemoSceneShaderSkybox ( )

Definition at line 22 of file AppDemoSceneShaderSkybox.cpp.

23  : SLScene("Image Based Lighting Test Scene")
24 {
25  info("Image-based lighting from skybox using high dynamic range images. "
26  "It uses the Cook-Torrance reflection model also to calculate the "
27  "ambient light part from the surrounding HDR skybox.");
28 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneShaderSkybox::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 55 of file AppDemoSceneShaderSkybox.cpp.

56 {
57 
58  // Material for mirror
59  SLMaterial* refl = new SLMaterial(am,
60  "refl",
63  1000,
64  1.0f);
66  refl->program(_spRefl);
67  // Material for glass
68  SLMaterial* refr = new SLMaterial(am,
69  "refr",
72  100,
73  0.1f,
74  0.9f,
75  1.5f);
76  refr->translucency(1000);
79  refr->program(_spRefr);
80 
81  // Create a scene group node
82  SLNode* scene = new SLNode("scene node");
83  this->root3D(scene);
84 
85  // Create camera in the center
86  SLCamera* cam1 = new SLCamera("Camera 1");
87  cam1->translation(0, 0, 5);
88  cam1->setInitialState();
89  scene->addChild(cam1);
90 
91  // There is no light needed in this scene. All reflections come from cube maps
92  // But ray tracing needs light sources
93  // Create directional light for the sunlight
94  SLLightDirect* light = new SLLightDirect(am, this, 0.5f);
95  light->ambientColor(SLCol4f(0.3f, 0.3f, 0.3f));
96  light->attenuation(1, 0, 0);
97  light->translate(1, 1, -1);
98  light->lookAt(-1, -1, 1);
99  scene->addChild(light);
100 
101  // Center sphere
102  SLNode* sphere = new SLNode(new SLSphere(am,
103  0.5f,
104  32,
105  32,
106  "Sphere",
107  refr));
108  scene->addChild(sphere);
109 
110  // configure teapot
111  _teapot->translate(-1.5f, -0.5f, 0);
112 
113  SLNode* teapot = _teapot->findChild<SLNode>("Teapot");
114  teapot->setMeshMat(refl, true);
115  scene->addChild(_teapot);
116 
117  // configure Suzanne
118  _suzanne->translate(1.5f, -0.5f, 0);
119  SLNode* suzanne = _suzanne->findChild<SLNode>("Suzanne");
120  suzanne->setMeshMat(refr, true);
121  scene->addChild(_suzanne);
122 
123  sv->camera(cam1);
124  this->skybox(_skybox);
125 
126  // Save energy
127  sv->doWaitOnIdle(true);
128 }
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
Active or visible camera node class.
Definition: SLCamera.h:54
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void ambientColor(const SLCol4f &ambi)
Definition: SLLight.h:105
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void translucency(SLfloat transl)
Definition: SLMaterial.h:176
void addTexture(SLGLTexture *texture)
Adds the passed texture to the equivalent texture type vector.
Definition: SLMaterial.cpp:348
void transmissive(const SLCol4f &transm)
Definition: SLMaterial.h:175
void program(SLGLProgram *sp)
Definition: SLMaterial.h:205
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
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 translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
SLSkybox * skybox()
Definition: SLScene.h:101
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
SLGLTexture * environmentCubemap()
Definition: SLSkybox.h:50
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.
Definition: SLSphere.h:33
static SLVec4 BLACK
Definition: SLVec4.h:213
static SLVec4 WHITE
Definition: SLVec4.h:215

◆ registerAssetsToLoad()

void AppDemoSceneShaderSkybox::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 AppDemoSceneShaderSkybox.cpp.

32 {
34  "Desert+X1024_C.jpg",
35  "Desert-X1024_C.jpg",
36  "Desert+Y1024_C.jpg",
37  "Desert-Y1024_C.jpg",
38  "Desert+Z1024_C.jpg",
39  "Desert-Z1024_C.jpg");
41  AppCommon::shaderPath + "Reflect.vert",
42  AppCommon::shaderPath + "Reflect.frag");
44  AppCommon::shaderPath + "RefractReflect.vert",
45  AppCommon::shaderPath + "RefractReflect.frag");
48  "FBX/Teapot/Teapot.fbx");
51  "FBX/Suzanne/Suzanne.fbx");
52 }
static SLstring modelPath
Path to 3D models.
Definition: AppCommon.h:85
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 addSkyboxToLoad(SLSkybox *&skybox, const SLstring &path, SLVec2i resolution, SLstring name)
Add skybox with HDR texture to load.
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.

Member Data Documentation

◆ _skybox

SLSkybox* AppDemoSceneShaderSkybox::_skybox
private

Definition at line 46 of file AppDemoSceneShaderSkybox.h.

◆ _spRefl

SLGLProgram* AppDemoSceneShaderSkybox::_spRefl
private

Definition at line 47 of file AppDemoSceneShaderSkybox.h.

◆ _spRefr

SLGLProgram* AppDemoSceneShaderSkybox::_spRefr
private

Definition at line 48 of file AppDemoSceneShaderSkybox.h.

◆ _suzanne

SLNode* AppDemoSceneShaderSkybox::_suzanne
private

Definition at line 50 of file AppDemoSceneShaderSkybox.h.

◆ _teapot

SLNode* AppDemoSceneShaderSkybox::_teapot
private

Definition at line 49 of file AppDemoSceneShaderSkybox.h.


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