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

Class for demo scene for cascaded shadow mapping. More...

#include <AppDemoSceneShadowCascaded.h>

Inheritance diagram for AppDemoSceneShadowCascaded:
[legend]

Public Member Functions

 AppDemoSceneShadowCascaded ()
 
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_teapot
 

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 demo scene for cascaded shadow mapping.

Definition at line 20 of file AppDemoSceneShadowCascaded.h.

Constructor & Destructor Documentation

◆ AppDemoSceneShadowCascaded()

AppDemoSceneShadowCascaded::AppDemoSceneShadowCascaded ( )

Definition at line 21 of file AppDemoSceneShadowCascaded.cpp.

22  : SLScene("Cascaded Shadow Mapping Demo Scene")
23 {
24  info("Cascaded Shadow Mapping uses several cascades of shadow maps to "
25  "provide higher resolution shadows near the camera and lower "
26  "resolution shadows further away.");
27 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneShadowCascaded::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 38 of file AppDemoSceneShadowCascaded.cpp.

39 {
40  // Setup shadow mapping material
41  SLMaterial* matPerPixSM = new SLMaterial(am, "m1");
42 
43  // Base root group node for the scene
44  SLNode* scene = new SLNode;
45  this->root3D(scene);
46 
47  SLCamera* cam1 = new SLCamera("Camera 1");
48  cam1->translation(0, 7, 12);
49  cam1->lookAt(0, 1, 0);
50  cam1->focalDist(8);
51  cam1->background().colors(SLCol4f(0.1f, 0.1f, 0.1f));
52  cam1->setInitialState();
53  scene->addChild(cam1);
54 
55  // Create light source
56  // Do constant attenuation for directional lights since it is infinitely far away
57  SLLightDirect* light = new SLLightDirect(am, this);
58  light->powers(0.0f, 1.0f, 1.0f);
59  light->translation(0, 5, 0);
60  light->lookAt(0, 0, 0);
61  light->attenuation(1, 0, 0);
62  light->createsShadows(true);
63  light->doCascadedShadows(true);
64  light->createShadowMapAutoSize(cam1);
65  light->shadowMap()->rayCount(SLVec2i(16, 16));
66  light->castsShadows(false);
67  scene->addChild(light);
68 
69  // Add a sphere which casts shadows
70  SLNode* sphereNode = new SLNode(new SLSpheric(am,
71  1,
72  0,
73  180,
74  20,
75  20,
76  "Sphere",
77  matPerPixSM));
78  sphereNode->translate(0, 2.0, 0);
79  sphereNode->castsShadows(true);
80  scene->addChild(sphereNode);
81 
82  SLAnimation* anim = this->animManager().createNodeAnimation("sphere_anim",
83  2.0f);
84  anim->createNodeAnimTrackForEllipse(sphereNode,
85  0.5f,
86  A_x,
87  0.5f,
88  A_z);
89 
90  // Add a box which receives shadows
91  SLNode* boxNode = new SLNode(new SLBox(am,
92  -5,
93  -1,
94  -5,
95  5,
96  0,
97  5,
98  "Box",
99  matPerPixSM));
100  boxNode->castsShadows(false);
101  scene->addChild(boxNode);
102 
103  sv->camera(cam1);
104 }
@ A_z
Definition: SLEnums.h:82
@ A_x
Definition: SLEnums.h:80
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
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.
Axis aligned box mesh.
Definition: SLBox.h:31
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
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void doCascadedShadows(bool b)
Definition: SLLightDirect.h:84
void createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) override
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
void shadowMap(SLShadowMap *shadowMap)
Definition: SLLight.h:125
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
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 castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
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
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
SLSphere creates a sphere mesh based on SLRevolver.
Definition: SLSpheric.h:21

◆ registerAssetsToLoad()

void AppDemoSceneShadowCascaded::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 AppDemoSceneShadowCascaded.cpp.

31 {
34  "FBX/Teapot/Teapot.fbx");
35 }
static SLstring modelPath
Path to 3D models.
Definition: AppCommon.h:85
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

◆ _teapot

SLNode* AppDemoSceneShadowCascaded::_teapot
private

Definition at line 45 of file AppDemoSceneShadowCascaded.h.


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