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| SLSkybox (SLAssetManager *assetMgr, SLstring shaderPath, SLstring cubeMapXPos, SLstring cubeMapXNeg, SLstring cubeMapYPos, SLstring cubeMapYNeg, SLstring cubeMapZPos, SLstring cubeMapZNeg, SLstring name="Default Skybox") |
| Construct a new SLSkybox::SLSkybox object with 6 images for all sides. More...
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| SLSkybox (SLAssetManager *am, SLstring shaderPath, SLstring hdrImage, SLVec2i resolution, SLstring name="HDR Skybox") |
| Constructor for a cube map skybox from a HDR Image. More...
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| ~SLSkybox () |
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SLGLTexture * | environmentCubemap () |
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SLGLTexture * | irradianceCubemap () |
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SLGLTexture * | roughnessCubemap () |
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SLGLTexture * | brdfLutTexture () |
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SLfloat | exposure () |
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SLbool | isHDR () |
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void | exposure (float exp) |
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void | drawAroundCamera (SLSceneView *sv) |
| Draw the skybox with a cube map with the camera in its center. More...
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SLCol4f | colorAtDir (const SLVec3f &dir) |
| Returns the color in the skybox at the the specified direction dir. More...
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| SLNode (const SLstring &name="Node") |
| Construct a new SLNode::SLNode object. More...
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| SLNode (SLMesh *mesh, const SLstring &name="Node") |
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| SLNode (SLMesh *mesh, const SLVec3f &translation, const SLstring &name) |
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| ~SLNode () override |
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virtual void | cull3DRec (SLSceneView *sv) |
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virtual void | cullChildren3D (SLSceneView *sv) |
| Initializer function to call SLNode::cull3DRec recursively. More...
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virtual void | cull2DRec (SLSceneView *sv) |
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virtual bool | hitRec (SLRay *ray) |
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virtual void | statsRec (SLNodeStats &stats) |
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virtual SLNode * | copyRec () |
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virtual SLAABBox & | updateAABBRec (SLbool updateAlsoAABBinOS) |
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virtual void | dumpRec () |
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void | setDrawBitsRec (SLuint bit, SLbool state) |
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void | setPrimitiveTypeRec (SLGLPrimitiveType primitiveType) |
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virtual void | addMesh (SLMesh *mesh) |
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virtual void | drawMesh (SLSceneView *sv) |
| Draws the single mesh. More...
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bool | removeMesh () |
| Returns true if a mesh was assigned and set it to nullptr. More...
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bool | removeMesh (SLMesh *mesh) |
| Returns true if the passed mesh was assigned and sets it to nullptr. More...
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SLint | numChildren () |
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void | addChild (SLNode *child) |
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bool | insertChild (SLNode *insertC, SLNode *afterC) |
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void | deleteChildren () |
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bool | deleteChild () |
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bool | deleteChild (SLNode *child) |
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bool | deleteChild (const SLstring &name) |
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bool | removeChild (SLNode *child) |
| remove child from vector of children. Removes false if not found, else true. More...
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template<typename T > |
T * | find (const SLstring &name="", SLbool findRecursive=true) |
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template<typename T > |
T * | findChild (const SLstring &name="", SLbool findRecursive=true) |
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template<typename T > |
deque< T * > | findChildren (const SLstring &name="", SLbool findRecursive=true, SLbool canContain=false) |
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deque< SLNode * > | findChildren (const SLMesh *mesh, SLbool findRecursive=true) |
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deque< SLNode * > | findChildren (SLuint drawbit, SLbool findRecursive=true) |
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SLVec3f | translationOS () const |
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SLVec3f | forwardOS () const |
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SLVec3f | rightOS () const |
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SLVec3f | upOS () const |
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SLVec3f | axisXOS () const |
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SLVec3f | axisYOS () const |
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SLVec3f | axisZOS () const |
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SLVec3f | translationWS () const |
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SLVec3f | forwardWS () const |
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SLVec3f | rightWS () const |
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SLVec3f | upWS () const |
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SLVec3f | axisXWS () const |
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SLVec3f | axisYWS () const |
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SLVec3f | axisZWS () const |
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void | translation (const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent) |
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void | translation (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_parent) |
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void | rotation (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_parent) |
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void | rotation (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_parent) |
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void | scaling (SLfloat s) |
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void | scaling (SLfloat x, SLfloat y, SLfloat z) |
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void | scaling (const SLVec3f &scaling) |
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void | lookAt (SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world) |
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void | lookAt (const SLVec3f &target, const SLVec3f &up=SLVec3f::AXISY, SLTransformSpace relativeTo=TS_world) |
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void | translate (const SLVec3f &vec, SLTransformSpace relativeTo=TS_object) |
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void | translate (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
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void | rotate (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object) |
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void | rotate (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_object) |
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void | rotate (SLfloat angleDeg, SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
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void | rotateAround (const SLVec3f &point, SLVec3f &axis, SLfloat angleDeg, SLTransformSpace relativeTo=TS_world) |
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void | scale (SLfloat s) |
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void | scale (SLfloat x, SLfloat y, SLfloat z) |
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void | scale (const SLVec3f &scale) |
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void | scaleToCenter (SLfloat maxDim) |
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void | setInitialState () |
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void | resetToInitialState () |
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void | parent (SLNode *p) |
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void | entityID (SLint entityID) |
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void | om (const SLMat4f &mat) |
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void | animation (SLAnimation *a) |
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void | castsShadows (SLbool castsShadows) |
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virtual void | needUpdate () |
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void | needWMUpdate () |
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void | needAABBUpdate () |
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void | isSelected (bool isSelected) |
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void | minLodCoverage (SLfloat minLodCoverage) |
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void | levelForSM (SLubyte lfsm) |
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void | onUpdateCB (function< void()> callbackFunc) |
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SLNode * | parent () |
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SLint | depth () const |
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SLint | entityID () const |
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const SLMat4f & | om () |
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const SLMat4f & | initialOM () |
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const SLMat4f & | updateAndGetWM () const |
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const SLMat4f & | updateAndGetWMI () const |
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SLDrawBits * | drawBits () |
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SLbool | drawBit (SLuint bit) |
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SLAABBox * | aabb () |
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SLAnimation * | animation () |
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SLbool | castsShadows () |
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SLMesh * | mesh () |
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SLVNode & | children () |
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const SLAnimSkeleton * | skeleton () |
| Returns the first skeleton found in the meshes. More...
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void | updateRec () |
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virtual void | doUpdate () |
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bool | updateMeshSkins (bool forceCPUSkinning, const std::function< void(SLMesh *)> &cbInformNodes) |
| Update all skinned meshes recursively. More...
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void | updateMeshAccelStructs () |
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void | updateMeshMat (std::function< void(SLMaterial *m)> setMat, bool recursive) |
| Updates the mesh material recursively with a material lambda. More...
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void | setMeshMat (SLMaterial *mat, bool recursive) |
| Set the mesh material recursively. More...
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bool | isSelected () |
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SLfloat | minLodCoverage () |
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SLubyte | levelForSM () |
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| SLObject (const SLstring &Name="", const SLstring &url="") |
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virtual | ~SLObject () |
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void | name (const SLstring &Name) |
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void | url (const SLstring &url) |
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const SLstring & | name () const |
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const SLstring & | url () const |
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Public Member Functions inherited from SLEventHandler |
| SLEventHandler () |
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virtual | ~SLEventHandler () |
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virtual SLbool | onMouseDown (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseUp (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseMove (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onDoubleClick (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
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virtual SLbool | onMouseWheel (const SLint delta, const SLKey mod) |
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virtual SLbool | onTouch2Down (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch2Move (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch2Up (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
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virtual SLbool | onTouch3Down (const SLint x1, const SLint y1) |
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virtual SLbool | onTouch3Move (const SLint x1, const SLint y1) |
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virtual SLbool | onTouch3Up (const SLint x1, const SLint y1) |
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virtual SLbool | onKeyPress (const SLKey key, const SLKey mod) |
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virtual SLbool | onKeyRelease (const SLKey key, const SLKey mod) |
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virtual SLbool | onRotationPYR (const SLfloat pitchRAD, const SLfloat yawRAD, const SLfloat rollRAD) |
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void | mouseRotationFactor (SLfloat rf) |
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SLfloat | mouseRotationFactor () |
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Skybox node class with a SLBox mesh.
The skybox instance is a node with a SLBox mesh with inwards pointing normals. It gets drawn in SLSceneView::draw3DGL with frozen depth buffer and a special cubemap shader. The box is always with the active camera in its center. It has to be created in SLScene::onLoad and assigned to the skybox pointer of SLSceneView. See the Skybox shader example.
Definition at line 28 of file SLSkybox.h.