Developer Documentation
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#include <ACG/Scenegraph/ShaderNode.hh>
Classes | |
class | ShaderInfo |
Public Member Functions | |
ShaderNode (BaseNode *_parent=0, const std::string &_name="<ShaderNode>") | |
Default constructor. Applies all properties. | |
virtual | ~ShaderNode () |
Destructor. | |
ACG_CLASSNAME (ShaderNode) | |
void | enter (GLState &, const DrawModes::DrawMode &_drawmode) |
set shader | |
void | leave (GLState &, const DrawModes::DrawMode &_drawmode) |
disable shader | |
void | enterPick (GLState &, PickTarget _target, const DrawModes::DrawMode &_drawmode) |
set shader | |
void | leavePick (GLState &, PickTarget _target, const DrawModes::DrawMode &_drawmode) |
disable shader | |
void | setShaderDir (std::string _shaderDir) |
Sets the shader dir. | |
std::string | shaderDir () |
std::string | vertexShaderName (DrawModes::DrawMode _drawmode, bool _pick=false) |
std::string | fragmentShaderName (DrawModes::DrawMode _drawmode, bool _pick=false) |
void | disableShader (DrawModes::DrawMode _drawmode) |
void | setShader (DrawModes::DrawMode _drawmode, std::string _vertexShader, std::string _fragmentShader, std::string _pickVertexShader="", std::string _pickFragmentShader="") |
GLSL::PtrProgram | getShader (DrawModes::DrawMode _drawmode, bool _pick=false) |
Get the shader for the given drawMode. | |
bool | hasShader (DrawModes::DrawMode _drawmode, bool _pick=false) |
Check if a shader is available for the given drawMode. | |
DrawModes::DrawMode | availableDrawModes () const |
return available draw modes | |
Public Member Functions inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode | |
BaseNode (BaseNode *_parent=0, std::string _name="<unknown>") | |
Default constructor. | |
BaseNode (BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>") | |
Put this node between _parent and _child. | |
virtual | ~BaseNode () |
Destructor. | |
void | delete_subtree () |
Delete the whole subtree of this node. More... | |
virtual const std::string & | className () const =0 |
Return class name (implemented by the ACG_CLASSNAME macro) | |
virtual void | boundingBox (Vec3d &, Vec3d &) |
virtual void | enter (GLState &, const DrawModes::DrawMode &) |
virtual void | draw (GLState &, const DrawModes::DrawMode &) |
Draw this node using the draw modes _drawMode. More... | |
virtual void | getRenderObjects (IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat) |
Deferred draw call with shader based renderer. More... | |
virtual void | leave (GLState &, const DrawModes::DrawMode &) |
virtual void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
virtual void | pick (GLState &, PickTarget) |
virtual void | leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
void | enablePicking (bool _enable) |
bool | pickingEnabled () |
virtual void | mouseEvent (GLState &, QMouseEvent *) |
Handle mouse event (some interaction, e.g. modeling) | |
void | setDirty (bool _dirty=true) |
mark node for redrawn | |
bool | isDirty () const |
Check if node should be redrawn. | |
ChildIter | childrenBegin () |
Returns: begin-iterator of children. | |
ConstChildIter | childrenBegin () const |
Same but cont . | |
ChildIter | childrenEnd () |
Returns: end-iterator of children. | |
ConstChildIter | childrenEnd () const |
Same but const . | |
ChildRIter | childrenRBegin () |
Returns: reverse begin-iterator of children. | |
ConstChildRIter | childrenRBegin () const |
Same but const. | |
ChildRIter | childrenREnd () |
Returns: reverse end-iterator of children. | |
ConstChildRIter | childrenREnd () const |
Same but const . | |
void | push_back (BaseNode *_node) |
Insert _node at the end of the list of children. | |
void | remove (ChildIter _pos) |
size_t | nChildren () const |
number of children | |
ChildIter | find (BaseNode *_node) |
BaseNode * | find (const std::string &_name) |
BaseNode * | parent () |
Get the nodes parent node. | |
const BaseNode * | parent () const |
Get the nodes parent node. | |
void | set_parent (BaseNode *_parent) |
Set the parent of this node. More... | |
StatusMode | status () const |
Get node's status. | |
void | set_status (StatusMode _s) |
Set the status of this node. | |
void | hide () |
Hide Node: set status to HideNode. | |
void | show () |
Show node: set status to Active. | |
bool | visible () |
Is node visible (status == Active)? | |
bool | hidden () |
Is node not visible (status != Active)? | |
std::string | name () const |
Returns: name of node (needs not be unique) | |
void | name (const std::string &_name) |
rename a node | |
unsigned int | id () const |
DrawModes::DrawMode | drawMode () const |
Return the own draw modes of this node. | |
void | drawMode (DrawModes::DrawMode _drawMode) |
unsigned int | traverseMode () const |
Return how the node should be traversed. | |
void | setTraverseMode (unsigned int _mode) |
Set traverse mode for node. | |
MultipassBitMask | multipassStatus () const |
Get the current multipass settings for the nodes status functions. More... | |
void | setMultipassStatus (const MultipassBitMask _passStatus) |
Set multipass settings for the nodes status functions. More... | |
void | multipassStatusSetActive (const unsigned int _i, bool _active) |
Set multipass status to traverse in a specific pass. More... | |
bool | multipassStatusActive (const unsigned int _i) const |
Get multipass status to traverse in a specific pass. More... | |
MultipassBitMask | multipassNode () const |
Get the current multipass settings for the node. More... | |
void | setMultipassNode (const MultipassBitMask _passNode) |
Set multipass settings for the node. More... | |
void | multipassNodeSetActive (const unsigned int _i, bool _active) |
Set Node status to traverse in a specific pass. More... | |
bool | multipassNodeActive (const unsigned int _i) const |
Get Node status to traverse in a specific pass. More... | |
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON) |
Set custom shaders. More... | |
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON) |
Set custom shaders. More... | |
void | setRenderObjectUniformPool (const GLSL::UniformPool *_pool) |
Set uniforms for shader based rendering. More... | |
const GLSL::UniformPool * | getRenderObjectUniformPool () |
Get uniforms for shader based rendering. More... | |
void | setRenderObjectTexture (int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D) |
Set textures for shader based rendering. More... | |
void | setRenderObjectModifier (RenderObjectModifier *_modifier) |
Set modifier for render objects. More... | |
RenderObjectModifier * | getRenderObjectModifier () |
Get render-object modifier. More... | |
void | applyRenderObjectSettings (DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const |
Set shaders, textures and uniforms as provided by user to a render-object. More... | |
Private Attributes | |
std::string | shaderDir_ |
std::map< size_t, ShaderInfo > | shaders |
std::map< size_t, ShaderInfo > | pickShaders |
Additional Inherited Members | |
Public Types inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode | |
enum | StatusMode { Active = 0x1, HideNode = 0x2, HideChildren = 0x4, HideSubtree = 0x8 } |
Status modi. More... | |
enum | TraverseMode { NodeFirst = 0x1, ChildrenFirst = 0x2, SecondPass = 0x4 } |
Node traverse types. More... | |
typedef std::list< BaseNode * > ::const_iterator | ConstChildIter |
allows to iterate over children | |
typedef std::list< BaseNode * > ::iterator | ChildIter |
allows to iterate over children | |
typedef std::list< BaseNode * > ::const_reverse_iterator | ConstChildRIter |
allows to reverse iterate over children | |
typedef std::list< BaseNode * > ::reverse_iterator | ChildRIter |
allows to reverse iterate over children | |
enum | PASSES { NOPASS = 0, ALLPASSES = 1 << 0, PASS_1 = 1 << 1, PASS_2 = 1 << 2, PASS_3 = 1 << 3, PASS_4 = 1 << 4, PASS_5 = 1 << 5, PASS_6 = 1 << 6, PASS_7 = 1 << 7, PASS_8 = 1 << 8 } |
This enum should be used to enable rendering of a node in different. | |
typedef unsigned int | MultipassBitMask |
Multipass pass bit mask type. | |
Set shaders for this node and all its children. All changes will be done in the enter() method undonecd ..cd in the leave() method.
Definition at line 87 of file ShaderNode.hh.
void ACG::SceneGraph::ShaderNode::disableShader | ( | DrawModes::DrawMode | _drawmode | ) |
Removes the shader for the given draw mode
_drawmode | Set the drawmode for which the shader should be deactivated |
Definition at line 268 of file ShaderNode.cc.
void ACG::SceneGraph::ShaderNode::setShader | ( | DrawModes::DrawMode | _drawmode, |
std::string | _vertexShader, | ||
std::string | _fragmentShader, | ||
std::string | _pickVertexShader = "" , |
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std::string | _pickFragmentShader = "" |
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) |
Sets a Shader for the given draw mode
_drawmode | Set the drawmode for which the shader should be activated |
_vertexShader | filename of the Vertex Shader within the shader directory |
_fragmentShader | filename of the Fragment Shader within the shader directory |
_pickVertexShader | Vertex shader during picking |
_pickFragmentShader | Fragment shader during picking |
Definition at line 297 of file ShaderNode.cc.