Developer Documentation
ACG::SceneGraph::EnvMapNode Class Reference

#include <ACG/Scenegraph/EnvMapNode.hh>

Inheritance diagram for ACG::SceneGraph::EnvMapNode:
ACG::SceneGraph::TextureNode ACG::SceneGraph::BaseNode

Public Member Functions

 EnvMapNode (BaseNode *_parent=0, const std::string &_name="<EnvMapNode>", bool _texture_repeat=true, GLint _texture_filter=GL_LINEAR)
 Default constructor. Applies all properties.
 
 ACG_CLASSNAME (EnvMapNode)
 set class name
 
DrawModes::DrawMode availableDrawModes () const override
 add env mapping
 
void enter (GLState &_state, const DrawModes::DrawMode &_drawmode) override
 set texture
 
void leave (GLState &_state, const DrawModes::DrawMode &_drawmode) override
 restores original texture (or no-texture)
 
void enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) override
 Do nothing in picking.
 
void leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) override
 Do nothing in picking.
 
- Public Member Functions inherited from ACG::SceneGraph::TextureNode
 TextureNode (BaseNode *_parent=0, const std::string &_name="<TextureNode>", bool _texture_repeat=true, GLint _texture_filter=GL_LINEAR)
 Default constructor. Applies all properties.
 
virtual ~TextureNode ()
 Destructor.
 
 ACG_CLASSNAME (TextureNode)
 set class name
 
bool alpha ()
 get transparency status
 
void set_alpha (bool _status)
 set transparency status
 
bool repeat ()
 get texture repeat status
 
void set_repeat (bool _status)
 set texture repeat status
 
GLint filter ()
 get texture filter
 
void set_filter (GLint _filter)
 set texture filter
 
void set_texture_mode (GLenum _mode)
 
void enable_mipmapping ()
 Enable mipmapping.
 
void disable_mipmapping ()
 Disable mipmapping.
 
bool mipmapping () const
 Get mipmapping status.
 
bool activateTexture (GLuint _id)
 Set active Texture. More...
 
GLuint activeTexture ()
 Get active Texture. More...
 
bool read (const char *_filename)
 Uses a QImage to load the texture from the given file. More...
 
void set_texture (const QImage &_image)
 Uses a QImage to set the texture. More...
 
void set_texture (const float *_image, int _width, int _height)
 Uses a float buffer to set the texture. More...
 
void set_texture (const unsigned char *_image, int _width, int _height)
 Uses a byte buffer to set the texture. More...
 
bool read (const char *_filename, GLuint _id)
 Uses a QImage to load the texture from the given file. More...
 
void set_texture (const QImage &_image, GLuint _id)
 Uses a QImage to set the texture. More...
 
void set_texture (const float *_image, int _width, int _height, GLuint _id)
 Uses a float buffer to set the texture. More...
 
void set_texture (const unsigned char *_image, int _width, int _height, GLuint _id)
 Uses a byte buffer to set the texture. More...
 
void enter (GLState &_state, const DrawModes::DrawMode &_drawmode) override
 set default texture and states for the nodes children
 
void leave (GLState &_state, const DrawModes::DrawMode &_drawmode) override
 Unbind Texture.
 
void enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) override
 Do nothing in picking.
 
void leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) override
 Do nothing in picking.
 
GLuint add_texture (const QImage &_image)
 Add a texture to this node. More...
 
- Public Member Functions inherited from 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 (IRenderer *, GLState &_state, const DrawModes::DrawMode &_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 (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)
 
virtual void pick (GLState &, PickTarget)
 
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)
 
BaseNodefind (const std::string &_name)
 
BaseNodeparent ()
 Get the nodes parent node.
 
const BaseNodeparent () 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::UniformPoolgetRenderObjectUniformPool ()
 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...
 
RenderObjectModifiergetRenderObjectModifier ()
 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...
 

Additional Inherited Members

- Public Types inherited from 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::vector< BaseNode * >::const_iterator ConstChildIter
 allows to iterate over children
 
typedef std::vector< BaseNode * >::iterator ChildIter
 allows to iterate over children
 
typedef std::vector< BaseNode * >::const_reverse_iterator ConstChildRIter
 allows to reverse iterate over children
 
typedef std::vector< 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.
 

Detailed Description

Similar to TextureNode, but sets up a spherical environment map.

Definition at line 77 of file EnvMapNode.hh.


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