Developer Documentation
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#include <ACG/Scenegraph/LightNode.hh>
Public Member Functions | |
LightNode (BaseNode *_parent=0, const std::string &_name="<LightNode>") | |
Default constructor. Applies all properties. | |
virtual | ~LightNode () |
Destructor. | |
void | setLightSource (LightSource _light) |
Set the light source parameters. | |
void | getLightSource (LightSource *_light) const |
Get the light source parameters. | |
void | getLightSourceViewSpace (LightSource *_light) const |
ACG_CLASSNAME (LightNode) | |
void | boundingBox (ACG::Vec3d &, ACG::Vec3d &) override |
Get bounding box (for visualization purposes) | |
void | enter (GLState &_state, const DrawModes::DrawMode &_drawmode) override |
set current Light Sources More... | |
void | leave (GLState &_state, const DrawModes::DrawMode &_drawmode) override |
restores original Light Sources | |
void | draw (GLState &_state, const DrawModes::DrawMode &_drawMode) override |
Draw light source node. | |
void | pick (GLState &_state, PickTarget _target) override |
Picking. | |
bool | visualize () |
Should node be visualized? | |
void | visualize (bool _visualize) |
Set whether node should be visualized. | |
void | getRenderObjects (IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat) override |
Add this light to shader render interface. | |
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 DrawModes::DrawMode | availableDrawModes () const |
virtual void | enter (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode) |
virtual void | leave (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode) |
virtual void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
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 Member Functions | |
void | setParameters (GLState &_state, GLenum _index, LightSource &_light) |
set _light Options in OpenGL for GL_LIGHT::_index | |
void | getParameters (GLState &_state, GLenum _index, LightSource &_light) |
get _light Options in OpenGL for GL_LIGHT::_index | |
Private Attributes | |
LightSource | light_ |
store LightSources of this node | |
LightSource | transformedLight_ |
pretransformed light position and direction in view space | |
LightSource | lightSave_ |
save old LightSources | |
bool | visualize_ |
Indicates whether light node should be visualized or not. | |
GLenum | lightId_ |
Internal light id. | |
ACG::GLCone * | cone_ |
ACG::GLSphere * | sphere_ |
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. | |
Set LightSources (0 to 7) for this node and all its children. All changes will be done in the enter() method undone in the leave() method.
Definition at line 249 of file LightNode.hh.
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overridevirtual |
set current Light Sources
transfer GL-preferences to lightSave_
Reimplemented from ACG::SceneGraph::BaseNode.
Definition at line 502 of file LightNode.cc.
void ACG::SceneGraph::LightNode::getLightSourceViewSpace | ( | LightSource * | _light | ) | const |
Get transformed light source parameters where position and direction are in view space
Definition at line 260 of file LightNode.cc.