Developer Documentation
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#include <ACG/Scenegraph/EnvMapNode.hh>
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 |
add env mapping | |
void | enter (GLState &_state, const DrawModes::DrawMode &_drawmode) |
set texture | |
void | leave (GLState &_state, const DrawModes::DrawMode &_drawmode) |
restores original texture (or no-texture) | |
void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
Do nothing in picking. | |
void | leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
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) |
set default texture and states for the nodes children | |
void | leave (GLState &_state, const DrawModes::DrawMode &_drawmode) |
Unbind Texture. | |
void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
Do nothing in picking. | |
void | leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
Do nothing in picking. | |
GLuint | add_texture (const QImage &_image) |
Add a texture to this node. More... | |
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... | |
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. | |
Similar to TextureNode, but sets up a spherical environment map.
Definition at line 83 of file EnvMapNode.hh.