Developer Documentation
ACG::SceneGraph::ShaderNode Class Reference

#include <ACG/Scenegraph/ShaderNode.hh>

Inheritance diagram for ACG::SceneGraph::ShaderNode:
ACG::SceneGraph::ACG::SceneGraph::BaseNode

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, const std::string &_vertexShader, const 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 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 (GLState &, const DrawModes::DrawMode &)
 
virtual void leave (IRenderer *, GLState &_state, const DrawModes::DrawMode &_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)
 
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...
 

Private Attributes

std::string shaderDir_
 
std::map< size_t, ShaderInfoshaders
 
std::map< size_t, ShaderInfopickShaders
 

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::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

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 81 of file ShaderNode.hh.

Member Function Documentation

◆ disableShader()

void ACG::SceneGraph::ShaderNode::disableShader ( DrawModes::DrawMode  _drawmode)

Removes the shader for the given draw mode

Parameters
_drawmodeSet the drawmode for which the shader should be deactivated

Definition at line 262 of file ShaderNode.cc.

◆ setShader()

void ACG::SceneGraph::ShaderNode::setShader ( DrawModes::DrawMode  _drawmode,
const std::string &  _vertexShader,
const std::string &  _fragmentShader,
std::string  _pickVertexShader = "",
std::string  _pickFragmentShader = "" 
)

Sets a Shader for the given draw mode

Parameters
_drawmodeSet the drawmode for which the shader should be activated
_vertexShaderfilename of the Vertex Shader within the shader directory
_fragmentShaderfilename of the Fragment Shader within the shader directory
_pickVertexShaderVertex shader during picking
_pickFragmentShaderFragment shader during picking

Definition at line 291 of file ShaderNode.cc.


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