Developer Documentation
ACG::SceneGraph::MaterialNode Class Reference

#include <ACG/Scenegraph/MaterialNode.hh>

Inheritance diagram for ACG::SceneGraph::MaterialNode:
ACG::SceneGraph::ACG::SceneGraph::BaseNode

Public Types

enum  ApplyProperties {
  None =0, All =0xffff, BaseColor =1, Material =2,
  PointSize =4, LineWidth =8, RoundPoints =16, LineSmooth =32,
  AlphaTest =64, Blending =128, BackFaceCulling =256, ColorMaterial =512,
  MultiSampling =1024
}
 Apply which properties? Others will be ignored. Values may be OR'ed. More...
 
- 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.
 

Public Member Functions

 MaterialNode (BaseNode *_parent=0, const std::string &_name="<MaterialNode>", unsigned int _applyProperties=(All &~BackFaceCulling))
 Default constructor. Applies all properties.
 
virtual ~MaterialNode ()
 Destructor.
 
void read (std::istream &_is)
 read MaterialFile
 
float alpha_value ()
 get current alpha value for alpha_test
 
bool blending ()
 
GLenum blending_param1 ()
 
GLenum blending_param2 ()
 
void enable_blending (GLenum _p1=GL_SRC_ALPHA, GLenum _p2=GL_ONE_MINUS_SRC_ALPHA)
 enable blending with Parameters (_p1, _p2)
 
void disable_blending ()
 disable blending
 
bool backface_culling ()
 
void enable_backface_culling ()
 enable backface culling (not active by default, see applyProperties)
 
void disable_backface_culling ()
 disable backface culling (not active by default, see applyProperties)
 
unsigned int applyProperties () const
 get properties that will be applied (OR'ed ApplyProperties)
 
void applyProperties (unsigned int _applyProperties)
 set properties that will be applied (OR'ed ApplyProperties)
 
ACG::SceneGraph::Materialmaterial ()
 Get material object reference.
 
void set_material (const ACG::SceneGraph::Material &_m)
 Set material object.
 
Scenegraph functions
 ACG_CLASSNAME (MaterialNode)
 set current GL-color and GL-material
 
void enter (GLState &_state, const DrawModes::DrawMode &_drawmode)
 set current GL-color and GL-material
 
void leave (GLState &_state, const DrawModes::DrawMode &_drawmode)
 restores original GL-color and GL-material
 
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.
 
Color and material settings ( Applied to all objects below this node )
void set_color (const Vec4f &_c)
 set color (base, ambient, diffuse, specular) based on _c
 
void set_random_color ()
 Generates a random color and sets it.
 
void set_base_color (const Vec4f &_c)
 set the base color
 
const Vec4fbase_color () const
 get the base color
 
void set_ambient_color (const Vec4f &_a)
 set the ambient color.
 
const Vec4fambient_color () const
 get the ambient color.
 
void set_diffuse_color (const Vec4f &_d)
 set the diffuse color.
 
const Vec4fdiffuse_color () const
 get the diffuse color.
 
void set_specular_color (const Vec4f &_s)
 set the specular color
 
const Vec4fspecular_color () const
 get the specular color
 
void set_overlay_color (const Vec4f &_s)
 set the overlay color
 
const Vec4foverlay_color () const
 get the overlay color
 
void colorMaterial (const bool _cm)
 Set colorMaterial.
 
void enable_color_material ()
 Enable Color Material.
 
void disable_color_material ()
 Disable Color Material.
 
bool colorMaterial ()
 get colorMaterial state
 
void set_shininess (float _s)
 set shininess
 
float shininess () const
 get shininess
 
void set_reflectance (double _m)
 set reflectance
 
double reflectance () const
 get reflectance
 
Point/Line controls
void set_point_size (float _sz)
 set point size (default: 1.0)
 
float point_size () const
 get point size
 
void set_line_width (float _sz)
 set line width (default: 1.0)
 
float line_width () const
 get line width
 
void set_round_points (bool _b)
 set round points enabled
 
bool round_points () const
 get round points enabled
 
void set_line_smooth (bool _b)
 set: smooth lines enabled
 
bool line_smooth () const
 get: rsmooth lines enabled
 
Tests
void enable_alpha_test (float _clip)
 enable alpha test (draw pixels if alpha >= _clip)
 
void disable_alpha_test ()
 disable alpha test
 
bool alpha_test ()
 Return state of Alpha test.
 
Other Rendering options
void enable_multisampling ()
 Enable Multisampling.
 
void disable_multisampling ()
 enable alpha test (draw pixels if alpha >= _clip)
 
bool multiSampling ()
 Get state of multisampling.
 
void set_multisampling (bool _state)
 Set state of multisampling.
 
- 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 DrawModes::DrawMode availableDrawModes () const
 
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

int applyProperties_
 OR'ed ApplyProperties.
 
ACG::SceneGraph::Material material_
 Local material class that actually stores the properties.
 
ACG::SceneGraph::Material materialBackup_
 Material Backup.
 

Detailed Description

Set material and some other stuff like alphatest and blending for this node and all its children. All changes will be done in the enter() method undone in the leave() method.

Definition at line 321 of file MaterialNode.hh.

Member Enumeration Documentation

Apply which properties? Others will be ignored. Values may be OR'ed.

Enumerator
None 

apply nothing

All 

apply all properites

BaseColor 

apply base color

Material 

apply material (ambient, diffuse, specular, shininess)

PointSize 

apply point size

LineWidth 

apply line width

RoundPoints 

draw smooth (round) points using glPoint()

LineSmooth 

draw smooth lines using glLine()

AlphaTest 

use alpha test

Blending 

use blending

BackFaceCulling 

backface culling

ColorMaterial 

Color Material ( Only when a drawmode using shading and lighting is enabled )

MultiSampling 

MultiSampling.

Definition at line 326 of file MaterialNode.hh.


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