OpenSceneGraph/doc/doc++/osgFX/Cartoon.html

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<TITLE>class OSGFX_EXPORT osgFX::Cartoon</TITLE>
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<H2>class OSGFX_EXPORT <A HREF="#DOC.DOCU">osgFX::Cartoon</A></H2></H2><BLOCKQUOTE> This effect implements a technique called 'Cel-Shading' to produce a cartoon-style (non photorealistic) rendering.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="Mosg::Node,M,CEffect,MEffect.html,CCartoon,MCartoon.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<param name=arrowdir value="down">
</APPLET>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.1">Cartoon</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.2">Cartoon</A></B>(const <!1><A HREF="Cartoon.html#DOC.2.3.2">Cartoon</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.3">META_Effect</A></B>( <!1><A HREF="osgFX.html">osgFX</A>, <!1><A HREF="Cartoon.html">Cartoon</A>, "<!1><A HREF="Cartoon.html">Cartoon</A>", "This effect implements a technique called 'Cel-Shading' to produce a " "cartoon-style (non photorealistic) rendering. Two passes are required: " "the first one draws solid surfaces, the second one draws the outlines. " "A vertex program is used to setup texture coordinates for a sharp lighting " "texture on unit 0 which is generated on-the-fly.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec4&amp; <B><A HREF="#DOC.2.3.10">getOutlineColor</A></B>() const
<DD><I>get the outline color </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.11">setOutlineColor</A></B>(const osg::Vec4 &amp;color)
<DD><I>set the outline color </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.3.12">getOutlineLineWidth</A></B>() const
<DD><I>get the outline line width </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.13">setOutlineLineWidth</A></B>(float w)
<DD><I>set the outline line width </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.3.14">getLightNumber</A></B>() const
<DD><I>get the OpenGL light number </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.15">setLightNumber</A></B>(int n)
<DD><I>set the OpenGL light number that will be used in lighting computations </I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.3.4">~Cartoon</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Cartoon.html">Cartoon</A>&amp; <B><A HREF="#DOC.2.3.5">operator=</A></B>(const <!1><A HREF="Cartoon.html">Cartoon</A> &amp;)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.3.6">define_techniques</A></B>()
</DL></P>
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<HR><H3>Inherited from <A HREF="Effect.html">Effect</A>:</H3>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual inline bool <B>isSameKindAs</B>(const osg::Object* obj) const
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<IMG ALT="o" SRC=icon2.gif>virtual inline const char* <B>libraryName</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual inline const char* <B>className</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectName</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectDescription</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectAuthor</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline virtual void <B>setUpDemo</B>()
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(osg::NodeVisitor &amp;nv)
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<IMG ALT="o" SRC=icon2.gif>inline bool <B>getEnabled</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setEnabled</B>(bool v)
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<IMG ALT="o" SRC=icon2.gif>inline const osg::Node* <B>getChild</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline osg::Node* <B>getChild</B>()
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setChild</B>(osg::Node* child)
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<IMG ALT="o" SRC=icon2.gif>inline int <B>getNumTechniques</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Technique.html">Technique</A>* <B>getTechnique</B>(int i)
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<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Technique.html">Technique</A>* <B>getTechnique</B>(int i) const
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<IMG ALT="o" SRC=icon2.gif>inline int <B>getSelectedTechnique</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline void <B>selectTechnique</B>(int i)
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<IMG ALT="o" SRC=icon2.gif>inline void <B>addTechnique</B>(<!1><A HREF="Technique.html">Technique</A>* tech)
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<IMG ALT="o" SRC=icon2.gif>inline void <B>dirtyTechniques</B>()
</DL></P>
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<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>TechniqueSelection</B>
</DL></P>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>computeBound</B>() const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>
This effect implements a technique called 'Cel-Shading' to produce a
cartoon-style (non photorealistic) rendering. Two passes are required:
the first one draws solid surfaces, the second one draws the outlines.
A vertex program is used to setup texture coordinates for a sharp lighting
texture on unit 0 which is generated on-the-fly.
This effect requires the ARB_vertex_program extension.</BLOCKQUOTE>
<DL>
<A NAME="Cartoon"></A>
<A NAME="DOC.2.3.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Cartoon()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Cartoon"></A>
<A NAME="DOC.2.3.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Cartoon(const <!1><A HREF="Cartoon.html#DOC.2.3.2">Cartoon</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Effect"></A>
<A NAME="DOC.2.3.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Effect( <!1><A HREF="osgFX.html">osgFX</A>, <!1><A HREF="Cartoon.html">Cartoon</A>, "<!1><A HREF="Cartoon.html">Cartoon</A>", "This effect implements a technique called 'Cel-Shading' to produce a " "cartoon-style (non photorealistic) rendering. Two passes are required: " "the first one draws solid surfaces, the second one draws the outlines. " "A vertex program is used to setup texture coordinates for a sharp lighting " "texture on unit 0 which is generated on-the-fly.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Cartoon"></A>
<A NAME="DOC.2.3.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Cartoon()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.3.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Cartoon.html">Cartoon</A>&amp; operator=(const <!1><A HREF="Cartoon.html">Cartoon</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="define_techniques"></A>
<A NAME="DOC.2.3.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool define_techniques()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getOutlineColor"></A>
<A NAME="DOC.2.3.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec4&amp; getOutlineColor() const </B></TT>
<DD>get the outline color
<DL><DT><DD></DL><P>
<A NAME="setOutlineColor"></A>
<A NAME="DOC.2.3.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setOutlineColor(const osg::Vec4 &amp;color)</B></TT>
<DD>set the outline color
<DL><DT><DD></DL><P>
<A NAME="getOutlineLineWidth"></A>
<A NAME="DOC.2.3.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getOutlineLineWidth() const </B></TT>
<DD>get the outline line width
<DL><DT><DD></DL><P>
<A NAME="setOutlineLineWidth"></A>
<A NAME="DOC.2.3.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setOutlineLineWidth(float w)</B></TT>
<DD>set the outline line width
<DL><DT><DD></DL><P>
<A NAME="getLightNumber"></A>
<A NAME="DOC.2.3.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getLightNumber() const </B></TT>
<DD>get the OpenGL light number
<DL><DT><DD></DL><P>
<A NAME="setLightNumber"></A>
<A NAME="DOC.2.3.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLightNumber(int n)</B></TT>
<DD>set the OpenGL light number that will be used in lighting computations
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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