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209 lines
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<TITLE>class OSGFX_EXPORT osgFX::SpecularHighlights</TITLE>
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<H2>class OSGFX_EXPORT <A HREF="#DOC.DOCU">osgFX::SpecularHighlights</A></H2></H2><BLOCKQUOTE> This effect applies additive specular highlights at fragment level (instead of OpenGL's vertex-level lighting) by using a cube map and reflective texgen.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
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<param name=classes value="Mosg::Node,M,CEffect,MEffect.html,CSpecularHighlights,MSpecularHighlights.html">
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<param name=before value="M,M,M">
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<param name=after value="Md_SP,Md_,M">
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<param name=indent value="0,1,2">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.7.1">SpecularHighlights</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.7.2">SpecularHighlights</A></B>(const <!1><A HREF="SpecularHighlights.html#DOC.2.7.2">SpecularHighlights</A> &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.7.3">META_Effect</A></B>(<!1><A HREF="osgFX.html">osgFX</A>, <!1><A HREF="SpecularHighlights.html">SpecularHighlights</A>, "Specular Highlights", "This effect applies additive specular highlights at fragment level (instead " "of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. " "A texture matrix is computed to rotate the cube map automatically; this makes " "the specular effect consistent with respect to view direction and light position. " "The user can choose which light should be used to compute the texture matrix.\n" "This effect requires the GL_ARB_texture_env_add extension and one of the cube map " "extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).", "Marco Jez")
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.7.11">getLightNumber</A></B>() const
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<DD><I>get the OpenGL light number </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.7.12">setLightNumber</A></B>(int n)
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<DD><I>set the OpenGL light number that will be used in lighting computations </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.7.13">getTextureUnit</A></B>() const
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<DD><I>get the texture unit number </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.7.14">setTextureUnit</A></B>(int n)
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<DD><I>set the texture unit that will be used to apply the cube map </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec4& <B><A HREF="#DOC.2.7.15">getSpecularColor</A></B>() const
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<DD><I>get the specular color </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.7.16">setSpecularColor</A></B>(const osg::Vec4 &color)
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<DD><I>set the specular color </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.7.17">getSpecularExponent</A></B>() const
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<DD><I>get the specular exponent </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.7.18">setSpecularExponent</A></B>(float e)
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<DD><I>set the specular exponent </I>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.7.4">~SpecularHighlights</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SpecularHighlights.html">SpecularHighlights</A>& <B><A HREF="#DOC.2.7.5">operator=</A></B>(const <!1><A HREF="SpecularHighlights.html">SpecularHighlights</A> &)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.7.6">define_techniques</A></B>()
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Effect.html">Effect</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual inline bool <B>isSameKindAs</B>(const osg::Object* obj) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual inline const char* <B>libraryName</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual inline const char* <B>className</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectName</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectDescription</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>effectAuthor</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline virtual void <B>setUpDemo</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(osg::NodeVisitor &nv)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline bool <B>getEnabled</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setEnabled</B>(bool v)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const osg::Node* <B>getChild</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline osg::Node* <B>getChild</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setChild</B>(osg::Node* child)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline int <B>getNumTechniques</B>() const
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<DT>
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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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<DT>
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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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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline int <B>getSelectedTechnique</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>selectTechnique</B>(int i)
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<DT>
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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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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>dirtyTechniques</B>()
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>enum <B>TechniqueSelection</B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>computeBound</B>() const
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>
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This effect applies additive specular highlights at fragment level (instead
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of OpenGL's vertex-level lighting) by using a cube map and reflective texgen.
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A texture matrix is computed to rotate the cube map automatically; this makes
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the specular effect consistent with respect to view direction and light position.
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The user can choose which light should be used to compute the texture matrix.
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This effect requires the GL_ARB_texture_env_add extension and one of the cube map
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extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).</BLOCKQUOTE>
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<DL>
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<A NAME="SpecularHighlights"></A>
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<A NAME="DOC.2.7.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SpecularHighlights()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="SpecularHighlights"></A>
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<A NAME="DOC.2.7.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SpecularHighlights(const <!1><A HREF="SpecularHighlights.html#DOC.2.7.2">SpecularHighlights</A> &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="META_Effect"></A>
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<A NAME="DOC.2.7.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Effect(<!1><A HREF="osgFX.html">osgFX</A>, <!1><A HREF="SpecularHighlights.html">SpecularHighlights</A>, "Specular Highlights", "This effect applies additive specular highlights at fragment level (instead " "of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. " "A texture matrix is computed to rotate the cube map automatically; this makes " "the specular effect consistent with respect to view direction and light position. " "The user can choose which light should be used to compute the texture matrix.\n" "This effect requires the GL_ARB_texture_env_add extension and one of the cube map " "extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).", "Marco Jez")</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~SpecularHighlights"></A>
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<A NAME="DOC.2.7.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~SpecularHighlights()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator="></A>
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<A NAME="DOC.2.7.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SpecularHighlights.html">SpecularHighlights</A>& operator=(const <!1><A HREF="SpecularHighlights.html">SpecularHighlights</A> &)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="define_techniques"></A>
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<A NAME="DOC.2.7.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool define_techniques()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getLightNumber"></A>
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<A NAME="DOC.2.7.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getLightNumber() const </B></TT>
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<DD>get the OpenGL light number
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<DL><DT><DD></DL><P>
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<A NAME="setLightNumber"></A>
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<A NAME="DOC.2.7.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLightNumber(int n)</B></TT>
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<DD>set the OpenGL light number that will be used in lighting computations
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<DL><DT><DD></DL><P>
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<A NAME="getTextureUnit"></A>
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<A NAME="DOC.2.7.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getTextureUnit() const </B></TT>
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<DD>get the texture unit number
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<DL><DT><DD></DL><P>
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<A NAME="setTextureUnit"></A>
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<A NAME="DOC.2.7.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setTextureUnit(int n)</B></TT>
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<DD>set the texture unit that will be used to apply the cube map
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<DL><DT><DD></DL><P>
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<A NAME="getSpecularColor"></A>
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<A NAME="DOC.2.7.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec4& getSpecularColor() const </B></TT>
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<DD>get the specular color
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<DL><DT><DD></DL><P>
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<A NAME="setSpecularColor"></A>
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<A NAME="DOC.2.7.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpecularColor(const osg::Vec4 &color)</B></TT>
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<DD>set the specular color
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<DL><DT><DD></DL><P>
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<A NAME="getSpecularExponent"></A>
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<A NAME="DOC.2.7.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getSpecularExponent() const </B></TT>
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<DD>get the specular exponent
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<DL><DT><DD></DL><P>
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<A NAME="setSpecularExponent"></A>
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<A NAME="DOC.2.7.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpecularExponent(float e)</B></TT>
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<DD>set the specular exponent
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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