class OSGFX_EXPORT osgFX::AnisotropicLighting

This single-pass effect implements a sort of anisotropic lighting that replaces the standard OpenGL lighting model.

Inheritance:


Public Methods

[more] AnisotropicLighting()
[more] AnisotropicLighting(const AnisotropicLighting &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
[more] META_Effect(osgFX, AnisotropicLighting, "Anisotropic Lighting", "This single-pass effect implements a sort of anisotropic " "lighting that replaces the standard OpenGL lighting model.\n" "The final color of vertices is not computed directly, it is " "the result of a texture lookup on a user-supplied lighting " "image map. A vertex program is used to compute the s and t " "texture coordinates as follows: s = (N dot H) ; t = (N dot L) " "where N is the vertex normal, L is the light-to-vertex vector, " "H is the half-way vector. This is a good example of how you " "can use the State::getInitialViewMatrix() method to retrieve " "the view matrix and perform view-dependant effects without " "fakes of any kind.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")
[more]inline osg::Image* getLightingMap()
get the lighting map
[more]inline const osg::Image* getLightingMap() const
get the const lighting map
[more]inline void setLightingMap(osg::Image* image)
set the lighting map
[more]inline int getLightNumber() const
get the OpenGL light number
[more]inline void setLightNumber(int n)
set the OpenGL light number that will be used in lighting computations

Protected Methods

[more]virtual ~AnisotropicLighting()
[more]AnisotropicLighting& operator=(const AnisotropicLighting &)
[more]bool define_techniques()


Inherited from Effect:

Public Classes

oenum TechniqueSelection

Public Methods

ovirtual inline bool isSameKindAs(const osg::Object* obj) const
ovirtual inline const char* libraryName() const
ovirtual inline const char* className() const
ovirtual const char* effectName() const
ovirtual const char* effectDescription() const
ovirtual const char* effectAuthor() const
oinline virtual void setUpDemo()
ovirtual void traverse(osg::NodeVisitor &nv)
oinline bool getEnabled() const
oinline void setEnabled(bool v)
oinline int getNumTechniques() const
oinline Technique* getTechnique(int i)
oinline const Technique* getTechnique(int i) const
oinline int getSelectedTechnique() const
oinline void selectTechnique(int i)
oinline void addTechnique(Technique* tech)
oinline void dirtyTechniques()
oinline void inherited_traverse(osg::NodeVisitor &nv)


Documentation

This single-pass effect implements a sort of anisotropic lighting that replaces the standard OpenGL lighting model. The final color of vertices is not computed directly, it is the result of a texture lookup on a user-supplied lighting image map. A vertex program is used to compute the s and t texture coordinates as follows: s = (N dot H) ; t = (N dot L) where N is the vertex normal, L is the light-to-vertex vector, H is the half-way vector. This is a good example of how you can use the State::getInitialViewMatrix() method to retrieve the view matrix and perform view-dependant effects without fakes of any kind. This effect requires the ARB_vertex_program extension.
o AnisotropicLighting()

o AnisotropicLighting(const AnisotropicLighting &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)

o META_Effect(osgFX, AnisotropicLighting, "Anisotropic Lighting", "This single-pass effect implements a sort of anisotropic " "lighting that replaces the standard OpenGL lighting model.\n" "The final color of vertices is not computed directly, it is " "the result of a texture lookup on a user-supplied lighting " "image map. A vertex program is used to compute the s and t " "texture coordinates as follows: s = (N dot H) ; t = (N dot L) " "where N is the vertex normal, L is the light-to-vertex vector, " "H is the half-way vector. This is a good example of how you " "can use the State::getInitialViewMatrix() method to retrieve " "the view matrix and perform view-dependant effects without " "fakes of any kind.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")

ovirtual ~AnisotropicLighting()

oAnisotropicLighting& operator=(const AnisotropicLighting &)

obool define_techniques()

oinline osg::Image* getLightingMap()
get the lighting map

oinline const osg::Image* getLightingMap() const
get the const lighting map

oinline void setLightingMap(osg::Image* image)
set the lighting map

oinline int getLightNumber() const
get the OpenGL light number

oinline void setLightNumber(int n)
set the OpenGL light number that will be used in lighting computations


This class has no child classes.

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