This single-pass effect implements a sort of anisotropic lighting that replaces the standard OpenGL lighting model.
Inheritance:
Public Methods
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AnisotropicLighting()
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AnisotropicLighting(const AnisotropicLighting ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY)
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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")
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inline osg::Image* getLightingMap()
- get the lighting map
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inline const osg::Image* getLightingMap() const
- get the const lighting map
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inline void setLightingMap(osg::Image* image)
- set the lighting map
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inline int getLightNumber() const
- get the OpenGL light number
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inline void setLightNumber(int n)
- set the OpenGL light number that will be used in lighting computations
Protected Methods
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virtual ~AnisotropicLighting()
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AnisotropicLighting& operator=(const AnisotropicLighting &)
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bool define_techniques()
Inherited from Effect:
Public Classes
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enum TechniqueSelection
Public Methods
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virtual inline bool isSameKindAs(const osg::Object* obj) const
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virtual inline const char* libraryName() const
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virtual inline const char* className() const
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virtual const char* effectName() const
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virtual const char* effectDescription() const
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virtual const char* effectAuthor() const
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inline virtual void setUpDemo()
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virtual void traverse(osg::NodeVisitor &nv)
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inline bool getEnabled() const
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inline void setEnabled(bool v)
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inline int getNumTechniques() const
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inline Technique* getTechnique(int i)
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inline const Technique* getTechnique(int i) const
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inline int getSelectedTechnique() const
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inline void selectTechnique(int i)
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inline void addTechnique(Technique* tech)
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inline void dirtyTechniques()
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inline 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.
- AnisotropicLighting()
- AnisotropicLighting(const AnisotropicLighting ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY)
- 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")
- virtual ~AnisotropicLighting()
- AnisotropicLighting& operator=(const AnisotropicLighting &)
- bool define_techniques()
- inline osg::Image* getLightingMap()
- get the lighting map
- inline const osg::Image* getLightingMap() const
- get the const lighting map
- inline void setLightingMap(osg::Image* image)
- set the lighting map
- inline int getLightNumber() const
- get the OpenGL light number
- inline 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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