class OSGFX_EXPORT osgFX::SpecularHighlights

This effect applies additive specular highlights at fragment level (instead of OpenGL's vertex-level lighting) by using a cube map and reflective texgen.

Inheritance:


Public Methods

[more] SpecularHighlights()
[more] SpecularHighlights(const SpecularHighlights &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
[more] META_Effect(osgFX, SpecularHighlights, "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")
[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
[more]inline int getTextureUnit() const
get the texture unit number
[more]inline void setTextureUnit(int n)
set the texture unit that will be used to apply the cube map
[more]inline const osg::Vec4& getSpecularColor() const
get the specular color
[more]inline void setSpecularColor(const osg::Vec4 &color)
set the specular color
[more]inline float getSpecularExponent() const
get the specular exponent
[more]inline void setSpecularExponent(float e)
set the specular exponent

Protected Methods

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


Inherited from Effect:

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 const osg::Node* getChild() const
oinline osg::Node* getChild()
oinline void setChild(osg::Node* child)
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()

Public Members

oenum TechniqueSelection

Protected Methods

ovirtual bool computeBound() const


Documentation

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. 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).
o SpecularHighlights()

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

o META_Effect(osgFX, SpecularHighlights, "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")

ovirtual ~SpecularHighlights()

oSpecularHighlights& operator=(const SpecularHighlights &)

obool define_techniques()

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

oinline int getTextureUnit() const
get the texture unit number

oinline void setTextureUnit(int n)
set the texture unit that will be used to apply the cube map

oinline const osg::Vec4& getSpecularColor() const
get the specular color

oinline void setSpecularColor(const osg::Vec4 &color)
set the specular color

oinline float getSpecularExponent() const
get the specular exponent

oinline void setSpecularExponent(float e)
set the specular exponent


This class has no child classes.

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