This is the base class for effect techniques.
Inheritance:
Public Methods
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Technique()
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virtual const char* techniqueName()
- get the name of this technique
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virtual const char* techniqueDescription()
- get a brief description of this technique
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virtual void getRequiredExtensions(std::vector<std::string> &xtensions*/) const
- collect the GL extension strings which are required for this technique to work properly.
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virtual bool validate(osg::State &) const
- tests whether this technique is valid for the current rendering context.
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virtual void accept(osg::NodeVisitor &nv, osg::Node* child)
- traverses the child nodes with multipass if necessary.
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inline int getNumPasses() const
- get the number of rendering passes defined in this technique
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inline osg::Group* getPassGroup(int i)
- get the Group object associated to the i-th pass
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inline const osg::Group* getPassGroup(int i) const
- get the const Group object associated to the i-th pass
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inline osg::StateSet* getPassStateSet(int i)
- get the StateSet object associated to the i-th pass
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inline const osg::StateSet* getPassStateSet(int i) const
- get the const StateSet object associated to the i-th pass
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inline osg::Group* getControlNode()
- get the control node which holds the user's subgraph.
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inline const osg::Group* getControlNode() const
- get the const control node which holds the user's subgraph
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inline void dirtyPasses()
- force rebuilding of pass nodes on next traversal
Protected Methods
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Technique(const Technique &)
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virtual ~Technique()
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Technique& operator=(const Technique &)
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inline virtual osg::Node* getOverrideChild(int)
- optional: return a node that overrides the child node on a specified pass
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void addPass(osg::StateSet* ss = 0)
- create a new pass node, add it to the technique and associate a StateSet
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void addPass(osg::Group* pass)
- add a new pass to the technique specifying an user-defined pass node.
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virtual void define_passes() = 0
- define the rendering passes that make up this technique.
Documentation
This is the base class for effect techniques. A technique represents one
of the possible ways to implement a special effect. This base class is
abstract, you will have to subclass your own techniques for your custom
effects.
Derived classes will have to implement the define_passes() method to
configure the rendering pass(es) that make up the technique. Usually
you will create one StateSet object for each rendering pass and then
you'll call addPass(stateset).
The validate() method should return true if the technique is valid within
the current rendering context, false otherwise. The default implementation
of validate() calls getRequiredExtensions() and tests whether all required
extensions are supported or not, returning false if at least one extension
is not supported.
Technique()
virtual const char* techniqueName()
- get the name of this technique
virtual const char* techniqueDescription()
- get a brief description of this technique
virtual void getRequiredExtensions(std::vector<std::string> &xtensions*/) const
-
collect the GL extension strings which are required for this technique
to work properly. This method is called from the default implementation
of validate().
virtual bool validate(osg::State &) const
-
tests whether this technique is valid for the current rendering context.
The default behavior is to call getRequiredExtensions() and check for
extension availability.
virtual void accept(osg::NodeVisitor &nv, osg::Node* child)
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traverses the child nodes with multipass if necessary.
Don't call this method directly as it is called by osgFX::Effect
Technique(const Technique &)
virtual ~Technique()
Technique& operator=(const Technique &)
inline virtual osg::Node* getOverrideChild(int)
- optional: return a node that overrides the child node on a specified pass
void addPass(osg::StateSet* ss = 0)
- create a new pass node, add it to the technique and associate a StateSet
void addPass(osg::Group* pass)
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add a new pass to the technique specifying an user-defined pass node.
You should call this version of addPass() only when you need to gain direct
control over the pass node (i.e. for setting up a cull callback); otherwise
please use addPass(StateSet*) and let the class create the pass node for you.
virtual void define_passes() = 0
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define the rendering passes that make up this technique. You must
implement this method in derived classes to add the required passes.
inline int getNumPasses() const
- get the number of rendering passes defined in this technique
inline osg::Group* getPassGroup(int i)
- get the Group object associated to the i-th pass
inline const osg::Group* getPassGroup(int i) const
- get the const Group object associated to the i-th pass
inline osg::StateSet* getPassStateSet(int i)
- get the StateSet object associated to the i-th pass
inline const osg::StateSet* getPassStateSet(int i) const
- get the const StateSet object associated to the i-th pass
inline osg::Group* getControlNode()
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get the control node which holds the user's subgraph.
You may want to do something on it like applying a cull callback.
inline const osg::Group* getControlNode() const
- get the const control node which holds the user's subgraph
inline void dirtyPasses()
- force rebuilding of pass nodes on next traversal
- This class has no child classes.
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