osgFX::AnisotropicLighting Class Reference

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

Inheritance diagram for osgFX::AnisotropicLighting:

Inheritance graph
[legend]

List of all members.

Public Member Functions

 AnisotropicLighting ()
 AnisotropicLighting (const AnisotropicLighting &copy, const osg::CopyOp &copyop=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")
osg::ImagegetLightingMap ()
 get the lighting map
const osg::ImagegetLightingMap () const
 get the const lighting map
void setLightingMap (osg::Image *image)
 set the lighting map
int getLightNumber () const
 get the OpenGL light number
void setLightNumber (int n)
 set the OpenGL light number that will be used in lighting computations

Protected Member Functions

virtual ~AnisotropicLighting ()
AnisotropicLightingoperator= (const AnisotropicLighting &)
bool define_techniques ()
 abstract method to be implemented in derived classes; its purpose if to create the techniques that can be used for obtaining the desired effect.


Detailed Description

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.


Constructor & Destructor Documentation

osgFX::AnisotropicLighting::AnisotropicLighting (  ) 

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

virtual osgFX::AnisotropicLighting::~AnisotropicLighting (  )  [inline, protected, virtual]


Member Function Documentation

osgFX::AnisotropicLighting::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"   
)

osg::Image * osgFX::AnisotropicLighting::getLightingMap (  )  [inline]

get the lighting map

const osg::Image * osgFX::AnisotropicLighting::getLightingMap (  )  const [inline]

get the const lighting map

void osgFX::AnisotropicLighting::setLightingMap ( osg::Image image  )  [inline]

set the lighting map

int osgFX::AnisotropicLighting::getLightNumber (  )  const [inline]

get the OpenGL light number

void osgFX::AnisotropicLighting::setLightNumber ( int  n  )  [inline]

set the OpenGL light number that will be used in lighting computations

AnisotropicLighting& osgFX::AnisotropicLighting::operator= ( const AnisotropicLighting  )  [inline, protected]

bool osgFX::AnisotropicLighting::define_techniques (  )  [protected, virtual]

abstract method to be implemented in derived classes; its purpose if to create the techniques that can be used for obtaining the desired effect.

You will usually call addTechnique() inside this method.

Implements osgFX::Effect.


The documentation for this class was generated from the following file:
Generated at Sun Oct 14 02:12:21 2007 for the OpenSceneGraph by doxygen 1.5.3.