Public Member Functions | |
BumpMapping () | |
BumpMapping (const BumpMapping ©, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY) | |
META_Effect (osgFX, BumpMapping,"Bump Mapping","This effect makes surfaces appear bumpy. Children nodes must use two textures, ""one for diffuse color and one for the normal map (which can be created ""from a height map with tools like nVIDIA's normal map generator). Furthermore, ""tangent-space basis vectors must be created and assigned to each Geometry; this ""can be done quickly by calling BumpMapping::prepareChildren(). Note that both ""diffuse and normal map textures must have corresponding UV maps defined in ""Geometry objects.\n""This effect defines a preferred technique which uses ARB vertex & fragment ""programs, and a fallback technique which doesn't use fragment programs. The ""latter is more limited though since it can't handle ambient and specular ""components.","Marco Jez") | |
int | getLightNumber () const |
get the OpenGL light number | |
void | setLightNumber (int n) |
set the OpenGL light number that will be used in lighting computations | |
int | getDiffuseTextureUnit () const |
get the texture unit that contains diffuse color texture. | |
void | setDiffuseTextureUnit (int n) |
set the texture unit that contains diffuse color texture. | |
int | getNormalMapTextureUnit () const |
get the texture unit that contains normal map texture. | |
void | setNormalMapTextureUnit (int n) |
set the texture unit that contains normal map texture. | |
osg::Texture2D * | getOverrideDiffuseTexture () |
get the diffuse color texture that overrides children's texture | |
const osg::Texture2D * | getOverrideDiffuseTexture () const |
get the const diffuse color texture that overrides children's texture | |
void | setOverrideDiffuseTexture (osg::Texture2D *texture) |
set the diffuse color texture that overrides children's texture | |
osg::Texture2D * | getOverrideNormalMapTexture () |
get the normal map texture that overrides children's texture | |
const osg::Texture2D * | getOverrideNormalMapTexture () const |
get the const normal map texture that overrides children's texture | |
void | setOverrideNormalMapTexture (osg::Texture2D *texture) |
set the normal map texture that overrides children's texture | |
void | prepareGeometry (osg::Geometry *geo) |
prepare a Geometry for bump lighting. | |
void | prepareNode (osg::Node *node) |
prepare a Node for bump lighting, calling prepareGeometry() for each Geometry | |
void | prepareChildren () |
prepare children for bump lighting. | |
void | setUpDemo () |
set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates | |
Protected Member Functions | |
virtual | ~BumpMapping () |
BumpMapping & | operator= (const BumpMapping &) |
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. |
Children nodes must use two textures, one for diffuse color and one for the normal map (which can be created from a height map with tools like nVIDIA's normal map generator). Furthermore, tangent-space basis vectors must be created and assigned to each Geometry; this can be done quickly by calling BumpMapping::prepareChildren(). Note that both diffuse and normal map textures must have corresponding UV maps defined in Geometry objects. This effect defines a preferred technique which uses ARB vertex & fragment programs, and a fallback technique which doesn't use fragment programs. The latter is more limited though since it can't handle ambient and specular components.
osgFX::BumpMapping::BumpMapping | ( | ) |
osgFX::BumpMapping::BumpMapping | ( | const BumpMapping & | copy, | |
const osg::CopyOp & | copyop = osg::CopyOp::SHALLOW_COPY | |||
) |
virtual osgFX::BumpMapping::~BumpMapping | ( | ) | [inline, protected, virtual] |
osgFX::BumpMapping::META_Effect | ( | osgFX | , | |
BumpMapping | , | |||
"Bump Mapping" | , | |||
"This effect makes surfaces appear bumpy. Children nodes must use two | textures, | |||
""one for diffuse color and one for the normal map(which can be created""from a height map with tools like nVIDIA's normal map generator). | Furthermore, | |||
""tangent-space basis vectors must be created and assigned to each Geometry;this""can be done quickly by calling BumpMapping::prepareChildren().Note that both""diffuse and normal map textures must have corresponding UV maps defined in""Geometry objects.\n""This effect defines a preferred technique which uses ARB vertex &fragment"" | programs, | |||
and a fallback technique which doesn't use fragment programs.The""latter is more limited though since it can't handle ambient and specular""components." | , | |||
"Marco Jez" | ||||
) |
int osgFX::BumpMapping::getLightNumber | ( | ) | const [inline] |
get the OpenGL light number
void osgFX::BumpMapping::setLightNumber | ( | int | n | ) | [inline] |
set the OpenGL light number that will be used in lighting computations
int osgFX::BumpMapping::getDiffuseTextureUnit | ( | ) | const [inline] |
get the texture unit that contains diffuse color texture.
Default is 1
void osgFX::BumpMapping::setDiffuseTextureUnit | ( | int | n | ) | [inline] |
set the texture unit that contains diffuse color texture.
Default is 1
int osgFX::BumpMapping::getNormalMapTextureUnit | ( | ) | const [inline] |
get the texture unit that contains normal map texture.
Default is 0
void osgFX::BumpMapping::setNormalMapTextureUnit | ( | int | n | ) | [inline] |
set the texture unit that contains normal map texture.
Default is 0
osg::Texture2D * osgFX::BumpMapping::getOverrideDiffuseTexture | ( | ) | [inline] |
get the diffuse color texture that overrides children's texture
const osg::Texture2D * osgFX::BumpMapping::getOverrideDiffuseTexture | ( | ) | const [inline] |
get the const diffuse color texture that overrides children's texture
void osgFX::BumpMapping::setOverrideDiffuseTexture | ( | osg::Texture2D * | texture | ) | [inline] |
set the diffuse color texture that overrides children's texture
osg::Texture2D * osgFX::BumpMapping::getOverrideNormalMapTexture | ( | ) | [inline] |
get the normal map texture that overrides children's texture
const osg::Texture2D * osgFX::BumpMapping::getOverrideNormalMapTexture | ( | ) | const [inline] |
get the const normal map texture that overrides children's texture
void osgFX::BumpMapping::setOverrideNormalMapTexture | ( | osg::Texture2D * | texture | ) | [inline] |
set the normal map texture that overrides children's texture
void osgFX::BumpMapping::prepareGeometry | ( | osg::Geometry * | geo | ) |
prepare a Geometry for bump lighting.
Tangent-space basis vectors are generated and attached to the geometry as vertex attribute arrays.
void osgFX::BumpMapping::prepareNode | ( | osg::Node * | node | ) |
prepare a Node for bump lighting, calling prepareGeometry() for each Geometry
void osgFX::BumpMapping::prepareChildren | ( | ) |
prepare children for bump lighting.
Actually calls prepareNode() for each child
void osgFX::BumpMapping::setUpDemo | ( | ) | [virtual] |
set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates
Reimplemented from osgFX::Effect.
BumpMapping& osgFX::BumpMapping::operator= | ( | const BumpMapping & | ) | [inline, protected] |
bool osgFX::BumpMapping::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.