osgFX::Technique Class Reference

This is the base class for effect techniques. More...

Inheritance diagram for osgFX::Technique:

Inheritance graph
[legend]

List of all members.

Public Member Functions

 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 > &) const
 collect the GL extension strings which are required for this technique to work properly.
virtual bool validate (osg::State &) const
 tests whether this technique is valid for the current rendering context.
int getNumPasses () const
 get the number of rendering passes defined in this Technique
osg::StateSetgetPassStateSet (int i)
 get the StateSet object associated to the i-th pass
const osg::StateSetgetPassStateSet (int i) const
 get the const StateSet object associated to the i-th pass
virtual void traverse (osg::NodeVisitor &nv, Effect *fx)
 traverse children with multipass if necessary.

Protected Member Functions

 Technique (const Technique &)
virtual ~Technique ()
Techniqueoperator= (const Technique &)
void dirtyPasses ()
 force rebuilding of pass nodes on next traversal
void addPass (osg::StateSet *ss=0)
 create a new pass node, add it to the technique and associate a StateSet
virtual osg::NodegetOverrideChild (int)
 optional: return a node that overrides the child node on a specified pass
virtual void define_passes ()=0
 define the rendering passes that make up this technique.
void traverse_implementation (osg::NodeVisitor &nv, Effect *fx)
 traverse children with multipass if necessary.


Detailed Description

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.


Constructor & Destructor Documentation

osgFX::Technique::Technique (  ) 

osgFX::Technique::Technique ( const Technique  )  [inline, protected]

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


Member Function Documentation

virtual const char* osgFX::Technique::techniqueName (  )  [inline, virtual]

get the name of this Technique

virtual const char* osgFX::Technique::techniqueDescription (  )  [inline, virtual]

get a brief description of this Technique

virtual void osgFX::Technique::getRequiredExtensions ( std::vector< std::string > &   )  const [inline, virtual]

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 osgFX::Technique::validate ( osg::State  )  const [virtual]

tests whether this technique is valid for the current rendering context.

The default behavior is to call getRequiredExtensions() and check for extension availability.

int osgFX::Technique::getNumPasses (  )  const [inline]

get the number of rendering passes defined in this Technique

osg::StateSet * osgFX::Technique::getPassStateSet ( int  i  )  [inline]

get the StateSet object associated to the i-th pass

const osg::StateSet * osgFX::Technique::getPassStateSet ( int  i  )  const [inline]

get the const StateSet object associated to the i-th pass

void osgFX::Technique::traverse ( osg::NodeVisitor nv,
Effect fx 
) [inline, virtual]

traverse children with multipass if necessary.

By default this method simply calls the protected method traverse_implementation(); you can override it to change the default behavior. Don't call this method directly as it is called by osgFX::Effect

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

void osgFX::Technique::dirtyPasses (  )  [inline, protected]

force rebuilding of pass nodes on next traversal

void osgFX::Technique::addPass ( osg::StateSet ss = 0  )  [protected]

create a new pass node, add it to the technique and associate a StateSet

virtual osg::Node* osgFX::Technique::getOverrideChild ( int   )  [inline, protected, virtual]

optional: return a node that overrides the child node on a specified pass

virtual void osgFX::Technique::define_passes (  )  [protected, pure virtual]

define the rendering passes that make up this technique.

You must implement this method in derived classes to add the required passes.

void osgFX::Technique::traverse_implementation ( osg::NodeVisitor nv,
Effect fx 
) [protected]

traverse children with multipass if necessary.

Don't call this method directly unless you are in a customized version of traverse().


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.