29 #ifndef __TWOSIDEDMATERIAL_H__
30 #define __TWOSIDEDMATERIAL_H__
68 Inst< SFFloat > _ambientIntensity = 0,
69 Inst< SFColor > _diffuseColor = 0,
70 Inst< SFColor > _emissiveColor = 0,
71 Inst< SFNode > _metadata = 0,
72 Inst< SFFloat > _shininess = 0,
73 Inst< SFColor > _specularColor = 0,
74 Inst< SFFloat > _transparency = 0,
75 Inst< SFFloat > _backAmbientIntensity = 0,
76 Inst< SFColor > _backDiffuseColor = 0,
77 Inst< SFColor > _backEmissiveColor = 0,
78 Inst< SFFloat > _backShininess = 0,
79 Inst< SFColor > _backSpecularColor = 0,
80 Inst< SFFloat > _backTransparency = 0,
81 Inst< SFBool > _separateBackColor = 0);
84 virtual void render();
90 return GL_COLOR_BUFFER_BIT | GL_LIGHTING_BIT;
96 return transparency->getValue() > 0 ||
97 (separateBackColor->getValue() && backTransparency->getValue() > 0);
Contains the SFColor field class.
Contains the SFFloat field class.
Header file for X3DMaterialNode, X3D scene-graph node.
This node defines material properties that can effect both the front and back side of a polygon indiv...
Definition: TwoSidedMaterial.h:63
H3DUniquePtr< SFFloat > ambientIntensity
The ambientIntensity field specifies how much ambient light from light sources this surface shall ref...
Definition: TwoSidedMaterial.h:111
H3DUniquePtr< SFFloat > backAmbientIntensity
The backAmbientIntensity is the same as the ambientIntensity field but will be used for the back side...
Definition: TwoSidedMaterial.h:174
H3DUniquePtr< SFFloat > backTransparency
The backTransparency is the same as the transparency field but will be used for the back side of the ...
Definition: TwoSidedMaterial.h:231
H3DUniquePtr< SFFloat > backShininess
The backShininess is the same as the shininess field but will be used for the back side of the geomet...
Definition: TwoSidedMaterial.h:208
H3DUniquePtr< SFColor > emissiveColor
The emissiveColor field models "glowing" objects.
Definition: TwoSidedMaterial.h:133
H3DUniquePtr< SFColor > backEmissiveColor
The backEmissiveColor is the same as the emissiveColor field but will be used for the back side of th...
Definition: TwoSidedMaterial.h:197
static H3DNodeDatabase database
The H3DNodeDatabase for this node.
Definition: TwoSidedMaterial.h:245
H3DUniquePtr< SFFloat > shininess
Shininess effect the specular highlights.
Definition: TwoSidedMaterial.h:144
H3DUniquePtr< SFColor > diffuseColor
The diffuseColor field reflects all light sources depending on the angle of the surface with respect ...
Definition: TwoSidedMaterial.h:122
virtual bool isTransparent()
This function checks the transparency field to determine if the material requires that the geometry i...
Definition: TwoSidedMaterial.h:95
virtual GLbitfield getAffectedGLAttribs()
Returns a bitmask of the OpenGL attrib bits that will be affected by this node.
Definition: TwoSidedMaterial.h:89
H3DUniquePtr< SFColor > backDiffuseColor
The backDiffuseColor is the same as the diffuseColor field but will be used for the back side of the ...
Definition: TwoSidedMaterial.h:185
H3DUniquePtr< SFFloat > transparency
The transparency field specifies how "clear" an object is, with 1.0 being completely transparent,...
Definition: TwoSidedMaterial.h:163
H3DUniquePtr< SFColor > backSpecularColor
The backSpecularColor is the same as the specularColor field but will be used for the back side of th...
Definition: TwoSidedMaterial.h:220
H3DUniquePtr< SFBool > separateBackColor
If the separateBackColor field is set to TRUE, then the rendering shall render the front and back fac...
Definition: TwoSidedMaterial.h:242
H3DUniquePtr< SFColor > specularColor
The color of the specular highlights.
Definition: TwoSidedMaterial.h:153
This is the base node type for all Material nodes.
Definition: X3DMaterialNode.h:41
H3D API namespace.
Definition: Anchor.h:38
The H3DNodeDatabase contains a mapping between a name of a Node and the constructor for the Node with...
Definition: H3DNodeDatabase.h:194