H3D API
2.4.1
|
The FBODebugger node provides a convenient way to check the result of all FrameBufferTextureGenerator nodes in the scene. More...
#include <H3D/FBODebugger.h>
Classes | |
class | UpdateSaveToURL |
A field used to execute the save to URL operation when the URL is set. More... | |
Public Member Functions | |
FBODebugger (Inst< SFNode > _metadata=0, Inst< SFString > _fbo=0, Inst< SFString > _buffer=0, Inst< SFFloat > _transparency=0, Inst< UpdateSaveToURL > _saveToUrl=0, Inst< SFBool > _saveSuccess=0) | |
Constructor. | |
virtual void | traverseSG (TraverseInfo &ti) |
Traverse the scenegraph. | |
virtual void | render () |
Render the node. Render the FBO texture in fullscreen. | |
![]() | |
X3DChildNode (Inst< SFNode > _metadata=0) | |
Constructor. | |
![]() | |
X3DNode (Inst< SFNode > _metadata=0) | |
Constructor. | |
X3DMetadataObject * | getMetadataByName (const string &_name) |
Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More... | |
![]() | |
Node () | |
Constructor. | |
virtual Node * | clone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL) |
Returns a new instance of this node type with the same state as this one. More... | |
virtual | ~Node () |
Destructor. | |
X3DPrototypeInstance * | getProtoInstanceParent () |
If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More... | |
void | setProtoInstanceParent (X3DPrototypeInstance *p) |
Set the X3DPrototypeInstance this node is the the root node if applicaple. | |
virtual bool | lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result) |
Detect intersection between a line segment and the Node. More... | |
virtual void | closestPoint (const Vec3f &p, NodeIntersectResult &result) |
Find closest point on Node to p. More... | |
virtual bool | movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result) |
Detect collision between a moving sphere and the Node. More... | |
virtual string | defaultXMLContainerField () |
Returns the default xml containerField attribute value. More... | |
virtual Field * | getField (const string &_name) const |
return a pointer to the field specified by name within this instance | |
int | addDestructCallback (void(*func)(Node *, void *), void *args) |
Add a callback function to be run on destruction of node. More... | |
int | removeDestructCallback (void(*func)(Node *, void *), void *args) |
Add a callback function to be run on destruction of node. More... | |
Public Attributes | |
H3DUniquePtr< SFString > | fbo |
The fbo field contains the name of the FrameBufferTextureGenerator that you want to see the buffers in. More... | |
H3DUniquePtr< SFString > | buffer |
The buffer field specifies which buffer to display. More... | |
H3DUniquePtr< SFFloat > | transparency |
Transparency value is used to affect how transparent the current selected texture will be rendered , so it will not completely occlude the actual rendered scene, can be useful for debugging. More... | |
H3DUniquePtr< UpdateSaveToURL > | saveToUrl |
When a new value is specified for saveToUrl the current selected FBO depth/color texture is rendered to a buffer and saved to the specified filename. More... | |
H3DUniquePtr< SFBool > | saveSuccess |
Contains the result of the last save operation. More... | |
![]() | |
H3DUniquePtr< SFNode > | metadata |
Meta data about the node. More... | |
Static Public Attributes | |
static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
![]() | |
static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
Protected Attributes | |
AutoRef< Group > | texture_scene |
The scene used to render the selected texture in fullscreen. | |
X3D::DEFNodes | texture_scene_dn |
DEFNodes from the texture_scene. | |
string | current_buffer |
The type of buffer currently being used. | |
string | current_fbo |
The name of the FrameBufferTextureGenerator currently being used. | |
AutoRef< RenderTargetTexture > | render_target_texture |
RenderTargetTexture used to show the color buffers of a fbo if selected. | |
H3DUniquePtr< ToggleBlend > | toggleBlend |
Field to monitor transparency field and toggle blending for the selected texture rendering if needed. | |
H3DUniquePtr< SFTextreNode > | selected_texture |
texture used to keep the current selected texture | |
Additional Inherited Members | |
![]() | |
typedef std::map< Node *, Node * > | DeepCopyMap |
A map type used during a deep copy clone() to map from original nodes to cloned nodes. | |
![]() | |
static unsigned int | nrNodesAlive () |
Returns the nr of nodes currently alive, i.e. nodes created but not destructed. | |
static int | nrNodesCreated () |
Returns the number of nodes created in total since the start of the program. | |
![]() | |
void | cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for the clone() method. More... | |
![]() | |
static Node * | getClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for nodes that implement clone() More... | |
The FBODebugger node provides a convenient way to check the result of all FrameBufferTextureGenerator nodes in the scene.
The FBODebugger node can be put into the scene-graph and will draw the content of a buffer in a FrameBufferTextureGenerator in fullscreen when rendered.
The fbo field contains the name of the FrameBufferTextureGenerator that you want to see the buffers in. The valid values changes depending on the scene and it is easiest to use the Tree view to change between the different available buffers. If set to "NONE" it will do nothing.
The buffer field specifies which buffer to display. Valid values are:
-"DEPTH" - the depth buffer -"COLOR0" - the color buffer with index 0 -"COLOR1" - the color buffer with index 1
Examples:
H3DUniquePtr< SFString > H3D::FBODebugger::buffer |
The buffer field specifies which buffer to display.
Valid values are:
-"DEPTH" - the depth buffer -"COLOR0" - the color buffer with index 0 -"COLOR1" - the color buffer with index 1
Access type: inputOutput Default value: "NONE" Valid values: "NONE" or the name of any FrameBufferTextureGenerator in the scene
Referenced by FBODebugger(), and traverseSG().
H3DUniquePtr< SFString > H3D::FBODebugger::fbo |
The fbo field contains the name of the FrameBufferTextureGenerator that you want to see the buffers in.
The valid values changes depending on the scene and it is easiest to use the Tree view to change between the different available buffers. If set to "NONE" it will do nothing.
Access type: inputOutput Default value: "NONE" Valid values: "NONE" or the name of any FrameBufferTextureGenerator in the scene
Referenced by FBODebugger(), render(), and traverseSG().
H3DUniquePtr< SFBool > H3D::FBODebugger::saveSuccess |
Contains the result of the last save operation.
True if the last save operation was successful.
Access type: inputOutput
Default value: false
Referenced by FBODebugger(), and traverseSG().
H3DUniquePtr< UpdateSaveToURL > H3D::FBODebugger::saveToUrl |
When a new value is specified for saveToUrl the current selected FBO depth/color texture is rendered to a buffer and saved to the specified filename.
The URL must be a local filename.
The texture is written immediately and the success of failure of the save operation can be checked using the saveSuccess field.
Access type: inputOutput
Default value: ""
Referenced by traverseSG().
H3DUniquePtr< SFFloat > H3D::FBODebugger::transparency |
Transparency value is used to affect how transparent the current selected texture will be rendered , so it will not completely occlude the actual rendered scene, can be useful for debugging.
Specially, when transparency equals to zero, blending will be disable for the selected texture rendering Access type: inputOutput
Default value: 0
Referenced by FBODebugger(), and traverseSG().