H3D API
2.4.1
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he ProgramShader node defines a shader that can consist of one or more individually programmable, self contained pieces. More...
#include <H3D/ProgramShader.h>
Classes | |
class | MFShaderProgram |
The MFShaderProgram class sets the profile for each ShaderProgram node that is added to it. More... | |
Public Member Functions | |
ProgramShader (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderProgram > _programs=0) | |
Constructor. | |
virtual bool | isSupported () |
Returns true if the shader node type is supported by the browser. | |
virtual void | render () |
Sets up the shaders program and sets uniform variable values. | |
virtual void | preRender () |
Enables the shader programs. | |
virtual void | postRender () |
Disables the shader programs. | |
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X3DShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0) | |
Constructor. | |
void | setSelected (bool selected) |
Set the isSelected field. | |
virtual string | defaultXMLContainerField () |
Returns the default xml containerField attribute value. More... | |
virtual bool | isTransparent (X3DMaterialNode *) |
Returns a hint if the X3DShaderNode produces an alpha channel that is < 1, i.e. More... | |
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X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0) | |
Constructor. | |
virtual GLbitfield | getAffectedGLAttribs () |
Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More... | |
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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... | |
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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 void | traverseSG (TraverseInfo &ti) |
traverseSG is called once per scenegraph loop on the scene in order to traverse the scenegraph. More... | |
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 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... | |
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H3DDisplayListObject (Inst< DisplayList > _displayList=0) | |
Constructor. | |
Public Attributes | |
H3DUniquePtr< MFShaderProgram > | programs |
The shader programs to use in the ProgramShader. More... | |
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H3DUniquePtr< SFBool > | isSelected |
The isSelected output field is used to indicate that this shader instance is the one selected for use by the browser. More... | |
H3DUniquePtr< SFBool > | isValid |
The isValid field is used to indicate whether the current shader objects can be run as a shader program. More... | |
H3DUniquePtr< SFBool > | activate |
The activate field forces the shader to activate the contained objects. More... | |
H3DUniquePtr< EventCollectingField< Field > > | activateMonitor |
field used to monitor if activate field is modified | |
H3DUniquePtr< SFString > | language |
The language field is used to indicate to the browser which shading language is used for the source file(s). More... | |
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H3DUniquePtr< SFNode > | metadata |
Meta data about the node. More... | |
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H3DUniquePtr< DisplayList > | displayList |
The DisplayList instance handling the OpenGL caching of this object. | |
Static Public Attributes | |
static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
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static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
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static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
Additional Inherited Members | |
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typedef std::map< Node *, Node * > | DeepCopyMap |
A map type used during a deep copy clone() to map from original nodes to cloned nodes. | |
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static X3DShaderNode * | getActiveShader () |
Gets the currently active shader, i.e. More... | |
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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. | |
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void | cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for the clone() method. More... | |
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static Node * | getClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for nodes that implement clone() More... | |
he ProgramShader node defines a shader that can consist of one or more individually programmable, self contained pieces.
Each piece, represented by a ShaderProgram node, shall be a self-contained source that does not rely on any other source file and can manage one part of the programmable pipeline (e.g., vertex or fragment processing).
This node can be used with the CG shading language in H3D API. You can also use the PackagedShader node with CG. If you want to use GLSL you will have to use the ComposedShader node.
The programs field consists of zero or more ShaderProgram node instances. In general, only two ShaderProgram instances will be needed: one each for vertex and fragment processing. Each shader language annex shall refine the required behaviour for processing this field.
The isValid field may add an additional semantic to indicate whether all parts are available.
Examples:
H3DUniquePtr< MFShaderProgram > H3D::ProgramShader::programs |
The shader programs to use in the ProgramShader.
Access type: outputOnly
Referenced by postRender(), preRender(), ProgramShader(), and render().