H3D API
2.4.1
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This is the base node type for the child nodes of the ComposedShader node which is image node type, it will a texture which will be used as texture image for opengl. More...
#include <H3D/ShaderImageNode.h>
Public Member Functions | |
ShaderImageNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0) | |
Constructor. | |
virtual void | preRender () |
override preRender function to do nothing as it is not needed for shader image node | |
virtual void | postRender () |
override postRender function to do nothing as it is not needed for shader image node | |
virtual void | enableTexturing () |
enableTexturing is not needed for shader image node | |
virtual void | disableTexturing () |
disableTexturing is not needed for shader image node | |
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H3DSingleTextureNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< UpdateSaveToURL > _saveToUrl=0, Inst< SFBool > _saveSuccess=0, Inst< SFInt32 > _saveHeight=0, Inst< SFInt32 > _saveWidth=0) | |
Constructor. | |
virtual | ~H3DSingleTextureNode () |
Destructor. | |
virtual GLuint | getTextureId () |
Get the OpenGL texture id that is used for this texture. | |
virtual GLuint | getTextureUnit () |
Get the OpenGL texture unit that is used for this texture. | |
virtual GLenum | getTextureTarget () |
Get the OpenGL texture target that is used for this texture. | |
virtual int | getTextureWidth () |
Get the texture width. | |
virtual int | getTextureHeight () |
Get the texture height. | |
virtual int | getTextureDepth () |
Get the texture depth. | |
virtual void | setTextureWidth (int _width) |
Set the texture width. | |
virtual void | setTextureHeight (int _height) |
Set the texture height. | |
virtual void | setTextureDepth (int _depth) |
Set the texture depth. | |
virtual void | setTextureId (GLuint _id) |
Set the OpenGL texture id that is used for this texture. | |
virtual void | setTextureUnit (GLint unit) |
Set the OpenGL texture unit that is used for this texture. | |
virtual void | setTextureTarget (GLenum target) |
Set the OpenGL texture target that is used for this texture. | |
virtual bool | makeResident () |
{ Bindless texturing functions More... | |
virtual void | makeNonResident () |
Make the texture non-resident. | |
virtual bool | isResident () |
Returns true if the texture is resident in GPU memory or false otherwise. | |
virtual GLuint64 | getTextureHandle () |
Get the bindless texture handle, or 0 the texture has never been resident. More... | |
virtual void | invalidateTextureHandle () |
This should be called if the texture object is to be replaced. More... | |
void | addShaderField (Field &_field) |
Add a shader field which contains this texture node. More... | |
void | removeShaderField (Field &_field) |
Remove a shader field which contains this texture node. More... | |
virtual void | inUse () |
Call to signify that this texture is currently in use. More... | |
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X3DTextureNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< UpdateSaveToURL > _saveToUrl=0, Inst< SFBool > _saveSuccess=0, Inst< SFInt32 > _saveHeight=0, Inst< SFInt32 > _saveWidth=0) | |
Constructor. | |
virtual string | defaultXMLContainerField () |
Returns the default xml containerField attribute value. More... | |
virtual GLbitfield | getAffectedGLAttribs () |
Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More... | |
virtual Vec3f | textureSize () |
Sometimes the texture represents a volume in space, e.g. More... | |
virtual GLuint | renderImage (Image *image, GLenum texture_target, bool scale_to_power_of_two) |
Installs the image as a OpenGL texture. More... | |
virtual GLint | glInternalFormat (Image *image) |
Returns the internal OpenGL format to use given an Image, e.g. More... | |
virtual GLenum | glPixelFormat (Image *image) |
Returns the OpenGL pixel format to use given an Image, e.g. More... | |
virtual GLenum | glPixelComponentType (Image *image) |
Returns the OpenGL pixel compnent type to use given an Image, e.g. More... | |
virtual void | glTexImage (Image *, GLenum, bool) |
Install the given image as a OpenGL texture with a call to a glTexImage function. More... | |
virtual Image * | renderToImage (H3DInt32 _width, H3DInt32 _height, bool output_float_texture=false) |
Create a new Image object which contains the result of rendering this texture. More... | |
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X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0) | |
Constructor. | |
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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 | render () |
the render() function is used for the depth-first rendering traversal of the scene-graph. More... | |
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. | |
Protected Attributes | |
GLuint | image_unit |
image unit used, will be used to bind to shader program the value of image_unit will be maintained in this node. More... | |
H3DUniquePtr< Field > | reinitShaderImage |
flag field to help check if shader image need to be re-initialized | |
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GLuint64 | texture_handle |
The texture handle (GPU) | |
GLuint | texture_id |
The OpenGL texture id of the installed texture, 0 if not installed. | |
GLint | texture_unit |
The OpenGL texture unit that is used to render this texture. More... | |
GLenum | texture_target |
The OpenGL texture target that is used to render this texture. | |
int | texture_width |
texture width | |
int | texture_height |
texture height | |
int | texture_depth |
texture depth | |
Field::FieldVector | shader_fields |
Shader fields which contain this texture. | |
H3DTime | last_used |
Time-stamp at which this texture was last used. | |
bool | is_resident |
True if this texture is currently resident. | |
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 void | makeUnusedTexturesNonResident (H3DTime _unusedTime) |
Look at all resident textures and make those that have not been used recently non-resident. More... | |
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static X3DTextureNode * | getActiveTexture () |
Gets the currently active texture, i.e. More... | |
static void | setActiveTexture (X3DTextureNode *t) |
Set the active texture. 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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H3DUniquePtr< UpdateSaveToURL > | saveToUrl |
When a new value is specified for saveToUrl the current 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< SFInt32 > | saveHeight |
The height of the image to write to file when the saveToUrl field is used. More... | |
H3DUniquePtr< SFInt32 > | saveWidth |
The width of the image to write to file when the saveToUrl field is used. 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. | |
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static bool | load_images_in_separate_thread = true |
This is the default value for the GlobalSettings::loadTexturesInThread field. More... | |
static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
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static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
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typedef std::vector< H3DSingleTextureNode * > | TextureVector |
} | |
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virtual std::pair< H3DInt32, H3DInt32 > | getDefaultSaveDimensions () |
Returns the default dimensions to use when this texture is saved to file. More... | |
GLint | glCompressedInternalFormat (GLint _format, const std::string &_compression) |
Given a non-compressed internal format, return an equivelent compressed format based on the compression settings. More... | |
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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... | |
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static TextureVector | resident_textures |
List of all currently resident textures. | |
This is the base node type for the child nodes of the ComposedShader node which is image node type, it will a texture which will be used as texture image for opengl.
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protected |
image unit used, will be used to bind to shader program the value of image_unit will be maintained in this node.
Note: this is different from texture image unit which is used by texture object to be accessed in shader its value will be assigned in shader before it is actually rendered and connected to its location in shader
Referenced by H3D::ShaderImage2D::render(), H3D::ShaderImage3D::render(), and ShaderImageNode().