H3D API  2.4.1
Public Member Functions | Public Attributes | Static Public Attributes | List of all members
H3D::TwoSidedMaterial Class Reference

This node defines material properties that can effect both the front and back side of a polygon individually. More...

#include <H3D/TwoSidedMaterial.h>

Inheritance diagram for H3D::TwoSidedMaterial:
Inheritance graph

Public Member Functions

 TwoSidedMaterial (Inst< DisplayList > _displayList=0, Inst< SFFloat > _ambientIntensity=0, Inst< SFColor > _diffuseColor=0, Inst< SFColor > _emissiveColor=0, Inst< SFNode > _metadata=0, Inst< SFFloat > _shininess=0, Inst< SFColor > _specularColor=0, Inst< SFFloat > _transparency=0, Inst< SFFloat > _backAmbientIntensity=0, Inst< SFColor > _backDiffuseColor=0, Inst< SFColor > _backEmissiveColor=0, Inst< SFFloat > _backShininess=0, Inst< SFColor > _backSpecularColor=0, Inst< SFFloat > _backTransparency=0, Inst< SFBool > _separateBackColor=0)
 Constructor.
 
virtual void render ()
 Set up the material properties in OpenGL.
 
virtual GLbitfield getAffectedGLAttribs ()
 Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More...
 
virtual bool isTransparent ()
 This function checks the transparency field to determine if the material requires that the geometry is rendered with transparency.
 
- Public Member Functions inherited from H3D::X3DMaterialNode
 X3DMaterialNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0)
 Constructor.
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
- Public Member Functions inherited from H3D::X3DAppearanceChildNode
 X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0)
 Constructor.
 
virtual void preRender ()
 This function will be called by the X3DShapeNode before any rendering of geometry and before the call to the render function. More...
 
virtual void postRender ()
 This function will be called by the X3DShapeNode after the geometry has been rendered.
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (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.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 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 FieldgetField (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 Member Functions inherited from H3D::H3DDisplayListObject
 H3DDisplayListObject (Inst< DisplayList > _displayList=0)
 Constructor.
 

Public Attributes

H3DUniquePtr< SFFloatambientIntensity
 The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect. More...
 
H3DUniquePtr< SFColordiffuseColor
 The diffuseColor field reflects all light sources depending on the angle of the surface with respect to the light source. More...
 
H3DUniquePtr< SFColoremissiveColor
 The emissiveColor field models "glowing" objects. More...
 
H3DUniquePtr< SFFloatshininess
 Shininess effect the specular highlights. More...
 
H3DUniquePtr< SFColorspecularColor
 The color of the specular highlights. More...
 
H3DUniquePtr< SFFloattransparency
 The transparency field specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque. More...
 
H3DUniquePtr< SFFloatbackAmbientIntensity
 The backAmbientIntensity is the same as the ambientIntensity field but will be used for the back side of the geometry if separateBackColor is true;. More...
 
H3DUniquePtr< SFColorbackDiffuseColor
 The backDiffuseColor is the same as the diffuseColor field but will be used for the back side of the geometry if separateBackColor is true;. More...
 
H3DUniquePtr< SFColorbackEmissiveColor
 The backEmissiveColor is the same as the emissiveColor field but will be used for the back side of the geometry if separateBackColor is true;. More...
 
H3DUniquePtr< SFFloatbackShininess
 The backShininess is the same as the shininess field but will be used for the back side of the geometry if separateBackColor is true;. More...
 
H3DUniquePtr< SFColorbackSpecularColor
 The backSpecularColor is the same as the specularColor field but will be used for the back side of the geometry if separateBackColor is true;. More...
 
H3DUniquePtr< SFFloatbackTransparency
 The backTransparency is the same as the transparency field but will be used for the back side of the geometry if separateBackColor is true. More...
 
H3DUniquePtr< SFBoolseparateBackColor
 If the separateBackColor field is set to TRUE, then the rendering shall render the front and back faces of the geometry with different values. More...
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 
- Public Attributes inherited from H3D::H3DDisplayListObject
H3DUniquePtr< DisplayListdisplayList
 The DisplayList instance handling the OpenGL caching of this object.
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 

Additional Inherited Members

- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 
- Static Public Member Functions inherited from H3D::Node
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.
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 

Detailed Description

This node defines material properties that can effect both the front and back side of a polygon individually.

These materials are used for both the front and back side of the geometry whenever the X3D lighting model is active.

If the separateBackColor field is set to TRUE, then the rendering shall render the front and back faces of the geometry with different values. If the value is FALSE, then the front colours are used for both the front and back side of the polygon, as per the existing X3D lighting rules.

When calculating the terms in the lighting equations, the front geometry shall use the fields ambientIntensity, diffuseColor,emissiveColor, shininess, specularColor, and transparency. The faces that are determined to be the back side are rendered using backAmbientIntensity, backDiffuseColor, backEmissiveColor, backShininess, and backTransparency as the appropriate components in the lighting equations.

Examples:

Internal routes:

Member Function Documentation

◆ getAffectedGLAttribs()

virtual GLbitfield H3D::TwoSidedMaterial::getAffectedGLAttribs ( )
inlinevirtual

Returns a bitmask of the OpenGL attrib bits that will be affected by this node.

The value can be used in glPushAttrib in order to save the current state.

Reimplemented from H3D::X3DAppearanceChildNode.

Member Data Documentation

◆ ambientIntensity

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::ambientIntensity

The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect.

Ambient light is omnidirectional and depends only on the number of light sources, not their positions with respect to the surface. Ambient colour is calculated as ambientIntensity x diffuseColor.

Access type: inputOutput
Default value: 0.2
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backAmbientIntensity

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::backAmbientIntensity

The backAmbientIntensity is the same as the ambientIntensity field but will be used for the back side of the geometry if separateBackColor is true;.

Access type: inputOutput
Default value: 0.2
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backDiffuseColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::backDiffuseColor

The backDiffuseColor is the same as the diffuseColor field but will be used for the back side of the geometry if separateBackColor is true;.

Access type: inputOutput
Default value: RGB( 0.8, 0.8, 0.8 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backEmissiveColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::backEmissiveColor

The backEmissiveColor is the same as the emissiveColor field but will be used for the back side of the geometry if separateBackColor is true;.

Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backShininess

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::backShininess

The backShininess is the same as the shininess field but will be used for the back side of the geometry if separateBackColor is true;.

Access type: inputOutput
Default value: 0.2
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backSpecularColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::backSpecularColor

The backSpecularColor is the same as the specularColor field but will be used for the back side of the geometry if separateBackColor is true;.

Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ backTransparency

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::backTransparency

The backTransparency is the same as the transparency field but will be used for the back side of the geometry if separateBackColor is true.

Access type: inputOutput
Default value: 0
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().

◆ diffuseColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::diffuseColor

The diffuseColor field reflects all light sources depending on the angle of the surface with respect to the light source.

The more directly the surface faces the light, the more diffuse light reflects.

Access type: inputOutput
Default value: RGB( 0.8, 0.8, 0.8 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ emissiveColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::emissiveColor

The emissiveColor field models "glowing" objects.

This can be useful for displaying pre-lit models (where the light energy of the room is computed explicitly), or for displaying scientific data.

Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ separateBackColor

H3DUniquePtr< SFBool > H3D::TwoSidedMaterial::separateBackColor

If the separateBackColor field is set to TRUE, then the rendering shall render the front and back faces of the geometry with different values.

If the value is FALSE, then the front colours are used for both the front and back side of the polygon,

Access type: inputOutput
Default value: false

Referenced by render(), and TwoSidedMaterial().

◆ shininess

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::shininess

Shininess effect the specular highlights.

Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.

Access type: inputOutput
Default value: 0.2
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().

◆ specularColor

H3DUniquePtr< SFColor > H3D::TwoSidedMaterial::specularColor

The color of the specular highlights.

Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1, 0-1, 0-1]

Referenced by render(), and TwoSidedMaterial().

◆ transparency

H3DUniquePtr< SFFloat > H3D::TwoSidedMaterial::transparency

The transparency field specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.

Access type: inputOutput
Default value: 0
Valid range: [0-1]

Referenced by render(), and TwoSidedMaterial().


The documentation for this class was generated from the following files: