version 3.3

VRS::TexturingEffectShaderGL Class Reference

#include <vrs/opengl/texturingeffectshadergl.h>

Inheritance diagram for VRS::TexturingEffectShaderGL:

VRS::Shader VRS::Handler VRS::RenderObj VRS::SharedObj VRS::Visitable

List of all members.

Public Member Functions

virtual ID target () const =0
virtual bool canBeUsed (Engine *E, const MonoAttribute *) const
virtual bool isApplicableForCurrentPass (Engine *, const MonoAttribute *) const
virtual void eval (Engine *E, const MonoAttribute *, const Shape *S, unsigned int pass)
 VRS_TYPEINFO (TexturingEffectShaderGL, Shader)
 PassesSetup ()
unsigned int numberOfPasses () const
AttributeCompositegetCurrentPass () const
AttributeCompositecreateNextPass ()
Iterator< SO
< AttributeComposite > > * 
passes () const
unsigned int texturesUsedInCurrentPass () const
void addUsedTexturesInCurrentPass (unsigned int count)
bool surfaceContainsColorInCurrentPass () const
void colorWrittenToSurfaceInCurrentPass ()
bool surfaceContainsAlphaInCurrentPass () const
void alphaWrittenToSurfaceInCurrentPass ()
bool frameBufferContainsColor () const
void colorWrittenToFrameBuffer ()
 VRS_TYPEINFO (PassesSetup, SharedObj)

Protected Member Functions

virtual void updatePasses (EngineGL *engine, TexturingEffectGL *effect, PassesSetup *passes)=0


Member Function Documentation

virtual ID VRS::TexturingEffectShaderGL::target (  )  const [pure virtual]

The target class of the monoattribute classes for which the shader provides a service. This method is not pure virtual in order to be able to instantiate a standard shader.

Reimplemented from VRS::Shader.

virtual bool VRS::TexturingEffectShaderGL::canBeUsed ( Engine ,
const MonoAttribute  
) const [virtual]

Checks whether the current processor allows shading, and availability of extensions required for processing.

Reimplemented from VRS::Shader.

virtual bool VRS::TexturingEffectShaderGL::isApplicableForCurrentPass ( Engine ,
const MonoAttribute  
) const [virtual]

Checks whether the current rendering pass (as defined by techniques) requires or allows for local shader evaluation of the scene graph. The default shader applies for all rendering passes where shading occurs, i.e., where the rendering hint is not NO_SHADING_PASS. Subclasses will overwrite this method very likely.

Reimplemented from VRS::Shader.

virtual void VRS::TexturingEffectShaderGL::eval ( Engine ,
const MonoAttribute ,
const Shape ,
unsigned int  pass 
) [virtual]

May be specified in sub classes to configure evaluation of shapes. Settings concerning the evaluation of a (specific) shape should be made before processing and withdrawn after processing, respectively.

Reimplemented from VRS::Shader.

VRS::TexturingEffectShaderGL::VRS_TYPEINFO ( TexturingEffectShaderGL  ,
Shader   
)

virtual void VRS::TexturingEffectShaderGL::updatePasses ( EngineGL engine,
TexturingEffectGL effect,
PassesSetup *  passes 
) [protected, pure virtual]

VRS::TexturingEffectShaderGL::PassesSetup (  ) 

unsigned int VRS::TexturingEffectShaderGL::numberOfPasses (  )  const

AttributeComposite* VRS::TexturingEffectShaderGL::getCurrentPass (  )  const

AttributeComposite* VRS::TexturingEffectShaderGL::createNextPass (  ) 

Iterator<SO<AttributeComposite> >* VRS::TexturingEffectShaderGL::passes (  )  const

unsigned int VRS::TexturingEffectShaderGL::texturesUsedInCurrentPass (  )  const

void VRS::TexturingEffectShaderGL::addUsedTexturesInCurrentPass ( unsigned int  count  ) 

bool VRS::TexturingEffectShaderGL::surfaceContainsColorInCurrentPass (  )  const

void VRS::TexturingEffectShaderGL::colorWrittenToSurfaceInCurrentPass (  ) 

bool VRS::TexturingEffectShaderGL::surfaceContainsAlphaInCurrentPass (  )  const

void VRS::TexturingEffectShaderGL::alphaWrittenToSurfaceInCurrentPass (  ) 

bool VRS::TexturingEffectShaderGL::frameBufferContainsColor (  )  const

void VRS::TexturingEffectShaderGL::colorWrittenToFrameBuffer (  ) 

VRS::TexturingEffectShaderGL::VRS_TYPEINFO ( PassesSetup  ,
SharedObj   
)


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

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