openscenegraph
osgFX::Technique Class Referenceabstract

#include <Technique>

Inheritance diagram for osgFX::Technique:
osg::Referenced

Public Member Functions

 Technique ()
virtual const char * techniqueName ()
virtual const char * techniqueDescription ()
virtual void getRequiredExtensions (std::vector< std::string > &) const
virtual bool validate (osg::State &) const
int getNumPasses () const
osg::StateSetgetPassStateSet (int i)
const osg::StateSetgetPassStateSet (int i) const
virtual void traverse (osg::NodeVisitor &nv, Effect *fx)
Public Member Functions inherited from osg::Referenced
 Referenced ()
 Referenced (bool threadSafeRefUnref)
 Referenced (const Referenced &)
Referencedoperator= (const Referenced &)
virtual void setThreadSafeRefUnref (bool)
bool getThreadSafeRefUnref () const
OpenThreads::MutexgetRefMutex () const
int ref () const
int unref () const
int unref_nodelete () const
int referenceCount () const
ObserverSetgetObserverSet () const
ObserverSetgetOrCreateObserverSet () const
void addObserver (Observer *observer) const
void removeObserver (Observer *observer) const

Protected Member Functions

 Technique (const Technique &)
virtual ~Technique ()
Techniqueoperator= (const Technique &)
void dirtyPasses ()
void addPass (osg::StateSet *ss=0)
virtual osg::NodegetOverrideChild (int)
virtual void define_passes ()=0
void traverse_implementation (osg::NodeVisitor &nv, Effect *fx)
Protected Member Functions inherited from osg::Referenced
virtual ~Referenced ()
void signalObserversAndDelete (bool signalDelete, bool doDelete) const
void deleteUsingDeleteHandler () const

Additional Inherited Members

Static Public Member Functions inherited from osg::Referenced
static OpenThreads::MutexgetGlobalReferencedMutex ()
static void setDeleteHandler (DeleteHandler *handler)
static DeleteHandlergetDeleteHandler ()
Protected Attributes inherited from osg::Referenced
OpenThreads::AtomicPtr _observerSet
OpenThreads::Atomic _refCount

Detailed Description

This is the base class for effect techniques. A technique represents one of the possible ways to implement a special effect. This base class is abstract, you will have to subclass your own techniques for your custom effects. Derived classes will have to implement the define_passes() method to configure the rendering pass(es) that make up the technique. Usually you will create one StateSet object for each rendering pass and then you'll call addPass(stateset). The validate() method should return true if the technique is valid within the current rendering context, false otherwise. The default implementation of validate() calls getRequiredExtensions() and tests whether all required extensions are supported or not, returning false if at least one extension is not supported.

Constructor & Destructor Documentation

◆ Technique() [1/2]

osgFX::Technique::Technique ( )

Referenced by operator=(), and Technique().

◆ Technique() [2/2]

osgFX::Technique::Technique ( const Technique & )
inlineprotected

◆ ~Technique()

virtual osgFX::Technique::~Technique ( )
inlineprotectedvirtual

Member Function Documentation

◆ addPass()

void osgFX::Technique::addPass ( osg::StateSet * ss = 0)
protected

create a new pass node, add it to the technique and associate a StateSet

◆ define_passes()

virtual void osgFX::Technique::define_passes ( )
protectedpure virtual

define the rendering passes that make up this technique. You must implement this method in derived classes to add the required passes.

◆ dirtyPasses()

void osgFX::Technique::dirtyPasses ( )
inlineprotected

force rebuilding of pass nodes on next traversal

◆ getNumPasses()

int osgFX::Technique::getNumPasses ( ) const
inline

get the number of rendering passes defined in this Technique

Referenced by validate().

◆ getOverrideChild()

virtual osg::Node * osgFX::Technique::getOverrideChild ( int )
inlineprotectedvirtual

optional: return a node that overrides the child node on a specified pass

◆ getPassStateSet() [1/2]

osg::StateSet * osgFX::Technique::getPassStateSet ( int i)
inline

get the StateSet object associated to the i-th pass

Referenced by validate().

◆ getPassStateSet() [2/2]

const osg::StateSet * osgFX::Technique::getPassStateSet ( int i) const
inline

get the const StateSet object associated to the i-th pass

◆ getRequiredExtensions()

virtual void osgFX::Technique::getRequiredExtensions ( std::vector< std::string > & ) const
inlinevirtual

collect the GL extension strings which are required for this technique to work properly. This method is called from the default implementation of validate().

◆ operator=()

Technique & osgFX::Technique::operator= ( const Technique & )
inlineprotected

References Technique().

◆ techniqueDescription()

virtual const char * osgFX::Technique::techniqueDescription ( )
inlinevirtual

get a brief description of this Technique

◆ techniqueName()

virtual const char * osgFX::Technique::techniqueName ( )
inlinevirtual

get the name of this Technique

◆ traverse()

void osgFX::Technique::traverse ( osg::NodeVisitor & nv,
Effect * fx )
inlinevirtual

traverse children with multipass if necessary. By default this method simply calls the protected method traverse_implementation(); you can override it to change the default behavior. Don't call this method directly as it is called by osgFX::Effect

References traverse_implementation().

Referenced by validate().

◆ traverse_implementation()

void osgFX::Technique::traverse_implementation ( osg::NodeVisitor & nv,
Effect * fx )
protected

traverse children with multipass if necessary. Don't call this method directly unless you are in a customized version of traverse().

Referenced by traverse().

◆ validate()

virtual bool osgFX::Technique::validate ( osg::State & ) const
virtual

tests whether this technique is valid for the current rendering context. The default behavior is to call getRequiredExtensions() and check for extension availability.

References getNumPasses(), getPassStateSet(), and traverse().


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