This class has to be rewritten, it's really really a shame.......
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#include <anatomist/color/Material.h>
|
enum | RenderProperty {
RenderLighting
, RenderSmoothShading
, RenderFiltering
, RenderZBuffer
,
RenderFaceCulling
, FrontFace
, RenderMode
, Ghost
,
SelectableMode = Ghost
, UseShader
, ShaderColorNormals
, NormalIsDirection
} |
| Rendering properties flags. More...
|
|
enum | RenderingMode {
Normal
, Wireframe
, Outlined
, HiddenWireframe
,
Fast
, ExtOutlined
} |
|
enum | SelectableMode { AlwaysSelectable
, GhostSelection
, SelectableWhenOpaque
, SelectableWhenNotTotallyTransparent
} |
|
enum | LightingModel { NoLighting
, PhongLighting
, BlinnPhongLighting
} |
|
enum | ShadingModel { FlatShading
, GouraudShading
, PhongShading
} |
|
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| Material () |
|
| Material (const Material &) |
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virtual | ~Material () |
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GLfloat * | Ambient () |
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GLfloat * | Diffuse () |
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GLfloat * | Specular () |
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GLfloat | Shininess () const |
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GLfloat * | Emission () |
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GLfloat | Ambient (int i) const |
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GLfloat | Diffuse (int i) const |
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GLfloat | Specular (int i) const |
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GLfloat | Emission (int i) const |
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void | SetAmbient (float, float, float, float) |
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void | SetDiffuse (float, float, float, float) |
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void | SetSpecular (float, float, float, float) |
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void | SetShininess (float val) |
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void | SetEmission (float, float, float, float) |
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void | SetAmbientR (float val) |
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void | SetAmbientG (float val) |
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void | SetAmbientB (float val) |
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void | SetAmbientA (float val) |
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void | SetDiffuseR (float val) |
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void | SetDiffuseG (float val) |
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void | SetDiffuseB (float val) |
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void | SetDiffuseA (float val) |
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void | SetSpecularR (float val) |
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void | SetSpecularG (float val) |
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void | SetSpecularB (float val) |
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void | SetSpecularA (float val) |
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void | SetEmissionR (float val) |
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void | SetEmissionG (float val) |
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void | SetEmissionB (float val) |
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void | SetEmissionA (float val) |
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GLfloat * | unlitColor () const |
| color used without lighting (filar meshes, wireframe) More...
|
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GLfloat | unlitColor (int i) const |
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void | setUnlitColor (float, float, float, float) |
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float | lineWidth () const |
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void | setLineWidth (float w) |
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void | setGLMaterial () const |
| setup OpenGL properties. More...
|
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void | popGLState () const |
| Pops previous OpenGL state. More...
|
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bool | IsBlended () const |
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int | renderProperty (RenderProperty) const |
| a property set to -1 is neutral (use window or app default) More...
|
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void | setRenderProperty (RenderProperty, int) |
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Material & | operator= (const Material &) |
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bool | operator!= (const Material &) const |
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bool | operator== (const Material &mat) const |
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void | set (const carto::GenericObject &) |
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carto::Object | genericDescription () const |
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This class has to be rewritten, it's really really a shame.......
Definition at line 47 of file Material.h.
◆ LightingModel
Enumerator |
---|
NoLighting | |
PhongLighting | |
BlinnPhongLighting | |
Definition at line 98 of file Material.h.
◆ RenderingMode
Enumerator |
---|
Normal | |
Wireframe | |
Outlined | |
HiddenWireframe | |
Fast | |
ExtOutlined | |
Definition at line 80 of file Material.h.
◆ RenderProperty
Rendering properties flags.
Enumerator |
---|
RenderLighting | lighting effect according to vertices normals
|
RenderSmoothShading | polygons color interpolation
|
RenderFiltering | line/polygon filtering
|
RenderZBuffer | print in Z-buffer
|
RenderFaceCulling | filter back side polygons
|
FrontFace | specify which is the front face (normally CW in our indirect referentials): 0 is CW, 1 is CCW.
|
RenderMode | wireframe rendering
|
Ghost | ghost mode (invisible to clicks)
|
SelectableMode | |
UseShader | |
ShaderColorNormals | |
NormalIsDirection | if set, the normal in a mesh is actually its wireframe direction, and interpreted as if the wireframes were cylindric tubes for lighting when shaders are activated.
|
Definition at line 51 of file Material.h.
◆ SelectableMode
Enumerator |
---|
AlwaysSelectable | |
GhostSelection | |
SelectableWhenOpaque | |
SelectableWhenNotTotallyTransparent | |
Definition at line 90 of file Material.h.
◆ ShadingModel
Enumerator |
---|
FlatShading | |
GouraudShading | |
PhongShading | |
Definition at line 105 of file Material.h.
◆ Material() [1/2]
anatomist::Material::Material |
( |
| ) |
|
◆ Material() [2/2]
anatomist::Material::Material |
( |
const Material & |
| ) |
|
◆ ~Material()
virtual anatomist::Material::~Material |
( |
| ) |
|
|
virtual |
◆ Ambient() [1/2]
GLfloat* anatomist::Material::Ambient |
( |
| ) |
|
|
inline |
◆ Ambient() [2/2]
GLfloat anatomist::Material::Ambient |
( |
int |
i | ) |
const |
|
inline |
◆ Diffuse() [1/2]
GLfloat* anatomist::Material::Diffuse |
( |
| ) |
|
|
inline |
◆ Diffuse() [2/2]
GLfloat anatomist::Material::Diffuse |
( |
int |
i | ) |
const |
|
inline |
◆ Emission() [1/2]
GLfloat* anatomist::Material::Emission |
( |
| ) |
|
|
inline |
◆ Emission() [2/2]
GLfloat anatomist::Material::Emission |
( |
int |
i | ) |
const |
|
inline |
◆ genericDescription()
◆ IsBlended()
bool anatomist::Material::IsBlended |
( |
| ) |
const |
◆ lineWidth()
float anatomist::Material::lineWidth |
( |
| ) |
const |
◆ operator!=()
◆ operator=()
◆ operator==()
bool anatomist::Material::operator== |
( |
const Material & |
mat | ) |
const |
|
inline |
◆ popGLState()
void anatomist::Material::popGLState |
( |
| ) |
const |
Pops previous OpenGL state.
This is an almost private function that should only be called by GLComponent internals
◆ renderProperty()
a property set to -1 is neutral (use window or app default)
◆ set()
◆ SetAmbient()
void anatomist::Material::SetAmbient |
( |
float |
, |
|
|
float |
, |
|
|
float |
, |
|
|
float |
|
|
) |
| |
◆ SetAmbientA()
void anatomist::Material::SetAmbientA |
( |
float |
val | ) |
|
◆ SetAmbientB()
void anatomist::Material::SetAmbientB |
( |
float |
val | ) |
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◆ SetAmbientG()
void anatomist::Material::SetAmbientG |
( |
float |
val | ) |
|
◆ SetAmbientR()
void anatomist::Material::SetAmbientR |
( |
float |
val | ) |
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◆ SetDiffuse()
void anatomist::Material::SetDiffuse |
( |
float |
, |
|
|
float |
, |
|
|
float |
, |
|
|
float |
|
|
) |
| |
◆ SetDiffuseA()
void anatomist::Material::SetDiffuseA |
( |
float |
val | ) |
|
◆ SetDiffuseB()
void anatomist::Material::SetDiffuseB |
( |
float |
val | ) |
|
◆ SetDiffuseG()
void anatomist::Material::SetDiffuseG |
( |
float |
val | ) |
|
◆ SetDiffuseR()
void anatomist::Material::SetDiffuseR |
( |
float |
val | ) |
|
◆ SetEmission()
void anatomist::Material::SetEmission |
( |
float |
, |
|
|
float |
, |
|
|
float |
, |
|
|
float |
|
|
) |
| |
◆ SetEmissionA()
void anatomist::Material::SetEmissionA |
( |
float |
val | ) |
|
◆ SetEmissionB()
void anatomist::Material::SetEmissionB |
( |
float |
val | ) |
|
◆ SetEmissionG()
void anatomist::Material::SetEmissionG |
( |
float |
val | ) |
|
◆ SetEmissionR()
void anatomist::Material::SetEmissionR |
( |
float |
val | ) |
|
◆ setGLMaterial()
void anatomist::Material::setGLMaterial |
( |
| ) |
const |
setup OpenGL properties.
This is an almost private function that should only be called by GLComponent internals. It implies a glPushAttrib() so popGLState() should be called after the object rendering
◆ setLineWidth()
void anatomist::Material::setLineWidth |
( |
float |
w | ) |
|
◆ setRenderProperty()
◆ SetShininess()
void anatomist::Material::SetShininess |
( |
float |
val | ) |
|
◆ SetSpecular()
void anatomist::Material::SetSpecular |
( |
float |
, |
|
|
float |
, |
|
|
float |
, |
|
|
float |
|
|
) |
| |
◆ SetSpecularA()
void anatomist::Material::SetSpecularA |
( |
float |
val | ) |
|
◆ SetSpecularB()
void anatomist::Material::SetSpecularB |
( |
float |
val | ) |
|
◆ SetSpecularG()
void anatomist::Material::SetSpecularG |
( |
float |
val | ) |
|
◆ SetSpecularR()
void anatomist::Material::SetSpecularR |
( |
float |
val | ) |
|
◆ setUnlitColor()
void anatomist::Material::setUnlitColor |
( |
float |
, |
|
|
float |
, |
|
|
float |
, |
|
|
float |
|
|
) |
| |
◆ Shininess()
GLfloat anatomist::Material::Shininess |
( |
| ) |
const |
|
inline |
◆ Specular() [1/2]
GLfloat* anatomist::Material::Specular |
( |
| ) |
|
|
inline |
◆ Specular() [2/2]
GLfloat anatomist::Material::Specular |
( |
int |
i | ) |
const |
|
inline |
◆ unlitColor() [1/2]
GLfloat* anatomist::Material::unlitColor |
( |
| ) |
const |
color used without lighting (filar meshes, wireframe)
◆ unlitColor() [2/2]
GLfloat anatomist::Material::unlitColor |
( |
int |
i | ) |
const |
◆ operator<<
◆ operator>>
◆ _ambient
GLfloat anatomist::Material::_ambient[4] |
|
protected |
◆ _diffuse
GLfloat anatomist::Material::_diffuse[4] |
|
protected |
◆ _emission
GLfloat anatomist::Material::_emission[4] |
|
protected |
◆ _shininess
GLfloat anatomist::Material::_shininess |
|
protected |
◆ _specular
GLfloat anatomist::Material::_specular[4] |
|
protected |
The documentation for this class was generated from the following file: