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The SoVertexAttributeBinding class is a node for setting up how vertex attributes are mapped to shapes. More...
#include <Inventor/nodes/SoVertexAttributeBinding.h>
Public Types | |
enum | Binding { OVERALL = SoVertexAttributeBindingElement::OVERALL, PER_VERTEX = SoVertexAttributeBindingElement::PER_VERTEX, PER_VERTEX_INDEXED = SoVertexAttributeBindingElement::PER_VERTEX_INDEXED, DEFAULT = PER_VERTEX_INDEXED } |
Public Member Functions | |
virtual SoType | getTypeId (void) const |
SoVertexAttributeBinding (void) | |
virtual void | doAction (SoAction *action) |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | callback (SoCallbackAction *action) |
virtual void | pick (SoPickAction *action) |
virtual void | getPrimitiveCount (SoGetPrimitiveCountAction *action) |
Static Public Member Functions | |
static SoType | getClassTypeId (void) |
static void | initClass (void) |
Public Attributes | |
SoSFEnum | value |
Protected Member Functions | |
virtual const SoFieldData * | getFieldData (void) const |
virtual | ~SoVertexAttributeBinding () |
Static Protected Member Functions | |
static const SoFieldData ** | getFieldDataPtr (void) |
The SoVertexAttributeBinding class is a node for setting up how vertex attributes are mapped to shapes.
The material binding specified in nodes of this type decides how the vertex attribute values of SoVertexAttribute nodes are mapped on the builtin geometry shape nodes.
Here is a simple usage example:
#Inventor V2.1 ascii ShaderProgram { shaderObject [ VertexShader { sourceProgram "vertex.glsl" } ] } Coordinate3 { point [ 0 0 0, 1 0 0, 1 1 0 ] } VertexAttributeBinding { value OVERALL } VertexAttribute { typeName "SoMFVec3f" name "color" values [ 1.0 0.0 0.0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, -1 ] }
The vertex shader (vertex.glsl):
attribute vec3 color; void main(void) { gl_Position = ftransform(); fragcolor = color; }
With SoVertexAttributeBinding::value set to PER_VERTEX_INDEXED
above, the attribute indices will be taken from the SoIndexedFaceSet::coordIndex field when rendering.
If SoVertexAttributeBinding::value is set to PER_VERTEX
, attributes will be fetched in a monotonically increasing manner from the SoVertexAttribute::value field, starting at index 0.
If SoVertexAttributeBinding::value is set to OVERALL
, the first attribute value from SoVertexAttribute::value will be sent to OpenGL before rendering.
FILE FORMAT/DEFAULTS:
VertexAttributeBinding { value PER_VERTEX_INDEXED }
Enumeration of available types of material binding.
SoVertexAttributeBinding::SoVertexAttributeBinding | ( | void | ) |
Constructor.
SoVertexAttributeBinding::~SoVertexAttributeBinding | ( | ) | [protected, virtual] |
Destructor.
SoType SoVertexAttributeBinding::getClassTypeId | ( | void | ) | [static] |
SoType SoVertexAttributeBinding::getTypeId | ( | void | ) | const [virtual] |
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and "downward" casting.
Usage example:
void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } }
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.
Implements SoBase.
const SoFieldData ** SoVertexAttributeBinding::getFieldDataPtr | ( | void | ) | [static, protected] |
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Reimplemented from SoNode.
const SoFieldData * SoVertexAttributeBinding::getFieldData | ( | void | ) | const [protected, virtual] |
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL
.
Reimplemented from SoFieldContainer.
void SoVertexAttributeBinding::initClass | ( | void | ) | [static] |
Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.
Reimplemented from SoNode.
void SoVertexAttributeBinding::doAction | ( | SoAction * | action | ) | [virtual] |
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
void SoVertexAttributeBinding::GLRender | ( | SoGLRenderAction * | action | ) | [virtual] |
Action method for the SoGLRenderAction.
This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.
Reimplemented from SoNode.
void SoVertexAttributeBinding::callback | ( | SoCallbackAction * | action | ) | [virtual] |
Action method for SoCallbackAction.
Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph.
Reimplemented from SoNode.
void SoVertexAttributeBinding::pick | ( | SoPickAction * | action | ) | [virtual] |
Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
void SoVertexAttributeBinding::getPrimitiveCount | ( | SoGetPrimitiveCountAction * | action | ) | [virtual] |
Action method for the SoGetPrimitiveCountAction.
Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action.
Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
The attribute binding to use for subsequent shape nodes in the scene graph. The default binding is SoVertexAttributeBinding::PER_VERTEX_INDEXED
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