Workspace 6.21.5
Public Member Functions | List of all members
NodeColoringShader Class Reference

A shader which colors a model based using a node mapper and a color scale.

#include <Rendering/SceneComponents/Shaders/nodecoloringshader.h>

Inheritance diagram for NodeColoringShader:
[legend]

Public Member Functions

 NodeColoringShader ()
 
 NodeColoringShader (const NodeColoringShader &shader)
 
 ~NodeColoringShader () override
 
bool appliesScreenSpaceAmbientOcclusion () override
 
bool appliesTransparency () const override
 
NodeColoringShaderclone () const override
 
const DataAnalysis::ColorScalegetColorScale () const
 
bool getLightingEnabled () const
 
const Mesh::NodeMappergetNodeMapper () const
 
SurfaceRepresentation getSurfaceRepresentation () const
 
NodeColoringShaderoperator= (const NodeColoringShader &shader)
 
void setColorScale (const DataAnalysis::ColorScale &colorScale)
 
void setLightingEnabled (bool b)
 
void setNodeMapper (const Mesh::NodeMapper &mapper)
 
void setSurfaceRepresentation (SurfaceRepresentation r)
 
- Public Member Functions inherited from TypedShader< NodeColoringShader >
 ~TypedShader () override=default
 
- Public Member Functions inherited from Shader
 ~Shader () override
 
bool activate (SceneRenderer &renderer)
 Activates the shader on the target WSGLRenderer in preparation for drawing an object.
 
virtual bool appliesScreenSpaceAmbientOcclusion ()
 
virtual bool appliesSpecular ()
 
virtual bool appliesTransparency () const =0
 
Shaderclone () const override=0
 
bool deactivate (SceneRenderer &renderer)
 Deactivates the shader on the target WSGLRenderer, setting it back to the state it was in before the shader was bound.
 
int getId () const
 
Mesh::MeshModelSource::MeshModelInterfaceLockedPtr getMeshModelInterface (const QString &modelId, Mesh::MeshModelLibrary &modelLib)
 
bool getModelSourceUpdateRequested () const
 
bool getOptimizeOutInternalVolumeElements () const
 
double getSegmentLineWidth () const
 
virtual TexturizergetTexturizer ()
 
virtual const TexturizergetTexturizer () const
 
bool renderCurrentModel (SceneRenderer &renderer)
 Renders the model currently being processed by the specified renderer.s.
 
bool renderCurrentModelGlyphs (SceneRenderer &renderer)
 
void setOptimizeOutInternalVolumeElements (bool val)
 
void setSegmentLineWidth (double width)
 
- Public Member Functions inherited from Clonable
virtual ~Clonable ()=default
 
virtual Clonableclone () const =0
 

Additional Inherited Members

- Static Public Member Functions inherited from TypedShader< NodeColoringShader >
static void registerImplementation (const SceneRendererTypeId &rendererId, const ShaderImplementationFactory &factory)
 
- Protected Member Functions inherited from TypedShader< NodeColoringShader >
 TypedShader ()
 
 TypedShader (const TypedShader &shader)
 
TypedShaderclone () const override=0
 
- Protected Member Functions inherited from Shader
 Shader ()
 
 Shader (const Shader &shader)
 
void addImplementation (const SceneRendererContext &context, ShaderImplementation &impl)
 
void setId (int id)
 

Constructor & Destructor Documentation

◆ NodeColoringShader() [1/2]

◆ NodeColoringShader() [2/2]

◆ ~NodeColoringShader()

~NodeColoringShader ( )
override

Member Function Documentation

◆ appliesScreenSpaceAmbientOcclusion()

bool appliesScreenSpaceAmbientOcclusion ( )
inlineoverridevirtual

Sub-classes only need to overide this if they can apply Screen Space Ambient Occlusion

Reimplemented from Shader.

◆ appliesTransparency()

bool appliesTransparency ( ) const
overridevirtual

Subclasses must override this to specify whether they apply transparency to objects or not when they are enabled.

Implements Shader.

◆ clone()

NodeColoringShader * clone ( ) const
overridevirtual
Returns
A clone of this object.
Note
Subclasses would normally return their own type rather than the Clonable type. The C++ language rules allow a more derived type to be returned from a virtual function and the compiler will still treat it as a valid override.

Implements TypedShader< NodeColoringShader >.

◆ getColorScale()

const ColorScale & getColorScale ( ) const

◆ getLightingEnabled()

bool getLightingEnabled ( ) const

◆ getNodeMapper()

const Mesh::NodeMapper & getNodeMapper ( ) const

◆ getSurfaceRepresentation()

SurfaceRepresentation getSurfaceRepresentation ( ) const

◆ operator=()

NodeColoringShader & operator= ( const NodeColoringShader shader)

◆ setColorScale()

void setColorScale ( const DataAnalysis::ColorScale colorScale)

◆ setLightingEnabled()

void setLightingEnabled ( bool  b)

◆ setNodeMapper()

void setNodeMapper ( const Mesh::NodeMapper mapper)

◆ setSurfaceRepresentation()

void setSurfaceRepresentation ( SurfaceRepresentation  r)