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此仓库是为了提升国内下载速度的镜像仓库,每日同步一次。 原始仓库: https://github.com/openscenegraph/OpenSceneGraph
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Cartoon 3.65 KB
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Alberto Luaces 提交于 2018-04-21 00:18 +08:00 . Fix typos and spelling.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
//osgFX - Copyright (C) 2003 Marco Jez
#ifndef OSGFX_CARTOON_
#define OSGFX_CARTOON_
#include <osgFX/Export>
#include <osgFX/Effect>
#include <osg/Material>
#include <osg/LineWidth>
namespace osgFX
{
/**
This effect implements a technique called 'Cel-Shading' to produce a
cartoon-style (non photorealistic) rendering. Two passes are required:
the first one draws solid surfaces, the second one draws the outlines.
A vertex program is used to setup texture coordinates for a sharp lighting
texture on unit 0 which is generated on-the-fly.
This effect requires the ARB_vertex_program extension.
*/
class OSGFX_EXPORT Cartoon: public Effect {
public:
Cartoon();
Cartoon(const Cartoon& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
// effect class information
META_Effect(
osgFX,
Cartoon,
"Cartoon",
"This effect implements a technique called 'Cel-Shading' to produce a "
"cartoon-style (non photorealistic) rendering. Two passes are required: "
"the first one draws solid surfaces, the second one draws the outlines. "
"A vertex program is used to setup texture coordinates for a sharp lighting "
"texture on unit 0 which is generated on-the-fly.\n"
"This effect requires the ARB_vertex_program extension "
"or OpenGL Shading Language.",
"Marco Jez; OGLSL port by Mike Weiblen");
/** get the outline color */
inline const osg::Vec4& getOutlineColor() const;
/** set the outline color */
inline void setOutlineColor(const osg::Vec4& color);
/** get the outline line width */
inline float getOutlineLineWidth() const;
/** set the outline line width */
inline void setOutlineLineWidth(float w);
/** get the OpenGL light number */
inline int getLightNumber() const;
/** set the OpenGL light number that will be used in lighting computations */
inline void setLightNumber(int n);
protected:
virtual ~Cartoon() {}
Cartoon& operator=(const Cartoon&) { return *this; }
bool define_techniques();
private:
osg::ref_ptr<osg::Material> _wf_mat;
osg::ref_ptr<osg::LineWidth> _wf_lw;
int _lightnum;
};
// INLINE METHODS
inline const osg::Vec4& Cartoon::getOutlineColor() const
{
return _wf_mat->getEmission(osg::Material::FRONT_AND_BACK);
}
inline void Cartoon::setOutlineColor(const osg::Vec4& color)
{
_wf_mat->setEmission(osg::Material::FRONT_AND_BACK, color);
}
inline float Cartoon::getOutlineLineWidth() const
{
return _wf_lw->getWidth();
}
inline void Cartoon::setOutlineLineWidth(float w)
{
_wf_lw->setWidth(w);
}
inline int Cartoon::getLightNumber() const
{
return _lightnum;
}
inline void Cartoon::setLightNumber(int n)
{
_lightnum = n;
dirtyTechniques();
}
}
#endif
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