BrainTrain
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CelSading Effect, every child of this node will get the effect. More...
#include <CelShading.h>
Public Member Functions | |
CelShading (bool secondPass=true, std::string vertSource="celShader.vert") | |
Constructor. More... | |
CelShading (const CelShading ©, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY) | |
META_Effect (null, CelShading,"CelShading","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. ""Vertices Shader, Toon Texture pass can be customize upon creating.","Marco Jez; OGLSL port by Mike Weiblen, adaptions by Gleb Ostrowski ") | |
Protected Member Functions | |
virtual | ~CelShading () |
bool | define_techniques () |
Private Attributes | |
osg::ref_ptr< osg::Material > | _material |
osg::ref_ptr< osg::LineWidth > | _lineWidth |
bool | _secondPass |
std::string | _vertSource |
CelSading Effect, every child of this node will get the effect.
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.
Definition at line 18 of file CelShading.h.
brtr::CelShading::CelShading | ( | bool | secondPass = true , |
std::string | vertSource = "celShader.vert" |
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) |
Constructor.
secondPass | if false, no outlines are being drawn |
vertSource | one can set explicitly the vertex shader |
Definition at line 97 of file CelShading.cpp.
brtr::CelShading::CelShading | ( | const CelShading & | copy, |
const osg::CopyOp & | copyop = osg::CopyOp::SHALLOW_COPY |
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) |
Definition at line 104 of file CelShading.cpp.
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inlineprotectedvirtual |
Definition at line 43 of file CelShading.h.
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protected |
Definition at line 110 of file CelShading.cpp.
brtr::CelShading::META_Effect | ( | null | , |
CelShading | , | ||
"CelShading" | , | ||
"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.""Vertices | Shader, | ||
Toon Texture pass can be customize upon creating." | , | ||
"Marco Jez; OGLSL port by Mike | Weiblen, | ||
adaptions by Gleb Ostrowski" | |||
) |
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private |
Definition at line 49 of file CelShading.h.
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private |
Definition at line 48 of file CelShading.h.
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private |
Definition at line 50 of file CelShading.h.
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private |
Definition at line 51 of file CelShading.h.