Developer Documentation
ACG::SceneGraph::LightNode Member List

This is the complete list of members for ACG::SceneGraph::LightNode, including all inherited members.

ACG_CLASSNAME(LightNode) (defined in ACG::SceneGraph::LightNode)ACG::SceneGraph::LightNode
Active enum valueACG::SceneGraph::BaseNode
ALLPASSES enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
applyRenderObjectSettings(DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) constACG::SceneGraph::BaseNode
availableDrawModes() constACG::SceneGraph::BaseNodeinlinevirtual
BaseNode(BaseNode *_parent=0, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
BaseNode(BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
boundingBox(ACG::Vec3d &, ACG::Vec3d &) overrideACG::SceneGraph::LightNodevirtual
ChildIter typedefACG::SceneGraph::BaseNode
childrenBegin()ACG::SceneGraph::BaseNodeinline
childrenBegin() constACG::SceneGraph::BaseNodeinline
childrenEnd()ACG::SceneGraph::BaseNodeinline
childrenEnd() constACG::SceneGraph::BaseNodeinline
ChildrenFirst enum valueACG::SceneGraph::BaseNode
childrenRBegin()ACG::SceneGraph::BaseNodeinline
childrenRBegin() constACG::SceneGraph::BaseNodeinline
childrenREnd()ACG::SceneGraph::BaseNodeinline
childrenREnd() constACG::SceneGraph::BaseNodeinline
ChildRIter typedefACG::SceneGraph::BaseNode
className() const =0ACG::SceneGraph::BaseNodepure virtual
cone_ (defined in ACG::SceneGraph::LightNode)ACG::SceneGraph::LightNodeprivate
ConstChildIter typedefACG::SceneGraph::BaseNode
ConstChildRIter typedefACG::SceneGraph::BaseNode
delete_subtree()ACG::SceneGraph::BaseNode
draw(GLState &_state, const DrawModes::DrawMode &_drawMode) overrideACG::SceneGraph::LightNodevirtual
drawMode() constACG::SceneGraph::BaseNodeinline
drawMode(DrawModes::DrawMode _drawMode)ACG::SceneGraph::BaseNodeinline
enablePicking(bool _enable)ACG::SceneGraph::BaseNodeinline
enter(GLState &_state, const DrawModes::DrawMode &_drawmode) overrideACG::SceneGraph::LightNodevirtual
ACG::SceneGraph::BaseNode::enter(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodeinlinevirtual
enterPick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodevirtual
find(BaseNode *_node)ACG::SceneGraph::BaseNodeinline
find(const std::string &_name)ACG::SceneGraph::BaseNodeinline
getLightSource(LightSource *_light) constACG::SceneGraph::LightNode
getLightSourceViewSpace(LightSource *_light) constACG::SceneGraph::LightNode
getParameters(GLState &_state, GLenum _index, LightSource &_light)ACG::SceneGraph::LightNodeprivate
getRenderObjectModifier()ACG::SceneGraph::BaseNodeinline
getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat) overrideACG::SceneGraph::LightNodevirtual
getRenderObjectUniformPool()ACG::SceneGraph::BaseNodeinline
hidden()ACG::SceneGraph::BaseNodeinline
hide()ACG::SceneGraph::BaseNodeinline
HideChildren enum valueACG::SceneGraph::BaseNode
HideNode enum valueACG::SceneGraph::BaseNode
HideSubtree enum valueACG::SceneGraph::BaseNode
id() constACG::SceneGraph::BaseNodeinline
isDirty() constACG::SceneGraph::BaseNodeinline
leave(GLState &_state, const DrawModes::DrawMode &_drawmode) overrideACG::SceneGraph::LightNodevirtual
ACG::SceneGraph::BaseNode::leave(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodeinlinevirtual
leavePick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodevirtual
light_ACG::SceneGraph::LightNodeprivate
lightId_ACG::SceneGraph::LightNodeprivate
LightNode(BaseNode *_parent=0, const std::string &_name="<LightNode>")ACG::SceneGraph::LightNode
lightSave_ACG::SceneGraph::LightNodeprivate
mouseEvent(GLState &, QMouseEvent *)ACG::SceneGraph::BaseNodeinlinevirtual
MultipassBitMask typedefACG::SceneGraph::BaseNode
multipassNode() constACG::SceneGraph::BaseNodeinline
multipassNodeActive(const unsigned int _i) constACG::SceneGraph::BaseNode
multipassNodeSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::BaseNode
multipassStatus() constACG::SceneGraph::BaseNodeinline
multipassStatusActive(const unsigned int _i) constACG::SceneGraph::BaseNode
multipassStatusSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::BaseNode
name() constACG::SceneGraph::BaseNodeinline
name(const std::string &_name)ACG::SceneGraph::BaseNodeinline
nChildren() constACG::SceneGraph::BaseNodeinline
NodeFirst enum valueACG::SceneGraph::BaseNode
NOPASS enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
parent()ACG::SceneGraph::BaseNodeinline
parent() constACG::SceneGraph::BaseNodeinline
PASS_1 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_2 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_3 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_4 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_5 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_6 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_7 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_8 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASSES enum nameACG::SceneGraph::BaseNode
pick(GLState &_state, PickTarget _target) overrideACG::SceneGraph::LightNodevirtual
pickingEnabled()ACG::SceneGraph::BaseNodeinline
push_back(BaseNode *_node)ACG::SceneGraph::BaseNodeinline
remove(ChildIter _pos)ACG::SceneGraph::BaseNodeinline
SecondPass enum valueACG::SceneGraph::BaseNode
set_parent(BaseNode *_parent)ACG::SceneGraph::BaseNode
set_status(StatusMode _s)ACG::SceneGraph::BaseNodeinline
setDirty(bool _dirty=true)ACG::SceneGraph::BaseNodeinline
setLightSource(LightSource _light)ACG::SceneGraph::LightNodeinline
setMultipassNode(const MultipassBitMask _passNode)ACG::SceneGraph::BaseNodeinline
setMultipassStatus(const MultipassBitMask _passStatus)ACG::SceneGraph::BaseNodeinline
setParameters(GLState &_state, GLenum _index, LightSource &_light)ACG::SceneGraph::LightNodeprivate
setRenderObjectModifier(RenderObjectModifier *_modifier)ACG::SceneGraph::BaseNodeinline
setRenderObjectShaders(const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)ACG::SceneGraph::BaseNode
setRenderObjectShaders(const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)ACG::SceneGraph::BaseNode
setRenderObjectTexture(int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D)ACG::SceneGraph::BaseNode
setRenderObjectUniformPool(const GLSL::UniformPool *_pool)ACG::SceneGraph::BaseNodeinline
setTraverseMode(unsigned int _mode)ACG::SceneGraph::BaseNodeinline
show()ACG::SceneGraph::BaseNodeinline
sphere_ (defined in ACG::SceneGraph::LightNode)ACG::SceneGraph::LightNodeprivate
status() constACG::SceneGraph::BaseNodeinline
StatusMode enum nameACG::SceneGraph::BaseNode
transformedLight_ACG::SceneGraph::LightNodeprivate
traverseMode() constACG::SceneGraph::BaseNodeinline
TraverseMode enum nameACG::SceneGraph::BaseNode
visible()ACG::SceneGraph::BaseNodeinline
visualize()ACG::SceneGraph::LightNodeinline
visualize(bool _visualize)ACG::SceneGraph::LightNodeinline
visualize_ACG::SceneGraph::LightNodeprivate
~BaseNode()ACG::SceneGraph::BaseNodevirtual
~LightNode()ACG::SceneGraph::LightNodevirtual