TwoSidedMaterial.h

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00001 
00002 //    Copyright 2004, SenseGraphics AB
00003 //
00004 //    This file is part of H3D API.
00005 //
00006 //    H3D API is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    H3D API is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with H3D API; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 //
00020 //    A commercial license is also available. Please contact us at 
00021 //    www.sensegraphics.com for more information.
00022 //
00023 //
00027 //
00029 #ifndef __TWOSIDEDMATERIAL_H__
00030 #define __TWOSIDEDMATERIAL_H__
00031 
00032 #include "X3DMaterialNode.h"
00033 #include "SFFloat.h"
00034 #include "SFColor.h"
00035 
00036 namespace H3D {
00037 
00059   class H3DAPI_API TwoSidedMaterial : public X3DMaterialNode {
00060   public:
00061 
00063     TwoSidedMaterial( Inst< DisplayList > _displayList   = 0,
00064                       Inst< SFFloat >  _ambientIntensity = 0,
00065                       Inst< SFColor >  _diffuseColor     = 0,
00066                       Inst< SFColor >  _emissiveColor    = 0,
00067                       Inst< SFNode  >  _metadata         = 0,
00068                       Inst< SFFloat >  _shininess        = 0,
00069                       Inst< SFColor >  _specularColor    = 0,
00070                       Inst< SFFloat >  _transparency     = 0,
00071                       Inst< SFFloat >  _backAmbientIntensity = 0,
00072                       Inst< SFColor >  _backDiffuseColor     = 0,
00073                       Inst< SFColor >  _backEmissiveColor    = 0,
00074                       Inst< SFFloat >  _backShininess        = 0,
00075                       Inst< SFColor >  _backSpecularColor    = 0,
00076                       Inst< SFFloat >  _backTransparency     = 0,
00077                       Inst< SFBool  > _separateBackColor     = 0);
00078 
00080     virtual void render();
00081 
00086     virtual void preRender() {
00087       glPushAttrib( GL_COLOR_BUFFER_BIT | GL_LIGHTING_BIT );
00088     }
00089 
00093     virtual void postRender() {
00094       glPopAttrib();
00095     }
00096     
00099     virtual bool isTransparent() {
00100       return transparency->getValue() > 0 ||
00101         (separateBackColor->getValue() && backTransparency->getValue() > 0);
00102     }
00103     
00115     auto_ptr< SFFloat >  ambientIntensity;
00116 
00126     auto_ptr< SFColor >  diffuseColor;
00127 
00137     auto_ptr< SFColor >  emissiveColor;
00138     
00148     auto_ptr< SFFloat >  shininess;
00149 
00157     auto_ptr< SFColor >  specularColor;
00158 
00167     auto_ptr< SFFloat >  transparency;
00168 
00178     auto_ptr< SFFloat >  backAmbientIntensity;
00179 
00189     auto_ptr< SFColor >  backDiffuseColor;
00190 
00191 
00201     auto_ptr< SFColor >  backEmissiveColor;
00202     
00212     auto_ptr< SFFloat >  backShininess;
00213 
00214 
00224     auto_ptr< SFColor >  backSpecularColor;
00225 
00235     auto_ptr< SFFloat >  backTransparency;
00236 
00247     auto_ptr< SFBool >  separateBackColor;
00248 
00250     static H3DNodeDatabase database;
00251   };
00252 }
00253 
00254 #endif

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