SoFragmentShader(3)

NAME
SoFragmentShader - The SoFragmentShader class is used for setting up fragment shader programs.

See Shaders in Coin for more information on how to set up a scene graph with shaders.

SYNOPSIS

#include <Inventor/nodes/SoFragmentShader.h>

Inherits SoShaderObject.

  Public Member Functions
virtual SoType getTypeId (void) const
SoFragmentShader (void)
virtual ~SoFragmentShader ()

  Static Public Member Functions
static SoType getClassTypeId (void)
static void initClass (void)
static SbBool isSupported (SourceType sourceType)

  Protected Member Functions
virtual const SoFieldData * getFieldData (void) const

  Static Protected Member Functions
static const SoFieldData ** getFieldDataPtr (void)

  Additional Inherited Members

Detailed Description

The SoFragmentShader class is used for setting up fragment shader programs.

See Shaders in Coin for more information on how to set up a scene graph with shaders. FILE FORMAT/DEFAULTS:

FragmentShader {
  isActive TRUE
  sourceType FILENAME
  sourceProgram ""
  parameter []
}

See also:
    SoShaderObject

    SoShaderProgram

Since:
    Coin 2.5

Constructor & Destructor Documentation

  SoFragmentShader::SoFragmentShader (void)
Constructor.

  SoFragmentShader::~SoFragmentShader () [virtual]
Destructor.

Member Function Documentation

  SoType SoFragmentShader::getTypeId (void) const [virtual]
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting.

Usage example:

void foo(SoNode * node)
{
  if (node->getTypeId() == SoFile::getClassTypeId()) {
    SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
  }
}

For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.

Reimplemented from SoShaderObject.

  const SoFieldData * SoFragmentShader::getFieldData (void) const [protected], [virtual]
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.

Reimplemented from SoShaderObject.

  SbBool SoFragmentShader::isSupported (SourceType sourceType) [static]
Returns a boolean indicating whether the requested source type is supported by the OpenGL driver or not.

Beware: To get a correct answer, a valid OpenGL context must be available.

Author

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