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  • OpenGL function OpenSceneGraph implementation

    OpenGL function
    OpenSceneGraph implementation

    链接: http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLooku

    glClear( GLbitfield mask )
    osg::Camera::setClearMask(GLbitfield mask)
    osg::GraphicsContext::setClearMask(GLbitfield mask)
    osg::ClearNode::setClearMask(GLbitfield mask)
    osg::RenderStage::setClearMask(GLbitfield mask)

    glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
    osg::Camera::setClearColor(const osg::Vec4& color)
    osgUtil::SceneView::setClearColor(const osg::Vec4& color)

    glClearDepth
    osg::Camera::setClearDepth(double depth)

    glClearStencil
    osg::Camera::setClearStencil(int stencil)

    State Attributes

    glAlphaFunc( GLenum func, GLclampf ref )
    osg::AlphaFunc?(ComparisonFunction? func, float ref)

    glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
    osg::BlendColor?(const osg::Vec4& constantColor)

    glBlendFunc( GLenum sfactor, GLenum dfactor)
    osg::BlendFunc?(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha)

    glBlendEquation(GLenum mode)
    osg::BlendEquation?(Equation equation)

    glClampColor(GLenum target, GLenum mode)
    osg::ClampColor?(GLenum vertexMode, GLenum fragmentMode, GLenum readMode);

    glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha )
    osg::ColorMask?(bool red, bool green, bool blue, bool alpha);

    glMatrixMode( GL_COLOR )
    osg::ColorMatrix?()

    glCullFace(GLenum mode)
    osg::CullFace?(Mode mode)

    glDepthFunc( GLenum func)
    glDepthRange( GLclampd zNear, GLclampd zFar )
    glDepthMask( GLboolean flag )
    osg::Depth(Function func, double zNear, double zFar, bool writeMask)

    glFog*( GLenum pname, GLfloat param )
    glFog*v(GLenum pname, const GLfloat *params )
    osg::Fog();

    glFogf( GL_FOG_MODE, GLfloat param )
    osg::Fog::setMode( Mode mode )

    glFogf( GL_FOG_DENSITY, GLfloat param )
    osg::Fog::setDensity( float density )

    glFogf( GL_FOG_START, GLfloat param )
    osg::Fog::setStart( float start )

    glFogf( GL_FOG_END, GLfloat param )
    osg::Fog::setEnd( float end )

    glFogf( GL_FOG_INDEX, GLfloat param )
    Color indexing not supported

    glFogfv(GL_FOG_COLOR, const GLfloat *params )
    osg::Fog::setColor( const Vec4 &color )

    glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode)
    osg::Fog::setFogCoordinateSource(GLint source)

    glFrontFace( GLenum mode )
    osg::FrontFace?(Mode face)

    glHint( GLenum target, GLenum mode )
    osg::Hint(GLenum target, GLenum mode)

    glLight*(GLenum light, GLenum pname, GLfloat param )
    glLight*v( GLenum light, GLenum pname, const GLfloat *params)
    osg::Light(unsigned int lightnum)

    glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params)
    osg::Light::setAmbient( const Vec4& ambient )

    glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params)
    osg::Light::setDiffuse( const Vec4& diffuse )

    glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params)
    osg::Light::setSpecular( const Vec4& specular )

    glLightfv( GLenum light, GL_POSITION, const GLfloat *params)
    osg::Light::setPosition( const Vec4& position )

    glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params)
    osg::Light::setDirection( const Vec3& direction )

    glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param )
    osg::Light::setConstantAttenuation( float constant_attenuation )

    glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param )
    osg::Light::setLinearAttenuation ( float linear_attenuation )

    glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param )
    osg::Light::setQuadraticAttenuation ( float quadratic_attenuation )

    glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param )
    osg::Light::setSpotExponent( float spot_exponent )

    glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param )
    osg::Light::setSpotCutoff( float spot_cutoff )

    glLightModel*( GLenum pname, GLfloat param )
    glLightModel*v( GLenum pname, const GLfloat *params )
    osg::LightModel?()

    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, const GLfloat *params )
    osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient)

    glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GLint param)
    osg::LightModel::setColorControl(ColorControl? cc)

    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GLint param )
    osg::LightModel::setLocalViewer(bool localViewer)

    glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GLint param )
    osg::LightModel::setTwoSided(bool twoSided)

    glLineStipple( GLint factor, GLushort pattern )
    osg::LineStipple?(GLint factor, GLushort pattern)

    glLineWidth( GLfloat width )
    osg::LineWidth?(float width=1.0f)

    glLogicOp( GLenum opcode )
    osg::LogicOp?(Opcode opcode)

    glMaterialf(GLenum face, GLenum pname, GLfloat param )
    osg::Material()

    osg::Multisample()

    osg::PolygonMode?(Face face,Mode mode)

    osg::PolygonOffset?(float factor, float units)

    osg::PolygonStipple?(const GLubyte* mask)

    osg::Scissor(int x,int y,int width,int height)

    osg::ShadeModel?(Mode mode)

    glStencilFunc( GLenum func, GLint ref, GLuint mask )
    osg::Stencil::setFunction(Function func,int ref,unsigned int mask)

    glStencilMask( GLuint mask )
    osg::Stencil::setOperation(Operation sfail, Operation zfail, Operation zpass)

    glStencilOp( GLenum fail, GLenum zfail, GLenum zpass )

    osg::StencilTwoSided?()

    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ...)
    glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, ...)
    osg::TexEnv?(Mode mode)

    glTexEnvi( GL_TEXTURE_ENV, ...)
    Texture combiners extension
    osg::TexEnvCombine?()

    glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ...)
    osg::TexEnvFilter?(float lodBias)

    glTexGen_( GLenum coord, GLenum pname, GLdouble param )
    osg::TexGen?()
    osg::TexGenNode?()

    glMatrixMode( GL_TEXTURE )
    osg::TexMat?(const Matrix& matrix)

    glTexImage1D( GL_TEXTURE_1D, ...)
    osg::Texture1D()

    glTexImage2D( GL_TEXTURE_2D, ...)
    osg::Texture2D(Image* image)

    glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, ...)
    osg::Texture2DArray()

    glTexImage3D( GL_TEXTURE_3D, ...)
    osg::Texture3D()

    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, ...)
    osg::TextureCubeMap?()

    glTexImage2D( GL_TEXTURE_RECTANGLE, ...)
    osg::TextureRectangle?(Image* image)

    glViewport( GLint x, GLint y, GLsizei width, GLsizei height )
    osg::Viewport(value_type x,value_type y,value_type width,value_type height)

    Drawables

    TODO
    TODO

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  • 原文地址:https://www.cnblogs.com/mazhenyu/p/1797438.html
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