public abstract

Inheritance Graph

graph BT
	State
	State --> ReferenceCounter
	State --> AttributeProvider
	CHCppRenderer --> State
	CHCRenderer --> State
	EnvironmentState --> State
	GroupState --> State
	HOMRenderer --> State
	LightingState --> State
	AlgoSelector --> State
	MirrorState --> State
	NaiveOccRenderer --> State
	NodeRendererState --> State
	OccludeeRenderer --> State
	OccRenderer --> State
	Collector --> State
	RandomColorRenderer --> State
	RenderingParametersState --> State
	ShaderState --> State
	ShaderUniformState --> State
	ShadowState --> State
	SkyboxState --> State
	StrangeExampleRenderer --> State
	TextureState --> State
	TreeVisualization --> State
	TwinPartitionsRenderer --> State
	PVSRenderer --> State
	VisibilitySubdivisionRenderer --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	click State "classMinSG_1_1State"
	click ReferenceCounter "classUtil_1_1ReferenceCounter"
	click AttributeProvider "classUtil_1_1AttributeProvider"
	click CHCppRenderer "classMinSG_1_1CHCppRenderer"
	click CHCRenderer "classMinSG_1_1CHCRenderer"
	click EnvironmentState "classMinSG_1_1EnvironmentState"
	click GroupState "classMinSG_1_1GroupState"
	click HOMRenderer "classMinSG_1_1HOMRenderer"
	click LightingState "classMinSG_1_1LightingState"
	click AlgoSelector "classMinSG_1_1MAR_1_1AlgoSelector"
	click MirrorState "classMinSG_1_1MirrorState"
	click NaiveOccRenderer "classMinSG_1_1NaiveOccRenderer"
	click NodeRendererState "classMinSG_1_1NodeRendererState"
	click OccludeeRenderer "classMinSG_1_1OccludeeRenderer"
	click OccRenderer "classMinSG_1_1OccRenderer"
	click Collector "classMinSG_1_1PipelineStatistics_1_1Collector"
	click RandomColorRenderer "classMinSG_1_1RandomColorRenderer"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click ShaderState "classMinSG_1_1ShaderState"
	click ShaderUniformState "classMinSG_1_1ShaderUniformState"
	click ShadowState "classMinSG_1_1ShadowState"
	click SkyboxState "classMinSG_1_1SkyboxState"
	click StrangeExampleRenderer "classMinSG_1_1StrangeExampleRenderer"
	click TextureState "classMinSG_1_1TextureState"
	click TreeVisualization "classMinSG_1_1TriangleTrees_1_1TreeVisualization"
	click TwinPartitionsRenderer "classMinSG_1_1TwinPartitions_1_1TwinPartitionsRenderer"
	click PVSRenderer "classMinSG_1_1VisibilitySubdivision_1_1PVSRenderer"
	click VisibilitySubdivisionRenderer "classMinSG_1_1VisibilitySubdivision_1_1VisibilitySubdivisionRenderer"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"

Description

Representation of a state, that can be bound to a node.

Rendering layers

   
   
renderingLayerMask_t getRenderingLayers() const
   
void setRenderingLayers( renderingLayerMask_t l)
   
bool testRenderingLayer( renderingLayerMask_t l) const

Public Types

   
   
enum stateResult_t {STATE_OK, STATE_SKIPPED, STATE_SKIP_OTHER_STATES, STATE_SKIP_RENDERING}
Return type of enableState() .

Public Functions

   
   
  State()
   
  State(const State & void)
   
  State( State && void)
   
State & operator=(const State & void)
   
State & operator=( State && void)
   
  ~State()
   
stateResult_t enableState( FrameContext & context, Node * node, const RenderParam & rp)
   
void disableState( FrameContext & context, Node * node, const RenderParam & rp)
   
State * clone() const
Create a duplicate of this State object.
   
bool isActive() const
   
void activate()
   
void deactivate()
   
bool isTempState() const
If a State is marked as tempState, it is ignored when saving the scene.
   
void setTempState(bool b)

Documentation

function
MinSG::State::getRenderingLayers

public const inline
   
   
renderingLayerMask_t getRenderingLayers( ) const

Defined in MinSG/Core/States/State.h:145


function
MinSG::State::setRenderingLayers

public inline
     
     
void setRenderingLayers( renderingLayerMask_t l )

Defined in MinSG/Core/States/State.h:146


function
MinSG::State::testRenderingLayer

public const inline
     
     
bool testRenderingLayer( renderingLayerMask_t l ) const

Defined in MinSG/Core/States/State.h:147


enum
MinSG::State::stateResult_t

public
 
 
enum stateResult_t
Enumerator   Description
Enumerator   Description
STATE_OK = 0 The state was enabled. It has to be disabled for the node using disableState() .
STATE_SKIPPED = 1 The state is not enabled (e.g. due to an error). disableState() must not be called for the node.
STATE_SKIP_OTHER_STATES = 2 The state was enabled. No further states of the node should be enabled. The state has to be disabled for this node using disableState() .
STATE_SKIP_RENDERING = 3 Rendering of the node should be skipped (e.g. if the rendering has been handled by this state because it is a renderer). After the call, the state is not active for that node, so disableState() must not be called for that node.

Return type of enableState() .

Defined in MinSG/Core/States/State.h:46


function
MinSG::State::State

public inline
   
   
State( )

Defined in MinSG/Core/States/State.h:38


function
MinSG::State::State

public
     
     
State( const State & void )

Defined in MinSG/Core/States/State.h:39


function
MinSG::State::State

public
     
     
State( State && void )

Defined in MinSG/Core/States/State.h:40


function
MinSG::State::operator=

public
     
     
State & operator=( const State & void )

Defined in MinSG/Core/States/State.h:41


function
MinSG::State::operator=

public
     
     
State & operator=( State && void )

Defined in MinSG/Core/States/State.h:42


function
MinSG::State::~State

public inline virtual
   
   
~State( )

Defined in MinSG/Core/States/State.h:43


function
MinSG::State::enableState

public inline
     
     
stateResult_t enableState( FrameContext & context,
  Node * node,
  const RenderParam & rp
)    

Enable this state for the given node (=subtree).

Parameters

context
FrameContext to be used by this state.
node
Node that this state should be enabled for.
rp
Rendering options.

Returns

Special result enumerator

See also: stateResult_t for description of return type

Defined in MinSG/Core/States/State.h:79


function
MinSG::State::disableState

public inline
     
     
void disableState( FrameContext & context,
  Node * node,
  const RenderParam & rp
)    

Disable this state for the given node (=subtree).

Parameters

context
FrameContext to be used by this state.
node
Node that this state should be enabled for.
rp
Rendering options.

Defined in MinSG/Core/States/State.h:92


function
MinSG::State::clone

public const virtual
   
   
State * clone( ) const

Create a duplicate of this State object.

Defined in MinSG/Core/States/State.h:98


function
MinSG::State::isActive

public const inline
   
   
bool isActive( ) const

Defined in MinSG/Core/States/State.h:100


function
MinSG::State::activate

public inline
   
   
void activate( )

Defined in MinSG/Core/States/State.h:101


function
MinSG::State::deactivate

public inline
   
   
void deactivate( )

Defined in MinSG/Core/States/State.h:102


function
MinSG::State::isTempState

public const inline
   
   
bool isTempState( ) const

If a State is marked as tempState, it is ignored when saving the scene.

Defined in MinSG/Core/States/State.h:105


function
MinSG::State::setTempState

public inline
     
     
void setTempState( bool b )

Defined in MinSG/Core/States/State.h:106