pfShaderPassFBState man page on IRIX

Man page or keyword search:  
man Server   31559 pages
apropos Keyword Search (all sections)
Output format
IRIX logo
[printable version]



pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

NAME
     pfNewShader, pfGetShaderClassType, pfShaderName, pfGetShaderName,
     pfShaderOpenPass, pfShaderClosePass, pfGetShaderCurPassType,
     pfGetShaderNumPasses, pfGetShaderCurPass, pfGetShaderPass,
     pfGetShaderPassList, pfShaderPassMode, pfGetShaderPassMode,
     pfShaderPassMultiMode, pfGetShaderPassMultiMode, pfShaderPassAttr,
     pfGetShaderPassAttr, pfShaderPassMultiAttr, pfGetShaderPassMultiAttr,
     pfShaderPassVal, pfGetShaderPassVal, pfShaderPassMultiVal,
     pfGetShaderPassMultiVal, pfShaderPassFluxedAttr,
     pfGetShaderPassFluxedAttr, pfShaderPassFluxedMode,
     pfGetShaderPassFluxedMode, pfShaderPassFluxedMultiAttr,
     pfGetShaderPassFluxedMultiAttr, pfShaderPassFluxedVal,
     pfGetShaderPassFluxedVal, pfShaderPassFluxedMultiMode,
     pfGetShaderPassFluxedMultiMode, pfShaderPassFluxedMultiVal,
     pfGetShaderPassFluxedMultiVal, pfShaderPassNamedMode,
     pfShaderPassNamedAttr, pfShaderPassNamedMultiAttr, pfShaderPassNamedVal,
     pfShaderPassNamedMultiMode, pfShaderPassNamedMultiVal,
     pfShaderDefaultGeoState, pfShaderDefaultFBState,
     pfGetShaderDefaultGeoState, pfGetShaderDefaultFBState,
     pfShaderPassGeoState, pfShaderPassFBState, pfGetShaderPassGeoState,
     pfGetShaderPassFBState, pfShaderAllocateTempTexture,
     pfShaderPassTempTexture, pfShaderTempTexture,
     pfShaderResolveTempTextures, pfGetShaderNumTempTextures,
     pfGetBumpMapShader, pfGetPhongSpecularShader, pfGetFullPhongShader,
     pfGetMultiPhongSpecularShader, pfGetMultiFullPhongShader,
     pfGetSpecularHighlightShader - Create, modify and query multi-pass
     shading primitives.

FUNCTION SPECIFICATION
     #include <Performer/pf.h>

     pfShader*	      pfNewShader(void);

     pfType*	      pfGetShaderClassType(void);

     void	      pfShaderName(pfShader* shader, const char *name);

     const char*      pfGetShaderName(const pfShader* shader);

     void	      pfShaderOpenPass(pfShader *shader, int passType);

     void	      pfShaderClosePass(pfShader *shader);

     int	      pfGetShaderCurPassType(pfShader *shader);

     int	      pfGetShaderNumPasses(pfShader *shader);

     pfShaderPass *   pfGetShaderCurPass(pfShader *shader);

     pfShaderPass *   pfGetShaderPass(pfShader *shader, int index);

									Page 1

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     pfPassList *     pfGetShaderPassList(pfShader *shader);

     void	      pfShaderPassMode(pfShader *shader, int which, int mode);

     int	      pfGetShaderPassMode(pfShader *shader, int which);

     void	      pfShaderPassMultiMode(pfShader *shader, int which,
			int index, int mode);

     int	      pfGetShaderPassMultiMode(pfShader *shader, int which,
			int index);

     void	      pfShaderPassAttr(pfShader *shader, int which,
			void* attr);

     void *	      pfGetShaderPassAttr(pfShader *shader, int which);

     void	      pfShaderPassMultiAttr(pfShader *shader, int which,
			int index, void *attr);

     void *	      pfGetShaderPassMultiAttr(pfShader *shader, int which,
			int index);

     void	      pfShaderPassVal(pfShader *shader, int which,
			float value);

     float	      pfGetShaderPassVal(pfShader *shader, int which);

     void	      pfShaderPassMultiVal(pfShader *shader, int which,
			int index, float values);

     float	      pfGetShaderPassMultiVal(pfShader *shader, int which,
			int index);

     void	      pfShaderPassFluxedAttr(pfShader* _shader, int which,
			void* attr);

     void*	      pfGetShaderPassFluxedAttr(pfShader* _shader, int which);

     void	      pfShaderPassFluxedMode(pfShader* _shader, int mode,
			void* value);

     void*	      pfGetShaderPassFluxedMode(pfShader* _shader, int mode);

     void	      pfShaderPassFluxedMultiAttr(pfShader* _shader,
			int which, int index, void *attr);

     void*	      pfGetShaderPassFluxedMultiAttr(pfShader* _shader,
			int which, int index);

									Page 2

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     void	      pfShaderPassFluxedVal(pfShader* _shader, int which,
			void *value);

     void*	      pfGetShaderPassFluxedVal(pfShader* _shader, int which);

     void	      pfShaderPassFluxedMultiMode(pfShader* _shader, int mode,
			int index, void * value);

     void*	      pfGetShaderPassFluxedMultiMode(pfShader* _shader,
			int mode, int index);

     void	      pfShaderPassFluxedMultiVal(pfShader* _shader, int which,
			int index, void* value);

     void*	      pfGetShaderPassFluxedMultiVal(pfShader* _shader,
			int which, int index);

     void	      pfShaderPassNamedMode(pfShader* _shader, int mode,
			char *name);

     void	      pfShaderPassNamedAttr(pfShader* _shader, int which,
			char *name);

     void	      pfShaderPassNamedMultiAttr(pfShader* _shader, int which,
			int index, char *name);

     void	      pfShaderPassNamedVal(pfShader* _shader, int which,
			char *name);

     void	      pfShaderPassNamedMultiMode(pfShader* _shader, int mode,
			int index, char *name);

     void	      pfShaderPassNamedMultiVal(pfShader* _shader, int which,
			int index, char *name);

     void	      pfShaderDefaultGeoState(pfShader *shader,
			pfGeoState *gstate);

     void	      pfShaderDefaultFBState(pfShader *shader,
			pfFBState *fbs);

     pfGeoState *     pfGetShaderDefaultGeoState(pfShader *shader);

     pfFBState *      pfGetShaderDefaultFBState(pfShader *shader);

     void	      pfShaderPassGeoState(pfShader *shader,
			pfGeoState *gstate);

     void	      pfShaderPassFBState(pfShader *shader, pfFBState *fbs);

									Page 3

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     pfGeoState *     pfGetShaderPassGeoState(pfShader *shader);

     pfFBState *      pfGetShaderPassFBState(pfShader *shader);

     int	      pfShaderAllocateTempTexture(pfShader *shader);

     int	      pfShaderPassTempTexture(pfShader *shader, int texID);

     int	      pfShaderTempTexture(pfShader *shader, int texID,
			pfTexture *texture);

     int	      pfShaderResolveTempTextures(pfShader *shader);

     int	      pfGetShaderNumTempTextures(pfShader *shader);

     pfShader*	      pfGetBumpMapShader(pfTexture *bumpTex,
			pfFlux *lightPos);

     pfShader*	      pfGetPhongSpecularShader(pfTexture *specularMap,
			pfVec3 specularColor, pfFlux *lightPos,
			int mapSize);

     pfShader*	      pfGetFullPhongShader(pfTexture *specularMap,
			pfVec3 specularColor, pfTexture *diffuseMap,
			pfFlux *lightPos, int mapSize);

     pfShader*	      pfGetMultiPhongSpecularShader(int n,
			pfTexture **specularMap, pfVec3 *specularColor,
			pfFlux **lightPos, int *mapSize);

     pfShader*	      pfGetMultiFullPhongShader(int n,
			pfTexture **specularMap, pfVec3 *specularColor,
			pfTexture **diffuseMap, pfFlux **lightPos,
			int *mapSize);

     pfShader*	      pfGetSpecularHighlightShader(pfTexture *specularMap,
			pfVec3 specularColor, pfFlux *lightPos,
			int mapSize);

PARENT CLASS FUNCTIONS
     The OpenGL Performer class pfShader is derived from the parent class
     pfObject, so each of these member functions of class pfObject are also
     directly usable with objects of class pfShader.  Casting an object of
     class pfShader to an object of class pfObject is taken care of
     automatically.  This is also true for casts to objects of ancestor
     classes of class pfObject.

     void	   pfUserDataSlot(pfObject *obj, int slot, void *data);
     void	   pfUserData(pfObject *obj, void *data);
     void*	   pfGetUserDataSlot(pfObject *obj, int slot);

									Page 4

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     void*	   pfGetUserData(pfObject *obj);
     int	   pfGetNumUserData(pfObject *obj);
     int	   pfGetNamedUserDataSlot(const char *name);
     const char*   pfGetUserDataSlotName(int slot);
     int	   pfGetNumNamedUserDataSlots(void);
     int	   pfDeleteGLHandle(pfObject *obj);

     Since the class pfObject is itself derived from the parent class
     pfMemory, objects of class pfShader can also be used with these functions
     designed for objects of class pfMemory.

     pfType *	    pfGetType(const void *ptr);
     int	    pfIsOfType(const void *ptr, pfType *type);
     int	    pfIsExactType(const void *ptr, pfType *type);
     const char *   pfGetTypeName(const void *ptr);
     int	    pfRef(void *ptr);
     int	    pfUnref(void *ptr);
     int	    pfUnrefDelete(void *ptr);
     int	    pfUnrefGetRef(void *ptr);
     int	    pfGetRef(const void *ptr);
     int	    pfCopy(void *dst, void *src);
     int	    pfDelete(void *ptr);
     int	    pfIsFluxed(void *ptr);
     int	    pfCompare(const void *ptr1, const void *ptr2);
     void	    pfPrint(const void *ptr, uint which, uint verbose,
		      FILE *file);
     void *	    pfGetArena(void *ptr);

PARAMETERS
     shader  identifies a pfShader.

DESCRIPTION
     A pfShader is a container for multi-pass rendering algorithm
     descriptions.  A multi-pass rendering algorithm consists of a collection
     of passes.	 A pass contains information for drawing some arbitrary
     geometry with a specific state on the graphic pipeline. A pass may
     contain pointers to a pfGeoState and a pfFBState. These two determine the
     graphic state to be set before rendering the pass.

     A pfShader is not a part of the scene graph. An application should use
     pfShaderManager in order to associate a pfShader to a node on the scene
     graph.  Once a node on the scene graph has a pfShader associated with it,
     the entire geometry contents under this node is rendered using that
     pfShader.

     pfShader supports a number of pass types:

	  PF_SHADERPASS_GEOMETRY
	  PF_SHADERPASS_QUAD
	  PF_SHADERPASS_COPYPIXELS
	  PF_SHADERPASS_ACCUM

									Page 5

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

	  PF_SHADERPASS_GEOMETRY_DYNAMIC
	  PF_SHADERPASS_QUAD_DYNAMIC
	  PF_SHADERPASS_COPYPIXELS_DYNAMIC
	  PF_SHADERPASS_ACCUM_DYNAMIC
	  PF_SHADERPASS_SHIFT_TEXTURE

     A pass of type PF_SHADERPASS_GEOMETRY draws its associated geometry using
     the pass pfGeoState and pfFBState.

     A pass of type PF_SHADERPASS_QUAD draws a quad covering the screen
     bounding box of the associated geometry. It applies the specified
     pfGeoState and pfFBState before drawing the quad.

     A pass of type PF_SHADERPASS_COPYPIXELS operates on bitmaps the size of
     the screen bounding box of the associated geometry. It can move bitmaps
     in three directions:

	  1. From frame buffer to texture memory.
	  2. From frame buffer onto itself.
	  3. From texture memory to frame buffer.

     A pass of type PF_SHADERPASS_ACCUM operates on bitmaps the size of the
     screen bounding box of the associated geometry. It can copy bitmaps to
     and from the accumulation buffer.

     Passes of types PF_SHADERPASS_GEOMETRY_DYNAMIC,
     PF_SHADERPASS_QUAD_DYNAMIC, PF_SHADERPASS_COPYPIXELS_DYNAMIC and
     PF_SHADERPASS_ACCUM_DYNAMIC behave just like their counterparts without
     the _DYNAMIC suffix with the difference that they can refer to fluxed
     attributes for any of their attribute types. If both a fluxed and non-
     fluxed attribute is set on a dynamic pass, the fluxed attribute takes
     precedence.

     A pass of type PF_SHADERPASS_SHIFT_TEXTURE is a refinement of
     PF_SHADERPASS_GEOMETRY_DYNAMIC which computes new texture coordinates for
     the pfGeoSets that it shades which are offset toward a light. This pass
     is used for multi-pass bump mapping. This pass can only operate on
     pfGeoSets that contain individual triangles. No strips of any sort are
     yet supported.

     pfNewShader creates and returns a handle to a pfShader.  Like other
     pfUpdatables, pfShader are always allocated from shared memory and can be
     deleted using pfDelete.

     pfGetShaderClassType returns the pfType* for the class pfShader.  The
     pfType* returned by pfGetShaderClassType is the same as the pfType*
     returned by invoking pfGetType on any instance of class pfShader.
     Because OpenGL Performer allows subclassing of built-in types, when
     decisions are made based on the type of an object, it is usually better

									Page 6

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     to use pfIsOfType to test if an object is of a type derived from a
     Performer type rather than to test for strict equality of the pfType*'s.

     pfShaderSetName sets the name for the shader.  Note that this is only
     used for identifying purposes and by the pfb loader.  pfShaderGetName
     returns the name of the shader, if any.

     pfShaderOpenPass starts a definition of a new pass on a pfShader.
     pfShaderClosePass ends the definition of the currently open pass.	Upon
     opening a new pass, the application must provide a pass type from the
     types mentioned above.  While a pass is open, an application may invoke
     functions to define the parameters of the pass.

     pfGetShaderCurPassType returns the type of the currently open pass. If no
     pass is currently open, it returns NULL.

     pfGetShaderNumPasses returns the number of passes on a pfShader. This
     number does not include the currently open pass.

     pfGetShaderPassList returns a pointer to a pfPassList. A pfPassList
     contains the full description of all the passes that were opened and
     closed on this pfShader. The pfPassList pointer can be added to a
     pfGeoSet using the function pfGSetPassList in order to change its drawing
     behavior and make it use the pfShader passes instead of its standard
     drawing function. Changing the pfPassList pointer on a pfGeoSet is
     normally handled by the pfShaderManager.

     pfShaderPassMode  and pfGetShaderPassMode set and get modes on the
     currently open pass. On passes of type PF_SHADERPASS_COPYPIXELS, one can
     set the pixel copy direction by setting which to
     PF_SHADERPASS_COPYPIXELS_DIRECTION and setting mode to one of the
     following:

	  PF_COPYPIXELSPASS_TO_TEXTURE
	       - From frame buffer to Texture memory.

	  PF_COPYPIXELSPASS_FROM_TEXTURE
	       - From texture memory to frame buffer.

	  PF_COPYPIXELSPASS_IN_PLACE
	       - From frame buffer onto itself.

     On passes of type PF_SHADERPASS_ACCUM, one can set the accumulation
     buffer operation by setting which to PF_SHADERPASS_ACCUM_OP and setting
     mode to one of the valid OpenGL GLenum's as the first parameter of the
     OpenGL function glAccum. The PF_SHADERPASS_ACCUM passes mode directly to
     the glAccum call.

     On passes of type PF_SHADERPASS_GEOMETRY and
     PF_SHADERPASS_GEOMETRY_DYNAMIC, it is possible to tell the shader to use
     each pfGeoSet's pfGeoState to render that pass. To turn on this mode, set

									Page 7

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     which to PF_SHADERPASS_USE_LOCAL_GSTATE and set mode to 1. If
     PF_SHADERPASS_USE_LOCAL_GSTATE is enabled and the pass also has its own
     pfGeoState, the pass pfGeoState takes precedence.

     pfShaderPassMultiMode  and pfGetShaderPassMultiMode set and get multi-
     valued modes on the currently open pass. At the moment, there are no
     available modes to set. This API is reserved for future extensions.

     pfShaderPassAttr  and pfGetShaderPassAttr set and get attributes on the
     currently open pass.

     On all pass types, setting which to PF_SHADERPASS_FBSTATE and attr to a
     pfFBState pointer sets the pfFBState that the currently open pass uses.

     On passes of type PF_SHADERPASS_GEOMETRY, PF_SHADERPASS_QUAD,
     PF_SHADERPASS_GEOMETRY_DYNAMIC, PF_SHADERPASS_QUAD_DYNAMIC and
     PF_SHADERPASS_SHIFT_TEXTURE, setting which to PF_SHADERPASS_GSTATE and
     attr to a pfGeoState pointer sets the pfGeoState that the currently open
     pass uses.

     On passes of type PF_SHADERPASS_GEOMETRY, PF_SHADERPASS_GEOMETRY_DYNAMIC
     and PF_SHADERPASS_SHIFT_TEXTURE, setting which to
     PF_SHADERPASS_OVERRIDE_COLOR and setting attr to a pfVec4 pointer sets
     the override color of the currently open pass to the input pfVec4.

     On passes of type PF_SHADERPASS_QUAD and PF_SHADERPASS_QUAD_DYNAMIC,
     setting which to PF_SHADERPASS_COLOR and setting attr to a pfVec4 pointer
     sets the quad color of the currently open pass.

     On passes of type PF_SHADERPASS_COPYPIXELS and
     PF_SHADERPASS_COPYPIXELS_DIRECTION, setting which to
     PF_SHADERPASS_TEXTURE and setting attr to a pfTexture pointer sets the
     texture used by the currently open pass.

     pfShaderPassMultiAttr  and pfGetShaderPassMultiAttr set and get multi-
     value attributes on the currently open pass.  At the moment, there are no
     available attributes to set. This API is reserved for future extensions.

     pfShaderPassVal  and pfGetShaderPassVal set and get values on the
     currently open pass.

     On passes of type PF_SHADERPASS_COPYPIXELS and
     PF_SHADERPASS_COPYPIXELS_DYNAMIC, setting which to
     PF_SHADERPASS_TEMP_TEXTURE_ID and setting value to a temporary texture ID
     determines what temporary texture this pass uses.	This value is not used
     internally by the pass. It serves as temporary storage for the chosen
     texture ID.  A later call to pfShaderPassAttr should supply the actual
     pfTexture pointer for this pass.

     On passes of type PF_SHADERPASS_ACCUM and PF_SHADERPASS_ACCUM_DYNAMIC,
     setting which to PF_SHADERPASS_ACCUM_VAL determines the second parameter
     of the call to glAccum. The PF_SHADERPASS_ACCUM pass uses value as the

									Page 8

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     second parameter of the OpenGL glAccum call.

     The following table contains a summary of the available attributes, modes
     and values for each shader type:

		   Token		  GEOMETRY   QUAD   COPYPIXELS	 ACCUM
     _________________________________________________________________________
	   PF_SHADERPASS_FBSTATE	     +	      +		+	   +
		(Attribute)
	    PF_SHADERPASS_GSTATE	     +	      +		-	   -
		(Attribute)
	PF_SHADERPASS_OVERRIDE_COLOR	     +	      -		-	   -
		(Attribute)
	    PF_SHADERPASS_COLOR		     -	      +		-	   -
		(Attribute)
	   PF_SHADERPASS_TEXTURE	     -	      -		+	   -
		(Attribute)

     PF_SHADERPASS_COPYPIXELS_DIRECTION	     -	      -		+	   -
		   (Mode)
	   PF_SHADERPASS_ACCUM_OP	     -	      -		-	   +
		   (Mode)

       PF_SHADERPASS_TEMP_TEXTURE_ID	     -	      -		+	   -
		  (Value)
	  PF_SHADERPASS_ACCUM_VAL	     -	      -		-	   +
		  (Value)
					|

     pfShaderPassFluxedAttr and pfGetShaderPassFluxedAttr set and get the
     fluxed attributes on the currently open pass.

     On all dynamic pass types, setting which to PF_SHADERPASS_FBSTATE and
     attr to a pfFluxedFBState sets the pfFluxedFBState that the currently
     open pass uses.

     On dynamic passes of type PF_SHADERPASS_GEOMETRY_DYNAMIC,
     PF_SHADERPASS_SHIFT_TEXTURE and  PF_SHADERPASS_QUAD_DYNAMIC, setting
     which to PF_SHADERPASS_GSTATE and attr to a pfFluxedGeoState pointer sets
     the pfFluxedGeoState on the currently open dynamic pass.

     On passes of type PF_SHADERPASS_GEOMETRY_DYNAMIC and
     PF_SHADERPASS_SHIFT_TEXTURE, setting which to
     PF_SHADERPASS_OVERRIDE_COLOR and attr to a pfFlux which contains a pfVec4
     sets the fluxed override color for the currently open dynamic pass.

     On passes of type PF_SHADERPASS_QUAD_DYNAMIC, setting which to
     PF_SHADERPASS_COLOR and attr to a pfFlux containing a pfVec4 sets the
     fluxed color of the quad that the currently open dynamic pass will draw.

     On passes of type PF_SHADERPASS_COPYPIXELS_DYNAMIC, setting which to
     PF_SHADERPASS_TEXTURE and attr to a pfFlux containing a pfTexture pointer

									Page 9

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     will set the fluxed texture pointer that the currently open pass uses.

     pfShaderPassFluxedMode and pfGetShaderPassFluxedMode get and set the
     fluxed mode of the currently open pass.

     On passes of type PF_SHADERPASS_COPYPIXELS_DYNAMIC, setting which to
     PF_SHADERPASS_COPYPIXELS_DIRECTION and mode to a pfFlux containing an int
     will set the fluxed copy pixels direction. The valid modes for this
     fluxed integer are PF_COPYPIXELSPASS_TO_TEXTURE,
     PF_COPYPIXELSPASS_FROM_TEXTURE, and PF_COPYPIXELSPASS_IN_PLACE.

     On passes of type PF_SHADERPASS_ACCUM_DYNAMIC, setting which to
     PF_SHADERPASS_ACCUM_OP and mode to a pfFlux containing a GLenum will set
     the fluxed accumulation buffer operation. Valid values for this GLenum
     are the same as for the first parameter of glAccum.

     pfShaderPassFluxedMultiAttr and pfGetShaderPassFluxedMultiAttr get and
     set fluxed multi-value attributes on the currently open pass. There are
     currently no such attributes, these functions are here for future
     expansion.

     pfShaderPassFluxedVal and pfGetShaderPassFluxedVal set and get the
     specified fluxed value on the currently open pass.

     Currently the only supported fluxed value is on a
     PF_SHADERPASS_ACCUM_DYNAMIC pass type. which must be
     PF_SHADERPASS_ACCUM_VAL and value should point to a pfFlux containing a
     GLfloat. The legal values for this GLfloat are the same as values for the
     second parameter of glAccum.

     pfShaderPassFluxedMultiMode and pfGetShaderPassFluxedMultiMode get and
     set fluxed multi-element modes. There are currently no such supported
     modes.

     pfShaderPassFluxedMultiVal and pfGetShaderPassFluxedMultiVal get and set
     fluxed multi-element values. There are currently no such supported
     values.

     pfShaderPassMultiVal  and pfGetShaderPassMultiVal set and get multi-
     element values on the currently open pass. At the moment, there are no
     available multi-element values to set. This API is reserved for future
     extensions.

     pfShaderPassNamedMode, pfShaderPassNamedAttr, pfShaderPassNamedMultiAttr,
     pfShaderPassNamedVal, pfShaderPassNamedMultiMode and
     pfShaderPassNamedMultiVal are used to set named properties of passes. A
     named property is essentially a variable; it can be used to parametrize a
     shader. For example, let's say we used a pfNameSpace to attach a
     pfGeoState under the name "pass1 GState" somewhere in the scenegraph.

								       Page 10

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     When constructing a shader, we could set the PF_SHADERPASS_GSTATE
     attribute of any pass by name rather than by reference. For instance, we
     could call pfShaderPassNamedAttr setting which to PF_SHADERPASS_GSTATE
     and name to "pass1 GState". When the pfShaderManager is used to resolve
     the shaders in the tree, it will map names to attributes and forward them
     to the individual passes. With this kind of setup, it is possible to have
     the same name refer to different things in different parts of the tree.

     pfShaderPassNamedMode supports the same set of modes as pfShaderPassMode.

     pfShaderPassNamedAttr supports the same set of attributes as
     pfShaderPassAttr

     pfShaderPassNamedVal supports the same set of values as pfShaderPassVal.

     There is no distinction between fluxed and non-fluxed named properties
     since performer can deduce this at run-time. If a non-dynamic pass type
     refers to a name that resolves to a fluxed propery, pfShaderManager will
     issue a warning.

     pfShaderPassNamedMultiAttr, pfShaderPassNamedMultiMode, and
     pfShaderPassNamedMultiVal do not support any properties yet.

     pfShaderDefaultGeoState and pfGetShaderDefaultGeoState set and get the
     shader default pfGeoState. All graphic state that isn't defined on a pass
     pfGeoState is inherited from the pfShader pfGeoState.  Any graphic state
     that isn't specified on both the default pfGeoState and the pfShader
     pfGeoState is inherited from a hard-coded system default.

     pfShaderDefaultFBState and pfGetShaderDefaultFBState set and get the
     shader default pfFBState. All frame-buffer state that isn't defined on a
     pass pfFBState is inherited from the pfShader pfFBState. Any frame-buffer
     state that isn't specified on both the default pfFBState and the pfShader
     pfFBState is inherited from a hard-coded system default.

     pfShaderAllocateTempTexture returns the integer ID of the next available
     temporary texture for the pfShader and increments the temporary texture
     count for the pfShader.

     When constructing a new pfShader object, pfShaderAllocateTempTexture must
     be called once for each unique temporary texture which will be used by
     the pfShader.  The returned integer ID should be used for subsequent
     calls to pfShaderPassTempTexture and pfShaderTempTexture for specifying
     texture IDs for passes and mapping pfTexture objects to texture IDs.

     When constructing a pass of a pfShader which requires a temporary
     texture, pfShaderPassTempTexture should be called to assign one of the
     texture IDs returned by pfShaderAllocateTempTexture to the current pass.
     This will create an association between the pfShader's pass and one of
     the temporary texture IDs allocated with pfShaderAllocateTempTexture.
     pfShaderPassTempTexture returns negative one if texID is less than zero

								       Page 11

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     or greater than or equal to the temporary texture count for the pfShader.
     Negative one will also be returned if the current pass is not a
     pfCopyPixelsPass.	Zero is returned on successful assignment.

     pfShaderTempTexture maps the integer texID returned by
     pfShaderAllocateTempTexture to the pfTexture* texture.  In order to
     reduce texture memory usage it is desirable for texture to point to a
     pfTexture object which will be shared between multiple pfShaders.	This
     can be done because the data stored in pfShader temporary textures is
     just that, temporary.  Once all the passes of one pfShader have been
     applied, another pfShader can make use of the temporary texture for
     storing its own temporary results.	 Of course, it isn't required that
     pfTextures be shared between pfShaders, it's just a good idea to do so
     and avoid wasting resources.  pfShaderPassTempTexture returns negative
     one if texID is less than zero or greater than or equal to the temporary
     texture count for the pfShader.  Zero is returned on success.

     pfShaderResolveTempTextures resolves the mapping from the per pass
     integer texture IDs assigned with pfShaderPassTempTexture to the
     pfTexture pointers assigned with pfShaderTempTexture.  If
     pfShaderResolveTempTextures is not called, the passes of the pfShaders
     will not be assigned pointers to pfTexture objects.
     pfShaderResolveTempTextures returns negative one if the current pass for
     the pfShader is still open.  Zero is returned on success.

     When loading pfShaders with pfdLoadShader and mapping them to pfNodes
     with the pfShaderManager, temporary texture management will be taken care
     of automatically.	pfdLoadShader will make the appropriate calls to
     pfShaderAllocateTempTexture and pfShaderPassTempTexture while the
     pfShaderManager will create a shared pool of pfTexture objects and assign
     them to pfShaders with pfShaderTempTexture.  Finally, once all texture
     IDs of all pfShaders have been mapped to pointers to pfTextures in the
     shared pfTexture pool, the pfShaderManager will call
     pfShaderResolveTempTextures to map the texture IDs stored in each
     pfShader's passes to pfTexture pointers.

     pfGetShaderNumTempTextures returns the count of allocated temporary
     textures for the pfShader.

     pfGetBumpMapShader generates a shader which bump maps the geometry that
     it applies to. The pfGeoSets that this shader draws must have a primitive
     type of PFGS_TRIS for now. bumpTex is pfTexture whose image data contains
     a greyscale displacement map. Dark colors map to little displacement,
     light colors map to a larger displacement. lightPos is a pfFlux which
     contains a pfVec3 that encodes a light position in eye space.

     pfGetPhongSpecularShader generates a shader which simulates a phong
     specular term on the geometry that it applies to.	specularMap is an
     environment map which encodes the shininess of the light. The specular
     map is generated by rendering a highly tesselated sphere in an

								       Page 12

pfShader(3pf)	OpenGL Performer 3.2.2 libpf C Reference Pages	 pfShader(3pf)

     orthographic projection with the light and eye in the same location.
     We've provided the utility generatePhongMap.C in
     /usr/share/Performer/src/tools to generate these specular maps.
     specularColor is a pfVec4 that specifies the color of the specular
     highlight; normally the color of the light. lightPos is a pfFlux which
     contains a pfVec3 that controls the light position in eye space. mapSize
     is a parameter that specifies the size of the environment map to generate
     for applying the specular. A size of 64 (width=height) is more than
     enough for most applications.

     pfGetFullPhongShader This shader is an extension of the phong specular
     shader which also simulates the phong lighting model on the diffuse term
     of the lighting equation. The additional parameter diffuseMap specifies a
     texture that encodes the diffuse term of the phong lighting equation. For
     isotropic lighting models, use "/usr/share/Performer/data/NdotL.rgb"

     pfGetMultiPhongSpecularShader This function generates the same sort of
     shader as pfGetPhongSpecularShader except that it can handle multiple
     lights. The first parameter, n specifies the number of lights. The
     remaining parameters are arrays of size n which contain the same types of
     data as passed to pfGetPhongSpecularShader.

     pfGetMultiFullPhongShader This function generates a multi-light full
     phong shader. The first parameter, n, specifies the number of lights. The
     remaining parameters are arrays of size n which contain the same type of
     data as passed to pfGetFullPhongShader

     pfGetSpecularHighlightShader generates a shader which draws ONLY the
     specular term of the phong lighting model and adds it to the framebuffer.
     This shader is useful for combining with other shaders so that it draws
     the specular highlight on top of their results. The parameters are the
     same as to pfGetPhongSpecularShader

NOTES
     Shaded pfGeoSets can not be compiled into OpenGL display lists. Applying
     a shader to a pfNode will disable that functionality on all the pfGeoSets
     in the subtree rooted at that node. The function pfGSetDrawMode with the
     PFGS_COMPILE_GL or PFGS_DRAW_GLOBJ mode tokens will have no effect on
     shaded pfGeoSets.

SEE ALSO
     pfShaderManager, pfGeoSet, glAccum, pfGeoState, pfFBState, pfNameSpace,
     pfFluxedGeoState, pfFluxedFBState

								       Page 13

[top]

List of man pages available for IRIX

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net