SoShaderProgram(3)

πŸ“¦ version 3.1.3, in fedora 43, fedora 44

πŸ’– SoShaderProgram πŸ’–

Library Functions Manual ✨ welcome to the SoShaderProgram(3) page bestie, part 1 of 2, buckle up πŸŽ€


πŸ¦‹ NAME πŸ¦‹

SoShaderProgram β€” the class that's used to specify a whole lil set of vertex / geometry / fragment objects. It's giving "shader lineup" energy fr fr πŸ‘‘


🌈 SYNOPSIS 🌈

#include <Inventor/nodes/SoShaderProgram.h>

Lowkey important: it Inherits SoNode. πŸ’…


🫢 Public Member Functions 🫢

  • virtual SoType getTypeId (void) const β€” the type-ID getter, iconic
  • SoShaderProgram (void) β€” the constructor, the origin story ✨
  • void setEnableCallback (SoShaderProgramEnableCB *cb, void *closure) β€” hands over your enable-callback plus its closure
  • virtual void GLRender (SoGLRenderAction *action) β€” the render path, main character behavior πŸ”₯
  • virtual void search (SoSearchAction *action) β€” the search action override

πŸ’œ Public Member Functions inherited from SoNode πŸ’œ

  • void setOverride (const SbBool state)
  • SbBool isOverride (void) const
  • void setNodeType (const NodeType type)
  • NodeType getNodeType (void) const
  • virtual SoNode * copy (SbBool copyconnections=FALSE) const
  • virtual SbBool affectsState (void) const
  • virtual void doAction (SoAction *action)
  • virtual void GLRenderBelowPath (SoGLRenderAction *action)
  • virtual void GLRenderInPath (SoGLRenderAction *action)
  • virtual void GLRenderOffPath (SoGLRenderAction *action)
  • virtual void callback (SoCallbackAction *action)
  • virtual void getBoundingBox (SoGetBoundingBoxAction *action)
  • virtual void getMatrix (SoGetMatrixAction *action)
  • virtual void handleEvent (SoHandleEventAction *action)
  • virtual void pick (SoPickAction *action)
  • virtual void rayPick (SoRayPickAction *action)
  • virtual void write (SoWriteAction *action)
  • virtual void audioRender (SoAudioRenderAction *action)
  • virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
  • virtual void grabEventsSetup (void)
  • virtual void grabEventsCleanup (void)
  • virtual void startNotify (void)
  • virtual void notify (SoNotList *l)
  • uint32_t getNodeId (void) const
  • virtual SoChildList * getChildren (void) const
  • virtual void writeInstance (SoOutput *out)
  • virtual SoNode * addToCopyDict (void) const
  • virtual void copyContents (const SoFieldContainer *from, SbBool copyconnections)
  • virtual SoFieldContainer * copyThroughConnection (void) const

🫧 Public Member Functions inherited from SoFieldContainer 🫧

  • void setToDefaults (void)
  • SbBool hasDefaultValues (void) const
  • SbBool fieldsAreEqual (const SoFieldContainer *container) const
  • void copyFieldValues (const SoFieldContainer *container, SbBool copyconnections=FALSE)
  • SbBool set (const char *const fielddata)
  • void get (SbString &fielddata)
  • virtual int getFields (SoFieldList &l) const
  • virtual int getAllFields (SoFieldList &l) const
  • virtual SoField * getField (const SbName &name) const
  • virtual SoField * getEventIn (const SbName &name) const
  • virtual SoField * getEventOut (const SbName &name) const
  • SbBool getFieldName (const SoField *const field, SbName &name) const
  • SbBool enableNotify (const SbBool flag)
  • SbBool isNotifyEnabled (void) const
  • SbBool set (const char *fielddata, SoInput *input)
  • void get (SbString &fielddata, SoOutput *out)
  • virtual SbBool validateNewFieldValue (SoField *field, void *newval)
  • virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)
  • SbBool getIsBuiltIn (void) const
  • virtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged) const
  • void setUserData (void *userdata) const
  • void * getUserData (void) const

πŸ¦„ Public Member Functions inherited from SoBase πŸ¦„

  • void ref (void) const
  • void unref (void) const
  • void unrefNoDelete (void) const
  • int32_t getRefCount (void) const
  • void touch (void)
  • SbBool isOfType (SoType type) const
  • virtual SbName getName (void) const
  • virtual void setName (const SbName &newname)
  • void addAuditor (void *const auditor, const SoNotRec::Type type)
  • void removeAuditor (void *const auditor, const SoNotRec::Type type)
  • const SoAuditorList & getAuditors (void) const
  • SbBool shouldWrite (void)
  • void assertAlive (void) const

✨ Static Public Member Functions ✨

  • static SoType getClassTypeId (void)
  • static void initClass ()

πŸ’« Static Public Member Functions inherited from SoNode πŸ’«

  • static uint32_t getCompatibilityTypes (const SoType &nodetype)
  • static SoType getClassTypeId (void)
  • static SoNode * getByName (const SbName &name)
  • static int getByName (const SbName &name, SoNodeList &l)
  • static void initClass (void)
  • static void initClasses (void)
  • static uint32_t getNextNodeId (void)
  • static int getActionMethodIndex (const SoType type)
  • static void getBoundingBoxS (SoAction *action, SoNode *node)
  • static void GLRenderS (SoAction *action, SoNode *node)
  • static void callbackS (SoAction *action, SoNode *node)
  • static void getMatrixS (SoAction *action, SoNode *node)
  • static void handleEventS (SoAction *action, SoNode *node)
  • static void pickS (SoAction *action, SoNode *node)
  • static void rayPickS (SoAction *action, SoNode *node)
  • static void searchS (SoAction *action, SoNode *node)
  • static void writeS (SoAction *action, SoNode *node)
  • static void audioRenderS (SoAction *action, SoNode *node)
  • static void getPrimitiveCountS (SoAction *action, SoNode *node)

🌟 Static Public Member Functions inherited from SoFieldContainer 🌟

  • static void initClass (void)
  • static SoType getClassTypeId (void)
  • static void cleanupClass (void)
  • static void initCopyDict (void)
  • static void addCopy (const SoFieldContainer *orig, const SoFieldContainer *copy)
  • static SoFieldContainer * checkCopy (const SoFieldContainer *orig)
  • static SoFieldContainer * findCopy (const SoFieldContainer *orig, const SbBool copyconnections)
  • static void copyDone (void)

⭐ Static Public Member Functions inherited from SoBase ⭐

  • static void initClass (void)
  • static SoType getClassTypeId (void)
  • static void addName (SoBase *const base, const char *const name)
  • static void removeName (SoBase *const base, const char *const name)
  • static void incrementCurrentWriteCounter (void)
  • static void decrementCurrentWriteCounter (void)
  • static SoBase * getNamedBase (const SbName &name, SoType type)
  • static int getNamedBases (const SbName &name, SoBaseList &baselist, SoType type)
  • static SbBool read (SoInput *input, SoBase *&base, SoType expectedtype)
  • static void setInstancePrefix (const SbString &c)
  • static void setTraceRefs (SbBool trace)
  • static SbBool getTraceRefs (void)
  • static SbBool connectRoute (SoInput *input, const SbName &fromnodename, const SbName &fromfieldname, const SbName &tonodename, const SbName &tofieldname)
  • static SbBool readRoute (SoInput *input)

πŸŽ€ Public Attributes πŸŽ€

  • SoMFNode shaderObject β€” the actual shader-object list, the whole point of this class, periodt πŸ’…

πŸ”’ Protected Member Functions πŸ”’

  • virtual const SoFieldData * getFieldData (void) const
  • virtual ~SoShaderProgram () β€” the destructor, protected, mind the vibes

🌸 Protected Member Functions inherited from SoNode 🌸

  • SoNode (void)
  • virtual ~SoNode ()
  • virtual SbBool readInstance (SoInput *in, unsigned short flags)

πŸ“ Protected Member Functions inherited from SoFieldContainer πŸ“

  • SoFieldContainer (void)
  • virtual ~SoFieldContainer ()

🧚 Protected Member Functions inherited from SoBase 🧚

  • SoBase (void)
  • virtual ~SoBase ()
  • virtual void destroy (void)
  • SbBool hasMultipleWriteRefs (void) const
  • SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine) const
  • void writeFooter (SoOutput *out) const
  • virtual const char * getFileFormatName (void) const

🌟 Static Protected Member Functions 🌟

  • static const SoFieldData ** getFieldDataPtr (void)

🫢 Static Protected Member Functions inherited from SoNode 🫢

  • static const SoFieldData ** getFieldDataPtr (void)
  • static void setNextActionMethodIndex (int index)
  • static int getNextActionMethodIndex (void)
  • static void incNextActionMethodIndex (void)
  • static void setCompatibilityTypes (const SoType &nodetype, const uint32_t bitmask)

πŸ’œ Static Protected Member Functions inherited from SoBase πŸ’œ

  • static uint32_t getCurrentWriteCounter (void)
  • static void staticDataLock (void)
  • static void staticDataUnlock (void)

πŸ‘‘ Additional Inherited Members πŸ‘‘

🌈 Public Types inherited from SoNode 🌈

the big enum, no cap:

enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002,
    INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010,
    INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080,
    COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 =
    0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000,
    COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000 }

πŸ¦‹ Protected Types inherited from SoBase πŸ¦‹

enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }

πŸ’– Protected Attributes inherited from SoNode πŸ’–

uint32_t uniqueId

πŸŽ€ Protected Attributes inherited from SoFieldContainer πŸŽ€

SbBool isBuiltIn

⭐ Static Protected Attributes inherited from SoNode ⭐

static uint32_t nextUniqueId = 1
static int nextActionMethodIndex = 0

πŸ’– Detailed Description πŸ’–

okay bestie, so SoShaderProgram is the node that lets u specify a whole set of vertex/geometry/fragment objects. It's giving shader HQ, fr fr. 🫢

This node can store one of each of SoVertexShader, SoGeometryShader and SoFragmentShader in its shaderObject field. Coin will load all shader objects specified there, and attach all objects into a program before binding it as the current shader program.

A typical scene graph with shaders will look something like this:

       Separator {
         ShaderProgram {
           shaderObject [
             VertexShader {
               sourceProgram "myvertexshader.glsl"
               parameter [
                 ShaderParameter1f { name "myvertexparam" value 1.0 }
               ]
             }
             FragmentShader {
               sourceProgram "myfragmentshader.glsl"
               parameter [
                 ShaderParameter1f { name "myfragmentparam" value 2.0 }
               ]
             }
           ]
         }
         Cube { }
       }

This will render the Cube with the vertex and fragment shaders specified in myvertexshader.glsl and myfragmentshader.glsl. Coin also supports ARB shaders and Cg shaders (if the Cg library is installed). However, we recommend using GLSL since we will focus mostly on support this shader language.

Coin defines some named parameters that can be added by the application programmer, and which will be automatically updated by Coin while traversing the scene graph.

  • coin_texunit[n]_model β€” Set to 0 when texturing is disabled, and to SoTextureImageElement::Model if there's a current texture on the state for unit n.
  • coin_light_model β€” Set to 1 for PHONG, 0 for BASE_COLOR lighting.

Example scene graph that renders per-fragment OpenGL Phong lighting for one light source. The shaders assume the first light source is a directional light. This is the case if you open the file in a standard examiner viewer.

The iv-file:

       Separator {
         ShaderProgram {
           shaderObject [
             VertexShader {
               sourceProgram "perpixel_vertex.glsl"
             }
             FragmentShader {
               sourceProgram "perpixel_fragment.glsl"
             }
           ]
         }
         Complexity { value 1.0 }
         Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
         Sphere { }

         Translation { translation 3 0 0 }
         Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
         Cone { }

         Translation { translation 3 0 0 }
         Material { diffuseColor 0.8 0.4 0.1 specularColor 1 1 1 shininess 0.9 }
         Cylinder { }
       }

The vertex shader (perpixel_vertex.glsl):

       varying vec3 ecPosition3;
       varying vec3 fragmentNormal;

       void main(void)
       {
         vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
         ecPosition3 = ecPosition.xyz / ecPosition.w;
         fragmentNormal = normalize(gl_NormalMatrix * gl_Normal);

         gl_Position = ftransform();
         gl_FrontColor = gl_Color;
       }

The fragment shader (perpixel_vertex.glsl):

       varying vec3 ecPosition3;
       varying vec3 fragmentNormal;

       void DirectionalLight(in int i,
                             in vec3 normal,
                             inout vec4 ambient,
                             inout vec4 diffuse,
                             inout vec4 specular)
       {
         float nDotVP; // normal . light direction
         float nDotHV; // normal . light half vector
         float pf;     // power factor

         nDotVP = max(0.0, dot(normal, normalize(vec3(gl_LightSource[i].position))));
         nDotHV = max(0.0, dot(normal, vec3(gl_LightSource[i].halfVector)));

         if (nDotVP == 0.0)
           pf = 0.0;
         else
           pf = pow(nDotHV, gl_FrontMaterial.shininess);

         ambient += gl_LightSource[i].ambient;
         diffuse += gl_LightSource[i].diffuse * nDotVP;
         specular += gl_LightSource[i].specular * pf;
       }

       void main(void)
       {
         vec3 eye = -normalize(ecPosition3);
         vec4 ambient = vec4(0.0);
         vec4 diffuse = vec4(0.0);
         vec4 specular = vec4(0.0);
         vec3 color;

         DirectionalLight(0, normalize(fragmentNormal), ambient, diffuse, specular);

         color =
           gl_FrontLightModelProduct.sceneColor.rgb +
           ambient.rgb * gl_FrontMaterial.ambient.rgb +
           diffuse.rgb * gl_Color.rgb +
           specular.rgb * gl_FrontMaterial.specular.rgb;

         gl_FragColor = vec4(color, gl_Color.a);
       }

πŸ“ FILE FORMAT/DEFAULTS πŸ“

       ShaderProgram {
         shaderObject []
       }

πŸ‘€ See also πŸ‘€

  • SoShaderObject
  • SoShaderProgram

⏳ Since ⏳

  • Coin 2.5

πŸŽ€ Constructor & Destructor Documentation πŸŽ€

SoShaderProgram::SoShaderProgram (void )

Constructor. πŸ’–

SoShaderProgram::~SoShaderProgram () [protected], [virtual]

Destructor. 🫢


πŸ”₯ Member Function Documentation πŸ”₯

SoType SoShaderProgram::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.

Implements SoBase.

const SoFieldData * SoShaderProgram::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 SoFieldContainer.

void SoShaderProgram::setEnableCallback (SoShaderProgramEnableCB * cb, void * closure)

Adds a callback which is called every time this program is enabled/disabled. ✨

void SoShaderProgram::GLRender (SoGLRenderAction * action) [virtual]

Action method for the SoGLRenderAction.

This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.

Reimplemented from SoNode.

void SoShaderProgram::search (SoSearchAction * action) [virtual]

Action method for SoSearchAction.

Compares the search criteria from the action to see if this node is a match. Searching is done by matching up all criteria set up in the SoSearchAction -- if any of the requested criteria is a miss, the search is not deemed successful for the node.

See also SoSearchAction

Reimplemented from SoNode.


πŸ‘‘ Member Data Documentation πŸ‘‘

SoMFNode SoShaderProgram::shaderObject

The shader objects. πŸ’…


🧚 Author 🧚

Generated automatically by Doxygen for Coin from the source code.


Byeee bestie πŸ’– this was SoShaderProgram(3) from Coin, version 3.1.3 β€” no date in the footer, but the vibes are eternal. Mwah πŸ’‹

πŸ“¦ where this page comes from