OpenGL的功能与OSG中对应的功能

来源:互联网 发布:陈百祥演技知乎 编辑:程序博客网 时间:2024/05/16 19:05

将OpenGL中的功能与OSG对应功能进行列举:

OpenGL functionOpenSceneGraph implementationglClear( 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)glClearDepthosg::Camera::setClearDepth(double depth)glClearStencilosg::Camera::setClearStencil(int stencil)State AttributesglAlphaFunc( 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 supportedglFogfv(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 extensionosg::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)
0 0