Vp::Entity
A scene entity base class.
#include "Viewport/entity/Entity.h"
Inherited by Vp::GameObject
Public Classes
Name | |
---|---|
struct | RenderContext |
Public Types
Name | |
---|---|
enum class | RenderType { NORMAL, CUSTOM, SILHOUETTE} |
Public Functions
Name | |
---|---|
Entity() | |
virtual | ~Entity() =default |
RenderContext | createRenderContext(const DisplayOptions & displayOptions) |
virtual void | dispose() =0 |
DisplayType | getDisplayType() const |
glm::vec3 | getHighlightColor() const |
bool | isHighlighted() const |
virtual void | onSceneAdd(Scene & scene)<br>Called when the entity is added to a scene. |
virtual void | onSceneRemove(Scene & scene)<br>Called when the entity is removed from a scene. |
virtual void | prepareRenderContext(RenderContext & context, const DisplayOptions & displayOptions) =0 |
void | render(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection, const DisplayOptions & displayOptions)<br>Renders the entity with default rendering parameters. |
virtual void | render(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection, const RenderContext & context) =0<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
void | setDisplayType(DisplayType type) |
void | setHighlightColor(glm::vec3 highlightColor) |
void | setHighlighted(bool highlight) |
virtual void | update(Scene & scene) =0 |
Public Attributes
Name | |
---|---|
bool | m_backFaceCull |
unsigned int | m_explicitTransparencyOrder <br>Explicit order for ordered transparency. |
bool | m_highlight <br>Whether to paint this entity with an outline, can be used for selection or just highlighting. |
glm::vec3 | m_highlightColor |
bool | m_highlightUseDepth <br>Whether the highlight outline should respect the scene's depth buffer. |
bool | m_ignoreReferenceSpace <br>When true, the "global"/"reference space" model matrix passed to viewport drawing methods is ignored. |
bool | m_ignoreUserClipping <br>Whether to ignore user clip planes defined in DisplayOptions. |
glm::mat4 | m_lastModelMatrix <br>Potentially modifed model matrix last passed to the shader. |
glm::mat4 | m_modelMatrix <br>Model "world" transformation of the entity. |
glm::mat4 | m_modMatrix <br>Modification transformation, precedes any other transformations, modifies entity vertex data as if the modified data came directly from a source (model file). |
bool | m_opaque |
bool | m_selectable <br>Whether this entity should be written into the selection stencil buffer. |
int | m_selectionId <br>Id of the object, -1 if not assigned, for selection purposes. |
Shader * | m_shader |
bool | m_visible |
bool | m_wboit <br>Whether this entity should be rendered using order independent transparency, relevant if using a shader that supports wboit. |
int | m_wboitFunc <br>Index of the weight function to be used in wboit. |
Protected Attributes
Name | |
---|---|
DisplayType | m_displayType |
Public Types Documentation
enum RenderType
Enumerator | Value | Description |
---|---|---|
NORMAL | ||
CUSTOM | ||
SILHOUETTE |
Public Functions Documentation
function Entity
Entity()
Entity()
function ~Entity
virtual ~Entity() =default
virtual ~Entity() =default
function createRenderContext
RenderContext createRenderContext(
const DisplayOptions & displayOptions
)
RenderContext createRenderContext(
const DisplayOptions & displayOptions
)
function dispose
virtual void dispose() =0
virtual void dispose() =0
Reimplemented by: Vp::GameObject::dispose
function getDisplayType
inline DisplayType getDisplayType() const
inline DisplayType getDisplayType() const
function getHighlightColor
inline glm::vec3 getHighlightColor() const
inline glm::vec3 getHighlightColor() const
function isHighlighted
inline bool isHighlighted() const
inline bool isHighlighted() const
function onSceneAdd
inline virtual void onSceneAdd(
Scene & scene
)
inline virtual void onSceneAdd(
Scene & scene
)
Called when the entity is added to a scene.
Parameters:
- scene Scene to which it has been added
Reimplemented by: Vp::SceneCamera::onSceneAdd, Vp::SceneModel::onSceneAdd, Vp::SceneScreen::onSceneAdd
function onSceneRemove
inline virtual void onSceneRemove(
Scene & scene
)
inline virtual void onSceneRemove(
Scene & scene
)
Called when the entity is removed from a scene.
Parameters:
- scene Scene from which it has been removed
Reimplemented by: Vp::SceneCamera::onSceneRemove, Vp::SceneModel::onSceneRemove, Vp::SceneScreen::onSceneRemove
function prepareRenderContext
virtual void prepareRenderContext(
RenderContext & context,
const DisplayOptions & displayOptions
) =0
virtual void prepareRenderContext(
RenderContext & context,
const DisplayOptions & displayOptions
) =0
Reimplemented by: Vp::ColoredObject::prepareRenderContext, Vp::FrustumObject::prepareRenderContext, Vp::GameObject::prepareRenderContext, Vp::GridObject::prepareRenderContext, Vp::TexturedObject::prepareRenderContext
function render
void render(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection,
const DisplayOptions & displayOptions
)
void render(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection,
const DisplayOptions & displayOptions
)
Renders the entity with default rendering parameters.
Parameters:
- model Implicit model matrix, multiplies the entity's model transform from the left.
- view View matrix
- projection Projection matrix
function render
virtual void render(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection,
const RenderContext & context
) =0
virtual void render(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection,
const RenderContext & context
) =0
IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it.
Parameters:
- model Implicit model matrix, multiplies the entity's model transform from the left.
- view View matrix
- projection Projection matrix
- context Additional per-instance rendering parameters generated by createRenderContext() or prepareRenderContext().
Reimplemented by: Vp::FrustumObject::render, Vp::GameObject::render, Vp::GridObject::render, Vp::SceneCamera::render, Vp::SceneModel::render, Vp::GameObject::render
Currently there is no error checking and wrongly passed shader type will CAUSE UNDEFINED BEHAVIOUR!
Using dynamic casts instead might be undesirable (slow) here (this might just be a premature optimalization) Generally the shader passed to this method is the m_shader of this entity. However we need functionality that allows us to change the shader temporarily (like for drawing silhouettes) Because of this the shader can also sometimes be something else, usually some derived type of the one the entity expects. I couldn't find a way to inform what kinds of shaders an entity is able to use in its render methods. The type of the shader must be the base Shader class and so some kind of casting must occur.
Another option could be to use some kind of a typeid/enum system that tells us what type a shader is (rather than use dynamic cast). But that approach ignores inheritance which we need and having multiple types of shaders and entity member variable seems very inflexible.
The true elegant solution probably doesn't involve inheritance at all and rather uses composition, together with an ECS or something. But it was decided to not dive into that realm and so we are stuck with this seemingly simple but not very flexible inheritance structure.
function setDisplayType
inline void setDisplayType(
DisplayType type
)
inline void setDisplayType(
DisplayType type
)
function setHighlightColor
inline void setHighlightColor(
glm::vec3 highlightColor
)
inline void setHighlightColor(
glm::vec3 highlightColor
)
function setHighlighted
inline void setHighlighted(
bool highlight
)
inline void setHighlighted(
bool highlight
)
function update
virtual void update(
Scene & scene
) =0
virtual void update(
Scene & scene
) =0
Reimplemented by: Vp::GameObject::update, Vp::SceneCamera::update, Vp::SceneModel::update, Vp::SceneScreen::update
Public Attributes Documentation
variable m_backFaceCull
bool m_backFaceCull;
bool m_backFaceCull;
variable m_explicitTransparencyOrder
unsigned int m_explicitTransparencyOrder;
unsigned int m_explicitTransparencyOrder;
Explicit order for ordered transparency.
variable m_highlight
bool m_highlight;
bool m_highlight;
Whether to paint this entity with an outline, can be used for selection or just highlighting.
variable m_highlightColor
glm::vec3 m_highlightColor;
glm::vec3 m_highlightColor;
variable m_highlightUseDepth
bool m_highlightUseDepth;
bool m_highlightUseDepth;
Whether the highlight outline should respect the scene's depth buffer.
variable m_ignoreReferenceSpace
bool m_ignoreReferenceSpace {false};
bool m_ignoreReferenceSpace {false};
When true, the "global"/"reference space" model matrix passed to viewport drawing methods is ignored.
variable m_ignoreUserClipping
bool m_ignoreUserClipping {false};
bool m_ignoreUserClipping {false};
Whether to ignore user clip planes defined in DisplayOptions.
variable m_lastModelMatrix
glm::mat4 m_lastModelMatrix {1.f};
glm::mat4 m_lastModelMatrix {1.f};
Potentially modifed model matrix last passed to the shader.
variable m_modelMatrix
glm::mat4 m_modelMatrix {1.f};
glm::mat4 m_modelMatrix {1.f};
Model "world" transformation of the entity.
variable m_modMatrix
glm::mat4 m_modMatrix {1.f};
glm::mat4 m_modMatrix {1.f};
Modification transformation, precedes any other transformations, modifies entity vertex data as if the modified data came directly from a source (model file).
variable m_opaque
bool m_opaque;
bool m_opaque;
variable m_selectable
bool m_selectable;
bool m_selectable;
Whether this entity should be written into the selection stencil buffer.
variable m_selectionId
int m_selectionId {-1};
int m_selectionId {-1};
Id of the object, -1 if not assigned, for selection purposes.
variable m_shader
Shader * m_shader {nullptr};
Shader * m_shader {nullptr};
variable m_visible
bool m_visible;
bool m_visible;
variable m_wboit
bool m_wboit;
bool m_wboit;
Whether this entity should be rendered using order independent transparency, relevant if using a shader that supports wboit.
variable m_wboitFunc
int m_wboitFunc;
int m_wboitFunc;
Index of the weight function to be used in wboit.
Protected Attributes Documentation
variable m_displayType
DisplayType m_displayType {DisplayType::Default};
DisplayType m_displayType {DisplayType::Default};
Updated on 2025-05-31 at 12:55:31 +0000