Vp::FrustumShader
Shader for displaying projection frustums.
#include "Viewport/shader/FrustumShader.h"
Inherits from Vp::ColorShader, Vp::ObjectShader, Vp::WorldShader, Vp::Shader
Public Functions
| Name | |
|---|---|
| FrustumShader(GLuint id) | |
| virtual void | init(bool initSuperclass) override |
| virtual void | setUniforms() override<br>Set uniforms before rendering. |
Public Attributes
| Name | |
|---|---|
| GLint | inverseProjectionMatrixId |
| glm::mat4 | m_frustumProjectionMatrix |
| glm::mat4 | m_frustumViewMatrix |
Additional inherited members
Public Functions inherited from Vp::ColorShader
| Name | |
|---|---|
| ColorShader(GLuint id) |
Public Attributes inherited from Vp::ColorShader
| Name | |
|---|---|
| glm::vec3 | m_singleColor |
| bool | m_useSingleColor |
Protected Attributes inherited from Vp::ColorShader
| Name | |
|---|---|
| GLint | singleColorId |
| GLint | useSingleColorId |
Public Functions inherited from Vp::ObjectShader
| Name | |
|---|---|
| ObjectShader(GLuint id) |
Public Attributes inherited from Vp::ObjectShader
| Name | |
|---|---|
| float | m_opacity |
Protected Attributes inherited from Vp::ObjectShader
| Name | |
|---|---|
| GLint | opacityId |
Public Functions inherited from Vp::WorldShader
| Name | |
|---|---|
| WorldShader(GLuint id) | |
| void | setWorldTransform(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection)<br>Updates MVP matrices. |
Public Attributes inherited from Vp::WorldShader
| Name | |
|---|---|
| glm::mat4 | m_model |
| glm::mat4 | m_projection |
| glm::mat4 | m_view |
| GLint | m_wboitFarId |
| GLint | m_wboitNearId |
| GLint | modelMatrixId |
| GLint | normalMatrixId |
| GLint | projectionMatrixId |
| GLint | pvmMatrixId |
| GLint | viewMatrixId |
Public Functions inherited from Vp::Shader
| Name | |
|---|---|
| Shader(GLuint id) | |
| virtual | ~Shader() =default |
| void | bindTexture2D(GLuint textureUnit, GLuint textureID, GLint samplerLocation) |
| void | bindTexture2DMS(GLuint textureUnit, GLuint textureID, GLint samplerLocation) |
| bool | hasUniform(GLint location) |
| virtual void | setUniformsPerMeshPart(Core::Mesh::MeshPart & meshPart)<br>Set uniforms before rendering individual mesh parts. |
| bool | supportsWboit() |
| virtual void | use() const |
Public Attributes inherited from Vp::Shader
| Name | |
|---|---|
| GLuint | m_id |
| bool | m_wboit <br>Whether to use weighted blended transparency for output if supported. |
| int | m_wboitFunc |
Protected Attributes inherited from Vp::Shader
| Name | |
|---|---|
| GLint | m_wboitFlagId <br>Uniform id of the wboit enable/disable flag. |
| GLint | m_wboitFuncId |
Public Functions Documentation
function FrustumShader
explicit FrustumShader(
GLuint id
)explicit FrustumShader(
GLuint id
)function init
virtual void init(
bool initSuperclass
) overridevirtual void init(
bool initSuperclass
) overrideReimplements: Vp::ColorShader::init
function setUniforms
virtual void setUniforms() overridevirtual void setUniforms() overrideSet uniforms before rendering.
Reimplements: Vp::ColorShader::setUniforms
Public Attributes Documentation
variable inverseProjectionMatrixId
GLint inverseProjectionMatrixId;GLint inverseProjectionMatrixId;variable m_frustumProjectionMatrix
glm::mat4 m_frustumProjectionMatrix;glm::mat4 m_frustumProjectionMatrix;variable m_frustumViewMatrix
glm::mat4 m_frustumViewMatrix;glm::mat4 m_frustumViewMatrix;Updated on 2025-09-07 at 16:13:51 +0000