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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 voidinit(bool initSuperclass) override
virtual voidsetUniforms() override<br>Set uniforms before rendering.

Public Attributes

Name
GLintinverseProjectionMatrixId
glm::mat4m_projectionViewMatrixInv
boolm_visualizeDepth
boolm_vulkan <br>Determines the visualized depth range.
GLintvisualizeDepthId
GLintvulkanId

Additional inherited members

Public Functions inherited from Vp::ColorShader

Name
ColorShader(GLuint id)

Public Attributes inherited from Vp::ColorShader

Name
glm::vec3m_singleColor
boolm_useSingleColor

Protected Attributes inherited from Vp::ColorShader

Name
GLintsingleColorId
GLintuseSingleColorId

Public Functions inherited from Vp::ObjectShader

Name
ObjectShader(GLuint id)

Public Attributes inherited from Vp::ObjectShader

Name
floatm_opacity

Protected Attributes inherited from Vp::ObjectShader

Name
GLintopacityId

Public Functions inherited from Vp::WorldShader

Name
WorldShader(GLuint id)
voidsetWorldTransform(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection)<br>Updates MVP matrices.

Public Attributes inherited from Vp::WorldShader

Name
glm::mat4m_model
boolm_normal <br>Whether to provide normal matrix uniform.
glm::mat4m_projection
boolm_pvm <br>Whether to provide precalculated PVM matrix uniform.
boolm_pvmSeparate <br>Whether to provide individual pvm matrices.
glm::mat4m_view
GLintm_wboitFarId
GLintm_wboitNearId
GLintmodelMatrixId
GLintnormalMatrixId
GLintprojectionMatrixId
GLintpvmMatrixId
GLintviewMatrixId

Public Functions inherited from Vp::Shader

Name
Shader(GLuint id)
virtual~Shader() =default
voidbindTexture2D(GLuint textureUnit, GLuint textureID, GLint samplerLocation)
voidbindTexture2DArray(GLuint textureUnit, GLuint textureID, GLint samplerLocation)
voidbindTexture2DMS(GLuint textureUnit, GLuint textureID, GLint samplerLocation)
boolhasUniform(GLint location) const
virtual voidsetUniformsPerMeshPart(Core::Mesh::MeshPart & meshPart)<br>Set uniforms before rendering individual mesh parts.
boolsupportsUserClipping() const
boolsupportsWboit() const
virtual voiduse() const

Public Attributes inherited from Vp::Shader

Name
const std::array< glm::vec4, 6 > *m_clippingPlanes
std::stringm_fragSource
std::stringm_geoSource
GLuintm_id
std::stringm_injectedSource
std::stringm_vertSource
boolm_wboit <br>Whether to use weighted blended transparency for output if supported.
intm_wboitFunc

Protected Attributes inherited from Vp::Shader

Name
std::array< GLint, 6 >m_clippingPlanesId
GLintm_wboitFlagId <br>Uniform id of the wboit enable/disable flag.
GLintm_wboitFuncId

Public Functions Documentation

function FrustumShader

cpp
explicit FrustumShader(
    GLuint id
)
explicit FrustumShader(
    GLuint id
)

function init

cpp
virtual void init(
    bool initSuperclass
) override
virtual void init(
    bool initSuperclass
) override

Reimplements: Vp::ColorShader::init

function setUniforms

cpp
virtual void setUniforms() override
virtual void setUniforms() override

Set uniforms before rendering.

Reimplements: Vp::ColorShader::setUniforms

Public Attributes Documentation

variable inverseProjectionMatrixId

cpp
GLint inverseProjectionMatrixId;
GLint inverseProjectionMatrixId;

variable m_projectionViewMatrixInv

cpp
glm::mat4 m_projectionViewMatrixInv {1.f};
glm::mat4 m_projectionViewMatrixInv {1.f};

variable m_visualizeDepth

cpp
bool m_visualizeDepth {false};
bool m_visualizeDepth {false};

variable m_vulkan

cpp
bool m_vulkan {false};
bool m_vulkan {false};

Determines the visualized depth range.

variable visualizeDepthId

cpp
GLint visualizeDepthId;
GLint visualizeDepthId;

variable vulkanId

cpp
GLint vulkanId;
GLint vulkanId;

Updated on 2025-05-31 at 12:55:31 +0000