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
) override
virtual void init(
bool initSuperclass
) override
Reimplements: Vp::ColorShader::init
function setUniforms
virtual void setUniforms() override
virtual void setUniforms() override
Set 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 2024-11-06 at 20:16:53 +0000