Vp::GridShader
Shader for the infinite grid.
#include "Viewport/shader/GridShader.h"
Inherits from Vp::ObjectShader, Vp::WorldShader, Vp::Shader
Public Functions
Name | |
---|---|
GridShader(GLuint id) | |
virtual void | init(bool initSuperclass) override |
virtual void | setUniforms() override<br>Set uniforms before rendering. |
Public Attributes
Name | |
---|---|
glm::vec3 | m_axisXColor |
glm::vec3 | m_axisYColor |
glm::vec3 | m_axisZColor |
float | m_grid1FadeEnd |
float | m_grid1FadeStart |
float | m_grid2FadeEnd |
float | m_grid2FadeStart |
glm::vec3 | m_gridColor |
float | m_gridSize |
float | m_gridStrength |
float | m_lineWidth |
bool | m_showGrid |
bool | m_showXAxis |
bool | m_showYAxis |
bool | m_showZAxis |
Protected Attributes
Name | |
---|---|
GLint | m_axisXColorId |
GLint | m_axisYColorId |
GLint | m_axisZColorId |
GLint | m_farId |
GLint | m_grid1FadeEndId |
GLint | m_grid1FadeStartId |
GLint | m_grid2FadeEndId |
GLint | m_grid2FadeStartId |
GLint | m_gridColorId |
GLint | m_gridSizeId |
GLint | m_gridStrengthId |
GLint | m_lineWidthId |
GLint | m_nearId |
GLint | m_showGridId |
GLint | m_showXAxisId |
GLint | m_showYAxisId |
GLint | m_showZAxisId |
Additional inherited members
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 GridShader
cpp
explicit GridShader(
GLuint id
)
explicit GridShader(
GLuint id
)
function init
cpp
virtual void init(
bool initSuperclass
) override
virtual void init(
bool initSuperclass
) override
Reimplements: Vp::Shader::init
function setUniforms
cpp
virtual void setUniforms() override
virtual void setUniforms() override
Set uniforms before rendering.
Reimplements: Vp::Shader::setUniforms
Public Attributes Documentation
variable m_axisXColor
cpp
glm::vec3 m_axisXColor {glm::vec3(1.0, 0.49, 0.53)};
glm::vec3 m_axisXColor {glm::vec3(1.0, 0.49, 0.53)};
variable m_axisYColor
cpp
glm::vec3 m_axisYColor {glm::vec3(0.41, 0.96, 0.49)};
glm::vec3 m_axisYColor {glm::vec3(0.41, 0.96, 0.49)};
variable m_axisZColor
cpp
glm::vec3 m_axisZColor {glm::vec3(0.45, 0.49, 1.0)};
glm::vec3 m_axisZColor {glm::vec3(0.45, 0.49, 1.0)};
variable m_grid1FadeEnd
cpp
float m_grid1FadeEnd {0.4f};
float m_grid1FadeEnd {0.4f};
variable m_grid1FadeStart
cpp
float m_grid1FadeStart {0.0f};
float m_grid1FadeStart {0.0f};
variable m_grid2FadeEnd
cpp
float m_grid2FadeEnd {1.0f};
float m_grid2FadeEnd {1.0f};
variable m_grid2FadeStart
cpp
float m_grid2FadeStart {0.1f};
float m_grid2FadeStart {0.1f};
variable m_gridColor
cpp
glm::vec3 m_gridColor {glm::vec3(0.45, 0.49, 0.53)};
glm::vec3 m_gridColor {glm::vec3(0.45, 0.49, 0.53)};
variable m_gridSize
cpp
float m_gridSize {1.0f};
float m_gridSize {1.0f};
variable m_gridStrength
cpp
float m_gridStrength {0.5f};
float m_gridStrength {0.5f};
variable m_lineWidth
cpp
float m_lineWidth {1.0f};
float m_lineWidth {1.0f};
variable m_showGrid
cpp
bool m_showGrid = true;
bool m_showGrid = true;
variable m_showXAxis
cpp
bool m_showXAxis = true;
bool m_showXAxis = true;
variable m_showYAxis
cpp
bool m_showYAxis = true;
bool m_showYAxis = true;
variable m_showZAxis
cpp
bool m_showZAxis = true;
bool m_showZAxis = true;
Protected Attributes Documentation
variable m_axisXColorId
cpp
GLint m_axisXColorId;
GLint m_axisXColorId;
variable m_axisYColorId
cpp
GLint m_axisYColorId;
GLint m_axisYColorId;
variable m_axisZColorId
cpp
GLint m_axisZColorId;
GLint m_axisZColorId;
variable m_farId
cpp
GLint m_farId;
GLint m_farId;
variable m_grid1FadeEndId
cpp
GLint m_grid1FadeEndId;
GLint m_grid1FadeEndId;
variable m_grid1FadeStartId
cpp
GLint m_grid1FadeStartId;
GLint m_grid1FadeStartId;
variable m_grid2FadeEndId
cpp
GLint m_grid2FadeEndId;
GLint m_grid2FadeEndId;
variable m_grid2FadeStartId
cpp
GLint m_grid2FadeStartId;
GLint m_grid2FadeStartId;
variable m_gridColorId
cpp
GLint m_gridColorId;
GLint m_gridColorId;
variable m_gridSizeId
cpp
GLint m_gridSizeId;
GLint m_gridSizeId;
variable m_gridStrengthId
cpp
GLint m_gridStrengthId;
GLint m_gridStrengthId;
variable m_lineWidthId
cpp
GLint m_lineWidthId;
GLint m_lineWidthId;
variable m_nearId
cpp
GLint m_nearId;
GLint m_nearId;
variable m_showGridId
cpp
GLint m_showGridId;
GLint m_showGridId;
variable m_showXAxisId
cpp
GLint m_showXAxisId;
GLint m_showXAxisId;
variable m_showYAxisId
cpp
GLint m_showYAxisId;
GLint m_showYAxisId;
variable m_showZAxisId
cpp
GLint m_showZAxisId;
GLint m_showZAxisId;
Updated on 2025-01-07 at 13:40:43 +0000