Vp::TexturedObject
#include "Viewport/entity/TexturedObject.h"
Inherits from Vp::GameObject, Vp::Entity
Inherited by Vp::SceneModel, Vp::SceneScreen
Public Functions
| Name | |
|---|---|
| TexturedObject(Core::Mesh * mesh, PhongShader * shader) | |
| virtual void | prepareRenderContext(RenderContext & context, const DisplayOptions & displayOptions) override |
Public Attributes
| Name | |
|---|---|
| glm::vec3 | m_tint |
| float | m_tintStrength |
Additional inherited members
Public Functions inherited from Vp::GameObject
| Name | |
|---|---|
| GameObject() =default<br>Creates an empty GameObject. | |
| GameObject(Core::Mesh * mesh, ObjectShader * shader) | |
| virtual void | dispose() override |
| 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) override<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
| virtual void | render(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection, const RenderContext & context)<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
| virtual void | update(Scene & scene) override |
Public Attributes inherited from Vp::GameObject
| Name | |
|---|---|
| Core::Mesh * | m_mesh |
| float | m_opacity |
Public Classes inherited from Vp::Entity
| Name | |
|---|---|
| struct | RenderContext |
Public Types inherited from Vp::Entity
| Name | |
|---|---|
| enum class | RenderType { NORMAL, CUSTOM, SILHOUETTE} |
Public Functions inherited from Vp::Entity
| 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. |
| 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 inherited from Vp::Entity
| 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 inherited from Vp::Entity
| Name | |
|---|---|
| DisplayType | m_displayType |
Public Functions Documentation
function TexturedObject
cpp
TexturedObject(
Core::Mesh * mesh,
PhongShader * shader
)TexturedObject(
Core::Mesh * mesh,
PhongShader * shader
)function prepareRenderContext
cpp
virtual void prepareRenderContext(
RenderContext & context,
const DisplayOptions & displayOptions
) overridevirtual void prepareRenderContext(
RenderContext & context,
const DisplayOptions & displayOptions
) overrideReimplements: Vp::GameObject::prepareRenderContext
Public Attributes Documentation
variable m_tint
cpp
glm::vec3 m_tint {1.0f};glm::vec3 m_tint {1.0f};variable m_tintStrength
cpp
float m_tintStrength {.5f};float m_tintStrength {.5f};Updated on 2026-05-21 at 15:39:36 +0000