Vp::WorldShader
Abstract shader that provides PVM matrices uniforms.
#include "Viewport/shader/WorldShader.h"
Inherits from Vp::Shader
Inherited by Vp::ObjectShader
Public Functions
Name | |
---|---|
WorldShader(GLuint id) | |
virtual void | init(bool initSuperclass) override |
virtual void | setUniforms() override<br>Set uniforms before rendering. |
void | setWorldTransform(const glm::mat4 & model, const glm::mat4 & view, const glm::mat4 & projection)<br>Updates MVP matrices. |
Public Attributes
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 |
Additional inherited members
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 WorldShader
cpp
explicit WorldShader(
GLuint id
)
explicit WorldShader(
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
function setWorldTransform
cpp
void setWorldTransform(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection
)
void setWorldTransform(
const glm::mat4 & model,
const glm::mat4 & view,
const glm::mat4 & projection
)
Updates MVP matrices.
Parameters:
- model Model use
- view View use
- projection Projection use
Public Attributes Documentation
variable m_model
cpp
glm::mat4 m_model;
glm::mat4 m_model;
variable m_projection
cpp
glm::mat4 m_projection;
glm::mat4 m_projection;
variable m_view
cpp
glm::mat4 m_view;
glm::mat4 m_view;
variable m_wboitFarId
cpp
GLint m_wboitFarId;
GLint m_wboitFarId;
variable m_wboitNearId
cpp
GLint m_wboitNearId;
GLint m_wboitNearId;
variable modelMatrixId
cpp
GLint modelMatrixId;
GLint modelMatrixId;
variable normalMatrixId
cpp
GLint normalMatrixId;
GLint normalMatrixId;
variable projectionMatrixId
cpp
GLint projectionMatrixId;
GLint projectionMatrixId;
variable pvmMatrixId
cpp
GLint pvmMatrixId;
GLint pvmMatrixId;
variable viewMatrixId
cpp
GLint viewMatrixId;
GLint viewMatrixId;
Updated on 2024-11-06 at 20:16:53 +0000