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| Clear () |
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virtual void | render_Implementation (const Actor *, const Shader *, const Camera *, OpenGLContext *) const |
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void | setClearColorBuffer (bool clear) |
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void | setClearDepthBuffer (bool clear) |
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void | setClearStencilBuffer (bool clear) |
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void | setClearColorValue (const fvec4 &clear_val) |
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void | setClearColorValueInt (const ivec4 &clear_val) |
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void | setClearColorValueUInt (const uvec4 &clear_val) |
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void | setClearDepthValue (float clear_val) |
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void | setClearStencilValue (int clear_val) |
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void | setClearColorMode (EClearColorMode mode) |
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EClearColorMode | clearColorMode () const |
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void | setScissorBox (int x, int y, int w, int h) |
| Defines which portion of the rendering buffers should be cleared. More...
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void | getScissorBox (int &x, int &y, int &w, int &h) |
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virtual void | updateDirtyBufferObject (EBufferObjectUpdateMode) |
| Uploads the data stored in the local buffers on the GPU memory. More...
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virtual void | deleteBufferObject () |
| Destroys the BufferObject (vertex buffer objects) associated to this a Renderable. More...
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| Renderable () |
| Constructor. More...
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virtual | ~Renderable () |
| Destructor. More...
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void | render (const Actor *actor, const Shader *shader, const Camera *camera, OpenGLContext *gl_context) |
| Renders the Renderable and if necessary compiles the display list and updates the BufferObjects. More...
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void | computeBounds () |
| Recomputes the bounding box and bounding sphere of a Renderable. More...
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long long | boundsUpdateTick () const |
| Returns the bounds-update-tick which is a counter incremented every time the bounding box or bounding sphere is updated. More...
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void | setBoundsDirty (bool dirty) |
| Marks the bounding box and bounding sphere as dirty in order to be recomputed at the next rendering. More...
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bool | boundsDirty () const |
| Returns whether the bounding sphere or bounding box are "dirty", that is, meant to be recomputed. More...
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void | setBoundingBox (const AABB &aabb) |
| Sets the bounding box of a Renderable. More...
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void | setBoundingSphere (const Sphere &sphere) |
| Sets the bounding sphere of a Renderable. More...
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const AABB & | boundingBox () const |
| Returns the bounding box of a Renderable without recomputing the bounds if dirty. More...
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const Sphere & | boundingSphere () const |
| Returns the bounding sphere of a Renderable without recomputing the bounds if dirty. More...
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const AABB & | boundingBox () |
| Returns the bounding box of a Renderable recomputing the bounds if dirty. More...
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const Sphere & | boundingSphere () |
| Returns the bounding sphere of a Renderable recomputing the bounds if dirty. More...
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unsigned int | displayList () const |
| Returns the display list associated to a Renderable or 0 (zero) if no display list is associated. More...
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void | setDisplayList (unsigned int disp_list) |
| Manually assciates a display list to a Renderable (to be used with care). More...
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bool | isDisplayListEnabled () const |
| Returns true if display lists are enabled for a Renderable (disabled by default). More...
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void | setDisplayListEnabled (bool enabled) |
| Enable/disable display lists (disabled by default). More...
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bool | displayListDirty () const |
| Whether the display list associated to a Renderable should be recompiled at the next rendering. More...
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void | setDisplayListDirty (bool dirty) |
| Whether the display list associated to a Renderable should be recompiled at the next rendering. More...
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bool | isBufferObjectEnabled () const |
| Returns true if BufferObject (vertex buffer object) are enabled for a Renderable (enabled by default). More...
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void | setBufferObjectEnabled (bool enabled) |
| Enable/disable BufferObject (vertex buffer object) (enabled by default). More...
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bool | isBufferObjectDirty () const |
| Whether BufferObjects associated to a Renderable should be recomputed on the next rendering. More...
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void | setBufferObjectDirty (bool dirty=true) |
| Whether BufferObjects associated to a Renderable should be recomputed on the next rendering. More...
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void | deleteDisplayList () |
| Deletes the display list currently associated to a Renderable. More...
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| Object () |
| Constructor. More...
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| Object (const Object &other) |
| Copy constructor: copies the name, ref count mutex and user data. More...
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Object & | operator= (const Object &other) |
| Copy operator: copies the object's name, ref count mutex and user data. More...
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const std::string & | objectName () const |
| The name of the object, by default set to the object's class name. More...
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void | setObjectName (const char *name) |
| The name of the object, by default set to the object's class name in debug builds. More...
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void | setObjectName (const std::string &name) |
| The name of the object, by default set to the object's class name in debug builds. More...
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void | setRefCountMutex (IMutex *mutex) |
| The mutex used to protect the reference counting of an Object across multiple threads. More...
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IMutex * | refCountMutex () |
| The mutex used to protect the reference counting of an Object across multiple threads. More...
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const IMutex * | refCountMutex () const |
| The mutex used to protect the reference counting of an Object across multiple threads. More...
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int | referenceCount () const |
| Returns the number of references of an object. More...
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void | incReference () const |
| Increments the reference count of an object. More...
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void | decReference () |
| Decrements the reference count of an object and deletes it if both automaticDelete() is true the count reaches 0. More...
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void | setAutomaticDelete (bool autodel_on) |
| If set to true the Object is deleted when its reference count reaches 0. More...
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bool | automaticDelete () const |
| If set to true the Object is deleted when its reference count reaches 0. More...
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template<class T > |
T * | as () |
| Casts an Object to the specified class. More...
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template<class T > |
const T * | as () const |
| Casts an Object to the specified class. More...
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The Clear class is a Renderable used to clear the whole or a portion of the color, stencil or depth buffer.
The Clear class is a special Renderable that wraps the functionalities of the following OpenGL functions:
Usually the color, depth and stencil buffers are cleared at the beginning of a rendering when the Viewport is initialized. To handle less common cases the Clear class allows you to perform a clear operation also in the middle of a rendering. Just bind it to an an Actor and setup the appropriate clearing options.
- Note
- Binding a Transform to the same Actor will not affect the clearing operation in any way.
- You still need to bind an Effect to the same Actor infact the Effect's renderRank() and blending state enabled/disabled might affect the rendering order of the Actor bound to your Clear object, i.e. the moment at which your buffers are cleared. In other words the usual rules to determine the rendering order of an Actor apply also when a Clear object is bound to it. For this reason in order to define the exact point at which the buffers are cleared you should pay special attention to your Actor's and Effect's renderRank() and Actor's renderBlock().
- The following render states also affect the clearing process: ColorMask, StencilMask, DepthMask.
Definition at line 69 of file Clear.hpp.