Visualization Library 2.0.0

A lightweight C++ OpenGL middleware for 2D/3D graphics

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Public Member Functions | Protected Attributes | List of all members
vl::TextureMatrix Class Reference

The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit. More...

#include <Shader.hpp>

+ Inheritance diagram for vl::TextureMatrix:

Public Member Functions

 TextureMatrix ()
 
virtual ERenderState type () const
 
virtual void apply (int index, const Camera *, OpenGLContext *ctx) const
 The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it. More...
 
const fmat4matrix () const
 
const TextureMatrixsetMatrix (const fmat4 &matrix)
 
void setUseCameraRotationInverse (bool use)
 Set this to true when you want your cubemap to appear in world space rather than eye space. More...
 
bool useCameraRotationInverse () const
 
virtual ref< RenderStateclone () const
 
- Public Member Functions inherited from vl::RenderStateIndexed
 RenderStateIndexed ()
 
- Public Member Functions inherited from vl::RenderState
 RenderState ()
 
- Public Member Functions inherited from vl::Object
 Object ()
 Constructor. More...
 
 Object (const Object &other)
 Copy constructor: copies the name, ref count mutex and user data. More...
 
Objectoperator= (const Object &other)
 Copy operator: copies the object's name, ref count mutex and user data. More...
 
const std::string & objectName () const
 The name of the object, by default set to the object's class name. More...
 
void setObjectName (const char *name)
 The name of the object, by default set to the object's class name in debug builds. More...
 
void setObjectName (const std::string &name)
 The name of the object, by default set to the object's class name in debug builds. More...
 
void setRefCountMutex (IMutex *mutex)
 The mutex used to protect the reference counting of an Object across multiple threads. More...
 
IMutexrefCountMutex ()
 The mutex used to protect the reference counting of an Object across multiple threads. More...
 
const IMutexrefCountMutex () const
 The mutex used to protect the reference counting of an Object across multiple threads. More...
 
int referenceCount () const
 Returns the number of references of an object. More...
 
void incReference () const
 Increments the reference count of an object. More...
 
void decReference ()
 Decrements the reference count of an object and deletes it if both automaticDelete() is true the count reaches 0. More...
 
void setAutomaticDelete (bool autodel_on)
 If set to true the Object is deleted when its reference count reaches 0. More...
 
bool automaticDelete () const
 If set to true the Object is deleted when its reference count reaches 0. More...
 
template<class T >
T * as ()
 Casts an Object to the specified class. More...
 
template<class T >
const T * as () const
 Casts an Object to the specified class. More...
 

Protected Attributes

fmat4 mMatrix
 
bool mUseCameraRotationInverse
 
- Protected Attributes inherited from vl::Object
std::string mObjectName
 
IMutexmRefCountMutex
 
int mReferenceCount
 
bool mAutomaticDelete
 

Additional Inherited Members

- Protected Member Functions inherited from vl::Object
virtual ~Object ()
 

Detailed Description

The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit.

See also
Shader, TextureSampler, Texture, TexGen, TexParameter, Effect, Actor

Definition at line 1539 of file Shader.hpp.

Constructor & Destructor Documentation

◆ TextureMatrix()

vl::TextureMatrix::TextureMatrix ( )
inline

Definition at line 1544 of file Shader.hpp.

Member Function Documentation

◆ apply()

void TextureMatrix::apply ( int  index,
const Camera camera,
OpenGLContext ctx 
) const
virtual

The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it.

Implements vl::RenderState.

Definition at line 1087 of file Shader.cpp.

References vl::Matrix4< T_Scalar >::as3x3(), vl::Camera::modelingMatrix(), VL_CHECK, and VL_CHECK_OGL.

◆ clone()

virtual ref<RenderState> vl::TextureMatrix::clone ( ) const
inlinevirtual

Implements vl::RenderState.

Definition at line 1568 of file Shader.hpp.

◆ matrix()

const fmat4& vl::TextureMatrix::matrix ( ) const
inline

Definition at line 1550 of file Shader.hpp.

◆ setMatrix()

const TextureMatrix& vl::TextureMatrix::setMatrix ( const fmat4 matrix)
inline

Definition at line 1552 of file Shader.hpp.

◆ setUseCameraRotationInverse()

void vl::TextureMatrix::setUseCameraRotationInverse ( bool  use)
inline

Set this to true when you want your cubemap to appear in world space rather than eye space.

When setUseCameraRotationInverse() is true the texture matrix is computed as:

matrix()*camera->modelingMatrix().as3x3()

This way matrix() represents the transform of the texture in world coordinates, for example if you want to reorient your cubemap in world space or when you want to rotate the direction of one or more highlights prerendered in a cubemap.

Definition at line 1564 of file Shader.hpp.

◆ type()

virtual ERenderState vl::TextureMatrix::type ( ) const
inlinevirtual

Reimplemented from vl::RenderState.

Definition at line 1546 of file Shader.hpp.

References vl::RS_TextureMatrix.

◆ useCameraRotationInverse()

bool vl::TextureMatrix::useCameraRotationInverse ( ) const
inline

Definition at line 1566 of file Shader.hpp.

Member Data Documentation

◆ mMatrix

fmat4 vl::TextureMatrix::mMatrix
protected

Definition at line 1576 of file Shader.hpp.

◆ mUseCameraRotationInverse

bool vl::TextureMatrix::mUseCameraRotationInverse
protected

Definition at line 1577 of file Shader.hpp.


The documentation for this class was generated from the following files: