Visualization Library 2.1.0
A lightweight C++ OpenGL middleware for 2D/3D graphics
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The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit. More...
#include <Shader.hpp>
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 fmat4 & | matrix () const |
const TextureMatrix & | setMatrix (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< RenderState > | clone () 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... | |
Object & | operator= (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... | |
IMutex * | refCountMutex () |
The mutex used to protect the reference counting of an Object across multiple threads. More... | |
const IMutex * | refCountMutex () 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 |
IMutex * | mRefCountMutex |
int | mReferenceCount |
bool | mAutomaticDelete |
Additional Inherited Members | |
Protected Member Functions inherited from vl::Object | |
virtual | ~Object () |
The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit.
Definition at line 1539 of file Shader.hpp.
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inline |
Definition at line 1544 of file Shader.hpp.
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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.
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inlinevirtual |
Implements vl::RenderState.
Definition at line 1568 of file Shader.hpp.
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inline |
Definition at line 1550 of file Shader.hpp.
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inline |
Definition at line 1552 of file Shader.hpp.
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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:
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.
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inlinevirtual |
Reimplemented from vl::RenderState.
Definition at line 1546 of file Shader.hpp.
References vl::RS_TextureMatrix.
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inline |
Definition at line 1566 of file Shader.hpp.
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protected |
Definition at line 1576 of file Shader.hpp.
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protected |
Definition at line 1577 of file Shader.hpp.
Visualization Library 2.1.0 Reference Documentation
Updated on Wed Mar 10 2021 16:02:55.
© Copyright Michele Bosi. All rights reserved.