Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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The ActorEventCallback class defines a callback object to react to Actor-related events. More...
#include <Actor.hpp>
Public Member Functions | |
ActorEventCallback () | |
virtual void | onActorRenderStarted (Actor *actor, real frame_clock, const Camera *cam, Renderable *renderable, const Shader *shader, int pass)=0 |
Event generated just before an Actor is rendered but after the render states are ready and setup. | |
virtual void | onActorDelete (Actor *actor)=0 |
Event notifying that an Actor is being deleted. | |
void | setEnabled (bool enabled) |
bool | isEnabled () const |
Protected Attributes | |
bool | mEnabled |
The ActorEventCallback class defines a callback object to react to Actor-related events.
Usually an ActorEventCallback is used to perform a per-Actor operation like changing some attributes of the Actor itself or of the associated Renderable/Geometry. For example the MorphingCallback class is used to aid the rendering of a MorphingCallback, while the DepthSortCallback class is used to perform per-Actor polygon sorting.
You can test whether the shader has a GLSLProgram bound to it or not by simply testing shader->glslProgram() != NULL. If you update a uniform you must ensure that all the Actor[s] using the same GLSLProgram appropriately setup such uniform.
Definition at line 75 of file Actor.hpp.
virtual void vl::ActorEventCallback::onActorRenderStarted | ( | Actor * | actor, |
real | frame_clock, | ||
const Camera * | cam, | ||
Renderable * | renderable, | ||
const Shader * | shader, | ||
int | pass | ||
) | [pure virtual] |
Event generated just before an Actor is rendered but after the render states are ready and setup.
Reimplement to react to this event.
actor | The Actor bound to this rendering callback. |
frame_clock | The current rendering frame time, usually used for animation purposes. |
cam | The camera used for the current rendering. |
renderable | The currently selected Actor LOD. |
shader | The currently active Shader. |
pass | The current Actor[s] rendering pass. |
Implemented in vl::DepthSortCallback, vl::EdgeUpdateCallback, vl::MorphingCallback, vl::RaycastVolume, and vl::SlicedVolume.
Referenced by vl::Actor::dispatchOnActorRenderStarted().
virtual void vl::ActorEventCallback::onActorDelete | ( | Actor * | actor ) | [pure virtual] |
Event notifying that an Actor is being deleted.
Implemented in vl::DepthSortCallback, vl::EdgeUpdateCallback, vl::MorphingCallback, vl::RaycastVolume, and vl::SlicedVolume.
Referenced by vl::Actor::dispatchOnActorDelete().
void vl::ActorEventCallback::setEnabled | ( | bool | enabled ) | [inline] |
bool vl::ActorEventCallback::isEnabled | ( | ) | const [inline] |
Definition at line 97 of file Actor.hpp.
Referenced by vl::Actor::dispatchOnActorRenderStarted().
bool vl::ActorEventCallback::mEnabled [protected] |