Visualization Library v1.0.3A 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. | |
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. | |
bool | useCameraRotationInverse () const |
virtual ref< RenderState > | clone () const |
Protected Attributes | |
fmat4 | mMatrix |
bool | mUseCameraRotationInverse |
The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit.
Definition at line 1539 of file Shader.hpp.
vl::TextureMatrix::TextureMatrix | ( | ) | [inline] |
Definition at line 1544 of file Shader.hpp.
virtual ERenderState vl::TextureMatrix::type | ( | ) | const [inline, virtual] |
Reimplemented from vl::RenderState.
Definition at line 1546 of file Shader.hpp.
References vl::RS_TextureMatrix.
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 1119 of file Shader.cpp.
References vl::Matrix4< T_Scalar >::as3x3(), matrix(), vl::Camera::modelingMatrix(), useCameraRotationInverse(), VL_CHECK, VL_CHECK_OGL, VL_glLoadMatrix, and VL_MAX_TEXTURE_UNITS.
const fmat4& vl::TextureMatrix::matrix | ( | ) | const [inline] |
Definition at line 1550 of file Shader.hpp.
Referenced by apply().
const TextureMatrix& vl::TextureMatrix::setMatrix | ( | const fmat4 & | matrix ) | [inline] |
Definition at line 1552 of file Shader.hpp.
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.
bool vl::TextureMatrix::useCameraRotationInverse | ( | ) | const [inline] |
Definition at line 1566 of file Shader.hpp.
Referenced by apply().
virtual ref<RenderState> vl::TextureMatrix::clone | ( | ) | const [inline, virtual] |
Implements vl::RenderState.
Definition at line 1568 of file Shader.hpp.
fmat4 vl::TextureMatrix::mMatrix [protected] |
Definition at line 1576 of file Shader.hpp.
bool vl::TextureMatrix::mUseCameraRotationInverse [protected] |
Definition at line 1577 of file Shader.hpp.