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void | setup () |
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std::string | createFragmentCode () |
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void | render (const Camera &camera, const Eigen::Affine3f &Mm) |
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void | getNearFar (const Camera &camera, const Eigen::Affine3f &Mm, float &near, float &far) |
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void | teardown () |
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GLuint | vertex_shader_id = 0 |
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GLuint | fragment_shader_id = 0 |
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GLuint | program_id = 0 |
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GLuint | vao_id = 0 |
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GLuint | vbo_id [2] = { 0, 0 } |
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GLuint | vertex_count = 0 |
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float | radius = 10 |
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std::shared_ptr< TextureInterface > | texture |
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std::shared_ptr< CoordinatesMapper > | mapper |
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bool | is_setup = false |
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bool | is_functional = false |
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static const std::string | vertex_shader_code |
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static const std::string | fragment_template_code |
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static const std::string | mapper_pattern = "MAPPER;" |
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◆ fragment_template_code
const std::string gramods::gmGraphics::SphereRenderer::Impl::fragment_template_code |
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static |
Initial value:= R"lang=glsl(
#version 330 core
uniform sampler2D tex;
in vec3 tex_pos;
out vec4 fragColor;
MAPPER;
void main() {
vec2 v_uv;
bool good = mapTo2D(tex_pos, v_uv);
if (good)
fragColor = texture(tex, 0.5 + 0.5 * v_uv);
else
fragColor = vec4(0, 0, 0, 0);
}
)lang=glsl"
◆ vertex_shader_code
const std::string gramods::gmGraphics::SphereRenderer::Impl::vertex_shader_code |
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static |
Initial value:= R"lang=glsl(
#version 330 core
uniform mat4 Mp;
uniform mat4 Mv;
uniform mat4 Mm;
in vec4 vertex_position;
in vec3 tex_position;
out vec3 tex_pos;
void main() {
gl_Position = Mp * Mv * Mm * vertex_position;
tex_pos = tex_position;
}
)lang=glsl"
The documentation for this struct was generated from the following file:
- /home/karlu/private/program/gramods/modules/gmGraphics/src/SphereRenderer.cpp