Class to encapsulate reading shader files and setting up rendering of a Spline.
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#include <SplineRenderer.h>
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| SplineShader (size_t initialBufferSize=256) |
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void | add (const agx::Vec3 &point, const agx::Quat &zToDir, agx::Real radius, agx::Real redShift=agx::Real(0)) |
| Continuous mesh, for splines.
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void | add (const agx::Vec3 &startPoint, const agx::Vec3 &endPoint, agx::Real radius, agx::Vec2 redShift=agx::Vec2(0, 0)) |
| Add cylinder given world start- and end point, and radius.
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void | add (const agxCollide::Geometry *geometry) |
| All compatible shapes in geometry will be rendered.
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void | add2 (const agx::Vec3 &point, const agx::Quat &quat, agx::Real radius, agx::Real xTexCoord, agx::Real redShift) |
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osg::Uniform * | getCircleNormalUniform () |
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const osg::Uniform * | getCircleNormalUniform () const |
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osg::Uniform * | getCircleResolutionUniform () |
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const osg::Uniform * | getCircleResolutionUniform () const |
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osg::Uniform * | getCylinderColorUniform () |
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const osg::Uniform * | getCylinderColorUniform () const |
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osg::Program * | getProgram () |
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const osg::Program * | getProgram () const |
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osg::Vec4Array * | getQuatsInColorArray () |
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osg::FloatArray * | getRadiusArray () |
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osg::Vec3Array * | getVertexArray () |
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void | resetCounters () |
| Resets all internal counters.
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void | setNumActiveElements (size_t numActiveElements) |
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void | setUseRedShiftScale (bool) |
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void | update () |
| Push the data to the graphics card.
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Class to encapsulate reading shader files and setting up rendering of a Spline.
Definition at line 43 of file SplineRenderer.h.
◆ SplineShader()
agxOSG::SplineShader::SplineShader |
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size_t |
initialBufferSize = 256 | ) |
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◆ ~SplineShader()
virtual agxOSG::SplineShader::~SplineShader |
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protectedvirtual |
◆ add() [1/3]
Continuous mesh, for splines.
Add point and direction towards the next.
◆ add() [2/3]
Add cylinder given world start- and end point, and radius.
◆ add() [3/3]
All compatible shapes in geometry
will be rendered.
- Parameters
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geometry | - geometry with one or several compatible shapes |
◆ add2()
◆ getCircleNormalUniform() [1/2]
osg::Uniform * agxOSG::SplineShader::getCircleNormalUniform |
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◆ getCircleNormalUniform() [2/2]
const osg::Uniform * agxOSG::SplineShader::getCircleNormalUniform |
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const |
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◆ getCircleResolutionUniform() [1/2]
osg::Uniform * agxOSG::SplineShader::getCircleResolutionUniform |
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- Returns
- the uniform holding the number of cylinder segments in the shader
Definition at line 85 of file SplineRenderer.h.
◆ getCircleResolutionUniform() [2/2]
const osg::Uniform * agxOSG::SplineShader::getCircleResolutionUniform |
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const |
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◆ getCylinderColorUniform() [1/2]
osg::Uniform * agxOSG::SplineShader::getCylinderColorUniform |
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inline |
- Returns
- the uniform holding the color of the cylinders
Definition at line 91 of file SplineRenderer.h.
◆ getCylinderColorUniform() [2/2]
const osg::Uniform * agxOSG::SplineShader::getCylinderColorUniform |
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const |
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◆ getProgram() [1/2]
osg::Program * agxOSG::SplineShader::getProgram |
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◆ getProgram() [2/2]
const osg::Program * agxOSG::SplineShader::getProgram |
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const |
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◆ getQuatsInColorArray()
osg::Vec4Array * agxOSG::SplineShader::getQuatsInColorArray |
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◆ getRadiusArray()
osg::FloatArray * agxOSG::SplineShader::getRadiusArray |
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◆ getVertexArray()
osg::Vec3Array * agxOSG::SplineShader::getVertexArray |
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◆ resetCounters()
void agxOSG::SplineShader::resetCounters |
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Resets all internal counters.
I.e., all old data will be forgotten.
◆ setNumActiveElements()
void agxOSG::SplineShader::setNumActiveElements |
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size_t |
numActiveElements | ) |
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inline |
◆ setUseRedShiftScale()
void agxOSG::SplineShader::setUseRedShiftScale |
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bool |
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◆ update()
void agxOSG::SplineShader::update |
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Push the data to the graphics card.
◆ m_circleNormalUniform
osg::ref_ptr<osg::Uniform> agxOSG::SplineShader::m_circleNormalUniform |
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◆ m_circleResolutionUniform
osg::ref_ptr<osg::Uniform> agxOSG::SplineShader::m_circleResolutionUniform |
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◆ m_cylinderColorUniform
osg::ref_ptr<osg::Uniform> agxOSG::SplineShader::m_cylinderColorUniform |
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◆ m_numActiveElements
size_t agxOSG::SplineShader::m_numActiveElements |
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◆ m_primitiveSet
osg::DrawArrays* agxOSG::SplineShader::m_primitiveSet |
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◆ m_program
osg::Program* agxOSG::SplineShader::m_program |
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◆ m_quatsInColorArray
osg::Vec4Array* agxOSG::SplineShader::m_quatsInColorArray |
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◆ m_radiusArray
osg::FloatArray* agxOSG::SplineShader::m_radiusArray |
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◆ m_redShiftArray
osg::FloatArray* agxOSG::SplineShader::m_redShiftArray |
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◆ m_useRedShiftUniform
osg::ref_ptr<osg::Uniform> agxOSG::SplineShader::m_useRedShiftUniform |
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◆ m_vertexArray
osg::Vec3Array* agxOSG::SplineShader::m_vertexArray |
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◆ m_xTexCoordArray
osg::FloatArray* agxOSG::SplineShader::m_xTexCoordArray |
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The documentation for this class was generated from the following file: