Workspace 6.21.5
|
A basic lambertian shader which can be attached to meshmodels.
#include <Rendering/SceneComponents/Shaders/depthshader.h>
Public Member Functions | |
DepthShader () | |
DepthShader (const DepthShader &shader) | |
DepthShader (DepthShader &&shader) | |
~DepthShader () override | |
bool | appliesTransparency () const override |
DepthShader * | clone () const override |
const DataAnalysis::ColorScale & | getColorScale () const |
bool | getLinearDepth () const |
SurfaceRepresentation | getSurfaceRepresentation () const |
DepthShader & | operator= (DepthShader shader) |
void | setColorScale (const DataAnalysis::ColorScale &color) |
void | setLinearDepth (bool b) |
void | setSurfaceRepresentation (SurfaceRepresentation r) |
Public Member Functions inherited from TypedShader< DepthShader > | |
~TypedShader () override=default | |
Public Member Functions inherited from Shader | |
~Shader () override | |
bool | activate (SceneRenderer &renderer) |
Activates the shader on the target WSGLRenderer in preparation for drawing an object. | |
virtual bool | appliesScreenSpaceAmbientOcclusion () |
virtual bool | appliesSpecular () |
virtual bool | appliesTransparency () const =0 |
Shader * | clone () const override=0 |
bool | deactivate (SceneRenderer &renderer) |
Deactivates the shader on the target WSGLRenderer, setting it back to the state it was in before the shader was bound. | |
int | getId () const |
Mesh::MeshModelSource::MeshModelInterfaceLockedPtr | getMeshModelInterface (const QString &modelId, Mesh::MeshModelLibrary &modelLib) |
bool | getModelSourceUpdateRequested () const |
bool | getOptimizeOutInternalVolumeElements () const |
double | getSegmentLineWidth () const |
virtual Texturizer & | getTexturizer () |
virtual const Texturizer & | getTexturizer () const |
bool | renderCurrentModel (SceneRenderer &renderer) |
Renders the model currently being processed by the specified renderer.s. | |
bool | renderCurrentModelGlyphs (SceneRenderer &renderer) |
void | setOptimizeOutInternalVolumeElements (bool val) |
void | setSegmentLineWidth (double width) |
Public Member Functions inherited from Clonable | |
virtual | ~Clonable ()=default |
virtual Clonable * | clone () const =0 |
Additional Inherited Members | |
Static Public Member Functions inherited from TypedShader< DepthShader > | |
static void | registerImplementation (const SceneRendererTypeId &rendererId, const ShaderImplementationFactory &factory) |
Protected Member Functions inherited from TypedShader< DepthShader > | |
TypedShader () | |
TypedShader (const TypedShader &shader) | |
TypedShader * | clone () const override=0 |
Protected Member Functions inherited from Shader | |
Shader () | |
Shader (const Shader &shader) | |
void | addImplementation (const SceneRendererContext &context, ShaderImplementation &impl) |
void | setId (int id) |
DepthShader | ( | ) |
DepthShader | ( | const DepthShader & | shader | ) |
DepthShader | ( | DepthShader && | shader | ) |
|
overridedefault |
|
overridevirtual |
Subclasses must override this to specify whether they apply transparency to objects or not when they are enabled.
Implements Shader.
|
overridevirtual |
Implements TypedShader< DepthShader >.
const ColorScale & getColorScale | ( | ) | const |
bool getLinearDepth | ( | ) | const |
SurfaceRepresentation getSurfaceRepresentation | ( | ) | const |
DepthShader & operator= | ( | DepthShader | shader | ) |
void setColorScale | ( | const DataAnalysis::ColorScale & | color | ) |
void setLinearDepth | ( | bool | b | ) |
void setSurfaceRepresentation | ( | SurfaceRepresentation | r | ) |