de.grogra.imp3d.glsl.utility
| Modifier and Type | Field and Description |
|---|---|
protected boolean |
asNode |
protected Matrix4d |
cachedWorldTransform |
protected int |
layer |
protected Shader |
s |
protected GLSLMaterial |
sh |
protected GLSLRenderable |
shape |
protected int |
type |
protected Matrix4d |
worldTransform |
| Constructor and Description |
|---|
Drawable(GLSLRenderable shape,
Shader s,
GLSLMaterial sh,
boolean asNode,
int layer,
Matrix34d worldTransform,
Matrix34d cachedWorldTransform) |
Drawable(GLSLRenderable shape,
Shader s,
GLSLMaterial sh,
boolean asNode,
int layer,
Matrix4d worldTransform,
Matrix4d cachedWorldTransform) |
| Modifier and Type | Method and Description |
|---|---|
void |
activateGLSLShader(OpenGLState glState,
GLSLDisplay disp) |
void |
activateGLSLShader(OpenGLState glState,
GLSLDisplay disp,
boolean depthonly) |
void |
activateGLSLShader(OpenGLState glState,
GLSLDisplay disp,
boolean depthonly,
boolean discard) |
int |
compareTo(Drawable o) |
void |
draw(GLSLDisplay disp,
GLSLUpdateCache visit,
Matrix4d worldToView,
boolean normal) |
protected void |
draw(GLSLDisplay disp,
OpenGLState glState) |
void |
drawAndUpdate(GLSLDisplay disp,
GLSLUpdateCache visit,
Matrix4d worldToView) |
GLSLMaterial |
getGLSLShader() |
Shader |
getShader() |
GLSLRenderable |
getShape() |
int |
getType() |
Matrix4d |
getWorldTransform() |
void |
init(GLSLRenderable shape,
Shader s,
GLSLMaterial sh,
boolean asNode,
int layer) |
void |
init(GLSLRenderable shape,
Shader s,
GLSLMaterial sh,
boolean asNode,
int layer,
Matrix34d worldTransform,
Matrix34d cachedWorldTransform) |
void |
init(GLSLRenderable shape,
Shader s,
GLSLMaterial sh,
boolean asNode,
int layer,
Matrix4d worldTransform,
Matrix4d cachedWorldTransform) |
void |
rebuildVolumeData(OpenGLState glState) |
void |
setGLSLShader(GLSLMaterial sh) |
void |
setShader(Shader s) |
void |
setType(int type) |
protected boolean asNode
protected Matrix4d cachedWorldTransform
protected int layer
protected Shader s
protected GLSLMaterial sh
protected GLSLRenderable shape
protected int type
protected Matrix4d worldTransform
public Drawable(GLSLRenderable shape, Shader s, GLSLMaterial sh, boolean asNode, int layer, Matrix34d worldTransform, Matrix34d cachedWorldTransform)
public Drawable(GLSLRenderable shape, Shader s, GLSLMaterial sh, boolean asNode, int layer, Matrix4d worldTransform, Matrix4d cachedWorldTransform)
public void activateGLSLShader(OpenGLState glState, GLSLDisplay disp)
public void activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly)
public void activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly, boolean discard)
public int compareTo(Drawable o)
compareTo in interface java.lang.Comparable<Drawable>public void draw(GLSLDisplay disp, GLSLUpdateCache visit, Matrix4d worldToView, boolean normal)
protected void draw(GLSLDisplay disp, OpenGLState glState)
public void drawAndUpdate(GLSLDisplay disp, GLSLUpdateCache visit, Matrix4d worldToView)
public GLSLMaterial getGLSLShader()
public Shader getShader()
public GLSLRenderable getShape()
public int getType()
public Matrix4d getWorldTransform()
public void init(GLSLRenderable shape, Shader s, GLSLMaterial sh, boolean asNode, int layer)
public void init(GLSLRenderable shape, Shader s, GLSLMaterial sh, boolean asNode, int layer, Matrix34d worldTransform, Matrix34d cachedWorldTransform)
public void init(GLSLRenderable shape, Shader s, GLSLMaterial sh, boolean asNode, int layer, Matrix4d worldTransform, Matrix4d cachedWorldTransform)
public void rebuildVolumeData(OpenGLState glState)
public void setGLSLShader(GLSLMaterial sh)
public void setShader(Shader s)
public void setType(int type)