#include <PhongShader.h>
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| PhongShader (const std::string &name) |
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bool | Compile () final |
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void | Release () final |
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bool | BindGeometry (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final |
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bool | RenderGeometry (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final |
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void | UnbindGeometry () final |
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virtual bool | PrepareRendering (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view)=0 |
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virtual bool | PrepareBinding (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector< Eigen::Vector3f > &points, std::vector< Eigen::Vector3f > &normals, std::vector< Eigen::Vector3f > &colors)=0 |
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void | SetLighting (const ViewControl &view, const RenderOption &option) |
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| ShaderWrapper (const std::string &name) |
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bool | ValidateShader (GLuint shader_index) |
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bool | ValidateProgram (GLuint program_index) |
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bool | CompileShaders (const char *const vertex_shader_code, const char *const geometry_shader_code, const char *const fragment_shader_code) |
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void | ReleaseProgram () |
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void | SetShaderName (const std::string &shader_name) |
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◆ ~PhongShader()
open3d::visualization::glsl::PhongShader::~PhongShader |
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inlineoverride |
◆ PhongShader()
open3d::visualization::glsl::PhongShader::PhongShader |
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const std::string & |
name | ) |
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inlineprotected |
◆ BindGeometry()
◆ Compile()
bool open3d::visualization::glsl::PhongShader::Compile |
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finalprotectedvirtual |
◆ PrepareBinding()
virtual bool open3d::visualization::glsl::PhongShader::PrepareBinding |
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const geometry::Geometry & |
geometry, |
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const RenderOption & |
option, |
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const ViewControl & |
view, |
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std::vector< Eigen::Vector3f > & |
points, |
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std::vector< Eigen::Vector3f > & |
normals, |
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std::vector< Eigen::Vector3f > & |
colors |
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) |
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protectedpure virtual |
◆ PrepareRendering()
◆ Release()
void open3d::visualization::glsl::PhongShader::Release |
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finalprotectedvirtual |
◆ RenderGeometry()
◆ SetLighting()
void open3d::visualization::glsl::PhongShader::SetLighting |
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const ViewControl & |
view, |
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const RenderOption & |
option |
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protected |
◆ UnbindGeometry()
void open3d::visualization::glsl::PhongShader::UnbindGeometry |
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finalprotectedvirtual |
◆ light_ambient_
GLuint open3d::visualization::glsl::PhongShader::light_ambient_ |
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◆ light_ambient_data_
◆ light_color_
GLuint open3d::visualization::glsl::PhongShader::light_color_ |
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◆ light_color_data_
◆ light_diffuse_power_
GLuint open3d::visualization::glsl::PhongShader::light_diffuse_power_ |
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◆ light_diffuse_power_data_
◆ light_position_world_
GLuint open3d::visualization::glsl::PhongShader::light_position_world_ |
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◆ light_position_world_data_
◆ light_specular_power_
GLuint open3d::visualization::glsl::PhongShader::light_specular_power_ |
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◆ light_specular_power_data_
◆ light_specular_shininess_
GLuint open3d::visualization::glsl::PhongShader::light_specular_shininess_ |
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◆ light_specular_shininess_data_
◆ M_
GLuint open3d::visualization::glsl::PhongShader::M_ |
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◆ MVP_
GLuint open3d::visualization::glsl::PhongShader::MVP_ |
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◆ V_
GLuint open3d::visualization::glsl::PhongShader::V_ |
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◆ vertex_color_
GLuint open3d::visualization::glsl::PhongShader::vertex_color_ |
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◆ vertex_color_buffer_
GLuint open3d::visualization::glsl::PhongShader::vertex_color_buffer_ |
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◆ vertex_normal_
GLuint open3d::visualization::glsl::PhongShader::vertex_normal_ |
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◆ vertex_normal_buffer_
GLuint open3d::visualization::glsl::PhongShader::vertex_normal_buffer_ |
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◆ vertex_position_
GLuint open3d::visualization::glsl::PhongShader::vertex_position_ |
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◆ vertex_position_buffer_
GLuint open3d::visualization::glsl::PhongShader::vertex_position_buffer_ |
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The documentation for this class was generated from the following files: