#include <PickingShader.h>
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| PickingShader (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< float > &indices)=0 |
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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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◆ ~PickingShader()
open3d::visualization::glsl::PickingShader::~PickingShader |
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inlineoverride |
◆ PickingShader()
open3d::visualization::glsl::PickingShader::PickingShader |
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const std::string & |
name | ) |
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inlineprotected |
◆ BindGeometry()
◆ Compile()
bool open3d::visualization::glsl::PickingShader::Compile |
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finalprotectedvirtual |
◆ PrepareBinding()
virtual bool open3d::visualization::glsl::PickingShader::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< float > & |
indices |
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) |
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protectedpure virtual |
◆ PrepareRendering()
◆ Release()
void open3d::visualization::glsl::PickingShader::Release |
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finalprotectedvirtual |
◆ RenderGeometry()
◆ UnbindGeometry()
void open3d::visualization::glsl::PickingShader::UnbindGeometry |
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finalprotectedvirtual |
◆ MVP_
GLuint open3d::visualization::glsl::PickingShader::MVP_ |
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protected |
◆ vertex_index_
GLuint open3d::visualization::glsl::PickingShader::vertex_index_ |
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◆ vertex_index_buffer_
GLuint open3d::visualization::glsl::PickingShader::vertex_index_buffer_ |
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◆ vertex_position_
GLuint open3d::visualization::glsl::PickingShader::vertex_position_ |
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◆ vertex_position_buffer_
GLuint open3d::visualization::glsl::PickingShader::vertex_position_buffer_ |
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protected |
The documentation for this class was generated from the following files: