VISH
0.2
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Base class for abstract render operations. More...
#include </home/werner/origo/vish/ocean/Anemonia/RenderBasin.hpp>
Base class for abstract render operations.
Enumeration type for primitives, similar to OpenGL (but numerically not identical).
Categories of vertex attributes.
MemCore::RefPtr<VertexAttribute> Wizt::RenderBasin::createCoordinates | ( | const MemCore::RefPtr< MemCore::ChunkBase > & | VertexData | ) | [inline] |
Convenience function to load coordinates as vertex attribute.
RenderBasin&myContext; Anemone RenderAnemone; RenderAnemone.insert( Context.createCoordinates( Data ) );
Calls the generic createVertexAttribute() function.
virtual MemCore::RefPtr<TextureTentacle> Wizt::RenderBasin::createTexture | ( | const MemCore::RefPtr< MemCore::ChunkBase > & | TextureData, |
TextureFormat | TF, | ||
int | rank, | ||
size_t * | Dimensions, | ||
int | TextureUnit = 0 , |
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TextureStorageFormat | TSF = AutomaticTexture() , |
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int | level = 0 , |
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int | border = 0 |
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) | [pure virtual] |
Application call to the Render Context to create a Texture.
TextureData | actual data to be loaded |
TF | The type of the texture |
rank | The dimensionality of the data |
Dimensions | The extension of the data in each dimension, must match the provided TextureData |
TextureUnit | The OpenGL texture unit in which to load these data |
TSF | The internal storage format of the texture, affects memory utilization. |
Implemented in Wizt::VGLRenderContext.
MemCore::RefPtr<VertexAttribute> Wizt::RenderBasin::createTextureCoordinates | ( | const MemCore::RefPtr< MemCore::ChunkBase > & | TextureCoordData, |
int | TextureUnit = 0 |
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) | [inline] |
Convenience function to load texture coordinates as vertex attribute.
RenderBasin&myContext; Anemone RenderAnemone; RenderAnemone.insert( Context.createTexture( Data ) );
virtual MemCore::RefPtr<VertexAttribute> Wizt::RenderBasin::createVertexAttribute | ( | const MemCore::RefPtr< MemCore::ChunkBase > & | VertexData, |
const std::string & | name | ||
) | [pure virtual] |
name | A name to be associated with this buffer RenderBasin&myContext; Anemone RenderAnemone; RenderAnemone.insert( Context.createVertexAttribute( Data , "myVariable" ) ); |
Implemented in Wizt::VGLRenderContext, and Wizt::WebGLRenderContext.
virtual MemCore::RefPtr<Painter> Wizt::RenderBasin::drawPrimitives | ( | Primitive | , |
size_t | howmany = 0 |
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) | [pure virtual] |
Return a painter object suitable for insertion to an Anemone.
It is supposed to draw all stored Tentacles once called through Anemone::wave().
Anemone RenderAnemone; RenderBasin&MyRenderContext; RenderAnemone.insert( MyRenderContext.drawPrimitives(RenderBasin::POINTS) ); RenderAnemone.wave();
howmany | The number of elements that will be shown. If none specified here, then all that have been loaded into the Anemone . |
Implemented in Wizt::VGLRenderContext, and Wizt::WebGLRenderContext.
virtual MemCore::RefPtr<RenderFlag> Wizt::RenderBasin::Enable | ( | const char * | what, |
bool | Yes = true |
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) | [pure virtual] |
Enable some rendering flag Give some OpenGL flag as string, for instance:
Enable("GL_LIGHTING");
instead of
glEnable(GL_LIGHTING);
Note that inclusion of OpenGL headers is not required to call this function.
Implemented in Wizt::VGLRenderContext, and Wizt::WebGLRenderContext.
RenderBasin::TextureStorageFormat Wizt::RenderBasin::MultichannelTexture | ( | int | nChannels, |
TextureStorageFormat::BitPrecision | theBits = TextureStorageFormat::Unspecified |
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) |
Create some texture matching the number of specified channels, it will be:
nChannels | The number of channels that shall be in the texture. |