Hierarchical Edge Bundle 1.0
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#include <RenderStates.h>
Public Member Functions | |
RenderStates (void) | |
~RenderStates (void) | |
Static Public Attributes | |
static int | drawNodes = 7 |
static bool | mode3d = true |
static int | actView = View::VM_TREEMAP_SLICE_AND_DICE |
static bool | enable_shadow = false |
static int | blendingMode = Renderer::STD_BLENDING |
static bool | blendingon = true |
static int | LightAttenuate = 0 |
static int | LightRadius = 1 |
static bool | lighton = true |
static int | lighttype = Light::LT_CONIC |
static vec3 | lightpos = vec3(0,0,0) |
static vec3 | spotdir = vec3(0,-1,0) |
static int | shadow = 0 |
static int | RotateX = 0 |
static int | RotateY = 0 |
static int | RotateZ = 0 |
static int | Scale = 50 |
static int | treemaptype = 0 |
static bool | cushionTexture = false |
static bool | mirrorRelationEdges = false |
static vec3 | vertexColor = vec3(1,1,1) |
static float | vertexAlpha = 1.0f |
static vec3 | hierarchicColor = vec3(1,0,0) |
static float | herarchicAlpha = 1.0f |
static vec3 | startRelationColor = vec3(0,0,1) |
static float | startRelationAlpha = 0.2f |
static vec3 | endRelationColor = vec3(1,1,0) |
static float | endRelationAlpha = 0.2f |
static vec3 | selectionColor = vec3(1,1,1) |
static float | selectionAlpha = 1.0 |
static float | beta = 0.5 |
This class saves the actual states from the UI, and can read at every position of the application.
RenderStates::RenderStates | ( | void | ) |
Standard constructor
RenderStates::~RenderStates | ( | void | ) |
Standard deconstructor
int RenderStates::actView = View::VM_TREEMAP_SLICE_AND_DICE [static] |
actual view
float RenderStates::beta = 0.5 [static] |
Beta of B-Spline curve
int RenderStates::blendingMode = Renderer::STD_BLENDING [static] |
blending mode
bool RenderStates::blendingon = true [static] |
blending on?
bool RenderStates::cushionTexture = false [static] |
Should the cushion texture draw?
int RenderStates::drawNodes = 7 [static] |
bool RenderStates::enable_shadow = false [static] |
shadows enable?
float RenderStates::endRelationAlpha = 0.2f [static] |
alpha Value of the endrelationcolor
vec3 RenderStates::endRelationColor = vec3(1,1,0) [static] |
RGB value of the endrelation color
float RenderStates::herarchicAlpha = 1.0f [static] |
alpha Value of the hierarchycolor
vec3 RenderStates::hierarchicColor = vec3(1,0,0) [static] |
RGB value of the hierarchy color
int RenderStates::LightAttenuate = 0 [static] |
light attenuation
bool RenderStates::lighton = true [static] |
light on
vec3 RenderStates::lightpos = vec3(0,0,0) [static] |
light position
int RenderStates::LightRadius = 1 [static] |
light radius
int RenderStates::lighttype = Light::LT_CONIC [static] |
light type
bool RenderStates::mirrorRelationEdges = false [static] |
Should the edges mirrors?
bool RenderStates::mode3d = true [static] |
3d mode?
int RenderStates::RotateX = 0 [static] |
X Rotation of the tree
int RenderStates::RotateY = 0 [static] |
Y Rotation of the tree
int RenderStates::RotateZ = 0 [static] |
Z Rotation of the tree
int RenderStates::Scale = 50 [static] |
Scale of the tree
float RenderStates::selectionAlpha = 1.0 [static] |
Alphavalue of the selctioncolor
vec3 RenderStates::selectionColor = vec3(1,1,1) [static] |
RGB value of the selectioncolor
int RenderStates::shadow = 0 [static] |
shadow
vec3 RenderStates::spotdir = vec3(0,-1,0) [static] |
Spot direction
float RenderStates::startRelationAlpha = 0.2f [static] |
alpha Value of the startrelationcolor
vec3 RenderStates::startRelationColor = vec3(0,0,1) [static] |
RGB value of the startrelation color
int RenderStates::treemaptype = 0 [static] |
Select the treemap layout type
float RenderStates::vertexAlpha = 1.0f [static] |
alpha Value of the vertex color
vec3 RenderStates::vertexColor = vec3(1,1,1) [static] |
RGB value of the vertex color