20 ArrowVertex(
const glm::vec3& position,
const glm::vec4& colour);
21 ArrowVertex(
const glm::vec2& position,
const glm::vec4& colour);
45 void beginRendering();
48 void blitArrowMultiSamplingFbo();
50 void createRenderBuffers();
52 void createRenderBufferFboAA();
54 void createRenderBufferFboFinal();
56 void createArrowBuffers();
58 void updateArrowBuffer(
const std::vector<ArrowVertex>& arrowVertices);
59 void updateArrowFboSize();
61 void renderArrowVertices();
63 void createArrowGeometryArrowHeads(std::vector<ArrowVertex> &arrowVertices);
65 float calculateArrowHeadScaleFactor(
int connectionsCount);
67 void createArrowGeometryArrowHead(std::vector<ArrowVertex> &arrowVertices,
const glm::vec2& arrowPeakPosition, glm::vec2 arrowDirection,
float arrowHeadAngle,
float arrowHeadDimension,
const Arrow& arrow);
69 void createArrowGeometryLines(std::vector<ArrowVertex> &arrowVertices);
71 float calculateArrowScaleValue(
const Arrow& arrow);
72 float calculateArrowAlphaValue(
float scaleValue);
77 std::vector<Arrow> m_arrows;
84 GLuint m_arrowFboFinal;
85 GLuint m_arrowFboFinalTextureID;
86 GLint m_multiSamplingSamples;
91 GLuint m_arrowShaderMatrixLoc;
95 int m_arrowVertexCount;
97 glm::vec3 m_arrowLineColour;
98 glm::vec3 m_arrowHeadColour;
99 glm::vec3 m_arrowOutlineColour;
101 glm::vec4 m_backgroundColour;