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Geometry Class Reference
Inheritance diagram for Geometry:
VertexGeometry

List of all members.

Public Types

enum  GeometryType { GT_VertexGeometry, GT_ParticleGeometry }
enum  TextureType {
  TT_Diffuse, TT_Ambient, TT_Bumpmap, TT_Normalmap,
  TT_Emissive
}
enum  RenderType { RT_TRIANGLE, RT_POINT }

Public Member Functions

 Geometry (void)
 Geometry (unsigned int type)
virtual ~Geometry (void)
void SetShader (unsigned int id, MyShader *shader)
MyShaderGetShader (unsigned int id)
void CreateDictShaderToVBO (unsigned int id, std::map< std::string, int > dict)
void SetDictShaderToVBO (unsigned int id, std::map< int, int > dict)
void CreateDictShaderUniforms (unsigned int id, std::map< std::string, int > dict)
void SetDictShaderUniforms (unsigned int id, std::map< int, int > dict)
void CreateDictShaderSpecificUniforms (unsigned int id)
std::map< int, int > GetDictShaderToVBO (unsigned int id)
std::map< int, int > GetDictShaderUniform (unsigned int id)

Public Attributes

glm::mat4 World
glm::mat4 Local
float start_time
std::map< unsigned int,
Texture::TexturePtr > 
m_TextureObjs
Materialm_MatrialObjs
std::vector< std::map< int, int > > m_dict_shader_vbo
std::vector< std::map< int, int > > m_dict_shader_uniform
std::vector< std::vector
< ShaderObj * > > 
m_shader_uniforms
glm::mat4 m_modelMatrix
std::vector< glm::mat4 > m_oldModelMatrix
unsigned int m_type
bool useNormals
bool useTextures
bool renderTo3DTexture
int actDepth
unsigned int m_bones_count
glm::mat4 * bones
glm::mat4 * oldBones
glm::mat4 * act_bones
glm::mat4 * bones_helper
unsigned int m_rendertype
std::vector< MyShader * > m_shader

Constructor & Destructor Documentation

Geometry::Geometry ( void  )

Standardconstructor

Geometry::Geometry ( unsigned int  type)

Standardconstructor

Parameters:
typetype of geometry
Geometry::~Geometry ( void  )
virtual

Standarddeconstructor


Member Function Documentation

void Geometry::CreateDictShaderSpecificUniforms ( unsigned int  id)

This method creates the shader specific uniforms

Parameters:
idshader id
void Geometry::CreateDictShaderToVBO ( unsigned int  id,
std::map< std::string, int >  dict 
)

This method creates the shader to VBO bindings

Parameters:
idshader id
dictdictionary which defines the bindings
void Geometry::CreateDictShaderUniforms ( unsigned int  id,
std::map< std::string, int >  dict 
)

This method creates the uniforms

Parameters:
idshader id
dictdictionary which defines the bindings
MyShader * Geometry::GetShader ( unsigned int  id)

THis method returns the shader object

Returns:
shader object
void Geometry::SetDictShaderToVBO ( unsigned int  id,
std::map< int, int >  dict 
)

This method sets the shader to VBO bindings

Parameters:
idshader id
dictdictionary which defines the bindings
void Geometry::SetDictShaderUniforms ( unsigned int  id,
std::map< int, int >  dict 
)

This method defines the shader to uniforms variables

Parameters:
idshader id
dictdictionary which defines the bindings
void Geometry::SetShader ( unsigned int  id,
MyShader shader 
)

This method sets the shader

Parameters:
idshader id
shadershader object

The documentation for this class was generated from the following files: