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| Geometry (glm::mat4 &model_matrix, std::vector< Mesh * > m) |
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virtual void | update (float deltaTime) |
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int | draw (const CutawaySurface *c, ViewFrustum &frust, glm::mat4 &vp, glm::vec3 cam, bool useViewFrustumCulling, float clip) |
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void | draw () |
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virtual void | addChild (Geometry *g) |
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virtual void | setShader (Shader *shader) |
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virtual void | transformModelMatrix (glm::mat4 &transform) |
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virtual void | init (std::vector< std::shared_ptr< PointLight >> *allLights, glm::vec2 dim) |
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virtual void | setViewProj (glm::mat4 &vpm) |
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virtual void | setCameraLoc (glm::vec3 loc) |
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virtual void | renderToZBuffer (ZBufferShader *z, glm::mat4 &vp) |
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| SceneObject (glm::mat4 &model_matrix) |
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glm::vec3 | location () |
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std::vector< Mesh * > | meshes |
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std::vector< glm::vec3 > | relativeMeshPositions |
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int | faceCount =0 |
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glm::mat4 | model_matrix |
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int Geometry::draw |
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const CutawaySurface * |
c, |
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ViewFrustum & |
frust, |
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glm::mat4 & |
vp, |
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glm::vec3 |
cam, |
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bool |
useViewFrustumCulling, |
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float |
clip |
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) |
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Draws contained geometry (collection of meshes) (on screen). Intersect geometry with given cutaway surface.
- Parameters
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c | cutaway surface |
frust | view frustum |
vp | view projection matrix |
cam | camera position |
useViewFrustumCulling | true to use view frustum culling |
clip | true to clip against cutaway surface |
void Geometry::renderToZBuffer |
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ZBufferShader * |
z, |
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glm::mat4 & |
vp |
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) |
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virtual |
Render contained geometry (collection of meshes) to z buffer.
- Parameters
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z | z buffer shader |
vp | view projection matrix |
void Geometry::update |
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float |
deltaTime | ) |
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virtual |
Update contained geometry (collection of meshes) according to time passed.
- Parameters
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deltaTime | time passed since last update |
Implements SceneObject.
Reimplemented in Energy, and Item.
The documentation for this class was generated from the following files: