25 #ifndef __TemplateSpecializedBatch_hh__
26 #define __TemplateSpecializedBatch_hh__
28 #include <OpenGLFramework/Base/glfBatch.hh>
29 #include <OpenGLFramework/Base/glfRenderTarget.hh>
30 #include <OpenGLFramework/Base/glfDepthBufferMode.hh>
31 #include <OpenGLFramework/Base/glfViewport.hh>
32 #include <OpenGLFramework/Base/glfMatrix.hh>
33 #include <OpenGLFramework/Base/glfTexture2D.hh>
34 #include <bias_config.h>
89 void SetViewport(
unsigned int viewportWidth,
90 unsigned int viewportHeight,
unsigned int viewportOx = 0,
91 unsigned int viewportOy = 0 );
180 void InitPrimitiveData_();
202 void InitTextureData_();
212 void InitTextureMatrixData_();
233 void InitVertexTransformation_();
277 void InitPerFragmentOperations_();
An element buffer contains vertex indices that form primitives.
Defines the usage of the depth buffer.
This file contains the header for a class template.
BIAS::glfMatrix ProjectionMatrix_
BIAS::glfElementBuffer elements_
Element buffers can be suitable are however not mandatory.
A vertex buffer contains an array of vertices that can be used for rendering.
A batch represents a single Draw call including all parameters (render states).
BIAS::glfViewport viewport_
A shader program composed of several shaders.
A GLSL vertex shader or fragment shader, which must be linked in a shader program.
BIAS::glfTexture2D textureInTextureUnit0
bool initialized_
Guard for multiple calls to Init().
bool callPreExecuteFlag_
This flag deteremines whether the PreExecute method has to be called or not.
BIAS::glfBatch batch_
This is the core implementation that determines how updates to the GL state are handled.
BIAS::glfVertexBuffer vertices_
If you want to process something, you will need vertex data! Of course its possible to have it define...
BIAS::glfShaderProgram shaderProgram_
class for setting viewports
BIAS::glfDepthBufferMode depthTest_
BIAS::glfShader fragmentShader_
A 4x4 matrix in native OpenGL format.
BIAS::glfMatrix ModelViewMatrix_
Interface for render targets.
This is the base class for images in BIAS.
ProcessingScheme processingScheme_
This enum is used to tell the class how it shall behave and setup GL states, it is specified using In...