Renderer Class
A basic interface for setting a renderer state (changing rendering passes parameters): pass shader uniforms, set modelview and projection matrices, etc. This class is used for rendering custom nodes (for example, a node inherited from ObjectExtern).
Renderer Class
Members
Vec3 getCameraPosition()
Returns current camera position.Return value
Returns current camera position.Mat4 getIModelview()
Returns current inverse modelview matrix.Return value
Returns current inverse modelview matrix.void setMaterial(int pass, Material material)
Sets material and initialize all material textures.Arguments
- int pass - Rendering pass.
- Material material - Material smart pointer.
void setModelview(Mat4 modelview)
Sets current modelview matrix.Arguments
- Mat4 modelview - Modelview matrix.
Mat4 getModelview()
Returns current modelview matrix.Return value
Returns current modelview matrix.int isNode()
Returns a value indicates that the node rendering is in process.Return value
Returns 1 if the node rendering is in process.void setObjectSurface(int pass, Object object, int surface, Shader shader, Material material)
Sets shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- Object object - Object smart pointer.
- int surface - Surface number.
- Shader shader - Shader smart pointer.
- Material material - Material smart pointer.
void setObjectSurface(int pass, Object object, int surface)
Sets shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- Object object - Object smart pointer.
- int surface - Surface number.
void setProjection(mat4 projection)
Sets current projection matrix.Arguments
- mat4 projection - Projection matrix.
mat4 getProjection()
Returns current projection matrix.Return value
Returns current projection matrix.int isReflection()
Returns a value indicates that the reflection rendering is in process.Return value
Returns 1 if the reflection rendering is in process.int getReflectionMask()
Returns current reflection mask.Return value
Returns current reflection mask.void setShader(int pass, Shader shader, bool screen_space = false)
Sets shader and initialize all shader parameters.Arguments
- int pass
- Shader shader
- bool screen_space
void setShaderMaterial(int pass, Shader shader, Material material)
Sets shader and material and initialize all their rendering parameters.Arguments
- int pass - Rendering pass.
- Shader shader - Shader smart pointer.
- Material material - Material smart pointer.
int getViewportMask()
Returns current viewport mask.Return value
Returns current viewport mask.float getZFar()
Return current far clipping plane.Return value
Returns current far clipping plane.float getZNear()
Returns current near clipping plane.Return value
Returns current near clipping plane.void restoreState()
Restores current renderer matrices.This function is deprecated and will be removed in the next release.
void saveState()
Saves current renderer matrices.This function is deprecated and will be removed in the next release.
Last update: 2017-07-03
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