base class for hardware shaders that can be used on a View2DTexture
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#include <View2DShader.h>
base class for hardware shaders that can be used on a View2DTexture
Definition at line 33 of file View2DShader.h.
◆ View2DShader()
View2DShader::View2DShader |
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◆ ~View2DShader()
virtual View2DShader::~View2DShader |
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virtual |
◆ applyTextureFilter()
set the correct texture filtering on the currently bound texture
◆ bind()
virtual void View2DShader::bind |
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View2DTexture * |
texture, |
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int |
tw, |
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int |
th |
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pure virtual |
binds/activates the shader, tw and th give the "poweroftwo" size of current subtexture that is rendered
Implemented in View2DShaderGLSL.
◆ bindFilterKernelTexture()
virtual void View2DShader::bindFilterKernelTexture |
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inlinevirtual |
◆ bindLutTexture()
virtual void View2DShader::bindLutTexture |
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inlinevirtual |
◆ getLut()
◆ getLutHeightScaleFactor()
virtual float View2DShader::getLutHeightScaleFactor |
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inlinevirtual |
◆ getLutTextureSize()
virtual SbVec2s View2DShader::getLutTextureSize |
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inlinevirtual |
◆ getRequiredTextureLayout()
virtual void View2DShader::getRequiredTextureLayout |
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View2DTexture * |
texture, |
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GLuint & |
format, |
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GLuint & |
internalFormat, |
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GLuint & |
transferDataType |
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virtual |
returns the required texture layout that a GL texture must use, as GL_format enums and datatypes
◆ invalidateLut()
void View2DShader::invalidateLut |
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inline |
◆ name()
virtual const char* View2DShader::name |
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pure virtual |
◆ setLut()
virtual void View2DShader::setLut |
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View2DLut * |
newLut | ) |
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inlinevirtual |
◆ unbind()
virtual void View2DShader::unbind |
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pure virtual |
◆ _lastLutChangeID
◆ _lastLutSize
int View2DShader::_lastLutSize |
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protected |
◆ _lut
The documentation for this class was generated from the following file: