IECoreGL Namespace Reference

The namespace within which all CoreGL functionality is defined. More...


Classes

class  AlphaTexture
class  Bindable
class  BoxPrimitive
class  Camera
class  CameraController
class  ColorTexture
class  CurvesPrimitive
class  DepthTexture
class  DiskPrimitive
class  Exception
class  Font
class  FrameBuffer
class  Group
class  HitRecord
class  LuminanceTexture
class  MeshPrimitive
class  NameStateComponent
struct  NumericTraits
class  OrthographicCamera
class  PerspectiveCamera
class  PointsPrimitive
class  Primitive
class  QuadPrimitive
class  Renderable
class  Renderer
class  Scene
class  SceneViewer
class  Shader
 A class to represent GLSL shaders. More...
class  ShaderManager
class  ShaderStateComponent
class  SpherePrimitive
class  SplineToGLTextureConverter
class  State
class  StateComponent
class  TextPrimitive
class  Texture
class  TextureLoader
class  ToGLCameraConverter
 Converts IECore::Camera objects into IECoreGL::Camera objects. More...
class  ToGLConverter
class  ToGLCurvesConverter
 Converts IECore::CurvesPrimitive objects into IECoreGL::CurvesPrimitive objects. More...
class  ToGLMeshConverter
 Converts IECore::MeshPrimitive objects into IECoreGL::MeshPrimitive objects. More...
class  ToGLPointsConverter
 Converts IECore::PointsPrimitive objects into IECoreGL::PointsPrimitive objects. More...
class  ToGLTextureConverter
class  TypedStateComponent
struct  BlendFactors
class  Window

Typedefs

typedef TypedStateComponent
< Imath::Color4f, ColorTypeId > 
Color
typedef TypedStateComponent
< bool,
TransparentShadingStateComponentTypeId > 
TransparentShadingStateComponent
typedef TypedStateComponent
< Imath::Color4f,
BoundColorStateComponentTypeId > 
BoundColorStateComponent
 Specifies the color to draw bounding boxes in.
typedef TypedStateComponent
< Imath::Color4f,
WireframeColorStateComponentTypeId > 
WireframeColorStateComponent
 Specifies the color to draw wireframes in.
typedef TypedStateComponent
< Imath::Color4f,
OutlineColorStateComponentTypeId > 
OutlineColorStateComponent
 Specifies the color to draw outlines in.
typedef TypedStateComponent
< Imath::Color4f,
PointColorStateComponentTypeId > 
PointColorStateComponent
 Specifies the color to draw points in.
typedef TypedStateComponent
< BlendFactors,
BlendFuncStateComponentTypeId > 
BlendFuncStateComponent
typedef TypedStateComponent
< Imath::Color4f,
BlendColorStateComponentTypeId > 
BlendColorStateComponent
typedef TypedStateComponent
< GLenum,
BlendEquationStateComponentTypeId > 
BlendEquationStateComponent
typedef TypedStateComponent
< bool,
DoubleSidedStateComponentTypeId > 
DoubleSidedStateComponent
 Used to specify enable state of GL_CULL_FACE.
typedef TypedStateComponent
< bool,
RightHandedOrientationStateComponentTypeId > 
RightHandedOrientationStateComponent
typedef TypedStateComponent
< bool,
LineSmoothingStateComponentTypeId > 
LineSmoothingStateComponent
 Used to specify enable state of GL_LINE_SMOOTH.
typedef TypedStateComponent
< bool,
PointSmoothingStateComponentTypeId > 
PointSmoothingStateComponent
 Used to specify enable state of GL_POINT_SMOOTH.
typedef TypedStateComponent
< bool,
PolygonSmoothingStateComponentTypeId > 
PolygonSmoothingStateComponent
 Used to specify enable state of GL_POLYGON_SMOOTH.
typedef TypedStateComponent
< RendererSpace,
CullingSpaceStateComponentTypeId > 
CullingSpaceStateComponent
typedef TypedStateComponent
< Imath::Box3f,
CullingBoxStateComponentTypeId > 
CullingBoxStateComponent
typedef TypedStateComponent
< bool,
ProceduralThreadingStateComponentTypeId > 
ProceduralThreadingStateComponent
 Defines whether or not procedurals will be executed in parallel threads.
typedef void(* UniformFloatFunction )(GLint, GLsizei count, const GLfloat *)
 The type of the glUniformNfv functions.
typedef void(* UniformIntFunction )(GLint, GLsizei count, const GLint *)
 The type of the glUniformNiv functions.

Enumerations

enum  GLPointsUsage { ForPointsOnly, ForPointsAndDisks, ForAll }
enum  RendererSpace { ObjectSpace, WorldSpace }
enum  TypeId {
  StateTypeId = 105000, StateComponentTypeId = 105001, PrimitiveBoundTypeId = 105002, PrimitiveWireframeTypeId = 105003,
  PrimitiveSolidTypeId = 105004, PrimitiveOutlineTypeId = 105005, RenderableTypeId = 105006, BindableTypeId = 105007,
  TextureTypeId = 105008, RendererTypeId = 105009, ShaderTypeId = 105010, PrimitiveTypeId = 105011,
  PointsPrimitiveTypeId = 105012, DiskPrimitiveTypeId = 105013, MeshPrimitiveTypeId = 105014, QuadPrimitiveTypeId = 105015,
  SpherePrimitiveTypeId = 105016, BoxPrimitiveTypeId = 105017, RendererImplementationTypeId = 105018, DeferredRendererImplementationTypeId = 105019,
  PrimitiveWireframeWidthTypeId = 105020, PrimitiveOutlineWidthTypeId = 105021, PrimitivePointsTypeId = 105022, PrimitivePointWidthTypeId = 105023,
  ColorTypeId = 105024, ShaderStateComponentTypeId = 105025, FrameBufferTypeId = 105026, DepthTextureTypeId = 105027,
  ColorTextureTypeId = 105028, ImmediateRendererImplementationTypeId = 105029, BlendFuncStateComponentTypeId = 105030, BlendColorStateComponentTypeId = 105031,
  BlendEquationStateComponentTypeId = 105032, TransparentShadingStateComponentTypeId = 105033, PrimitiveTransparencySortStateComponentTypeId = 105034, BoundColorStateComponentTypeId = 105035,
  WireframeColorStateComponentTypeId = 105036, OutlineColorStateComponentTypeId = 105037, PointColorStateComponentTypeId = 105038, CameraTypeId = 105039,
  OrthographicCameraTypeId = 105040, PerspectiveCameraTypeId = 105041, PointsPrimitiveUseGLPointsTypeId = 105042, PointsPrimitiveGLPointWidthTypeId = 105043,
  NameStateComponentTypeId = 105044, ToGLConverterTypeId = 105045, ToGLCameraConverterTypeId = 105046, DoubleSidedStateComponentTypeId = 105047,
  RightHandedOrientationStateComponentTypeId = 105048, CurvesPrimitiveTypeId = 105049, CurvesPrimitiveGLLineWidthTypeId = 105050, CurvesPrimitiveUseGLLinesTypeId = 105051,
  CurvesPrimitiveIgnoreBasisTypeId = 105052, ToGLMeshConverterTypeId = 105053, FontTypeId = 105054, TextPrimitiveTypeId = 105055,
  PointSmoothingStateComponentTypeId = 105056, LineSmoothingStateComponentTypeId = 105057, PolygonSmoothingStateComponentTypeId = 105058, LuminanceTextureTypeId = 105059,
  AlphaTextureTypeId = 105060, GroupTypeId = 105061, SceneTypeId = 105062, TextPrimitiveTypeTypeId = 105063,
  ToGLCurvesConverterTypeId = 105064, ToGLTextureConverterTypeId = 105065, SplineToGLTextureConverterTypeId = 105066, CullingSpaceStateComponentTypeId = 105067,
  CullingBoxStateComponentTypeId = 105068, ToGLPointsConverterTypeId = 105069, ProceduralThreadingStateComponentTypeId = 105070, LastCoreGLTypeId = 105999
}

Functions

 IE_CORE_DECLAREPTR (AlphaTexture)
 IE_CORE_DECLAREPTR (Bindable)
 IE_CORE_DECLAREPTR (BoxPrimitive)
 IE_CORE_DECLAREPTR (Camera)
 IE_CORE_DECLAREPTR (CameraController)
 IE_CORE_DECLAREPTR (ColorTexture)
 IE_CORE_DECLAREPTR (CurvesPrimitive)
void debugPrintErrors (const char *file, int line)
 IE_CORE_DECLAREPTR (DepthTexture)
 IE_CORE_DECLAREPTR (DiskPrimitive)
 IE_CORE_FORWARDDECLARE (MeshPrimitive)
 IE_CORE_DECLAREPTR (Font)
 IE_CORE_FORWARDDECLARE (ColorTexture)
 IE_CORE_FORWARDDECLARE (DepthTexture)
 IE_CORE_DECLAREPTR (FrameBuffer)
void glVertex (const Imath::V3f &v)
void glNormal (const Imath::V3f &n)
void glTranslate (const Imath::V2f &t)
void glTranslate (const Imath::V3f &t)
 IE_CORE_FORWARDDECLARE (State)
 IE_CORE_DECLAREPTR (Group)
void init (bool glAlreadyInitialised=false)
const std::vector< GLenum > & lights ()
 IE_CORE_DECLAREPTR (LuminanceTexture)
 IE_CORE_DECLAREPTR (MeshPrimitive)
 IE_CORE_DECLAREPTR (NameStateComponent)
 IE_CORE_DECLAREPTR (OrthographicCamera)
 IE_CORE_DECLAREPTR (PerspectiveCamera)
 IE_CORE_DECLAREPTR (PointsPrimitive)
 IE_CORE_DECLAREPTR (Primitive)
 IE_CORE_DECLAREPTR (QuadPrimitive)
 IE_CORE_DECLAREPTR (Renderable)
 IE_CORE_FORWARDDECLARE (Scene)
 IE_CORE_DECLAREPTR (Renderer)
 IE_CORE_FORWARDDECLARE (Group)
 IE_CORE_FORWARDDECLARE (Camera)
 IE_CORE_DECLAREPTR (Scene)
 IE_CORE_FORWARDDECLARE (CameraController)
 IE_CORE_DECLAREPTR (SceneViewer)
 IE_CORE_FORWARDDECLARE (Shader)
 IE_CORE_FORWARDDECLARE (Primitive)
 IE_CORE_FORWARDDECLARE (ShaderManager)
 IE_CORE_FORWARDDECLARE (Texture)
 IE_CORE_DECLAREPTR (ShaderStateComponent)
 IE_CORE_DECLAREPTR (SpherePrimitive)
 IE_CORE_DECLAREPTR (SplineToGLTextureConverter)
 IE_CORE_FORWARDDECLARE (StateComponent)
 IE_CORE_DECLAREPTR (StateComponent)
 IE_CORE_DECLAREPTR (TextPrimitive)
 IE_CORE_FORWARDDECLARE (FrameBuffer)
 IE_CORE_DECLAREPTR (Texture)
 IE_CORE_FORWARDDECLARE (TextureLoader)
const std::vector< GLenum > & textureUnits ()
 IE_CORE_DECLAREPTR (ToGLCameraConverter)
 IE_CORE_DECLAREPTR (ToGLConverter)
 IE_CORE_DECLAREPTR (ToGLMeshConverter)
 IE_CORE_DECLAREPTR (ToGLTextureConverter)
 IE_CORE_DECLAREPTR (Color)
const std::vector
< UniformFloatFunction > & 
uniformFloatFunctions ()
const std::vector< void(*)(GLint,
GLsizei count, const GLint *)> & 
uniformIntFunctions ()
 IE_CORE_DECLAREPTR (Window)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (CurvesPrimitive::IgnoreBasis, CurvesPrimitiveIgnoreBasisTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (CurvesPrimitive::UseGLLines, CurvesPrimitiveUseGLLinesTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (CurvesPrimitive::GLLineWidth, CurvesPrimitiveGLLineWidthTypeId, float, 1)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (PointsPrimitive::UseGLPoints, PointsPrimitiveUseGLPointsTypeId, GLPointsUsage, ForPointsOnly)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (PointsPrimitive::GLPointWidth, PointsPrimitiveGLPointWidthTypeId, float, 1.0f)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::DrawBound, PrimitiveBoundTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::DrawWireframe, PrimitiveWireframeTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::WireframeWidth, PrimitiveWireframeWidthTypeId, float, 1.0f)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::DrawSolid, PrimitiveSolidTypeId, bool, true)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::DrawOutline, PrimitiveOutlineTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::OutlineWidth, PrimitiveOutlineWidthTypeId, float, 1.0f)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::DrawPoints, PrimitivePointsTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::PointWidth, PrimitivePointWidthTypeId, float, 1.0f)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (Primitive::TransparencySort, PrimitiveTransparencySortStateComponentTypeId, bool, true)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (TextPrimitive::Type, TextPrimitiveTypeTypeId, TextPrimitive::RenderType, TextPrimitive::Mesh)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE (Color, Color4f, Color4f(1, 1, 1, 1))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE (BlendFuncStateComponent, BlendFactors, BlendFactors(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE (BlendEquationStateComponent, GLenum, GL_FUNC_ADD)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE (DoubleSidedStateComponent, bool, true)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE (LineSmoothingStateComponent, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (TransparentShadingStateComponent, TransparentShadingStateComponentTypeId, bool, false)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (BoundColorStateComponent, BoundColorStateComponentTypeId, Color4f, Color4f(0.36, 0.8, 0.85, 1))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (WireframeColorStateComponent, WireframeColorStateComponentTypeId, Color4f, Color4f(0.25, 0.6, 0.85, 1))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (OutlineColorStateComponent, OutlineColorStateComponentTypeId, Color4f, Color4f(0.85, 0.75, 0.45, 1))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (PointColorStateComponent, PointColorStateComponentTypeId, Color4f, Color4f(0.85, 0.45, 0, 1))
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (CullingSpaceStateComponent, CullingSpaceStateComponentTypeId, RendererSpace, ObjectSpace)
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (CullingBoxStateComponent, CullingBoxStateComponentTypeId, Imath::Box3f, Imath::Box3f())
 IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE (ProceduralThreadingStateComponent, ProceduralThreadingStateComponentTypeId, bool, true)
 IE_CORE_FORWARDDECLARE (BoxPrimitive)
 IE_CORE_FORWARDDECLARE (NameStateComponent)
 IE_CORE_FORWARDDECLARE (Renderer)


Detailed Description

The namespace within which all CoreGL functionality is defined.


Typedef Documentation

typedef TypedStateComponent<Imath::Color4f, BlendColorStateComponentTypeId> IECoreGL::BlendColorStateComponent

typedef TypedStateComponent<GLenum, BlendEquationStateComponentTypeId> IECoreGL::BlendEquationStateComponent

typedef TypedStateComponent<BlendFactors, BlendFuncStateComponentTypeId> IECoreGL::BlendFuncStateComponent

typedef TypedStateComponent<Imath::Color4f, BoundColorStateComponentTypeId> IECoreGL::BoundColorStateComponent

Specifies the color to draw bounding boxes in.

typedef TypedStateComponent<Imath::Color4f, ColorTypeId> IECoreGL::Color

typedef TypedStateComponent<Imath::Box3f, CullingBoxStateComponentTypeId> IECoreGL::CullingBoxStateComponent

typedef TypedStateComponent<RendererSpace, CullingSpaceStateComponentTypeId> IECoreGL::CullingSpaceStateComponent

typedef TypedStateComponent<bool, DoubleSidedStateComponentTypeId> IECoreGL::DoubleSidedStateComponent

Used to specify enable state of GL_CULL_FACE.

typedef TypedStateComponent<bool, LineSmoothingStateComponentTypeId> IECoreGL::LineSmoothingStateComponent

Used to specify enable state of GL_LINE_SMOOTH.

typedef TypedStateComponent<Imath::Color4f, OutlineColorStateComponentTypeId> IECoreGL::OutlineColorStateComponent

Specifies the color to draw outlines in.

typedef TypedStateComponent<Imath::Color4f, PointColorStateComponentTypeId> IECoreGL::PointColorStateComponent

Specifies the color to draw points in.

typedef TypedStateComponent<bool, PointSmoothingStateComponentTypeId> IECoreGL::PointSmoothingStateComponent

Used to specify enable state of GL_POINT_SMOOTH.

typedef TypedStateComponent<bool, PolygonSmoothingStateComponentTypeId> IECoreGL::PolygonSmoothingStateComponent

Used to specify enable state of GL_POLYGON_SMOOTH.

typedef TypedStateComponent<bool, ProceduralThreadingStateComponentTypeId> IECoreGL::ProceduralThreadingStateComponent

Defines whether or not procedurals will be executed in parallel threads.

typedef TypedStateComponent<bool, RightHandedOrientationStateComponentTypeId> IECoreGL::RightHandedOrientationStateComponent

Used to implement the "rightHandedOrientation" Renderer attribute. Implemented by calling glFrontFace( GL_CCW ) when true and glFrontFace( GL_CW ) when false.

typedef TypedStateComponent<bool, TransparentShadingStateComponentTypeId> IECoreGL::TransparentShadingStateComponent

Todo:
Consider also moving the following state components to Primitive header since the renderer maps then to "gl:primitive:*" Used to signify that the shading for a primitive may produce transparent values. The Renderer maps the "gl:shade:transparent" attribute directly to this state. Note that this information is provided as a separate state item rather than as a query on the Shader class as the values of variables on Primitives may change the transparency of a shader.

typedef void(* IECoreGL::UniformFloatFunction)(GLint, GLsizei count, const GLfloat *)

The type of the glUniformNfv functions.

typedef void(* IECoreGL::UniformIntFunction)(GLint, GLsizei count, const GLint *)

The type of the glUniformNiv functions.

typedef TypedStateComponent<Imath::Color4f, WireframeColorStateComponentTypeId> IECoreGL::WireframeColorStateComponent

Specifies the color to draw wireframes in.


Enumeration Type Documentation

Enumerator:
ForPointsOnly 
ForPointsAndDisks 
ForAll 

Enumerator:
ObjectSpace 
WorldSpace 

Enumerator:
StateTypeId 
StateComponentTypeId 
PrimitiveBoundTypeId 
PrimitiveWireframeTypeId 
PrimitiveSolidTypeId 
PrimitiveOutlineTypeId 
RenderableTypeId 
BindableTypeId 
TextureTypeId 
RendererTypeId 
ShaderTypeId 
PrimitiveTypeId 
PointsPrimitiveTypeId 
DiskPrimitiveTypeId 
MeshPrimitiveTypeId 
QuadPrimitiveTypeId 
SpherePrimitiveTypeId 
BoxPrimitiveTypeId 
RendererImplementationTypeId 
DeferredRendererImplementationTypeId 
PrimitiveWireframeWidthTypeId 
PrimitiveOutlineWidthTypeId 
PrimitivePointsTypeId 
PrimitivePointWidthTypeId 
ColorTypeId 
ShaderStateComponentTypeId 
FrameBufferTypeId 
DepthTextureTypeId 
ColorTextureTypeId 
ImmediateRendererImplementationTypeId 
BlendFuncStateComponentTypeId 
BlendColorStateComponentTypeId 
BlendEquationStateComponentTypeId 
TransparentShadingStateComponentTypeId 
PrimitiveTransparencySortStateComponentTypeId 
BoundColorStateComponentTypeId 
WireframeColorStateComponentTypeId 
OutlineColorStateComponentTypeId 
PointColorStateComponentTypeId 
CameraTypeId 
OrthographicCameraTypeId 
PerspectiveCameraTypeId 
PointsPrimitiveUseGLPointsTypeId 
PointsPrimitiveGLPointWidthTypeId 
NameStateComponentTypeId 
ToGLConverterTypeId 
ToGLCameraConverterTypeId 
DoubleSidedStateComponentTypeId 
RightHandedOrientationStateComponentTypeId 
CurvesPrimitiveTypeId 
CurvesPrimitiveGLLineWidthTypeId 
CurvesPrimitiveUseGLLinesTypeId 
CurvesPrimitiveIgnoreBasisTypeId 
ToGLMeshConverterTypeId 
FontTypeId 
TextPrimitiveTypeId 
PointSmoothingStateComponentTypeId 
LineSmoothingStateComponentTypeId 
PolygonSmoothingStateComponentTypeId 
LuminanceTextureTypeId 
AlphaTextureTypeId 
GroupTypeId 
SceneTypeId 
TextPrimitiveTypeTypeId 
ToGLCurvesConverterTypeId 
ToGLTextureConverterTypeId 
SplineToGLTextureConverterTypeId 
CullingSpaceStateComponentTypeId 
CullingBoxStateComponentTypeId 
ToGLPointsConverterTypeId 
ProceduralThreadingStateComponentTypeId 
LastCoreGLTypeId 


Function Documentation

void IECoreGL::debugPrintErrors ( const char *  file,
int  line 
)

void IECoreGL::glNormal ( const Imath::V3f &  n  )  [inline]

void IECoreGL::glTranslate ( const Imath::V3f &  t  )  [inline]

void IECoreGL::glTranslate ( const Imath::V2f &  t  )  [inline]

void IECoreGL::glVertex ( const Imath::V3f &  v  )  [inline]

IECoreGL::IE_CORE_DECLAREPTR ( Window   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Color   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ToGLTextureConverter   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ToGLMeshConverter   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ToGLConverter   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ToGLCameraConverter   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Texture   ) 

IECoreGL::IE_CORE_DECLAREPTR ( TextPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( StateComponent   ) 

IECoreGL::IE_CORE_DECLAREPTR ( SplineToGLTextureConverter   ) 

IECoreGL::IE_CORE_DECLAREPTR ( SpherePrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ShaderStateComponent   ) 

IECoreGL::IE_CORE_DECLAREPTR ( SceneViewer   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Scene   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Renderer   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Renderable   ) 

IECoreGL::IE_CORE_DECLAREPTR ( QuadPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Primitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( PointsPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( PerspectiveCamera   ) 

IECoreGL::IE_CORE_DECLAREPTR ( OrthographicCamera   ) 

IECoreGL::IE_CORE_DECLAREPTR ( NameStateComponent   ) 

IECoreGL::IE_CORE_DECLAREPTR ( MeshPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( LuminanceTexture   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Group   ) 

IECoreGL::IE_CORE_DECLAREPTR ( FrameBuffer   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Font   ) 

IECoreGL::IE_CORE_DECLAREPTR ( DiskPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( DepthTexture   ) 

IECoreGL::IE_CORE_DECLAREPTR ( CurvesPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( ColorTexture   ) 

IECoreGL::IE_CORE_DECLAREPTR ( CameraController   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Camera   ) 

IECoreGL::IE_CORE_DECLAREPTR ( BoxPrimitive   ) 

IECoreGL::IE_CORE_DECLAREPTR ( Bindable   ) 

IECoreGL::IE_CORE_DECLAREPTR ( AlphaTexture   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Renderer   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( NameStateComponent   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( BoxPrimitive   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( TextureLoader   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( FrameBuffer   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( StateComponent   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Texture   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( ShaderManager   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Primitive   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Shader   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( CameraController   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Camera   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Group   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( Scene   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( State   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( DepthTexture   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( ColorTexture   ) 

IECoreGL::IE_CORE_FORWARDDECLARE ( MeshPrimitive   ) 

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE ( LineSmoothingStateComponent  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE ( DoubleSidedStateComponent  ,
bool  ,
true   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE ( BlendEquationStateComponent  ,
GLenum  ,
GL_FUNC_ADD   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE ( BlendFuncStateComponent  ,
BlendFactors  ,
BlendFactors(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISE ( Color  ,
Color4f  ,
Color4f(1, 1, 1, 1)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( ProceduralThreadingStateComponent  ,
ProceduralThreadingStateComponentTypeId  ,
bool  ,
true   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( CullingBoxStateComponent  ,
CullingBoxStateComponentTypeId  ,
Imath::Box3f  ,
Imath::  Box3f() 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( CullingSpaceStateComponent  ,
CullingSpaceStateComponentTypeId  ,
RendererSpace  ,
ObjectSpace   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( PointColorStateComponent  ,
PointColorStateComponentTypeId  ,
Color4f  ,
Color4f(0.85, 0.45, 0, 1)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( OutlineColorStateComponent  ,
OutlineColorStateComponentTypeId  ,
Color4f  ,
Color4f(0.85, 0.75, 0.45, 1)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( WireframeColorStateComponent  ,
WireframeColorStateComponentTypeId  ,
Color4f  ,
Color4f(0.25, 0.6, 0.85, 1)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( BoundColorStateComponent  ,
BoundColorStateComponentTypeId  ,
Color4f  ,
Color4f(0.36, 0.8, 0.85, 1)   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( TransparentShadingStateComponent  ,
TransparentShadingStateComponentTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( TextPrimitive::Type  ,
TextPrimitiveTypeTypeId  ,
TextPrimitive::RenderType  ,
TextPrimitive::Mesh   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::TransparencySort  ,
PrimitiveTransparencySortStateComponentTypeId  ,
bool  ,
true   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::PointWidth  ,
PrimitivePointWidthTypeId  ,
float  ,
1.  0f 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::DrawPoints  ,
PrimitivePointsTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::OutlineWidth  ,
PrimitiveOutlineWidthTypeId  ,
float  ,
1.  0f 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::DrawOutline  ,
PrimitiveOutlineTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::DrawSolid  ,
PrimitiveSolidTypeId  ,
bool  ,
true   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::WireframeWidth  ,
PrimitiveWireframeWidthTypeId  ,
float  ,
1.  0f 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::DrawWireframe  ,
PrimitiveWireframeTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( Primitive::DrawBound  ,
PrimitiveBoundTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( PointsPrimitive::GLPointWidth  ,
PointsPrimitiveGLPointWidthTypeId  ,
float  ,
1.  0f 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( PointsPrimitive::UseGLPoints  ,
PointsPrimitiveUseGLPointsTypeId  ,
GLPointsUsage  ,
ForPointsOnly   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( CurvesPrimitive::GLLineWidth  ,
CurvesPrimitiveGLLineWidthTypeId  ,
float  ,
 
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( CurvesPrimitive::UseGLLines  ,
CurvesPrimitiveUseGLLinesTypeId  ,
bool  ,
false   
)

IECoreGL::IECOREGL_TYPEDSTATECOMPONENT_SPECIALISEANDINSTANTIATE ( CurvesPrimitive::IgnoreBasis  ,
CurvesPrimitiveIgnoreBasisTypeId  ,
bool  ,
false   
)

void IECoreGL::init ( bool  glAlreadyInitialised = false  ) 

This function must be called at least once before using any functionality in the IECoreGL library. Set glAlreadyInitialised to true if you have setup an OpenGL context already, and false if you wish one to be created for you (using GLUT). There is no harm in calling it multiple times.

Todo:
We're making a window here to make glut initialise a gl context, so that glewInit() works. But we should figure out how to initialise GL ourselves and avoid the annoying window popping up at the beginning.

References IECore::MessageHandler::Error, and IECore::msg().

const std::vector< GLenum > & IECoreGL::lights (  ) 

Returns a vector containing GL_LIGHT0, GL_LIGHT1, ... GL_LIGHTN for all light enums up to GL_MAX_LIGHTS - 1.

const std::vector< GLenum > & IECoreGL::textureUnits (  ) 

Returns a vector containing GL_TEXTURE0, GL_TEXTURE1, ... GL_TEXTUREN for all texture unit enums up to GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1. That way you can actually program texture code like a grown up, using like loops and stuff.

Referenced by IECoreGL::ShaderStateComponent::bind(), and IECoreGL::Primitive::render().

const std::vector< IECoreGL::UniformFloatFunction > & IECoreGL::uniformFloatFunctions (  ) 

Returns a vector containing functions pointers to glUniform1fv, glUniform2fv ... glUniform4fv. This can be useful to avoid switching on your datasize when setting shader parameters - you can instead index straight into this vector to retrieve the appropriate function to call.

Referenced by IECoreGL::Shader::Shader::VertexToUniform::operator()().

const std::vector< IECoreGL::UniformIntFunction > & IECoreGL::uniformIntFunctions (  ) 

Returns a vector containing functions pointers to glUniform1iv, glUniform2iv ... glUniform4iv. This can be useful to avoid switching on your datasize when setting shader parameters - you can instead index straight into this vector to retrieve the appropriate function to call.

Referenced by IECoreGL::Shader::Shader::VertexToUniform::operator()().


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