Cortex 6.0.0
Classes | Typedefs | Enumerations | Functions | Variables

IECoreGL Namespace Reference

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

Classes

class  Bindable
class  CameraController
class  ColorTexture
class  DepthTexture
class  Exception
class  FontLoader
class  FrameBuffer
class  HitRecord
class  LuminanceTexture
class  MeshPrimitive
class  NameStateComponent
struct  NumericTraits
class  PointsPrimitive
class  Primitive
class  Renderable
class  Renderer
class  SceneViewer
class  Shader
 A class to represent GLSL shaders. More...
class  ShaderManager
class  ShaderStateComponent
class  SplineToGLTextureConverter
class  StateComponent
class  Texture
class  TextureLoader
class  ToGLCameraConverter
class  ToGLConverter
class  ToGLCurvesConverter
class  ToGLMeshConverter
class  ToGLPointsConverter
class  ToGLTextureConverter
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
< bool,
DepthTestStateComponentTypeId > 
DepthTestStateComponent
 Used to specify enable state of GL_DEPTH_TEST.
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, DepthTestStateComponentTypeId = 105071,
  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)
home andrewk workspace cortex
tags include IECoreGL Font h
home andrewk workspace cortex
tags include IECoreGL Font h 
IE_CORE_FORWARDDECLARE (MeshPrimitive)
 IE_CORE_DECLAREPTR (Font)
 IE_CORE_FORWARDDECLARE (Font)
 IE_CORE_FORWARDDECLARE (FontLoader)
 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)
home andrewk workspace cortex
tags include IECoreGL Renderer
h home andrewk workspace
cortex tags include IECoreGL
Renderer
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 ()
 IE_CORE_DECLAREPTR (Window)
 IE_CORE_FORWARDDECLARE (BoxPrimitive)
 IE_CORE_FORWARDDECLARE (NameStateComponent)
 IE_CORE_FORWARDDECLARE (Renderer)

Variables

const std::vector< void(*)(GLint,
GLsizei count, const GLint *)> & 
uniformIntFunctions ()

Detailed Description

The namespace within which all CoreGL functionality is defined.


Typedef Documentation

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.

Function Documentation

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.

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.

const std::vector<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.


Variable Documentation

const std::vector<void (*)( GLint, GLsizei count, const GLint * )>& 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.

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