24 #ifndef __GLIPLIB_FILTER__
25 #define __GLIPLIB_FILTER__
46 namespace CorePipeline
52 class GeometryInstance;
85 const ShaderSource* getShaderSource(GLenum shaderType)
const;
88 bool isStandardVertexSource(
void)
const;
89 bool isStandardGeometryModel(
void)
const;
90 int getNumUniformVars(
void)
const;
91 bool isClearingEnabled(
void)
const;
92 void enableClearing(
void);
93 void disableClearing(
void);
94 bool isBlendingEnabled(
void)
const;
95 const GLenum& getSFactor(
void)
const;
96 const GLenum& getDFactor(
void)
const;
97 const GLenum& getBlendingEquation(
void)
const;
98 void enableBlending(
const GLenum& _sFactor = GL_ONE,
const GLenum& _dFactor = GL_ONE,
const GLenum& _blendingEquation = GL_FUNC_ADD);
99 void disableBlending(
void);
100 bool isDepthTestingEnabled(
void)
const;
101 const GLenum& getDepthTestingFunction(
void)
const;
102 void enableDepthTesting(
const GLenum& _depthTestingFunction = GL_LESS);
103 void disableDepthTesting(
void);
113 void scanPorts(
void);
133 std::vector<HdlTexture*> arguments;
139 void setInputForNextRendering(
int id,
HdlTexture* ptr);
140 void process(
HdlFBO& renderer);
150 bool wentThroughFirstRun(
void)
const;
151 bool isBroken(
void)
const;
Layout of a component template.
Definition: Component.hpp:89
Object handle for OpenGL Shaders Objects (both vertex and fragment shaders).
Definition: HdlShader.hpp:44
Instance of the GeometryModel. Stored on GPU (VBO).
Definition: Geometry.hpp:158
Filter layout (Read Only).
Definition: Filter.hpp:59
Object handle for OpenGL textures.
Definition: HdlTexture.hpp:138
Definition: Component.hpp:32
Filter layout.
Definition: Filter.hpp:110
static const unsigned int numShaderTypes
Number of different shader types.
Definition: OglInclude.hpp:95
Element of a pipeline.
Definition: Component.hpp:110
Shader source code and infos.
Definition: ShaderSource.hpp:55
Geometry stored on the host.
Definition: Geometry.hpp:50
Pipeline object.
Definition: Pipeline.hpp:261
Filter object.
Definition: Filter.hpp:124
Object handle for OpenGL Program (A vertex and a fragment program).
Definition: HdlShader.hpp:65
Layout of a component template (Read Only)
Definition: Component.hpp:51
Object handle for OpenGL Frame Buffer Objects.
Definition: HdlFBO.hpp:76
Object handle for OpenGL texture formats (Read Only).
Definition: HdlTexture.hpp:42