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std::string | getName () const |
| get the vbo name
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void | setName (std::string name="") |
| set the vbo name
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void | lglVertex (double x, double y, double z, double w=1) |
| specify a vertex in immediate mode fashion (and compile it into vbo)
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void | reset () |
| reset all buffers
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void | clear () |
| clear all buffers
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void | lglColor (float r, float g, float b, float a=1) |
| specify the color attribute for the next vertex
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vec4 | lglGetColor () const |
| get the actual color attribute
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void | lglNormal (float x, float y, float z) |
| specify the normal attribute for the next vertex
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void | lglTexCoord (float s, float t=0, float r=0, float w=1) |
| specify the texture coordinate attribute for the next vertex
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void | lglAttribute (float x, float y, float z, float w=1.0f, unsigned int n=0) |
| specify a custom vertex attribute
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void | lglBegin (lgl_primitive_enum primitive) |
| begin a series of vertices for a particular graphics primitive
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void | lglEnd () |
| end a series of vertices
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void | lglVertexArray (lgl_primitive_enum primitive, unsigned int vertices, const float *vertex_array, const float *color_array, const float *normal_array=NULL, const float *texcoord_array=NULL) |
| specify a series of vertices and attributes as buffers (and copy them into vbo)
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void | lglInterleavedVertexArray (lgl_primitive_enum primitive, const float *interleaved_array, unsigned int vertices, int colors=0, int normals=0, int texcoords=0) |
| specify a series of vertices as interleaved buffer (and copy it into vbo)
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void | lglClearColors () |
| clear colors
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void | lglClearNormals () |
| clear normals
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void | lglClearTexCoords () |
| clear texture coordinates
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void | lglClearAttributes () |
| clear attributes
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virtual void | lglRender (const lgl *vbo=NULL) |
| render the series of vertices contained in vbo
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lgl_primitive_enum | lglGetVertexMode () const |
| get the primitive mode of vertices contained in vbo
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int | lglGetVertexCount () const |
| get the number of vertices contained in vbo
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int | lglGetPrimitiveCount () const |
| get the number of primitives contained in vbo
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void | lglGetBoundingBox (vec3 &bboxmin, vec3 &bboxmax) const |
| get the bounding box of the contained vertices in vbo More...
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double | lglGetBoundingSphere (vec3 ¢er) const |
| get the bounding sphere of the contained vertices in vbo More...
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vec3 | lglGetCenter () const |
| get the bounding box barycenter of the contained vertices in vbo
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vec3 | lglGetExtent () const |
| get the bounding box extent of the contained vertices in vbo
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double | lglGetRadius () const |
| get the bounding sphere radius of the contained vertices in vbo More...
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double | lglGetNorm () const |
| get the bounding sphere norm of the contained vertices in vbo More...
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double | lglGetMaxExtent () const |
| get the maximum extent of the contained vertices in vbo More...
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double | lglGetMaxAbsCoord () const |
| get the maximum absolute value of the coordinates in vbo More...
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std::vector< vec4 > | lglGetVertexCoordinates () const |
| return a copy of the vertex coordinates in vbo
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std::vector< vec4f > | lglGetColorAttributes () const |
| return a copy of the color attributes in vbo
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std::vector< vec3f > | lglGetNormalAttributes () const |
| return a copy of the normal attributes in vbo
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std::vector< vec4f > | lglGetTexCoordAttributes () const |
| return a copy of the texture coordinate attributes in vbo
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void | lglAppendVerticesTo (lgl *vbo) const |
| append a copy of the vertices and attributes in vbo to another vbo
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void | lglMatrixMode (lgl_matrixmode_enum mode=LGL_MODELVIEW) |
| determine the actual matrix mode
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lgl_matrixmode_enum | lglGetMatrixMode () const |
| get the actual matrix mode
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void | lglLoadIdentity () |
| load the identity matrix in immediate mode fashion
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void | lglLoadMatrix (const mat4 &matrix) |
| load a specific matrix in immediate mode fashion
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void | lglMultMatrix (const mat4 &matrix) |
| multiply a specific matrix in immediate mode fashion
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void | lglPushMatrix () |
| push the top entry of the matrix stack
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void | lglPopMatrix () |
| pop the top entry of the matrix stack
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mat4 | lglGetMatrix () const |
| get the top entry of the matrix stack
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mat4 | lglGetProjectionMatrix () const |
| get the actual projection matrix
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mat4 | lglGetModelViewMatrix () const |
| get the actual modelview matrix
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mat4 | lglGetInverseModelViewMatrix () const |
| get the inverse of the actual modelview matrix
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mat4 | lglGetInverseTransposeModelViewMatrix () const |
| get the inverse transpose of the actual modelview matrix
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mat4 | lglGetModelViewProjectionMatrix () const |
| get the combined modelview and projection matrix
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mat4 | lglGetTextureMatrix () const |
| get the actual texture matrix
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void | lglScale (const vec4 &c) |
| scale in immediate mode fashion
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void | lglScale (double s, double t, double r, double w=1) |
| scale in immediate mode fashion
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void | lglScale (double s, double w=1) |
| scale in immediate mode fashion
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void | lglTranslate (const vec4 &v) |
| translate in immediate mode fashion
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void | lglTranslate (double x, double y, double z, double w=1) |
| translate in immediate mode fashion
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void | lglRotate (double angle, const vec3 &v) |
| rotate in immediate mode fashion
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void | lglRotate (double angle, double vx, double vy, double vz) |
| rotate in immediate mode fashion
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void | lglRotateX (double angle) |
| rotate about x-axis in immediate mode fashion
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void | lglRotateY (double angle) |
| rotate about y-axis in immediate mode fashion
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void | lglRotateZ (double angle) |
| rotate about z-axis in immediate mode fashion
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void | lglOrtho (double left, double right, double bottom, double top, double nearp=-1, double farp=1) |
| orthographic projection
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void | lglFrustum (double left, double right, double bottom, double top, double nearp, double farp) |
| frustum projection
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void | lglParallel (const vec3 &p, const vec3 &n, const vec3 &d) |
| parallel projection
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void | lglPerspective (double fovy, double aspect, double nearp, double farp) |
| perspective projection
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double | getFovy () |
| get fovy parameter for last projection transformation
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double | getAspect () |
| get aspect parameter for last projection transformation
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double | getNear () |
| get near parameter for last projection transformation
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double | getFar () |
| get far parameter for last projection transformation
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void | lglLookAt (const vec3 &eye, const vec3 &at, const vec3 &up=vec3(0, 1, 0)) |
| lookat transformation
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void | lglLookAt (double eye_x, double eye_y, double eye_z, double at_x, double at_y, double at_z, double up_x=0, double up_y=1, double up_z=0) |
| lookat transformation
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vec3 | getEye () const |
| get eye point for last lookat transformation
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vec3 | getLookAt () const |
| get lookat point for last lookat transformation
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vec3 | getUp () const |
| get up vector for last lookat transformation
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void | lglProjection () |
| reset the actual projection matrix
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void | lglProjection (const mat4 &projection) |
| set the actual projection matrix
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void | lglProjection (double left, double right, double bottom, double top, double nearp, double farp) |
| set the actual projection matrix
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void | lglProjection (double fovy, double aspect, double nearp, double farp) |
| set the actual projection matrix
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void | lglModelView () |
| reset the actual modelview matrix
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void | lglModelView (const mat4 &modelview) |
| set the actual modelview matrix
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void | lglView (const vec3 &eye, const vec3 &at, const vec3 &up=vec3(0, 1, 0)) |
| set the actual modelview matrix
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void | lglView (double eye_x, double eye_y, double eye_z, double at_x, double at_y, double at_z, double up_x=0, double up_y=1, double up_z=0) |
| set the actual modelview matrix
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void | lglTexture () |
| reset the actual texture matrix
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void | lglTexture (const mat4 &texture) |
| set the actual texture matrix
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void | lglModel () |
| reset the vbo modeling matrix
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void | lglModel (const mat4 &model) |
| specify the vbo modeling matrix
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mat4 | lglGetModelMatrix () const |
| get the vbo modeling matrix
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mat4 | lglGetInverseTransposeModelMatrix () const |
| get the inverse transpose of the vbo modeling matrix
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void | lglApplyModelMatrix () |
| apply the vbo modeling matrix to the vbo and reset the matrix
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void | lglTex () |
| reset the vbo texturing matrix
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void | lglTex (const mat4 &tex) |
| specify the vbo texturing matrix
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void | lglTex (const vec4 &scale, const vec4 &offset) |
| specify the vbo texturing matrix
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mat4 | lglGetTexMatrix () const |
| get the vbo texturing matrix
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void | lglApplyTexMatrix () |
| apply the vbo texturing matrix to the vbo and reset the matrix
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void | lglApplyColor (const vec4f &c) |
| add a color channel to the vbo More...
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void | lglUseProgram (GLuint program, bool clear=true) |
| use a custom GLSL program More...
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void | lglUseDefaultProgram (bool clear=true) |
| use the default GLSL program which simulates the fixed function OpenGL pipeline More...
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void | lglReplaceDefaultProgram (GLuint program, bool colors=false, bool normals=true, bool texcoords=false, bool tex3D=false) |
| replace default GLSL program
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GLuint | lglGetProgram () const |
| get the actual custom GLSL program in use
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void | lglReuseProgram (GLuint program) |
| reuse a compiled GLSL program /wo clearing and updating uniforms
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bool | lglCustomProgram () const |
| check whether or not a custom GLSL program is in use
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GLuint | lglGetActiveProgram () const |
| get the actual GLSL program in use
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bool | lglActiveColoring () const |
| check for active vertex color attributes
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bool | lglAppliedColoring () const |
| check for applied vertex color attributes
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bool | lglActiveLighting () const |
| check for active vertex normal attributes
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bool | lglActiveTexturing () const |
| check for active vertex texture coordinate attributes
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void | lglColoring (bool on) |
| enable or disable the vertex color attributes contained in vbo
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bool | lglGetColoring () const |
| check for coloring
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void | lglLighting (bool on) |
| enable or disable the vertex normal attributes contained in vbo
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bool | lglGetLighting () const |
| check for lighting
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void | lglTexturing (bool on) |
| enable or disable the vertex texture coordinate attributes contained in vbo
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bool | lglGetTexturing () const |
| check for texturing
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unsigned int | lglUniform (std::string uniform, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (undefined)
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unsigned int | lglUniformi (std::string uniform, int value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (integer)
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void | lglUniformi (unsigned int index, int value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (integer, indexed)
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unsigned int | lglUniformf (std::string uniform, double value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (float)
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void | lglUniformf (unsigned int index, double value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (float, indexed)
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unsigned int | lglUniformfv (std::string uniform, const vec2f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec2f)
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void | lglUniformfv (unsigned int index, const vec2f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec2f, indexed)
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unsigned int | lglUniformfv (std::string uniform, const vec3f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec3f)
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void | lglUniformfv (unsigned int index, const vec3f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec3f, indexed)
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unsigned int | lglUniformfv (std::string uniform, const vec4f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec4f)
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void | lglUniformfv (unsigned int index, const vec4f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (vec4f, indexed)
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unsigned int | lglUniformfv (std::string uniform, const mat2f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (mat2f)
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void | lglUniformfv (unsigned int index, const mat2f &value, bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (mat2f, indexed)
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unsigned int | lglUniformfv (std::string uniform, const mat3f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (mat3f)
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void | lglUniformfv (unsigned int index, const mat3f &value, bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (mat3f, indexed)
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unsigned int | lglUniformfv (std::string uniform, const mat4f &value, bool warn=true) |
| specify a uniform for the actual compiled GLSL program (mat4f)
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void | lglUniformfv (unsigned int index, const mat4f &value, bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (mat4f, indexed)
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unsigned int | lglUniform2fv (std::string uniform, const float value[2], bool warn=true) |
| specify a uniform for the actual compiled GLSL program (float[2])
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unsigned int | lglUniform3fv (std::string uniform, const float value[3], bool warn=true) |
| specify a uniform for the actual compiled GLSL program (float[3])
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unsigned int | lglUniform4fv (std::string uniform, const float value[4], bool warn=true) |
| specify a uniform for the actual compiled GLSL program (float[4])
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unsigned int | lglUniformMatrix2fv (std::string uniform, const float value[4], bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (float[4])
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unsigned int | lglUniformMatrix3fv (std::string uniform, const float value[9], bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (float[9])
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unsigned int | lglUniformMatrix4fv (std::string uniform, const float value[16], bool warn=true) |
| specify a uniform matrix for the actual compiled GLSL program (float[16])
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unsigned int | lglSampler (std::string sampler, int value=0, bool warn=true) |
| specify a uniform sampler for the actual compiled GLSL program
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void | lglSampler (unsigned int index, int value=0, bool warn=true) |
| specify a uniform sampler for the actual compiled GLSL program (indexed)
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unsigned int | lglSampler2D (std::string sampler, GLuint texid2D, int value=0, bool warn=true) |
| bind a 2D sampler for the actual compiled GLSL program
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void | lglSampler2D (unsigned int index, GLuint texid2D, int value=0, bool warn=true) |
| bind a 2D sampler for the actual compiled GLSL program (indexed)
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unsigned int | lglSampler3D (std::string sampler, GLuint texid3D, int value=0, bool warn=true) |
| bind a 3D sampler for the actual compiled GLSL program
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void | lglSampler3D (unsigned int index, GLuint texid3D, int value=0, bool warn=true) |
| bind a 3D sampler for the actual compiled GLSL program (indexed)
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void | lglCloneUniforms (const lgl *vbo) |
| clone uniforms from vbo
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void | lglCopyUniforms (const lgl *vbo, bool warn=false) |
| copy uniforms from vbo
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void | lglPrintUniforms () |
| print GLSL uniforms
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void | lglCloneProgram (const lgl *vbo) |
| clone GLSL program and uniforms from vbo
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void | lglCopyProgram (const lgl *vbo) |
| copy GLSL program and uniforms from vbo
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void | lglLight (vec4f light=vec4f(0, 0, 1, 0), bool camera_light=true, vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), float exponent=30, vec3f falloff=vec3f(1, 0, 0)) |
| specify the lighting parameters as supported by the default GLSL program
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void | lglLightDirection (vec3f light=vec3f(0, 0, 1), bool camera_light=true) |
| set the light direction
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void | lglLightPosition (vec3f light=vec3f(0, 0, 0), bool camera_light=true) |
| set the light position
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void | lglLightVector (vec4f light=vec4f(0, 0, 1, 0), bool camera_light=true) |
| set the light vector
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vec4 | lglGetLightVector () const |
| get the light vector (in camera coordinates)
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void | lglLightParameters (vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), float exponent=30, vec3f falloff=vec3f(1, 0, 0)) |
| set the light parameters
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void | lglGetLightParameters (vec3f &ka, vec3f &kd, vec3f &ks, vec3f &Ia, vec3f &Id, vec3f &Is, float &exponent, vec3f &falloff) const |
| get the light parameters
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void | lglLightSourceParameters (vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), vec3f falloff=vec3f(1, 0, 0)) |
| set the light source parameters
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void | lglGetLightSourceParameters (vec3f &Ia, vec3f &Id, vec3f &Is, vec3f &falloff) const |
| get the light source parameters
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void | lglMaterialParameters (vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), float exponent=30) |
| set the material parameters
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void | lglGetMaterialParameters (vec3f &ka, vec3f &kd, vec3f &ks, float &exponent) const |
| get the material parameters
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void | lglTexture2D (GLuint texid, bool owner=false) |
| bind a 2D texture for the default GLSL program
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GLuint | lglGetTexture2D () const |
| get the bound 2D texture
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void | lglTexture3D (GLuint texid, bool owner=false) |
| bind a 3D texture for the default GLSL program
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GLuint | lglGetTexture3D () const |
| get the bound 3D texture
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void | lglDeleteTexture2D () |
| delete 2D texture map
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void | lglDeleteTexture3D () |
| delete 3D texture map
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void | lglDeleteTexture () |
| delete any texture map
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void | lglTexCoordGen (lgl_texgenmode_enum mode=LGL_TEXGEN_LINEAR, double mix=0.5) |
| enable texture coordinate generation
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lgl_texgenmode_enum | lglGetTexCoordGen () |
| check whether or not texture coordinate generation is enabled
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void | lglCloneState (const lgl *vbo) |
| clone state from vbo (coloring, lighting and texturing)
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void | lglClipPlane (vec4 equation=vec4(0, 0, 0, 0), unsigned int n=0, bool camera_plane=false) |
| specify a clip plane as supported by the default GLSL program
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void | lglClipPlane (double a, double b, double c, double d, unsigned int n=0, bool camera_plane=false) |
| specify a clip plane as supported by the default GLSL program
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void | lglClipPlane (vec3 point, vec3 normal, unsigned int n=0, bool camera_plane=false) |
| specify a clip plane by a point on the plane and a plane normal
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double | lglIntersect (vec3 origin, vec3 direction, mat4 m, double mindist=0) const |
| cast a ray and intersect it with the transformed triangles contained in the vbo
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double | lglIntersect (vec3 origin, vec3 direction, double mindist=0) const |
| cast a ray and intersect it with the transformed triangles contained in the vbo
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