#include <RGBDImageShader.h>
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| RGBDImageShader (const std::string &name) |
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bool | Compile () final |
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void | Release () final |
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bool | BindGeometry (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final |
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bool | RenderGeometry (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final |
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void | UnbindGeometry () final |
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virtual bool | PrepareRendering (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view)=0 |
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virtual bool | PrepareBinding (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view)=0 |
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| ShaderWrapper (const std::string &name) |
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bool | ValidateShader (GLuint shader_index) |
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bool | ValidateProgram (GLuint program_index) |
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bool | CompileShaders (const char *const vertex_shader_code, const char *const geometry_shader_code, const char *const fragment_shader_code) |
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void | ReleaseProgram () |
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void | SetShaderName (const std::string &shader_name) |
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◆ ~RGBDImageShader()
open3d::visualization::glsl::RGBDImageShader::~RGBDImageShader |
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inlineoverride |
◆ RGBDImageShader()
open3d::visualization::glsl::RGBDImageShader::RGBDImageShader |
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const std::string & |
name | ) |
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inlineprotected |
◆ BindGeometry()
◆ Compile()
bool open3d::visualization::glsl::RGBDImageShader::Compile |
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finalprotectedvirtual |
◆ PrepareBinding()
◆ PrepareRendering()
◆ Release()
void open3d::visualization::glsl::RGBDImageShader::Release |
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finalprotectedvirtual |
◆ RenderGeometry()
◆ UnbindGeometry()
void open3d::visualization::glsl::RGBDImageShader::UnbindGeometry |
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finalprotectedvirtual |
◆ color_rel_ratio_
float open3d::visualization::glsl::RGBDImageShader::color_rel_ratio_ = 0.5f |
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◆ color_texture_buffer_
GLuint open3d::visualization::glsl::RGBDImageShader::color_texture_buffer_ |
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◆ color_texture_mode_
ImageTextureMode open3d::visualization::glsl::RGBDImageShader::color_texture_mode_ |
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◆ depth_max_
GLuint open3d::visualization::glsl::RGBDImageShader::depth_max_ |
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◆ depth_max_data_
float open3d::visualization::glsl::RGBDImageShader::depth_max_data_ |
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◆ depth_texture_
GLuint open3d::visualization::glsl::RGBDImageShader::depth_texture_ |
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◆ depth_texture_buffer_
GLuint open3d::visualization::glsl::RGBDImageShader::depth_texture_buffer_ |
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◆ depth_texture_mode_
ImageTextureMode open3d::visualization::glsl::RGBDImageShader::depth_texture_mode_ |
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◆ image_texture_
GLuint open3d::visualization::glsl::RGBDImageShader::image_texture_ |
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◆ texture_mode_
GLuint open3d::visualization::glsl::RGBDImageShader::texture_mode_ |
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◆ vertex_position_
GLuint open3d::visualization::glsl::RGBDImageShader::vertex_position_ |
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◆ vertex_position_buffer_
GLuint open3d::visualization::glsl::RGBDImageShader::vertex_position_buffer_ |
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◆ vertex_scale_
GLuint open3d::visualization::glsl::RGBDImageShader::vertex_scale_ |
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◆ vertex_scale_data_
◆ vertex_UV_
GLuint open3d::visualization::glsl::RGBDImageShader::vertex_UV_ |
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◆ vertex_UV_buffer_
GLuint open3d::visualization::glsl::RGBDImageShader::vertex_UV_buffer_ |
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The documentation for this class was generated from the following files: