#include <PhongShader.h>
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| bool | PrepareRendering (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final |
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| bool | PrepareBinding (const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector< Eigen::Vector3f > &points, std::vector< Eigen::Vector3f > &normals, std::vector< Eigen::Vector3f > &colors) final |
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| | PhongShader (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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| void | SetLighting (const ViewControl &view, const RenderOption &option) |
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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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◆ PhongShaderForTriangleMesh()
| open3d::visualization::glsl::PhongShaderForTriangleMesh::PhongShaderForTriangleMesh |
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inline |
◆ PrepareBinding()
| bool open3d::visualization::glsl::PhongShaderForTriangleMesh::PrepareBinding |
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const geometry::Geometry & |
geometry, |
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const RenderOption & |
option, |
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const ViewControl & |
view, |
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std::vector< Eigen::Vector3f > & |
points, |
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std::vector< Eigen::Vector3f > & |
normals, |
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std::vector< Eigen::Vector3f > & |
colors |
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) |
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finalprotectedvirtual |
◆ PrepareRendering()
The documentation for this class was generated from the following files: