AvogadroLibs 1.100.0
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GLRenderer Class Reference

Render the scene using OpenGL calls. More...

#include <avogadro/rendering/glrenderer.h>

Public Member Functions

void initialize ()
void resize (int width, int height)
void setPixelRatio (float ratio)
void render ()
void resetCamera ()
void resetGeometry ()
std::multimap< float, Identifierhits (int x, int y) const
Identifier hit (int x, int y) const
float hit (const Vector3f &rayOrigin, const Vector3f &rayEnd, const Vector3f &rayDirection) const
Core::Array< Identifierhits (int x1, int y1, int x2, int y2) const
bool isValid () const
std::string error () const
const Cameracamera () const
Cameracamera ()
const CameraoverlayCamera () const
CameraoverlayCamera ()
const Scenescene () const
Scenescene ()
const SolidPipelinesolidPipeline () const
SolidPipelinesolidPipeline ()
const TextRenderStrategytextRenderStrategy () const
TextRenderStrategytextRenderStrategy ()
void setTextRenderStrategy (TextRenderStrategy *tren)

Public Attributes

std::array< float, 6 > m_perspectiveFrustum
std::array< float, 6 > m_orthographicFrustum

Detailed Description

Author
Marcus D. Hanwell

Member Function Documentation

◆ initialize()

void initialize ( )

Initialize the OpenGL context for rendering.

◆ resize()

void resize ( int width,
int height )

Resize the context in response to window management events.

◆ setPixelRatio()

void setPixelRatio ( float ratio)

Set the ratio of physical to logical pixels.

◆ render()

void render ( )

Take care of rendering the scene, requires that the context is current.

◆ resetCamera()

void resetCamera ( )

Reset the view to fit the entire scene.

◆ resetGeometry()

void resetGeometry ( )

Reset the scene geometry, this should be done when the scene geometry has changed in order to ensure correct clipping.

◆ hits() [1/2]

std::multimap< float, Identifier > hits ( int x,
int y ) const

Return the primitives under the display coordinate (x,y), mapped by depth.

◆ hit() [1/2]

Identifier hit ( int x,
int y ) const

Return the top primitive under the display coordinate (x,y).

◆ hit() [2/2]

float hit ( const Vector3f & rayOrigin,
const Vector3f & rayEnd,
const Vector3f & rayDirection ) const

Return the depth of provided ray - geometry hit test.

◆ hits() [2/2]

Core::Array< Identifier > hits ( int x1,
int y1,
int x2,
int y2 ) const

Return the primitives in the rectangular area provided.

◆ isValid()

bool isValid ( ) const

Check whether the GL context is valid and supports required features.

See also
error() to get more information if the context is not valid.

◆ error()

std::string error ( ) const

Get the error message if the context is not valid. Empty if valid.

◆ camera()

const Camera & camera ( ) const

Get the camera for this renderer.

◆ overlayCamera()

const Camera & overlayCamera ( ) const

Get the overlay camera.

◆ scene()

const Scene & scene ( ) const

Get the scene for this renderer.

◆ solidPipeline()

const SolidPipeline & solidPipeline ( ) const

Get the solid pipeline for this renderer.

◆ textRenderStrategy() [1/2]

const TextRenderStrategy * textRenderStrategy ( ) const

Get/set the text rendering strategy for this object. The renderer takes ownership of the strategy object.

◆ textRenderStrategy() [2/2]

TextRenderStrategy * textRenderStrategy ( )

Get/set the text rendering strategy for this object. The renderer takes ownership of the strategy object.

◆ setTextRenderStrategy()

void setTextRenderStrategy ( TextRenderStrategy * tren)

Get/set the text rendering strategy for this object. The renderer takes ownership of the strategy object.


The documentation for this class was generated from the following file: