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MRDepthPeelingGL.h
Go to the documentation of this file.
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#pragma once
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#include "
MRViewerFwd.h
"
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#include "
MRRenderGLHelpers.h
"
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namespace
MR
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{
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class
MRVIEWER_CLASS
DepthPeelingGL
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{
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public
:
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MR_ADD_CTOR_DELETE_MOVE
(
DepthPeelingGL
);
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MRVIEWER_API
void
reset
(
const
Vector2i&
size
);
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MRVIEWER_API
bool
doPasses
(
FramebufferData
* bgFramebuffer );
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MRVIEWER_API
void
draw
();
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int
getNumPasses
()
const
{
return
numPasses_; }
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void
setNumPasses
(
int
passes ) { numPasses_ = passes; }
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private
:
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FramebufferData
accumFB_;
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QuadTextureVertexObject
qt_;
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int
numPasses_{ 5 };
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};
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}
MRRenderGLHelpers.h
MRViewerFwd.h
MR::DepthPeelingGL
class to encapsulate depth peeling rendering passes as fall back if alpha sort is not available
Definition
MRDepthPeelingGL.h:13
MR::FramebufferData
class for easier rendering in framebuffer texture
Definition
MRRenderGLHelpers.h:217
MR::QuadTextureVertexObject
class for rendering simple texture
Definition
MRRenderGLHelpers.h:202
MR::size
ImVec2 size(const ViewportRectangle &rect)
Definition
MRViewport.h:32
MR::DepthPeelingGL::draw
void draw()
draws this result texture onto
MR::DepthPeelingGL::getNumPasses
int getNumPasses() const
functions to control number of passes
Definition
MRDepthPeelingGL.h:29
MR::DepthPeelingGL::setNumPasses
void setNumPasses(int passes)
Definition
MRDepthPeelingGL.h:30
MR::DepthPeelingGL::reset
void reset(const Vector2i &size)
MR::DepthPeelingGL::doPasses
bool doPasses(FramebufferData *bgFramebuffer)
MR::DepthPeelingGL::MR_ADD_CTOR_DELETE_MOVE
MR_ADD_CTOR_DELETE_MOVE(DepthPeelingGL)
MR
only for bindings generation
Definition
MRCameraOrientationPlugin.h:8
MRViewer
MRDepthPeelingGL.h
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1.14.0