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RenderEngine
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#include <Group.hpp>
Public Member Functions | |
| Group () | |
| Default constructor. | |
| ~Group () | |
| Destructor. | |
| void | addMesh (Mesh *mesh) |
| addGeometry | |
| void | addMaterial (Material *mat) |
| addMaterial | |
| Mesh * | getMesh (int index) |
| getMesh | |
| Material * | getMaterial (int index) |
| getMaterial | |
| int | getNumMeshes () |
| getNumMeshes | |
| void | setRenderMode (float rendermode) |
| SetRenderMode. | |
| void | init () |
| init | |
| void | render (Camera *camera) |
| render | |
| void | setupShaders () |
| SetupShaders. | |
Public Member Functions inherited from Object | |
| Object () | |
| Default constructor. | |
| virtual | ~Object () |
| Destructor. | |
| void | setShader (Shader *newshader) |
| setShader | |
| glm::mat4 | getTransform () |
| getTransform | |
| void | addTransform (glm::mat4 mat) |
| addTransform | |
| virtual void | render (Camera *camera)=0 |
| render | |
| void | setTranslate (glm::vec3 translateVec) |
| setTranslate | |
| void | setScale (float scale) |
| setScale | |
| void | bindShaders () |
| bindShaders | |
| void | unBindShader () |
| unBindShader | |
Additional Inherited Members | |
Protected Attributes inherited from Object | |
| Shader * | shader |
| each object can have a shader | |
| Group::Group | ( | ) |
Default constructor.
Setup shaders for this group.
| Group::~Group | ( | ) |
Destructor.
Clean up ressources
| void Group::addMaterial | ( | Material * | mat | ) |
addMaterial
Add a new material.
| void Group::addMesh | ( | Mesh * | mesh | ) |
addGeometry
Add a new mesh.
| Material * Group::getMaterial | ( | int | index | ) |
getMaterial
Get materials using an index.
| Mesh * Group::getMesh | ( | int | index | ) |
getMesh
Access a mesh using an index.
| int Group::getNumMeshes | ( | ) |
getNumMeshes
Get number of meshes.
| void Group::init | ( | ) |
init
Initialise group.
| void Group::setRenderMode | ( | float | rendermode | ) |
SetRenderMode.
Set a render mode.
| void Group::setupShaders | ( | ) |
SetupShaders.
Setup all shaders.