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Stellarium 0.12.4
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Public Member Functions | |
virtual void | forward (Vec3d &) const =0 |
virtual void | backward (Vec3d &) const =0 |
virtual void | forward (Vec3f &) const =0 |
virtual void | backward (Vec3f &) const =0 |
virtual void | combine (const Mat4d &)=0 |
virtual ModelViewTranformP | clone () const =0 |
virtual bool | setupGLSLTransform (class StelGLSLShader *shader)=0 |
Attaches (or enables, if attached already) the GLSL transform shader to specified shader. More... | |
virtual void | setGLSLUniforms (class StelGLSLShader *shader)=0 |
Set GLSL uniforms needed for the transform shader. More... | |
virtual void | disableGLSLTransform (class StelGLSLShader *shader)=0 |
Disable the attached GLSL transform shader. More... | |
virtual Mat4d | getApproximateLinearTransfo () const =0 |
Definition at line 83 of file StelProjector.hpp.
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pure virtual |
Disable the attached GLSL transform shader.
Implemented in Refraction, and StelProjector::Mat4dTransform.
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pure virtual |
Set GLSL uniforms needed for the transform shader.
Called by the renderer backend before drawing, if the transform shader was attached successfully.
Implemented in Refraction, and StelProjector::Mat4dTransform.
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pure virtual |
Attaches (or enables, if attached already) the GLSL transform shader to specified shader.
The shader attached must implement one function:
vec4(modelViewForward(in vec4 v));
This function should implement the same logic as the forward() member function, except that it returns the result instead of modifying the parameter.
shader | Shader to attach to. |
Implemented in Refraction, and StelProjector::Mat4dTransform.