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A lightweight C++ OpenGL middleware for 2D/3D graphics
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vl::DepthSortCallback Class Reference

The DepthSortCallback class sorts the primitives of the Geometry object bound to the Actor in which the callback is installed. More...

#include <DepthSortCallback.hpp>

Inheritance diagram for vl::DepthSortCallback:

vl::ActorRenderingCallback vl::Object

List of all members.

Classes

class  Line
class  Point
class  PrimitiveZ
class  Quad
class  Sorter_Back_To_Front
class  Sorter_Front_To_Back
class  Triangle

Public Member Functions

 DepthSortCallback ()
virtual const char * className ()
 Returns the name of the class.
virtual void operator() (const Camera *cam, Actor *actor, Renderable *renderable, const Shader *, int pass)
 Performs the actual sorting.
template<typename T , typename deT >
void sort (deT *polys, std::vector< Point< T > > &sorted_points, std::vector< Line< T > > &sorted_lines, std::vector< Triangle< T > > &sorted_triangles, std::vector< Quad< T > > &sorted_quads)
ESortMode sortMode () const
void setSortMode (ESortMode sort_mode)
void invalidateCache ()
 Forces sorting at the next rendering.

Protected Attributes

ref< ArrayFVec3mEyeSpaceVerts
std::vector< PrimitiveZ > mPrimitiveZ
std::vector< PointUInt > mSortedPointsUInt
std::vector< LineUInt > mSortedLinesUInt
std::vector< TriangleUInt > mSortedTrianglesUInt
std::vector< QuadUInt > mSortedQuadsUInt
std::vector< PointUShort > mSortedPointsUShort
std::vector< LineUShort > mSortedLinesUShort
std::vector< TriangleUShort > mSortedTrianglesUShort
std::vector< QuadUShort > mSortedQuadsUShort
std::vector< PointUByte > mSortedPointsUByte
std::vector< LineUByte > mSortedLinesUByte
std::vector< TriangleUByte > mSortedTrianglesUByte
std::vector< QuadUByte > mSortedQuadsUByte
vl::mat4 mCacheMatrix
ESortMode mSortMode


Detailed Description

The DepthSortCallback class sorts the primitives of the Geometry object bound to the Actor in which the callback is installed.

This callback in order to work requires the following conditions:

Despite the fact that the condition list seems to be quite limiting it actually covers the most common usage cases. Furthermore the use of DrawElements* and the primitive types PT_POINTS, PT_LINES, PT_TRIANGLES, PT_QUADS grant the maximum flexibility.

Note:

Remarks:

See also:
Transparency and Polygon Depth Sorting Tutorial

Constructor & Destructor Documentation

vl::DepthSortCallback::DepthSortCallback (  )  [inline]


Member Function Documentation

virtual const char* vl::DepthSortCallback::className (  )  [inline, virtual]

Returns the name of the class.

Reimplemented from vl::Object.

virtual void vl::DepthSortCallback::operator() ( const Camera cam,
Actor actor,
Renderable renderable,
const Shader ,
int  pass 
) [inline, virtual]

Performs the actual sorting.

Implements vl::ActorRenderingCallback.

template<typename T , typename deT >
void vl::DepthSortCallback::sort ( deT *  polys,
std::vector< Point< T > > &  sorted_points,
std::vector< Line< T > > &  sorted_lines,
std::vector< Triangle< T > > &  sorted_triangles,
std::vector< Quad< T > > &  sorted_quads 
) [inline]

ESortMode vl::DepthSortCallback::sortMode (  )  const [inline]

void vl::DepthSortCallback::setSortMode ( ESortMode  sort_mode  )  [inline]

void vl::DepthSortCallback::invalidateCache (  )  [inline]

Forces sorting at the next rendering.


Member Data Documentation

std::vector<PrimitiveZ> vl::DepthSortCallback::mPrimitiveZ [protected]

std::vector<PointUInt> vl::DepthSortCallback::mSortedPointsUInt [protected]

std::vector<LineUInt> vl::DepthSortCallback::mSortedLinesUInt [protected]

std::vector<TriangleUInt> vl::DepthSortCallback::mSortedTrianglesUInt [protected]

std::vector<QuadUInt> vl::DepthSortCallback::mSortedQuadsUInt [protected]

std::vector<PointUShort> vl::DepthSortCallback::mSortedPointsUShort [protected]

std::vector<LineUShort> vl::DepthSortCallback::mSortedLinesUShort [protected]

std::vector<TriangleUShort> vl::DepthSortCallback::mSortedTrianglesUShort [protected]

std::vector<QuadUShort> vl::DepthSortCallback::mSortedQuadsUShort [protected]

std::vector<PointUByte> vl::DepthSortCallback::mSortedPointsUByte [protected]

std::vector<LineUByte> vl::DepthSortCallback::mSortedLinesUByte [protected]

std::vector<TriangleUByte> vl::DepthSortCallback::mSortedTrianglesUByte [protected]

std::vector<QuadUByte> vl::DepthSortCallback::mSortedQuadsUByte [protected]


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

Visualization Library v2010.06 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Tue Jun 1 00:57:13 2010.
Permission is granted to use this page to write and publish articles regarding Visualization Library.