Visualization LibraryA lightweight C++ OpenGL middleware for 2D/3D graphics |
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The ActorRenderingCallback class defines a callback object to be executed just before an Actor is rendered but after the render states are setup. More...
#include <Actor.hpp>
Public Member Functions | |
| virtual void | operator() (const Camera *cam, Actor *actor, Renderable *renderable, const Shader *shader, int pass)=0 |
| Called upon callback execution. | |
The ActorRenderingCallback class defines a callback object to be executed just before an Actor is rendered but after the render states are setup.
Usually an ActorRenderingCallback is used to perform a per-Actor operation like changing some attributes of the Actor itself or of the associated Renderable/Geometry before the rendering takes place. For example you can use an ActorRenderingCallback to setup uniforms, query and save uniform binding locations, setup appropriate vertex attributes in a Geometry etc. For example the MorphingCallback class is used to aid the rendering of a MorphingActor, while the DepthSortCallback class is used to perform per-Actor polygon sorting.
| virtual void vl::ActorRenderingCallback::operator() | ( | const Camera * | cam, |
| Actor * | actor, | ||
| Renderable * | renderable, | ||
| const Shader * | shader, | ||
| int | pass | ||
| ) | [pure virtual] |
Called upon callback execution.
| cam | The camera used for the current rendering. |
| actor | The Actor bound to this rendering callback. |
| renderable | The currently selected Actor LOD. |
| shader | The currently active Shader. |
| pass | The current Actor[s] rendering pass. |
Implemented in vl::DepthSortCallback, vl::EdgeUpdateCallback, and vl::MorphingCallback.