field.kit.gl.render

Pass

class Pass extends Quad

Pass renders the given 3D scene into a FBO texture, to re-render it into a Quad using the given ShaderState This allows fast image processing techniques on the GPU using GLSL shaders.

Go to: companion

Inherits

  1. Quad
  2. Mesh
  3. Triangulator
  4. RenderStateable
  5. Spatial
  6. Drawable
  7. Renderable
  8. BaseNode
  9. Node
  10. Logger
  11. AnyRef
  12. Any

Value Members

  1. var capture: Capture

  2. var colour: Colour

    This objects default colour

    This objects default colour

    definition classes: Mesh
    Go to: companion
  3. var data: MeshData

    Stores the actual data buffers

    Stores the actual data buffers

    definition classes: Mesh
    Go to: companion
  4. def draw: Unit

    Draws this Mesh

    Draws this Mesh

    definition classes: MeshDrawable
    Go to: companion
  5. def equals(arg0: Any): Boolean

    This method is used to compare the receiver object (this) with the argument object (arg0) for equivalence

    This method is used to compare the receiver object (this) with the argument object (arg0) for equivalence.

    The default implementations of this method is an equivalence relation:

    • It is reflexive: for any instance x of type Any, x.equals(x) should return true.
    • It is symmetric: for any instances x and y of type Any, x.equals(y) should return true if and only if y.equals(x) returns true.
    • It is transitive: for any instances x, y, and z of type AnyRef if x.equals(y) returns true and y.equals(z) returns true, then x.equals(z) should return true.

    If you override this method, you should verify that your implementation remains an equivalence relation. Additionally, when overriding this method it is often necessary to override hashCode to ensure that objects that are "equal" (o1.equals(o2) returns true) hash to the same Int (o1.hashCode.equals(o2.hashCode)).

    arg0

    the object to compare against this object for equality.

    returns

    true if the receiver object is equivalent to the argument; false otherwise.

    definition classes: AnyRef ⇐ Any
    Go to: companion
  6. def error(m: Any*): Unit

  7. def fatal(code: Int, m: Any*): Unit

  8. def fatal(m: Any*): Unit

  9. def fine(m: Any*): Unit

  10. def gl: GL

  11. def hashCode(): Int

    Returns a hash code value for the object

    Returns a hash code value for the object.

    The default hashing algorithm is platform dependent.

    Note that it is allowed for two objects to have identical hash codes (o1.hashCode.equals(o2.hashCode)) yet not be equal (o1.equals(o2) returns false). A degenerate implementation could always return 0. However, it is required that if two objects are equal (o1.equals(o2) returns true) that they have identical hash codes (o1.hashCode.equals(o2.hashCode)). Therefore, when overriding this method, be sure to verify that the behavior is consistent with the equals method.

    definition classes: AnyRef ⇐ Any
    Go to: companion
  12. def height: Float

  13. def info(m: Any*): Unit

  14. def init(mode: Value, width: Float, height: Float): Unit

    initializes the geometry data of this Quad

    initializes the geometry data of this Quad

    definition classes: Quad
    Go to: companion
  15. var isVisible: Boolean

  16. def logName: String

  17. def logName_=(name: String): Unit

  18. var name: String

    The name of this node

    The name of this node

    definition classes: Node
    Go to: companion
  19. var parent: Node

    This node's parent

    This node's parent

    definition classes: Node
    Go to: companion
  20. def post: Unit

    call this after rendering the contents that should go into the buffer

    call this after rendering the contents that should go into the buffer

    Go to: companion
  21. def pre: Unit

    call this before rendering the contents that should go into the buffer

    call this before rendering the contents that should go into the buffer

    Go to: companion
  22. def randomizeColours: Unit

  23. def render: Unit

  24. var rotation: Vec3

  25. var scale: Vec3

  26. var shader: ShaderState

  27. def solidColour(c: Colour): Unit

  28. def state[T <: RenderState](clazz: Class[T]): T

    definition classes: RenderStateable
    Go to: companion
  29. var states: ArrayBuffer[RenderState]

  30. def toString(): String

    Returns a string representation of the object

    Returns a string representation of the object.

    The default representation is platform dependent.

    definition classes: AnyRef ⇐ Any
    Go to: companion
  31. def toggleVisibility: Unit

  32. var translation: Vec3

  33. var triangleCount: Int

  34. def triangulate: Unit

  35. def triangulate(vertexCount: Int, vertices: FloatBuffer, indices: IntBuffer): Unit

    Reads vertices from the vertexbuffer and constructs triangles from it

    Reads vertices from the vertexbuffer and constructs triangles from it

    TODO this is essentially a 2D triangulation only and will probably cause problems when used in 3D to fix this have a look at Processings PGraphics3D class

    definition classes: Triangulator
    Go to: companion
  36. var useQuads: Boolean

  37. def warn(m: Any*): Unit

  38. def width: Float

Instance constructors

  1. new Pass(name: String, shader: ShaderState, width: Int, height: Int, alpha: Boolean, depth: Boolean)

  2. new Pass(name: String, mode: Value, width: Float, height: Float)

  3. new Pass(name: String)

  4. new Pass()