diff --git a/docs/_model_8hpp_source.html b/docs/_model_8hpp_source.html
index 26129fae..13548070 100644
--- a/docs/_model_8hpp_source.html
+++ b/docs/_model_8hpp_source.html
@@ -267,7 +267,7 @@
std::vector< uint32_t > indexData
3 column table. Each element refers to a "row" in the vertex data table. Each "row" in the index data...
Definition: Model.hpp:155
Image loading and manipulation.
uint32_t vertexDataByteSize
Size of the vertex data, in bytes.
Definition: Model.hpp:148
-Renderer class (OpenGL 3.3 / OpenGL ES 3.0)
Definition: Renderer.hpp:54
+Renderer class (OpenGL 3.3 / OpenGL ES 3.0)
Definition: Renderer.hpp:58
glm::vec3 scale
Use this to scale the model and not origScale.
Definition: Model.hpp:124
std::shared_ptr< Image > defaultTextureImage
Image found in the file the model was loaded from (empty image if not - check the size)....
Definition: Model.hpp:136
std::vector< float > vertexData
The vertex data. This is an array, which is to be treated as a 4 column table, holding the x,...
Definition: Model.hpp:143
diff --git a/docs/_renderer_8hpp_source.html b/docs/_renderer_8hpp_source.html
index 0624a7d6..ea660e14 100644
--- a/docs/_renderer_8hpp_source.html
+++ b/docs/_renderer_8hpp_source.html
@@ -78,321 +78,334 @@
16 #include <GLFW/glfw3.h>
-
-
-
- 20 #include <GLES2/gl2.h>
- 21 #include <GLES2/gl2ext.h>
-
- 23 #include <OpenGLES/ES2/gl.h>
- 24 #include <OpenGLES/ES2/glext.h>
-
-
-
-
-
-
-
-
-
-
-
-
-
- 38 #include <unordered_map>
-
-
- 41 #define GLM_FORCE_RADIANS
- 42 #include <glm/glm.hpp>
-
- 44 #include FT_FREETYPE_H
-
-
-
-
-
-
-
-
-
- 58 #ifndef SMALL3D_OPENGLES
-
-
-
- 62 EGLContext eglContext;
-
-
- 65 const EGLint* config = NULL ;
-
-
-
- 69 EGLDisplay eglDisplay;
- 70 EGLSurface eglSurface;
-
- 72 bool eglContextValid =
false;
-
-
- 75 void createEGLSurface(
int& width,
int& height);
- 76 void initEGLContext();
-
-
-
-
-
- 82 NativeWindowType window;
- 83 std::vector<AAsset*> fontAssets;
-
-
- 86 static int realScreenWidth, realScreenHeight;
-
- 88 uint32_t shaderProgram = 0;
-
-
+
+ 18 #define GLFW_EXPOSE_NATIVE_WIN32
+ 19 #include <GLFW/glfw3native.h>
+
+
+
+
+ 24 #include <GLES2/gl2.h>
+ 25 #include <GLES2/gl2ext.h>
+
+ 27 #include <OpenGLES/ES2/gl.h>
+ 28 #include <OpenGLES/ES2/glext.h>
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 42 #include <unordered_map>
+
+
+ 45 #define GLM_FORCE_RADIANS
+ 46 #include <glm/glm.hpp>
+
+ 48 #include FT_FREETYPE_H
+
+
+
+
+
+
+
+
+
+ 62 #ifndef SMALL3D_OPENGLES
+
+
+
+ 66 EGLContext eglContext;
+
+
+ 69 const EGLint* config = NULL;
+
+
+
+ 73 EGLDisplay eglDisplay;
+ 74 EGLSurface eglSurface;
+
+ 76 bool eglContextValid =
false;
+
+
+ 79 void createEGLSurface(
int& width,
int& height);
+ 80 void initEGLContext();
+
+
+
+
+
+ 86 NativeWindowType window;
+ 87 std::vector<AAsset*> fontAssets;
+
+
+ 90 static int realScreenWidth, realScreenHeight;
- 92 uint32_t renderOrientation = 0;
- 93 uint32_t cameraOrientation = 0;
- 94 uint32_t worldDetails = 0;
- 95 uint32_t lightUboId = 0;
- 96 uint32_t perspColourUboId = 0;
- 97 uint32_t orthoColourUboId = 0;
-
-
-
- 101 float fieldOfView = 0.0f;
-
-
+ 92 uint32_t shaderProgram = 0;
+
+
+
+ 96 uint32_t renderOrientation = 0;
+ 97 uint32_t cameraOrientation = 0;
+ 98 uint32_t worldDetails = 0;
+ 99 uint32_t lightUboId = 0;
+ 100 uint32_t perspColourUboId = 0;
+ 101 uint32_t orthoColourUboId = 0;
+
+
- 105 glm::vec4 clearColour = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
-
- 107 std::unordered_map<std::string, uint32_t> textures;
+ 105 float fieldOfView = 0.0f;
+
+
- 109 FT_Library library = 0;
- 110 std::vector<uint8_t> textMemory;
- 111 std::unordered_map<std::string, FT_Face> fontFaces;
+ 109 glm::vec4 clearColour = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+
+ 111 std::unordered_map<std::string, uint32_t> textures;
- 113 glm::mat4x4 cameraTransformation = glm::mat4x4(1.0f);
- 114 glm::vec3 cameraRotationXYZ = glm::vec3(0.0f);
- 115 bool cameraRotationByMatrix =
false;
- 116 #ifndef SMALL3D_OPENGLES
- 117 static void framebufferSizeCallback(GLFWwindow* window,
int width,
-
-
- 120 std::string loadShaderFromFile(
const std::string& fileLocation)
const;
- 121 uint32_t compileShader(
const std::string& shaderSourceFile,
- 122 const uint32_t shaderType)
const;
- 123 std::string getProgramInfoLog(
const uint32_t linkedProgram)
const;
- 124 std::string getShaderInfoLog(
const uint32_t shader)
const;
-
- 126 void checkForOpenGLErrors(
const std::string& when,
const bool abort)
const;
-
- 128 void transform(
Model& model,
const glm::vec3& offset,
- 129 const glm::mat4x4& rotation, uint64_t currentPose)
const;
-
- 131 uint32_t getTextureHandle(
const std::string& name)
const;
- 132 uint32_t generateTexture(
const std::string& name,
const uint8_t* data,
- 133 const unsigned long width,
- 134 const unsigned long height,
-
-
- 137 void init(
const int width,
const int height,
const std::string& windowTitle,
- 138 const std::string& shadersPath);
- 139 void initWindow(
int& width,
int& height,
- 140 const std::string& windowTitle =
"");
-
- 142 void setWorldDetails(
bool perspective);
-
- 144 void bindTexture(
const std::string& name);
+ 113 FT_Library library = 0;
+ 114 std::vector<uint8_t> textMemory;
+ 115 std::unordered_map<std::string, FT_Face> fontFaces;
+
+ 117 glm::mat4x4 cameraTransformation = glm::mat4x4(1.0f);
+ 118 glm::vec3 cameraRotationXYZ = glm::vec3(0.0f);
+ 119 bool cameraRotationByMatrix =
false;
+ 120 #ifndef SMALL3D_OPENGLES
+ 121 static void framebufferSizeCallback(GLFWwindow* window,
int width,
+
+
+ 124 std::string loadShaderFromFile(
const std::string& fileLocation)
const;
+ 125 uint32_t compileShader(
const std::string& shaderSourceFile,
+ 126 const uint32_t shaderType)
const;
+ 127 std::string getProgramInfoLog(
const uint32_t linkedProgram)
const;
+ 128 std::string getShaderInfoLog(
const uint32_t shader)
const;
+
+ 130 void checkForOpenGLErrors(
const std::string& when,
const bool abort)
const;
+
+ 132 void transform(
Model& model,
const glm::vec3& offset,
+ 133 const glm::mat4x4& rotation, uint64_t currentPose)
const;
+
+ 135 uint32_t getTextureHandle(
const std::string& name)
const;
+ 136 uint32_t generateTexture(
const std::string& name,
const uint8_t* data,
+ 137 const unsigned long width,
+ 138 const unsigned long height,
+
+
+ 141 void init(
const int width,
const int height,
const std::string& windowTitle,
+ 142 const std::string& shadersPath);
+ 143 void initWindow(
int& width,
int& height,
+ 144 const std::string& windowTitle =
"");
- 146 void clearScreen()
const;
+ 146 void setWorldDetails(
bool perspective);
- 148 Renderer(
const std::string& windowTitle,
const int width,
const int height,
- 149 const float fieldOfView,
const float zNear,
const float zFar,
- 150 const std::string& shadersPath,
- 151 const uint32_t objectsPerFrame,
- 152 const uint32_t objectsPerFrameInc);
-
-
-
- 156 std::vector<std::tuple< Model*, glm::vec3, glm::mat4x4, glm::vec4, std::string, bool, uint64_t>> renderList;
+ 148 void bindTexture(
const std::string& name);
+
+ 150 void clearScreen()
const;
+
+ 152 Renderer(
const std::string& windowTitle,
const int width,
const int height,
+ 153 const float fieldOfView,
const float zNear,
const float zFar,
+ 154 const std::string& shadersPath,
+ 155 const uint32_t objectsPerFrame,
+ 156 const uint32_t objectsPerFrameInc);
- 158 void renderTuple(std::tuple< Model*, glm::vec3, glm::mat4x4, glm::vec4, std::string, bool, uint64_t> tuple);
+
- 160 GLuint depthMapFramebuffer = 0;
- 161 GLuint depthMapTexture = 0;
- 162 #ifdef SMALL3D_OPENGLES
- 163 GLuint depthRenderColourTexture = 0;
-
- 165 const uint32_t depthMapTextureWidth = 2048;
- 166 const uint32_t depthMapTextureHeight = 2048;
- 167 glm::mat4x4 lightSpaceMatrix = glm::mat4x4(0);
- 168 bool renderingDepthMap =
false;
- 169 #ifdef SMALL3D_OPENGLES
- 170 GLuint depthRenderBuffer;
-
-
-
-
-
-
-
-
-
- 197 void start(
const std::string& windowTitle,
const int width,
const int height,
- 198 const float fieldOfView,
const float zNear,
const float zFar,
- 199 const std::string& shadersPath,
- 200 const uint32_t objectsPerFrame,
- 201 const uint32_t objectsPerFrameInc);
-
-
-
-
+ 160 std::vector<std::tuple< Model*, glm::vec3, glm::mat4x4, glm::vec4, std::string, bool, uint64_t>> renderList;
+
+ 162 void renderTuple(std::tuple< Model*, glm::vec3, glm::mat4x4, glm::vec4, std::string, bool, uint64_t> tuple);
+
+ 164 GLuint depthMapFramebuffer = 0;
+ 165 GLuint depthMapTexture = 0;
+ 166 #ifdef SMALL3D_OPENGLES
+ 167 GLuint depthRenderColourTexture = 0;
+
+ 169 const uint32_t depthMapTextureWidth = 2048;
+ 170 const uint32_t depthMapTextureHeight = 2048;
+ 171 glm::mat4x4 lightSpaceMatrix = glm::mat4x4(0);
+ 172 bool renderingDepthMap =
false;
+ 173 #ifdef SMALL3D_OPENGLES
+ 174 GLuint depthRenderBuffer;
+
+
+
+ 178 void captureScreen();
+
+
+
+
+
+
+
+
+
+ 203 void start(
const std::string& windowTitle,
const int width,
const int height,
+ 204 const float fieldOfView,
const float zNear,
const float zFar,
+ 205 const std::string& shadersPath,
+ 206 const uint32_t objectsPerFrame,
+ 207 const uint32_t objectsPerFrameInc);
+
+
-
+
-
- 225 glm::rotate(glm::mat4x4(1.0f), 1.57f, glm::vec3(1.0f, 0.0f, 0.0f)) *
- 226 glm::translate(glm::mat4x4(1.0f), glm::vec3(0.0f, -10.0f, 0.0f));
-
-
+
+
+
+ 231 glm::rotate(glm::mat4x4(1.0f), 1.57f, glm::vec3(1.0f, 0.0f, 0.0f)) *
+ 232 glm::translate(glm::mat4x4(1.0f), glm::vec3(0.0f, -10.0f, 0.0f));
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
- 334 const int height = 0,
- 335 const float fieldOfView = 0.785,
- 336 const float zNear = 1.0f,
- 337 const float zFar = 24.0f,
- 338 const std::string& shadersPath =
- 339 #
if defined(SMALL3D_OPENGLES) && defined(__APPLE__)
- 340 "resources1/shaders/",
-
- 342 "resources/shaders/",
-
- 344 const uint32_t objectsPerFrame = 200,
- 345 const uint32_t objectsPerFrameInc = 1000);
-
-
-
- 352 #ifndef SMALL3D_OPENGLES
-
-
-
-
- 364 void generateTexture(
const std::string& name,
const Image& image);
-
- 377 void generateTexture(
const std::string& name,
const std::string& text,
- 378 const glm::vec3& colour,
- 379 const int fontSize = 48,
- 380 const std::string& fontPath =
- 381 #
if defined(SMALL3D_OPENGLES) && defined(__APPLE__)
- 382 "resources1/fonts/CrusoeText/CrusoeText-Regular.ttf",
-
- 384 "resources/fonts/CrusoeText/CrusoeText-Regular.ttf",
-
- 386 const bool replace =
true);
-
-
-
-
- 403 const glm::vec3& topLeft,
- 404 const glm::vec3& bottomRight);
-
- 423 void render(
Model& model,
const glm::vec3& position,
const glm::vec3& rotation,
- 424 const glm::vec4& colour,
const std::string& textureName =
"",
- 425 const uint64_t currentPose = 0,
- 426 const bool perspective =
true);
-
- 437 void render(
Model& model,
const glm::vec3& position,
const glm::vec3& rotation,
- 438 const std::string& textureName,
const uint64_t currentPose = 0);
-
- 457 void render(
Model& model,
const glm::vec3& position,
const glm::mat4x4& rotation,
- 458 const glm::vec4& colour,
const std::string& textureName =
"",
- 459 const uint64_t currentPose = 0,
- 460 const bool perspective =
true);
-
- 471 void render(
Model& model,
const glm::vec3& position,
const glm::mat4x4& rotation,
- 472 const std::string& textureName,
const uint64_t currentPose = 0);
-
- 486 void render(
Model& model,
const std::string& textureName,
const uint64_t currentPose = 0,
- 487 const bool perspective =
true);
-
- 500 void render(
Model& model,
const glm::vec4& colour,
const uint64_t currentPose = 0,
- 501 const bool perspective =
true);
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+ 340 const int height = 0,
+ 341 const float fieldOfView = 0.785,
+ 342 const float zNear = 1.0f,
+ 343 const float zFar = 24.0f,
+ 344 const std::string& shadersPath =
+ 345 #
if defined(SMALL3D_OPENGLES) && defined(__APPLE__)
+ 346 "resources1/shaders/",
+
+ 348 "resources/shaders/",
+
+ 350 const uint32_t objectsPerFrame = 200,
+ 351 const uint32_t objectsPerFrameInc = 1000);
+
+
+
+ 358 #ifndef SMALL3D_OPENGLES
+
+
+
+
+ 370 void generateTexture(
const std::string& name,
const Image& image);
+
+ 383 void generateTexture(
const std::string& name,
const std::string& text,
+ 384 const glm::vec3& colour,
+ 385 const int fontSize = 48,
+ 386 const std::string& fontPath =
+ 387 #
if defined(SMALL3D_OPENGLES) && defined(__APPLE__)
+ 388 "resources1/fonts/CrusoeText/CrusoeText-Regular.ttf",
+
+ 390 "resources/fonts/CrusoeText/CrusoeText-Regular.ttf",
+
+ 392 const bool replace =
true);
+
+
+
+
+ 409 const glm::vec3& topLeft,
+ 410 const glm::vec3& bottomRight);
+
+ 429 void render(
Model& model,
const glm::vec3& position,
const glm::vec3& rotation,
+ 430 const glm::vec4& colour,
const std::string& textureName =
"",
+ 431 const uint64_t currentPose = 0,
+ 432 const bool perspective =
true);
+
+ 443 void render(
Model& model,
const glm::vec3& position,
const glm::vec3& rotation,
+ 444 const std::string& textureName,
const uint64_t currentPose = 0);
+
+ 463 void render(
Model& model,
const glm::vec3& position,
const glm::mat4x4& rotation,
+ 464 const glm::vec4& colour,
const std::string& textureName =
"",
+ 465 const uint64_t currentPose = 0,
+ 466 const bool perspective =
true);
+
+ 477 void render(
Model& model,
const glm::vec3& position,
const glm::mat4x4& rotation,
+ 478 const std::string& textureName,
const uint64_t currentPose = 0);
+
+ 492 void render(
Model& model,
const std::string& textureName,
const uint64_t currentPose = 0,
+ 493 const bool perspective =
true);
+
+ 506 void render(
Model& model,
const glm::vec4& colour,
const uint64_t currentPose = 0,
+ 507 const bool perspective =
true);
+
+
+
+
+
+
+
+
-
+
-
- 545 void operator=(
Renderer const&) =
delete;
-
- 547 void operator=(
Renderer&&) =
delete;
-
-
-
-
+
+
+
+
+ 559 bool screenCapture =
false;
+
+
+
+ 563 void operator=(
Renderer const&) =
delete;
+
+ 565 void operator=(
Renderer&&) =
delete;
+
+
+
+
-~Renderer()
Destructor.
Definition: Renderer.cpp:895
-void setCameraTransformation(const glm::mat4x4 &transformation)
: Set the camera by transformation matrix
Definition: Renderer.cpp:858
-void swapBuffers()
This is a double buffered system and this command swaps the buffers.
Definition: Renderer.cpp:1406
-const glm::mat4x4 getCameraRotation() const
: Get the rotation of the camera by transformation matrix
Definition: Renderer.cpp:869
-float shadowSpaceSize
Size of the shadows space (half-edge of the orthographic projection cube)
Definition: Renderer.hpp:219
-glm::vec3 lightDirection
Vector, indicating the direction of the light in the scene. It points towards a directional light sou...
Definition: Renderer.hpp:213
+~Renderer()
Destructor.
Definition: Renderer.cpp:908
+void setCameraTransformation(const glm::mat4x4 &transformation)
: Set the camera by transformation matrix
Definition: Renderer.cpp:871
+void swapBuffers()
This is a double buffered system and this command swaps the buffers.
Definition: Renderer.cpp:1421
+const glm::mat4x4 getCameraRotation() const
: Get the rotation of the camera by transformation matrix
Definition: Renderer.cpp:882
+float shadowSpaceSize
Size of the shadows space (half-edge of the orthographic projection cube)
Definition: Renderer.hpp:225
+glm::vec3 lightDirection
Vector, indicating the direction of the light in the scene. It points towards a directional light sou...
Definition: Renderer.hpp:219
-void start(const std::string &windowTitle, const int width, const int height, const float fieldOfView, const float zNear, const float zFar, const std::string &shadersPath, const uint32_t objectsPerFrame, const uint32_t objectsPerFrameInc)
: Used to re-initialise the Renderer, for example in Android apps after they come back into focus.
Definition: Renderer.cpp:804
-void createRectangle(Model &rect, const glm::vec3 &topLeft, const glm::vec3 &bottomRight)
Populates a Model object with a rectangle stretching between the given coordinates.
Definition: Renderer.cpp:1097
-int getScreenHeight()
Get the real screen height.
Definition: Renderer.cpp:110
-bool shadowsActive
: Render shadows?
Definition: Renderer.hpp:191
-void stop()
: Used to shutdown the renderer, for example in Android apps when they lose focus.
Definition: Renderer.cpp:917
-glm::vec3 cameraPosition
The camera position in world space. Ignored for orthographic rendering.
Definition: Renderer.hpp:232
+void start(const std::string &windowTitle, const int width, const int height, const float fieldOfView, const float zNear, const float zFar, const std::string &shadersPath, const uint32_t objectsPerFrame, const uint32_t objectsPerFrameInc)
: Used to re-initialise the Renderer, for example in Android apps after they come back into focus.
Definition: Renderer.cpp:817
+void createRectangle(Model &rect, const glm::vec3 &topLeft, const glm::vec3 &bottomRight)
Populates a Model object with a rectangle stretching between the given coordinates.
Definition: Renderer.cpp:1110
+int getScreenHeight()
Get the real screen height.
Definition: Renderer.cpp:114
+bool shadowsActive
: Render shadows?
Definition: Renderer.hpp:197
+void stop()
: Used to shutdown the renderer, for example in Android apps when they lose focus.
Definition: Renderer.cpp:930
+glm::vec3 cameraPosition
The camera position in world space. Ignored for orthographic rendering.
Definition: Renderer.hpp:238
A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...
Definition: Model.hpp:38
-void deleteTexture(const std::string &name)
Deletes the texture indicated by the given name.
Definition: Renderer.cpp:1087
-const glm::vec3 getCameraRotationXYZ() const
: Get the rotation of the camera in x, y, z representation. This will NOT work if the rotation was se...
Definition: Renderer.cpp:873
-GLint origRenderbuffer
: Set to the id of the original renderbuffer, in case it is temporarily replaced during shadow mappin...
Definition: Renderer.hpp:179
-const glm::vec3 getCameraOrientation() const
: Get the orientation of the camera
Definition: Renderer.cpp:864
+void deleteTexture(const std::string &name)
Deletes the texture indicated by the given name.
Definition: Renderer.cpp:1100
+const glm::vec3 getCameraRotationXYZ() const
: Get the rotation of the camera in x, y, z representation. This will NOT work if the rotation was se...
Definition: Renderer.cpp:886
+GLint origRenderbuffer
: Set to the id of the original renderbuffer, in case it is temporarily replaced during shadow mappin...
Definition: Renderer.hpp:186
+const glm::vec3 getCameraOrientation() const
: Get the orientation of the camera
Definition: Renderer.cpp:877
Image loading and manipulation.
-float lightIntensity
The light intensity (set to -1.0f if no lighting is to be used).
Definition: Renderer.hpp:296
-void clearBuffers(Model &model) const
Clear a Model from the GPU buffers (the Model itself remains intact).
Definition: Renderer.cpp:1373
-glm::mat4x4 shadowCamTransformation
Shadow camera transformation.
Definition: Renderer.hpp:224
-Renderer class (OpenGL 3.3 / OpenGL ES 3.0)
Definition: Renderer.hpp:54
+float lightIntensity
The light intensity (set to -1.0f if no lighting is to be used).
Definition: Renderer.hpp:302
+void clearBuffers(Model &model) const
Clear a Model from the GPU buffers (the Model itself remains intact).
Definition: Renderer.cpp:1388
+glm::mat4x4 shadowCamTransformation
Shadow camera transformation.
Definition: Renderer.hpp:230
+Renderer class (OpenGL 3.3 / OpenGL ES 3.0)
Definition: Renderer.hpp:58
Include file for Android builds.
-GLFWwindow * getWindow() const
Get the GLFW window object, associated with the Renderer.
Definition: Renderer.cpp:967
-static Renderer & getInstance(const std::string &windowTitle="", const int width=0, const int height=0, const float fieldOfView=0.785, const float zNear=1.0f, const float zFar=24.0f, const std::string &shadersPath="resources/shaders/", const uint32_t objectsPerFrame=200, const uint32_t objectsPerFrameInc=1000)
Get the instance of the Renderer (the Renderer is a singleton).
Definition: Renderer.cpp:880
+GLFWwindow * getWindow() const
Get the GLFW window object, associated with the Renderer.
Definition: Renderer.cpp:980
+static Renderer & getInstance(const std::string &windowTitle="", const int width=0, const int height=0, const float fieldOfView=0.785, const float zNear=1.0f, const float zFar=24.0f, const std::string &shadersPath="resources/shaders/", const uint32_t objectsPerFrame=200, const uint32_t objectsPerFrameInc=1000)
Get the instance of the Renderer (the Renderer is a singleton).
Definition: Renderer.cpp:893
Definition: BinaryFile.hpp:15
-void rotateCamera(const glm::vec3 &rotation)
: Modify the rotation of the camera
Definition: Renderer.cpp:846
-GLint origFramebuffer
: Set to the id of the original framebuffer, in case it is temporarily replaced during shadow mapping...
Definition: Renderer.hpp:186
+void rotateCamera(const glm::vec3 &rotation)
: Modify the rotation of the camera
Definition: Renderer.cpp:859
+GLint origFramebuffer
: Set to the id of the original framebuffer, in case it is temporarily replaced during shadow mapping...
Definition: Renderer.hpp:192
An image, loaded from a .png file, which can be used for generating textures.
Definition: Image.hpp:29
-void render(Model &model, const glm::vec3 &position, const glm::vec3 &rotation, const glm::vec4 &colour, const std::string &textureName="", const uint64_t currentPose=0, const bool perspective=true)
Render a Model.
Definition: Renderer.cpp:1129
+void render(Model &model, const glm::vec3 &position, const glm::vec3 &rotation, const glm::vec4 &colour, const std::string &textureName="", const uint64_t currentPose=0, const bool perspective=true)
Render a Model.
Definition: Renderer.cpp:1142
An object on the small3d scene.
-int getScreenWidth()
Get the real screen width.
Definition: Renderer.cpp:106
+int getScreenWidth()
Get the real screen width.
Definition: Renderer.cpp:110
An object that appears on the 3D scene. It is made up of a Model, together with information for posit...
Definition: SceneObject.hpp:39
-void setCameraRotation(const glm::vec3 &rotation)
: Set the rotation of the camera
Definition: Renderer.cpp:838
-void setBackgroundColour(const glm::vec4 &colour)
Set the background colour of the screen.
Definition: Renderer.cpp:1400
+void setCameraRotation(const glm::vec3 &rotation)
: Set the rotation of the camera
Definition: Renderer.cpp:851
+void setBackgroundColour(const glm::vec4 &colour)
Set the background colour of the screen.
Definition: Renderer.cpp:1415