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| TinyGLActorRenderer (TinyGLDriver *gfx) |
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void | render (const Math::Vector3d &position, float direction, const LightEntryArray &lights) override |
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void | setModel (Model *model) |
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void | setTexture (Gfx::TextureSet *texture) |
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void | setTextureFacial (Gfx::TextureSet *textureFacial) |
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void | setNewFace (char shape) |
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void | setAnimHandler (AnimHandler *animHandler) |
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void | setTime (uint32 time) |
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void | setCastShadow (bool cast) |
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bool | intersectRay (const Math::Ray &ray, const Math::Vector3d &position, float direction) |
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Common::Rect | getBoundingRect (const Math::Vector3d &position3d, float direction) const |
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virtual void | render (const Math::Vector3d &position, float direction, const Common::Array< Gfx::LightEntry *> &lights)=0 |
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| Visual (VisualType type) |
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template<class T > |
T * | get () |
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void | clearVertices () |
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void | uploadVertices () |
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ActorVertex * | createModelVBO (const Model *model) |
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uint32 * | createFaceEBO (const Face *face) |
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void | setLightArrayUniform (const LightEntryArray &lights) |
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Math::Vector3d | getShadowLightDirection (const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot) |
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bool | getPointLightContribution (LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction, float weight=1.0f) |
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bool | getDirectionalLightContribution (LightEntry *light, Math::Vector3d &direction) |
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bool | getSpotLightContribution (LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction) |
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Math::Matrix4 | getModelMatrix (const Math::Vector3d &position, float direction) const |
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const Gfx::Texture * | resolveTexture (const Material *material) const |
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enum | VisualType {
kImageXMG = 2,
kRendered = 3,
kImageText = 4,
kSmackerStream = 5,
kActor = 6,
kSmackerFMV = 7,
kEffectFish = 8,
kEffectBubbles = 9,
kEffectFirefly = 10,
kExplodingImage = 100,
kFlashingImage = 101
} |
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static const VisualType | TYPE = Visual::kActor |
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The documentation for this class was generated from the following file: