Vis2 Line Renderer
Linedata-Renderer with transparancy
matrices_and_user_input Struct Reference

A container for the general UBO that we send to the shaders which contains all of the user controllable data More...

#include <host_structures.h>

Public Attributes

glm::mat4 mViewMatrix
 The view matrix given by the quake cam More...
 
glm::mat4 mProjMatrix
 The projection matrix given by the quake cam More...
 
glm::vec4 mCamPos
 The position of the camera/eye in world space More...
 
glm::vec4 mCamDir
 The looking direction of the camera/eye in world space More...
 
glm::vec4 mClearColor
 rgb ... The background color for the background shader a ... The strength of the gradient More...
 
glm::vec4 mHelperLineColor
 rgb ... The color for the 2d helper lines. a ... ignored More...
 
glm::vec4 mkBufferInfo
 contains resx, resy and kbuffer levels More...
 
glm::vec4 mDirLightDirection
 The direction of the light/sun in WS More...
 
glm::vec4 mDirLightColor
 The color of the light/sun multiplied with the intensity a ... ignored More...
 
glm::vec4 mAmbLightColor
 The color of the ambient light a ... ignored More...
 
glm::vec4 mMaterialLightReponse
 The material light properties for the tubes: r ... ambient light factor g ... diffuse light factor b ... specular light factor a ... shininess More...
 
glm::vec4 mVertexColorMin
 The vertex color for minimum values (depending on the mode). Is also used for the color if in static mode a ... ignored More...
 
glm::vec4 mVertexColorMax
 The vertex color for vertices with maximum values (depending on the mode) a ... ignored More...
 
glm::vec4 mVertexAlphaBounds
 The min/max levels for line transparencies in dynamic modes The min value is also used if in static mode ba ... ignored More...
 
glm::vec4 mVertexRadiusBounds
 The min/max level for the radius of vertices in dynamic modes The min value is also used if in static mode ba ... ignored More...
 
VkBool32 mBillboardClippingEnabled
 Flag to enable/disable the clipping of the billboard based on the raycasting and for the caps. More...
 
VkBool32 mBillboardShadingEnabled
 Flag to enable/disable shading of the billboard (raycasting will still be done for possible clipping) More...
 
uint32_t mVertexColorMode
 The coloring mode for vertices (see main->renderUI() for possible states) More...
 
uint32_t mVertexAlphaMode
 The transparency mode for vertices (see main->renderUI() for possible states) More...
 
uint32_t mVertexRadiusMode
 The radius mode for vertices (see main->renderUI() for possible states) More...
 
VkBool32 mVertexAlphaInvert
 Reverses the factor (depending on the mode) for dynamic transparency if true More...
 
VkBool32 mVertexRadiusInvert
 Reverses the factor (depending on the mode) for dynamic radius if true More...
 
float mDataMaxLineLength
 The maximum line length inside the dataset. Which is necessary to calculate a factor from 0-1 in the depending on line length mode. More...
 
float mDataMaxVertexAdjacentLineLength
 The maximum line length of adjacing lines to a vertex inside the dataset. This value is unused so far but could be used for another dynamic mode More...
 
mat4 mViewMatrix
 
mat4 mProjMatrix
 
vec4 mCamPos
 
vec4 mCamDir
 
vec4 mClearColor
 
vec4 mHelperLineColor
 
vec4 kBufferInfo
 
vec4 mDirLightDirection
 
vec4 mDirLightColor
 
vec4 mAmbLightColor
 
vec4 mMaterialLightReponse
 
vec4 mVertexColorMin
 
vec4 mVertexColorMax
 
vec4 mVertexAlphaBounds
 
vec4 mVertexRadiusBounds
 
bool mBillboardClippingEnabled
 
bool mBillboardShadingEnabled
 
uint mVertexColorMode
 
uint mVertexAlphaMode
 
uint mVertexRadiusMode
 
bool mVertexAlphaInvert
 
bool mVertexRadiusInvert
 

Detailed Description

A container for the general UBO that we send to the shaders which contains all of the user controllable data

Contains the ubo struct for variables. Gets included by most shaders

Author
Gerald Kimmersdorfer, Mathias Hürbe
Date
2022

Member Data Documentation

◆ kBufferInfo

vec4 matrices_and_user_input::kBufferInfo

◆ mAmbLightColor [1/2]

vec4 matrices_and_user_input::mAmbLightColor

◆ mAmbLightColor [2/2]

glm::vec4 matrices_and_user_input::mAmbLightColor

The color of the ambient light a ... ignored

◆ mBillboardClippingEnabled [1/2]

bool matrices_and_user_input::mBillboardClippingEnabled

◆ mBillboardClippingEnabled [2/2]

VkBool32 matrices_and_user_input::mBillboardClippingEnabled

Flag to enable/disable the clipping of the billboard based on the raycasting and for the caps.

◆ mBillboardShadingEnabled [1/2]

bool matrices_and_user_input::mBillboardShadingEnabled

◆ mBillboardShadingEnabled [2/2]

VkBool32 matrices_and_user_input::mBillboardShadingEnabled

Flag to enable/disable shading of the billboard (raycasting will still be done for possible clipping)

◆ mCamDir [1/2]

vec4 matrices_and_user_input::mCamDir

◆ mCamDir [2/2]

glm::vec4 matrices_and_user_input::mCamDir

The looking direction of the camera/eye in world space

◆ mCamPos [1/2]

vec4 matrices_and_user_input::mCamPos

◆ mCamPos [2/2]

glm::vec4 matrices_and_user_input::mCamPos

The position of the camera/eye in world space

◆ mClearColor [1/2]

vec4 matrices_and_user_input::mClearColor

◆ mClearColor [2/2]

glm::vec4 matrices_and_user_input::mClearColor

rgb ... The background color for the background shader a ... The strength of the gradient

◆ mDataMaxLineLength

float matrices_and_user_input::mDataMaxLineLength

The maximum line length inside the dataset. Which is necessary to calculate a factor from 0-1 in the depending on line length mode.

◆ mDataMaxVertexAdjacentLineLength

float matrices_and_user_input::mDataMaxVertexAdjacentLineLength

The maximum line length of adjacing lines to a vertex inside the dataset. This value is unused so far but could be used for another dynamic mode

◆ mDirLightColor [1/2]

vec4 matrices_and_user_input::mDirLightColor

◆ mDirLightColor [2/2]

glm::vec4 matrices_and_user_input::mDirLightColor

The color of the light/sun multiplied with the intensity a ... ignored

◆ mDirLightDirection [1/2]

vec4 matrices_and_user_input::mDirLightDirection

◆ mDirLightDirection [2/2]

glm::vec4 matrices_and_user_input::mDirLightDirection

The direction of the light/sun in WS

◆ mHelperLineColor [1/2]

vec4 matrices_and_user_input::mHelperLineColor

◆ mHelperLineColor [2/2]

glm::vec4 matrices_and_user_input::mHelperLineColor

rgb ... The color for the 2d helper lines. a ... ignored

◆ mkBufferInfo

glm::vec4 matrices_and_user_input::mkBufferInfo

contains resx, resy and kbuffer levels

◆ mMaterialLightReponse [1/2]

vec4 matrices_and_user_input::mMaterialLightReponse

◆ mMaterialLightReponse [2/2]

glm::vec4 matrices_and_user_input::mMaterialLightReponse

The material light properties for the tubes: r ... ambient light factor g ... diffuse light factor b ... specular light factor a ... shininess

◆ mProjMatrix [1/2]

mat4 matrices_and_user_input::mProjMatrix

◆ mProjMatrix [2/2]

glm::mat4 matrices_and_user_input::mProjMatrix

The projection matrix given by the quake cam

◆ mVertexAlphaBounds [1/2]

vec4 matrices_and_user_input::mVertexAlphaBounds

◆ mVertexAlphaBounds [2/2]

glm::vec4 matrices_and_user_input::mVertexAlphaBounds

The min/max levels for line transparencies in dynamic modes The min value is also used if in static mode ba ... ignored

◆ mVertexAlphaInvert [1/2]

bool matrices_and_user_input::mVertexAlphaInvert

◆ mVertexAlphaInvert [2/2]

VkBool32 matrices_and_user_input::mVertexAlphaInvert

Reverses the factor (depending on the mode) for dynamic transparency if true

◆ mVertexAlphaMode [1/2]

uint matrices_and_user_input::mVertexAlphaMode

◆ mVertexAlphaMode [2/2]

uint32_t matrices_and_user_input::mVertexAlphaMode

The transparency mode for vertices (see main->renderUI() for possible states)

◆ mVertexColorMax [1/2]

vec4 matrices_and_user_input::mVertexColorMax

◆ mVertexColorMax [2/2]

glm::vec4 matrices_and_user_input::mVertexColorMax

The vertex color for vertices with maximum values (depending on the mode) a ... ignored

◆ mVertexColorMin [1/2]

vec4 matrices_and_user_input::mVertexColorMin

◆ mVertexColorMin [2/2]

glm::vec4 matrices_and_user_input::mVertexColorMin

The vertex color for minimum values (depending on the mode). Is also used for the color if in static mode a ... ignored

◆ mVertexColorMode [1/2]

uint matrices_and_user_input::mVertexColorMode

◆ mVertexColorMode [2/2]

uint32_t matrices_and_user_input::mVertexColorMode

The coloring mode for vertices (see main->renderUI() for possible states)

◆ mVertexRadiusBounds [1/2]

vec4 matrices_and_user_input::mVertexRadiusBounds

◆ mVertexRadiusBounds [2/2]

glm::vec4 matrices_and_user_input::mVertexRadiusBounds

The min/max level for the radius of vertices in dynamic modes The min value is also used if in static mode ba ... ignored

◆ mVertexRadiusInvert [1/2]

bool matrices_and_user_input::mVertexRadiusInvert

◆ mVertexRadiusInvert [2/2]

VkBool32 matrices_and_user_input::mVertexRadiusInvert

Reverses the factor (depending on the mode) for dynamic radius if true

◆ mVertexRadiusMode [1/2]

uint matrices_and_user_input::mVertexRadiusMode

◆ mVertexRadiusMode [2/2]

uint32_t matrices_and_user_input::mVertexRadiusMode

The radius mode for vertices (see main->renderUI() for possible states)

◆ mViewMatrix [1/2]

mat4 matrices_and_user_input::mViewMatrix

◆ mViewMatrix [2/2]

glm::mat4 matrices_and_user_input::mViewMatrix

The view matrix given by the quake cam


The documentation for this struct was generated from the following files: