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template<camera Camera, arithmetic IsoReal, typename Dim0 , typename Dim1 , typename Dim2 , typename Field , typename Shader >
requires invocable< Shader, vec<typename rectilinear_grid<Dim0, Dim1, Dim2>::real_type, 3>, IsoReal, vec<typename rectilinear_grid<Dim0, Dim1, Dim2>::real_type, 3>, vec<typename Camera::real_type, 3>, vec<std::size_t, 2>> |
auto | direct_isosurface (Camera const &cam, rectilinear_grid< Dim0, Dim1, Dim2 > const &g, Field &&field, std::vector< IsoReal > const &isovalues, Shader &&shader) |
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template<typename IsoReal , typename Dim0 , typename Dim1 , typename Dim2 , typename Field , typename FieldReal , typename Shader > |
auto | direct_isosurface (camera auto const &cam, rectilinear_grid< Dim0, Dim1, Dim2 > const &g, scalarfield< Field, FieldReal, 3 > const &field, IsoReal const isovalue, Shader &&shader) |
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template<camera Camera, typename GridVertexProperty , typename Shader , arithmetic Iso>
requires invocable< Shader, vec<typename GridVertexProperty::grid_type::real_type, 3>, Iso, vec<typename GridVertexProperty::grid_type::real_type, 3>, vec<typename Camera::real_type, 3>, vec<std::size_t, 2>> |
auto | direct_isosurface (Camera const &cam, tatooine::detail::rectilinear_grid::vertex_property_sampler< GridVertexProperty, interpolation::linear, interpolation::linear, interpolation::linear > const &linear_field, Iso const isovalue, Shader &&shader) |
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template<typename DistOnRay , typename AABBReal , typename DataEvaluator , typename Isovalue , typename DomainCheck , typename Shader > |
auto | direct_isosurface (camera auto const &cam, axis_aligned_bounding_box< AABBReal, 3 > const &aabb, DataEvaluator &&data_evaluator, DomainCheck &&domain_check, Isovalue isovalue, DistOnRay const distance_on_ray, Shader &&shader) |
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template<arithmetic DistOnRay, arithmetic CameraReal, arithmetic AABBReal, regular_invocable< vec< AABBReal, 3 > > DomainCheck, typename Shader > |
auto | direct_volume (camera< CameraReal > const &cam, axis_aligned_bounding_box< AABBReal, 3 > const &aabb, DomainCheck &&domain_check, DistOnRay const distance_on_ray, Shader &&shader) |
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template<typename Real > |
auto | to_gpu (line< Real, 3 > const &l) |
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template<typename Real > |
auto | to_gpu (std::vector< line< Real, 3 > > const &lines) |
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template<typename Real , size_t N> |
auto | interactive (std::vector< line< Real, N > > const &lines) |
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template<typename Real , size_t N> |
auto | interactive (line< Real, N > const &l) |
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template<typename Real > |
auto constexpr | translation_matrix (Real const x, Real const y, Real const z) |
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template<typename Real > |
auto constexpr | translation_matrix (Vec3< Real > const &t) |
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template<typename Real > |
auto constexpr | scale_matrix (Real s) |
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template<typename Real > |
auto constexpr | scale_matrix (Real x, Real y, Real z) |
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template<typename Real > |
auto constexpr | scale_matrix (Vec3< Real > const &s) |
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template<typename Real > |
auto constexpr | rotation_matrix (Real angle, Real u, Real v, Real w) -> Mat4< Real > |
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template<typename Real > |
auto constexpr | rotation_matrix (Real angle, Vec3< Real > const &axis) |
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template<typename Real > |
auto constexpr | orthographic_matrix (Real const left, Real const right, Real const bottom, Real const top, Real const near, Real const far) |
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template<typename Real > |
auto constexpr | look_at_matrix_left_hand (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) -> Mat4< Real > |
| Can be used as transform matrix of an object. More...
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template<typename Real > |
auto constexpr | inv_look_at_matrix_left_hand (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | look_at_matrix_right_hand (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) |
| Can be used as transform matrix of an object. More...
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template<typename Real > |
auto constexpr | inv_look_at_matrix_right_hand (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | look_at_matrix (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) -> Mat4< Real > |
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template<typename Real > |
auto constexpr | inv_look_at_matrix (Vec3< Real > const &eye, Vec3< Real > const ¢er, Vec3< Real > const &up={0, 1, 0}) |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | fps_look_at_matrix_left_hand (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) -> Mat4< Real > |
| Can be used as transform matrix of an object. More...
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template<typename Real > |
auto constexpr | inv_fps_look_at_matrix_left_hand (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) -> Mat4< Real > |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | fps_look_at_matrix_right_hand (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) -> Mat4< Real > |
| Can be used as transform matrix of an object. More...
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template<typename Real > |
auto constexpr | inv_fps_look_at_matrix_right_hand (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) -> Mat4< Real > |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | fps_look_at_matrix (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) -> Mat4< Real > |
| Can be used as transform matrix of an object. More...
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template<typename Real > |
auto constexpr | inv_fps_look_at_matrix (Vec3< Real > const &eye, arithmetic auto const pitch, arithmetic auto const yaw) |
| Can be used as view matrix of a camera. More...
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template<typename Real > |
auto constexpr | frustum_matrix (Real const left, Real const right, Real const bottom, Real const top, Real const near, Real const far) |
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template<typename Real > |
auto constexpr | perspective_matrix (Real const fov_angles, Real const aspect_ratio, Real const near, Real const far) |
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template<typename EyeReal , typename LookatReal , typename UpReal , typename FovReal , typename NearReal , typename FarReal > |
| perspective_camera (vec< EyeReal, 3 > const &, vec< LookatReal, 3 > const &, vec< UpReal, 3 > const &, FovReal const, NearReal const, FarReal const, std::size_t const, std::size_t const) -> perspective_camera< common_type< EyeReal, LookatReal, UpReal, FovReal, NearReal, FarReal > > |
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template<typename EyeReal , typename LookatReal , typename FovReal , typename NearReal , typename FarReal > |
| perspective_camera (vec< EyeReal, 3 > const &, vec< LookatReal, 3 > const &, FovReal const, NearReal const, FarReal const, std::size_t const, std::size_t const) -> perspective_camera< common_type< EyeReal, LookatReal, FovReal, NearReal, FarReal > > |
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template<typename EyeReal , typename LookatReal , typename FovReal > |
| perspective_camera (vec< EyeReal, 3 > const &, vec< LookatReal, 3 > const &, FovReal const, std::size_t const, std::size_t const) -> perspective_camera< common_type< EyeReal, LookatReal, FovReal > > |
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template<typename EyeReal , typename LookatReal , typename UpReal , typename FovReal > |
| perspective_camera (vec< EyeReal, 3 > const &, vec< LookatReal, 3 > const &, vec< UpReal, 3 > const &, FovReal const, std::size_t const, std::size_t const) -> perspective_camera< common_type< EyeReal, LookatReal, UpReal, std::decay_t< FovReal > > > |
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template<typename Real > |
auto | render (AABB3< Real > const &aabb, int const line_width, UniformRectilinearGrid2< Real > const &grid, camera auto const &cam, invocable< Real, typename AABB3< Real >::pos_type, typename AABB3< Real >::pos_type, std::size_t, std::size_t > auto &&callback) |
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template<typename Real , typename Callback > |
auto | render (AABB3< Real > const &aabb, UniformRectilinearGrid2< Real > const &grid, camera auto const &cam, invocable< Real, typename AABB3< Real >::pos_type, typename AABB3< Real >::pos_type, std::size_t, std::size_t > auto &&callback) |
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template<typename Real > |
auto | render (Vec2< Real > p0, Vec2< Real > p1, int const line_width, UniformRectilinearGrid2< Real > const &grid, invocable< Real, std::size_t, std::size_t > auto &&callback) |
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template<typename Real , invocable< Real, std::size_t, std::size_t > Callback> |
auto | render (Vec2< Real > const &p0, Vec2< Real > const &p1, UniformRectilinearGrid2< Real > const &grid, Callback &&callback) |
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template<typename Real , invocable< Real, std::size_t, std::size_t > Callback> |
auto | render (Vec4< Real > p0, Vec4< Real > p1, int const line_width, UniformRectilinearGrid2< Real > const &grid, camera auto const &cam, Callback &&callback) |
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template<typename DimX , typename DimY , typename DimZ , floating_point ValueType, bool HasNonConstReference> |
auto | interactive (tatooine::detail::rectilinear_grid::typed_vertex_property_interface< rectilinear_grid< DimX, DimY, DimZ >, ValueType, HasNonConstReference > const &prop) -> void |
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