BlankMat 0.1.0
Free open-source 3D texture creation application
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State Class Reference
Collaboration diagram for State:

Public Member Functions

void LoadMaterial (Material *material)
 
void ClearLoadedMaterials ()
 
std::string GetCurFileName () const
 
void SetCurFileName (const std::string &fileName)
 
SelectionGetSel () const
 
ConfigGetConfig () const
 
ActionStackGetActionStack () const
 
TimerGetTimer () const
 
void SaveActionStack ()
 
void ClearActionStack ()
 
bool IsSaved () const
 
void ToggleDisplayGUI ()
 
void ToggleDisplayGrid ()
 
void ToggleDiffuseMap ()
 
void ToggleAmbientMap ()
 
void ToggleSpecularMap ()
 
void ToggleNormalMap ()
 
void ToggleHeightMap ()
 
void ToggleAlphaMap ()
 
void ToggleShadows ()
 
void ToggleDefaultMat ()
 
void ToggleCollapseMeshNodes ()
 
void ToggleCollapseScope ()
 
void ToggleExpandAllNodes ()
 
 State (Config *config)
 

Public Attributes

UIBool isDiscoLight
 
UIBool isRotatingLight
 
UIBool enableDiffuseMap
 
UIBool enableAmbientMap
 
UIBool enableSpecularMap
 
UIBool enableNormalMap
 
UIBool enableHeightMap
 
UIBool enableAlphaMap
 
UIBool enableShadows
 
UIBool enableDefaultMat
 
UIBool enableGrid
 
UIBool drawByMaterial
 
UIBool flipTextures
 
UIBool drawGUI
 
UIBool collapseMeshNodes
 
UIBool collapseScope
 
UIBool expandAllNodes
 
unsigned int depthMapFBO = 0
 
unsigned int depthMap = 0
 
unsigned int depthMapSize = 1024
 
int mousePrevX = 0
 
int mousePrevY = 0
 
int mouseCurX = 0
 
int mouseCurY = 0
 
bool shouldRender = true
 
std::string curShader = ""
 
MaterialdefaultMat = nullptr
 

Constructor & Destructor Documentation

◆ State()

State::State ( Config config)
inline

Member Function Documentation

◆ ClearActionStack()

void State::ClearActionStack ( )
inline

◆ ClearLoadedMaterials()

void State::ClearLoadedMaterials ( )
inline

◆ GetActionStack()

ActionStack * State::GetActionStack ( ) const
inline

◆ GetConfig()

Config * State::GetConfig ( ) const
inline

◆ GetCurFileName()

std::string State::GetCurFileName ( ) const
inline

◆ GetSel()

Selection * State::GetSel ( ) const
inline

◆ GetTimer()

Timer * State::GetTimer ( ) const
inline

◆ IsSaved()

bool State::IsSaved ( ) const
inline

◆ LoadMaterial()

void State::LoadMaterial ( Material material)
inline

◆ SaveActionStack()

void State::SaveActionStack ( )
inline

◆ SetCurFileName()

void State::SetCurFileName ( const std::string &  fileName)
inline

◆ ToggleAlphaMap()

void State::ToggleAlphaMap ( )
inline

◆ ToggleAmbientMap()

void State::ToggleAmbientMap ( )
inline

◆ ToggleCollapseMeshNodes()

void State::ToggleCollapseMeshNodes ( )
inline

◆ ToggleCollapseScope()

void State::ToggleCollapseScope ( )
inline

◆ ToggleDefaultMat()

void State::ToggleDefaultMat ( )
inline

◆ ToggleDiffuseMap()

void State::ToggleDiffuseMap ( )
inline

◆ ToggleDisplayGrid()

void State::ToggleDisplayGrid ( )
inline

◆ ToggleDisplayGUI()

void State::ToggleDisplayGUI ( )
inline

◆ ToggleExpandAllNodes()

void State::ToggleExpandAllNodes ( )
inline

◆ ToggleHeightMap()

void State::ToggleHeightMap ( )
inline

◆ ToggleNormalMap()

void State::ToggleNormalMap ( )
inline

◆ ToggleShadows()

void State::ToggleShadows ( )
inline

◆ ToggleSpecularMap()

void State::ToggleSpecularMap ( )
inline

Member Data Documentation

◆ collapseMeshNodes

UIBool State::collapseMeshNodes

◆ collapseScope

UIBool State::collapseScope

◆ curShader

std::string State::curShader = ""

◆ defaultMat

Material* State::defaultMat = nullptr

◆ depthMap

unsigned int State::depthMap = 0

◆ depthMapFBO

unsigned int State::depthMapFBO = 0

◆ depthMapSize

unsigned int State::depthMapSize = 1024

◆ drawByMaterial

UIBool State::drawByMaterial

◆ drawGUI

UIBool State::drawGUI

◆ enableAlphaMap

UIBool State::enableAlphaMap

◆ enableAmbientMap

UIBool State::enableAmbientMap

◆ enableDefaultMat

UIBool State::enableDefaultMat

◆ enableDiffuseMap

UIBool State::enableDiffuseMap

◆ enableGrid

UIBool State::enableGrid

◆ enableHeightMap

UIBool State::enableHeightMap

◆ enableNormalMap

UIBool State::enableNormalMap

◆ enableShadows

UIBool State::enableShadows

◆ enableSpecularMap

UIBool State::enableSpecularMap

◆ expandAllNodes

UIBool State::expandAllNodes

◆ flipTextures

UIBool State::flipTextures

◆ isDiscoLight

UIBool State::isDiscoLight

◆ isRotatingLight

UIBool State::isRotatingLight

◆ mouseCurX

int State::mouseCurX = 0

◆ mouseCurY

int State::mouseCurY = 0

◆ mousePrevX

int State::mousePrevX = 0

◆ mousePrevY

int State::mousePrevY = 0

◆ shouldRender

bool State::shouldRender = true