Open3D (C++ API)  0.19.0
Loading...
Searching...
No Matches
open3d::visualization::glsl Namespace Reference

Data Structures

class  GeometryRenderer
class  PointCloudRenderer
class  PointCloudPickingRenderer
class  LineSetRenderer
class  TetraMeshRenderer
class  OrientedBoundingBoxRenderer
class  AxisAlignedBoundingBoxRenderer
class  TriangleMeshRenderer
class  VoxelGridRenderer
class  OctreeRenderer
class  ImageRenderer
class  RGBDImageRenderer
class  CoordinateFrameRenderer
class  SelectionPolygonRenderer
class  PointCloudPickerRenderer
class  ImageMaskShader
class  ImageMaskShaderForImage
class  ImageShader
class  ImageShaderForImage
class  NormalShader
class  NormalShaderForPointCloud
class  NormalShaderForTriangleMesh
class  PhongShader
class  PhongShaderForPointCloud
class  PhongShaderForTriangleMesh
class  PickingShader
class  PickingShaderForPointCloud
class  RGBDImageShader
class  RGBDImageShaderForImage
class  ShaderWrapper
class  Simple2DShader
class  Simple2DShaderForSelectionPolygon
class  SimpleBlackShader
class  SimpleBlackShaderForPointCloudNormal
class  SimpleBlackShaderForTriangleMeshWireFrame
class  SimpleShader
class  SimpleShaderForPointCloud
class  SimpleShaderForLineSet
class  SimpleShaderForTetraMesh
class  SimpleShaderForOrientedBoundingBox
class  SimpleShaderForAxisAlignedBoundingBox
class  SimpleShaderForTriangleMesh
class  SimpleShaderForVoxelGridLine
class  SimpleShaderForVoxelGridFace
class  SimpleShaderForOctreeLine
class  SimpleShaderForOctreeFace
class  TexturePhongShader
class  TexturePhongShaderForTriangleMesh
class  TextureSimpleShader
class  TextureSimpleShaderForTriangleMesh

Enumerations

enum  ImageTextureMode { Depth = 0 , RGB = 1 , Grayscale = 2 }

Variables

const char *const ImageFragmentShader
const char *const ImageMaskFragmentShader
const char *const ImageMaskVertexShader
const char *const ImageVertexShader
const char *const NormalFragmentShader
const char *const NormalVertexShader
const char *const PhongFragmentShader
const char *const PhongVertexShader
const char *const PickingFragmentShader
const char *const PickingVertexShader
const char *const RGBDImageFragmentShader
const char *const Simple2DFragmentShader
const char *const Simple2DVertexShader
const char *const SimpleBlackFragmentShader
const char *const SimpleBlackVertexShader
const char *const SimpleFragmentShader
const char *const SimpleVertexShader
const char *const TexturePhongFragmentShader
const char *const TexturePhongVertexShader
const char *const TextureSimpleFragmentShader
const char *const TextureSimpleVertexShader

Enumeration Type Documentation

◆ ImageTextureMode

Enumerator
Depth 
RGB 
Grayscale 

Variable Documentation

◆ ImageFragmentShader

const char* const open3d::visualization::glsl::ImageFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec2 UV;\n"
"uniform sampler2D image_texture;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = texture(image_texture, UV);\n"
"}\n"

◆ ImageMaskFragmentShader

const char* const open3d::visualization::glsl::ImageMaskFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec2 UV;\n"
"uniform sampler2D image_texture;\n"
"\n"
"uniform vec3 mask_color;\n"
"uniform float mask_alpha;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(mask_color, texture(image_texture, UV).r * mask_alpha);\n"
"}\n"

◆ ImageMaskVertexShader

const char* const open3d::visualization::glsl::ImageMaskVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_UV;\n"
"\n"
"out vec2 UV;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position, 1);\n"
" UV = vertex_UV;\n"
"}\n"

◆ ImageVertexShader

const char* const open3d::visualization::glsl::ImageVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_UV;\n"
"\n"
"out vec2 UV;\n"
"\n"
"uniform vec3 vertex_scale;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position * vertex_scale, 1);\n"
" UV = vertex_UV;\n"
"}\n"

◆ NormalFragmentShader

const char* const open3d::visualization::glsl::NormalFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_normal_camera;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(vertex_normal_camera * 0.5 + 0.5, 1);\n"
"}\n"

◆ NormalVertexShader

const char* const open3d::visualization::glsl::NormalVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_normal;\n"
"\n"
"out vec3 vertex_normal_camera;\n"
"\n"
"uniform mat4 MVP;\n"
"uniform mat4 V;\n"
"uniform mat4 M;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n"
"}\n"

◆ PhongFragmentShader

const char* const open3d::visualization::glsl::PhongFragmentShader

◆ PhongVertexShader

const char* const open3d::visualization::glsl::PhongVertexShader

◆ PickingFragmentShader

const char* const open3d::visualization::glsl::PickingFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec4 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = fragment_color;\n"
"}\n"

◆ PickingVertexShader

const char* const open3d::visualization::glsl::PickingVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in float vertex_index;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec4 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" float r, g, b, a;\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" r = floor(vertex_index / 16777216.0) / 255.0;\n"
" g = mod(floor(vertex_index / 65536.0), 256.0) / 255.0;\n"
" b = mod(floor(vertex_index / 256.0), 256.0) / 255.0;\n"
" a = mod(vertex_index, 256.0) / 255.0;\n"
" fragment_color = vec4(r, g, b, a);\n"
"}\n"

◆ RGBDImageFragmentShader

const char* const open3d::visualization::glsl::RGBDImageFragmentShader

◆ Simple2DFragmentShader

const char* const open3d::visualization::glsl::Simple2DFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(fragment_color, 1);\n"
"}\n"

◆ Simple2DVertexShader

const char* const open3d::visualization::glsl::Simple2DVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_color;\n"
"\n"
"out vec3 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position, 1);\n"
" fragment_color = vertex_color;\n"
"}\n"

◆ SimpleBlackFragmentShader

const char* const open3d::visualization::glsl::SimpleBlackFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.1, 0.1, 0.1, 1);\n"
"}\n"

◆ SimpleBlackVertexShader

const char* const open3d::visualization::glsl::SimpleBlackVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"uniform mat4 MVP;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
"}\n"

◆ SimpleFragmentShader

const char* const open3d::visualization::glsl::SimpleFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(fragment_color, 1);\n"
"}\n"

◆ SimpleVertexShader

const char* const open3d::visualization::glsl::SimpleVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_color;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec3 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" fragment_color = vertex_color;\n"
"}\n"

◆ TexturePhongFragmentShader

const char* const open3d::visualization::glsl::TexturePhongFragmentShader

◆ TexturePhongVertexShader

const char* const open3d::visualization::glsl::TexturePhongVertexShader

◆ TextureSimpleFragmentShader

const char* const open3d::visualization::glsl::TextureSimpleFragmentShader
Initial value:
=
"#version 330\n"
"\n"
"in vec2 fragment_uv;\n"
"out vec4 FragColor;\n"
"\n"
"uniform sampler2D diffuse_texture;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = texture(diffuse_texture, fragment_uv);\n"
"}\n"

◆ TextureSimpleVertexShader

const char* const open3d::visualization::glsl::TextureSimpleVertexShader
Initial value:
=
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_uv;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec2 fragment_uv;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" fragment_uv = vertex_uv;\n"
"}\n"