Commit 72632444 authored by Michele Bosi's avatar Michele Bosi

Vivid API improvements.

parent 983a48f1
......@@ -444,9 +444,9 @@ void VividRenderer::renderFrontToBackPeeling(const RenderQueue* render_queue, Ca
//mShaderFrontPeel_S->gocUniform("vl_Vivid.outline.clipOffset")->setUniform( mOutline3DClipOffset );
mShaderFrontFinal->gocUniform("vl_Vivid.opacity")->setUniform( mVividRendering->opacity() );
mShaderFrontFinal->gocUniform("vl_Vivid.stencil.enabled")->setUniformI( mVividRendering->stencilEnabled() );
mShaderFrontFinal->gocUniform("vl_Vivid.stencil.enabled")->setUniformI( mVividRendering->isStencilEnabled() );
mShaderFrontFinal->gocUniform("vl_Vivid.stencil.smoothness")->setUniform( mVividRendering->stencilSmoothness() );
mShaderFrontFinal->gocUniform("vl_Vivid.stencil.backgroundColor")->setUniform( mVividRendering->stencilBackground() );
mShaderFrontFinal->gocUniform("vl_Vivid.stencil.backgroundColor")->setUniform( mVividRendering->stencilBackgroundColor() );
// ---------------------------------------------------------------------
// 1. Initialize Min Depth Buffer
......@@ -1055,7 +1055,7 @@ const RenderQueue* VividRenderer::render(const RenderQueue* render_queue, Camera
renderStencil( camera );
break;
case Vivid::DepthPeeling:
if ( mVividRendering->stencilEnabled() ) {
if ( mVividRendering->isStencilEnabled() ) {
renderStencil( camera );
}
renderFrontToBackPeeling( render_queue, camera, frame_clock );
......
......@@ -153,12 +153,12 @@ namespace vl
/** Enable/disable Stencil Rendering mode. */
void setStencilEnabled( bool enabled ) { mStencilEnabled = enabled; }
/** Enable/disable Stencil Rendering mode. */
bool stencilEnabled() const { return mStencilEnabled; }
bool isStencilEnabled() const { return mStencilEnabled; }
/** Background color used when stencil rendering mode is enabled. */
void setStencilBackground( const vec4& color) { mStencilBackground = color; }
void setStencilBackgroundColor( const vec4& color) { mStencilBackground = color; }
/** Background color used when stencil rendering mode is enabled. */
const vec4& stencilBackground() const { return mStencilBackground; }
const vec4& stencilBackgroundColor() const { return mStencilBackground; }
/** The Actors containing Geometry used to render into the Stencil Texture. */
std::vector< ref<Actor> >& stencilActors() { return mStencilActors; }
......
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