FiberVISH 0.2
Fish - The Fiber Bundle API for the Vish Visualization Shell
Classes | Concepts | Typedefs | Enumerations | Functions | Variables
Wizt Namespace Reference

note: cannot derive from FloatingSkeletonRenderer as long as independent base class TriangleRenderer is still needed by some rendering modules. More...

Classes

struct  AcceptionGenerator
 
class  AcceptList
 
class  AcceptListIterator
 
class  AcceptListIterator< AcceptList< AcceptType, NextAcceptList > >
 
class  AcceptListIterator< META::LIST< AcceptType, NextAcceptList > >
 
class  AcceptListIterator< META::NIL >
 
class  AcceptListIterator< void >
 
struct  AircraftGeometry
 
class  AnalyticGrid
 A VObject which creates a fiber bundle with a scalar Field on a uniform Grid. More...
 
class  Anemone
 
struct  AnemoneBasicCreator
 
struct  AnemoneCreator
 
struct  AnemoneCreatorBase
 
struct  AnemoneCreatorContext
 
class  AnemoneNutrition
 
struct  AnemoneParameters
 Special properties that are available optionally in shader code. More...
 
struct  AnemoneRenderFields
 
struct  ApplicationQuitter
 
class  Atlas
 
class  BaseCursor3D
 
class  Billboard
 Convenience class for drawing Billboards. More...
 
class  BillboardBase
 Convenience class for drawing billboards using a Geometry Shader. More...
 
struct  BinaryFieldOperatorObject
 Template class for binary operations on Fields. More...
 
struct  BindFileAndProvideGrid
 Module to provide a grid for delayed writing (append/modification). More...
 
struct  BivectorAsSpiral
 A shader for bivectors. More...
 
struct  BivectorOrientation
 A shader for bivectors. More...
 
class  Bokeh
 
struct  Brush
 
class  BufferArray
 
class  BufferID
 
struct  BundleNutrition
 
class  BundleProviderObject
 Common base class for objects that provide Bundle objects. More...
 
struct  CallbackInputNotifier
 
struct  CallbackMutableInputNotifier
 
class  CarpetAnemone
 The CarpetAnemone handles a colormap attached to an Anemone. More...
 
class  CatchStatus
 
struct  CategorizedRenderObjects
 
class  CellTensorFunctor
 
struct  ChartDependentGridOperatorObject
 Convenience class for objects operating on Grid objects in a certain coordinate system. More...
 
struct  ClippingPlanes
 
class  ColorArray
 
class  ColorizedFloatSliceRenderer
 Base class for a common properties of render objects rendering a 2D slice of a 3D scalar field. More...
 
class  Colorizer
 
class  Colormap
 
class  ColormapReference
 
class  CommandLineParser
 
struct  CompareSlotsByName
 
class  ComputationDispatcher
 
class  ComputeShader
 
struct  ContextEssence
 
struct  ContourLines
 
class  Coral
 
class  CorbenicField
 A VObject evaluates an expression on a Grid, involving all possible fields. More...
 
struct  CreateVertexArray
 
struct  CreateVertexArray_nD
 
struct  CreateVertexArray_nD< Type, ArrayType, 0 >
 
struct  CreatorCreator
 
class  CrossSectionCam
 
struct  Cursor3D
 
struct  Cursor3DProperties
 
struct  DataField
 
struct  DefaultAnemoneInitializer
 
struct  DefaultTypedSlotSaveProperty
 
class  DeferredRenderObject
 
class  DisplayList
 
class  DisplayListCreator
 
class  DisplayListTentacle
 
struct  DisplayShader
 
struct  DistinctiveElement
 
struct  DrawArrays
 
class  EdgeRenderer
 Base class for objects that render information given on the edges of a Grid. More...
 
struct  EdgeShader
 Edge renderer with lighting, shader conditionals, floating origin and shader support. More...
 
struct  EditField
 
struct  ElementBuffer
 
class  EnableTexture
 
struct  Enum
 
class  Expectation
 
struct  FComputeNormalsTask
 A computational state to compute normals of a surface, possibly asynchroneously in a thread. More...
 
struct  FiberNutrition
 Possible base class for VNutrition objects that operate on files that can be loaded as Fiber Bundle. More...
 
class  FieldAnemone
 Base class for objects that render information given on a Field. More...
 
struct  FieldAnemoneBase
 
class  FieldCLOperation
 
struct  FieldExporter
 
class  FieldFunctor
 Perform operations on fields. More...
 
struct  FieldInputCreator
 Creator class for objects that require fields as input. More...
 
struct  FieldInputCreatorBaseTrait
 Template meta-program to compute the right base class for FieldInputCreators (objects that take Field objects as input), depending on whether they provide some output or not. More...
 
struct  FieldInputCreatorBaseTrait< FieldVObject, void >
 
class  FieldObject
 Base class for selecting fields from a Grid object. More...
 
struct  FieldObjectCreator
 VCreator class that operates on fields or bundles. More...
 
class  FieldOperatorObject
 Base class for objects that operate on Field objects and create new fields. More...
 
struct  FieldSlice
 
struct  FieldTypeAcception
 
struct  FieldTypeAcception< std::any >
 
class  FieldValueConstraint
 
struct  FieldVisibility
 A GLSL shader injector that provides a function. More...
 
struct  Fish< Fiber::Bundle >
 Base class for Vish Objects that request a fiber bundle as input objects. More...
 
struct  Fish< Fiber::Field >
 The fish scale to access the fields of a grid object in a fiber bundle. More...
 
class  Fish< Fiber::FragmentCluster >
 A base class for Fish objects that operate on selections of data fragments, which are sections of fields distributed over possibly different refinement levels. More...
 
struct  Fish< Fiber::Grid >
 A fish scale for dealing with dependencies on grid objects. More...
 
struct  Fish< Fiber::GridContainer >
 Abstract virtual base class (a Fish scale) for interfacing slots to Grid objects. More...
 
struct  Fish< Fiber::Skeleton >
 Operating on skeletons. More...
 
struct  Fish< Fiber::Slice >
 A Fish slot (scale) that allows to select a slice from a fiber bundle. More...
 
struct  FishBait
 Structure describing what information shall be saved to file. More...
 
struct  FishBasin
 A namespace for the Anemone Fish API to field fragments into textures. More...
 
class  FishBundleSavable
 Convenience class for objects that provide a Bundle that may be saved. More...
 
class  FishGridSavable
 Convenience class for objects that provide a Grid that may be saved. More...
 
class  FishObject
 
class  FishSavable
 Abstract base class for objects that allow saving of their fiber bundle data. More...
 
class  FishSaver
 
class  FishWharf
 Internal class to communicate information about saveable fishes from FishSavable to and from FishSaver objects. More...
 
class  FlagList
 
struct  FloatingAnemone
 
struct  FloatingAnemoneExplorer
 An Anemone explorer that takes care of a floating origin. More...
 
struct  FloatingOriginAnemone
 
struct  FloatingOriginShaderFunctions
 
struct  FloatingProgrammableEdgeRenderer
 Edge renderer with floating origin stabilization and shader support. More...
 
struct  FloatingSkeletonRenderer
 Convenience base class for objects that render information given on the a skeleton of a Grid and are safe to deal with numerically large coordinates by using a Shader. More...
 
struct  FloatOrigin
 
struct  Fog
 
struct  FragmentPainter
 A helper class that supports rendering of a collection of fragments from various fields. More...
 
class  FragmentShader
 
class  Framebuffer
 
class  GeometryShader
 
class  GetMessage
 
class  GetSkeletonOperator
 Virtual base class of skeleton operators. More...
 
struct  GimpIcon
 
class  GLBindableBaseBuffer
 
class  GLBindableBuffer
 
class  GLBuffer
 
struct  GLBuffer_with_bind
 
class  GLCache
 
struct  GLCacheCreator
 
struct  GLCacheError
 
class  GLCacheFactory
 
class  GLCacheFactoryPtr
 
struct  GLCacheInterfaceNotFound
 
struct  GLColormap
 
class  GLContextChecker
 
struct  GLDebug
 
struct  GLError
 
struct  glew
 
class  GlewContext
 
class  GLFontManager
 
class  GLFontManagerCreator
 
struct  GLImageTileProcessor
 
class  GLMapMemory
 
class  GLMultisampleTexture2D
 
class  GlossyLines
 
class  GlossyTexture
 
struct  GLOutOfMemory
 
struct  GLPainter
 
class  GLPixelBuffer
 
class  GLProgram
 
class  GLRenderAble
 
struct  GLRenderer
 
struct  GLShaderUniformFunctor
 
struct  GLSL_View.CameraSettings
 
struct  GLSL_View.FrustumCornerPoints
 
struct  GLSL_View.Viewport
 
class  GLState
 
class  GLTexture
 
class  GLTexture1D
 
class  GLTexture2D
 
class  GLTexture2DBase
 
class  GLTexture3D
 
class  GLTextureBase
 
class  GLTextureID
 
struct  GLTextureTentacle
 
struct  GLType
 
class  GLUniformBuffer
 
struct  GridActor
 Creator for objects operating on certain kinds of Grid objects, providing an interface for the function Fiber::hasProperty() . More...
 
struct  GridActor< CreativeObject, void >
 
class  GridAnemone
 Base class for objects that render information given on a Grid. More...
 
struct  GridAnemoneCreationContext
 The context of creating a RenderAnemone. More...
 
class  GridAnemoneRenderObject
 
class  GridAnemoneState
 
class  GridObject
 Base class for objects that provide Grid objects extracted from Bundle objects. More...
 
struct  GridObjectCreator
 Creator for objects that may create grids; such objects may be attached to objects that provide bundles. More...
 
struct  GridOperatorObject
 Convenience class for objects operating on Grid objects. More...
 
class  GridProviderObject
 Common base class for objects that provide Grid objects. More...
 
struct  H5Script
 
struct  HeightDots
 
struct  HeightDotsMultiView
 
class  HotKey
 
struct  HTMLInputCreator
 
class  HTTPServer
 
struct  HybridScene
 
struct  IdentifierWithUrl
 
struct  Illuminatable
 
struct  ImageTile
 
struct  ImageTileProcessor
 
class  IncapableCellTensorFunctor
 
struct  IndexBuffer
 
struct  IndexBufferObject
 
struct  info
 
struct  InputNotifier
 
class  IntegralFace
 
struct  Interactive
 
class  Interactor
 
struct  IOLifetimeAction
 
struct  Iris
 Helper class to generate textures with Gaussian spots (or similar) to be used as a point sprite when rendering splats, for instance. More...
 
class  KBuffer
 
struct  KeyStringNotFound
 
class  Label
 
class  LabelSet
 
struct  LanternFestival
 Behavior is similar to a map<VCamera, RefPtr<Lanternfish>> but the number of entries here remains limited. More...
 
struct  LanternFestivalParameters
 Set of parameters that trigger a new Lanternfish upon change: More...
 
struct  Lanternfish
 Internal class to collect fragments and to render them afterwards. More...
 
struct  LayeredMultiViews
 
struct  LayeredRenderResult
 
struct  lessValueSetPtr
 
struct  LevelBBoxCode
 
struct  LevelDisplayConstraints
 
class  LineDescriptionTentacle
 
struct  LineGeometryProgram
 
struct  LineGlowShadowProgram
 
struct  LinePointProgram
 
struct  LineProgram
 
struct  LineSetRenderer
 Common base class for objects that render information given on line sets, merely for grouping purposes. More...
 
struct  LineStippleProgram
 
class  ListID
 
struct  Masking
 
union  MatrixOrArray
 
struct  MemberID
 
class  MessageRetriever
 
class  MetaGLViewerCreator
 
class  MetaGLViewerCreatorBase
 
struct  MetaViewer
 
class  MetaViewerCreatorBase
 
class  MetaViewerCreatorEnvironment
 
struct  ModelViewMatrix
 
struct  MovieRecorder
 
class  MSDeferredObjectDisplay
 
class  MSDeferredRenderObject
 
class  MultipleStringSelection
 
class  MultiviewOVR
 
struct  MultiviewRenderable
 
struct  MutableInputNotifier
 
struct  myH5Notifier
 
struct  myNotifier
 
struct  myVStreamCreator
 
struct  NamedRenderExceptions
 
struct  NetworkObjectHtml
 
struct  NotifiedValueIterator
 
struct  NutritionBundle
 
struct  ObjectQuality
 
class  ObjectSelection
 
struct  OfflineRenderResult
 
class  OldLineSetOperator
 Former base class for Fish modules operating on Grid objects that are LineSets. More...
 
class  OrbitalCameraPath
 A VObject which creates a camera path provided as fiber bundle, being formulated as a particle system. More...
 
struct  Orientation
 Convenience class to provide an input slot for selection a coordinate orientation along the X, Y or Z axis. More...
 
class  OrthoSlice
 Render a slice of a scalar field given on a grid in uniform cartesian coordinates, supporting mesh refinement. More...
 
class  PBO
 
struct  Phong
 
class  PickList
 
struct  PictureBase
 
struct  PictureInjector
 
struct  PictureInjectorBase
 
struct  PixelBuffer
 
struct  PixelZoom
 
struct  PrintCreatorIterator
 
struct  PrintIterator
 
class  ProceduralVertexAttribute
 
class  Programmable
 
struct  ProgrammableGeometry
 
struct  ProjectionParameters
 
class  Range
 
struct  RecursiveSeaBed
 
struct  RefinedFragment
 Internal temporary helper structure. More...
 
struct  RegionOfInterest
 A functor to limit rendering. More...
 
class  RemoteViewer
 
class  RemoteVish
 
struct  render_lambda_traits
 
struct  render_lambda_traits< Ret(Class::*)(Arg1, Arg2) const >
 
class  RenderAble
 
class  RenderBasin
 
struct  RenderCategoryConstraint
 
struct  RenderException
 
class  RenderFields
 Handling a hierarchy of fields. More...
 
struct  RenderNamespace
 
struct  RenderSlice
 
struct  RequestExecutor
 
class  RGBAArray
 
struct  SampledSize
 
struct  ScriptletCreator
 
struct  SeaBed
 
class  Seagrass
 
class  SecondaryColorArray
 
struct  SensorArea
 
struct  SetName
 
class  ShadedFieldAnemone
 A FieldAnemone with shader support. More...
 
class  Shader
 
struct  ShaderConditionals
 
class  ShaderFields
 
struct  ShaderInjector
 
struct  ShaderInjectorBase
 
struct  ShaderLightSource
 
struct  Shaders
 
struct  Size
 
class  SkeletonOperator
 Template base class for Fish modules operating on Grid objects that provide a specific skeleton, such as edges or triangles. More...
 
class  SkeletonOperatorBase
 Base class for Fish modules operating on Grid objects concentrating on a specific Skeleton. More...
 
struct  SlotEvaluator
 
struct  SlotEvaluator< 1, SlotList... >
 
class  Slottify
 
struct  SortedFragmentIterator
 An iterator over field fragments that traverses the fragments in back-to-front order as seen from the given Camera. More...
 
struct  SpaceNavigation
 
class  SplatRenderObject
 Base class for render object that draw a splat for each vertex of a Grid object. More...
 
struct  SSBOManager
 
struct  StatusIndicator
 
struct  StereoDraw
 
struct  StorageBufferID
 
class  StorageBufferTentacle
 
struct  StreamString
 
class  StringSelection
 
class  SurfaceRenderer
 Base class to render triangular surface using shaders and support for floating origin (i.e., large coordinates). More...
 
class  Task
 
class  TensorArray
 xx 0 xy yy 1 2 xz yz zz 3 4 5 More...
 
struct  TensorIDs
 Shader program array indices. More...
 
class  TensorShaderBase
 Base class for rendering tensor fields using a Geometry Shader. More...
 
class  TexCoordArray
 
struct  TEXTURE
 
struct  TextureBase
 
class  TextureBuffer
 
class  TextureCreator
 
class  TextureID
 
struct  Texturizer
 Helper class to manage textures used in shaders. More...
 
struct  TileRenderResult
 
class  TimeDependent
 
class  Touchable
 
class  TouchList
 
struct  TransformOperator
 
class  TriangleRenderer
 Base class for objects that render information given on the triangle of a Grid. More...
 
class  TypedBufferArray
 
class  TypedBufferArrayBase
 
class  TypedColorArray
 
class  TypedCreationPreferences
 Fiber-specific creation preferences that know how to deal with types. More...
 
class  TypedCreationPreferences< META::LIST< T... > >
 Fiber-specific creation preferences that know how to deal with types. More...
 
class  TypedCreationPreferencesBase
 Base class for Fiber-specific creation preferences that know how to deal with types. More...
 
struct  TypedDisplayShader
 
struct  TypedField
 Construct a Fish object that can operate on various types of a field. More...
 
class  TypedFieldAnemone
 A field Anemone operating on a certain type. More...
 
struct  TypedFieldInputCreator
 A FieldInputCreator that retrieves the types of possible input fields from a TypeList type as exported from the parameter. More...
 
class  TypedNormalArray
 
struct  TypedPBO
 
class  TypedSecondaryColorArray
 
class  TypedSlot
 
class  TypedSlot< bool[]>
 
struct  TypedSlot< Fiber::Field >
 An input slot for retrieving fields on a Fiber::Grid. More...
 
struct  TypedSlot< Fiber::FragmentSelector >
 
struct  TypedSlot< Fiber::Grid >
 The input fish scale for grids. More...
 
class  TypedSlotCreator
 
class  TypedTexCoordArray
 
class  TypedTextureBuffer
 
class  TypedUniformBuffer
 
class  TypedValueCreator
 
class  TypedVectorUniformBuffer
 
class  TypedVertexArray
 
class  TypedVertexAttribArray
 
class  TypedVertexBufferArray
 
struct  TypeInspector
 Helper class for FieldInputCreator . More...
 
struct  TypeNotFound
 
class  TypeSpecificGLCacheFactory
 
class  TypeSpecificGLCacheFactoryPtr
 
struct  UnaryFieldOperatorObject
 A Fish object implementing an unary operation on a field. More...
 
class  UndoStack
 
class  UniformBuffer
 
class  UniformBufferRegistry
 
class  UniformVertexAttribute
 
class  UniqueQueue
 
struct  URenderException
 
struct  UserRenderException
 
class  VAbstractValue
 
class  VAbstractValueParameter
 
class  VAcceptInfo
 
class  VAcception
 
class  VAcceptList
 
struct  VAcceptListTracer
 
class  VAction
 
class  VActionNotifier
 
class  VActivityTracer
 Logs activities in Vish. More...
 
struct  ValueAction
 
struct  ValueActionBase
 
struct  ValueCache
 
struct  ValueCacheable
 
class  ValueMap
 
struct  ValueNotifier
 
class  ValueNotifierList
 
class  ValuePool
 
struct  ValuePoolCreator
 
class  ValuePoolProvider
 
struct  ValuePoolReferer
 
class  ValueSet
 
struct  ValueSetNotFound
 
struct  ValueShadowIterator
 
class  VBO
 
class  VBOCreator
 
class  VBOField
 Associate a Field with some vertex array that is uniquely defined by its type, such as a ColorArray. More...
 
class  VBOField< LIST< TypedVertexAttribArray< Type >, NextType > >
 
class  VBOField< LIST< TypedVertexAttribArray< Type >, NIL > >
 
class  VBOField< LIST< VBOArrayType, NextType > >
 VBO Field for a list of types, trying to create a BufferArray for each of the specified types first before giving up. More...
 
class  VBOField< LIST< VBOArrayType, NIL > >
 
class  VBOField< TypedTexCoordArray< Type > >
 Associate a Field with texture coordinates referring to a specific texture. More...
 
class  VBOField< TypedVertexAttribArray< Type > >
 Associate a Field with a named vertex attribute array. More...
 
class  VBORGBAField
 Loads a fragment of a tensor field as RGBAArray. More...
 
class  VBOTensorField
 Loads a fragment of a tensor field as TensorArray. More...
 
class  VBundleObject
 
struct  VCamera
 
class  VCameraBase
 
class  VCameraLens
 
class  VCameraSet
 
class  VChart
 
class  VChartDependent
 
class  VChartList
 
class  VChartSelector
 
class  VComponentValue
 
class  VConnectable
 
struct  VConnectionTypeColors
 
class  VConnectionValidator
 
class  VConnectionValidatorList
 
struct  VContext
 
class  VCotask
 
class  VCreationPreferences
 
class  VCreator
 
class  VCreatorBase
 
class  VCreatorCategory
 
class  VCreatorMap
 
class  VCreatorProperties
 
class  VCreatorProperty
 
struct  VCreatorPropertyBase
 
struct  VCreatorPropertyElements
 
class  VDataFlowGraph
 
struct  VectorArrow
 A minimalistic geometry shader that displays a vector field as a line segment. More...
 
struct  VectorAsColors
 A minimalistic geometry shader that displays a vector field as RGB colors. More...
 
struct  VectorAsLines
 A minimalistic geometry shader that displays a vector field as a line segment. More...
 
struct  VectorFieldSlice
 
class  VEnumSelection
 
class  VEnvironmentRenderObject
 
struct  VertexArrayCreator
 
struct  VertexArrayCreator< VGL_NAMED_VERTEX_ATTRIB >
 
struct  VertexArrayCreator< VGL_TEX0_COORDINATES >
 
struct  VertexArrayCreator< VGL_TEX1_COORDINATES >
 
struct  VertexArrayCreator< VGL_VERTEX_COLORS >
 
struct  VertexArrayCreator< VGL_VERTEX_COORDINATES >
 
struct  VertexArrayCreator< VGL_VERTEX_NORMALS >
 
struct  VertexArrayCreator< VGL_VERTEX_SECONDARY_COLORS >
 
class  VertexArrayObject
 
class  VertexAttribArray
 
struct  VERTEXBUFFER
 
struct  VertexBuffer
 
class  VertexField
 A VertexField is a (abstract) gateway from RAM to GPU memory. More...
 
class  VertexFieldCollection
 Base class for render objects that require a collection of Fields given on a Grid. More...
 
class  VertexFieldShader
 Apply a Shader object on a vertex field. More...
 
class  VertexGeometryShader
 Base class for render object that execute a Geometry Shader on each Vertex of a Grid. More...
 
class  VertexRenderObject
 Base class for object that render data given on vertices. More...
 
struct  VertexSelector
 
struct  VertexSelectorCollection
 
struct  VertexSelectorValue
 Proxy type for communicating VertexSelectors. More...
 
class  VertexShader
 
class  VFieldObject
 
class  VFieldRenderObject
 Base class for objects rendering fields on a fiber bundle. More...
 
struct  VFilter
 
struct  VFilter< Fiber::Field, FunctionObject, OutputType >
 Implements a data filter for Fields to Fields. More...
 
struct  VFilter< Fiber::Grid, GridFunctionObject, OutputObject >
 
struct  VFindLongestObjectInputName
 
struct  VFrameBuffer
 
struct  VGlobals
 
struct  VGLRenderContext
 
class  VGLRenderObject
 
struct  VGLShaderPlatformDefines
 
class  VGraph
 
class  VGridObject
 A Vish Object referring to a Grid object within a Bundle. More...
 
struct  View
 
class  Viewer
 
class  ViewerState
 
struct  ViewportGeometry
 
class  VInput
 
class  VInputBase
 
class  VInputClass
 
class  VInputClassRecognition
 
class  VInputCreator
 
class  VInputCreatorBase
 
struct  VInputCreatorIterator
 
class  VInputRegistry
 
struct  VInputValue
 
struct  VInputValueTrait
 
struct  VInputValueTrait< bool[]>
 
struct  VInputValueTrait< Eagle::FixedArray< double, 2 > >
 
struct  VInputValueTrait< Eagle::FixedArray< double, 4 > >
 
struct  VInputValueTrait< Eagle::FixedArray< int, 3 > >
 
struct  VInputValueTrait< Eagle::metric33 >
 
struct  VInputValueTrait< Eagle::PhysicalSpace::bivector >
 
struct  VInputValueTrait< Eagle::PhysicalSpace::point >
 
struct  VInputValueTrait< Eagle::PhysicalSpace::rotor >
 
struct  VInputValueTrait< Eagle::PhysicalSpace::tvector >
 
struct  VInputValueTrait< Enum >
 
struct  VInputValueTrait< Fiber::BundlePtr >
 
class  VInputValueTrait< Fiber::Field >
 
class  VInputValueTrait< FieldSelector >
 
struct  VInputValueTrait< ImageTile >
 
struct  VInputValueTrait< info >
 
struct  VInputValueTrait< MemCore::RefPtr< Type > >
 
struct  VInputValueTrait< MetaViewerInputType >
 
struct  VInputValueTrait< Options >
 
struct  VInputValueTrait< Plane >
 
struct  VInputValueTrait< rgba_float_t >
 
struct  VInputValueTrait< std::array< Type, 1 > >
 
struct  VInputValueTrait< string >
 
struct  VInputValueTrait< TransformOperator >
 
struct  VInputValueTrait< VCamera >
 
struct  VInputValueTrait< VCameraSetPtr >
 
class  VInputValueTrait< VChart >
 
struct  VInputValueTrait< VFrameBuffer >
 
struct  VInputValueTrait< VGraph >
 
struct  VInputValueTrait< VImageTileProcessor >
 
struct  VInputValueTrait< VInteractionEvent >
 
struct  VInputValueTrait< VMultiPointerDevice >
 
class  VInputValueTrait< VObjectStatus >
 
struct  VInputValueTrait< VRenderAble >
 
struct  VInputValueTrait< VScalarFunctor >
 
struct  VInputValueTrait< VSceneLayers >
 
struct  VInputValueTrait< VSocketAction >
 
struct  VInputValueTrait< VThreadManager >
 
struct  VInputValueTrait< VTime >
 
struct  VInputValueTrait< VTypeTemplate >
 
class  VInteractionEvent
 
class  VishSaver
 
class  Vitreous
 Base class for objects rendering fields on a fiber bundle via the technique of texture-based volume rendering. More...
 
class  VLensBase
 
class  VLightSource
 
class  VLogger
 
struct  VLogMessager
 
struct  VLogStreamCreator
 
class  VManagedDomainObject
 
class  VManagedObject
 
class  VManagedObjectBase
 
class  VManagedObjectIterator
 
struct  VModule
 
struct  VModules
 
struct  VMultiPointerDevice
 
class  VNutrition
 
class  VObject
 
class  VObjectAge
 
struct  VObjectException
 
class  VObjectInfo
 
struct  VObjectIsOutOfMemory
 
struct  VObjectIterator
 
class  VObjectStatus
 
struct  VObjectUserInfo
 
class  VolumeRender
 Volume renderer for scalar fields on uniform grids. More...
 
struct  VOperatorCache
 
class  VOutput
 
class  VOutput< Fiber::Field >
 The output fish scale for fields, used whenever an VObject provides a field. More...
 
class  VOutput< Fiber::FragmentSelector >
 
class  VOutput< Fiber::Grid >
 The output fish scale for grids, used whenever an VObject provides a grid. More...
 
struct  VOutputAssignmentContext
 
class  VOutputIterator
 
class  VParameter
 
class  VParameterConnectionConstraint
 
class  VParameterObjectCreator
 
struct  VPipeline
 
struct  VPipeline< AcceptList< InputTypes >, FunctionObject, OutputType >
 
struct  VPipeline< AcceptList< InputTypes >, FunctionObject, void >
 
struct  VPipeline< Fiber::Field, FunctionObject, OutputType >
 Implements a data filter for Fields to output types. More...
 
struct  VPipeline< Fiber::Field, FunctionObject, void >
 Implements a data sink for Fields. More...
 
struct  VPipeline< Fiber::Grid, GridFunctionObject, OutputObject >
 
struct  VPipeline< Fiber::Grid, GridFunctionObject, void >
 
struct  VPipeline< InputType, FunctionObject, void >
 
struct  VPipeline< void, FunctionObject, Fiber::Field >
 Implements a data source for Fields. More...
 
struct  VPipeline< void, FunctionObject, OutputType >
 
struct  VPipelineCreator
 
struct  VPointer
 
class  VPolyOutput
 
class  VProxyObject
 
class  VRenderAble
 
class  VRenderContext
 
class  VRenderContextBasin
 
struct  VRenderInterruptor
 
class  VRenderObject
 
struct  VRenderOptionUpdater
 
class  VRenderPrecision
 
class  VRequest
 
class  VSaveable
 
struct  VScalarFunctor
 
class  VScene
 
class  VSceneObjects
 
class  VScheduler
 
struct  VScriptable
 
struct  VScriptAction
 
struct  VScriptActions
 
struct  VScriptFunctor
 
class  VScriptH5
 
class  VScriptH5Loader
 Data loading: objects derived from the VLoader class are intrinsically known by the VISH system. More...
 
struct  VScriptLoader
 
class  VScriptParameters
 
class  VScriptParser
 
struct  VScriptTypedValue
 
struct  VScriptValue
 
struct  VSimpleStreamObject
 
struct  VSink
 
struct  VSink< Fiber::Field, FunctionObject >
 Implements a data filter for Fields to Fields. More...
 
struct  VSink< Fiber::Grid, GridFunctionObject >
 Specialization of the VSink<> Creator template for objects operating on Grids. More...
 
struct  VSink< FunctionObject, void >
 
class  VSkale
 
class  VSkeletonRenderObject
 Base class for objects rendering skeletons of a fiber bundle. More...
 
class  VSlot
 
class  VSlotChangeInfo
 
struct  VSlotContainer
 
struct  VSlotGlobals
 
class  VSlotIterator
 
class  VSlotSet
 
class  VSocketAction
 
class  VSocketActionCreator
 
struct  VSource
 
struct  VSource< FunctionObject, Fiber::Field >
 Implements a data source for objects providing Fields. More...
 
struct  VStateCreator
 
class  VStateCreatorBase
 
class  VStereoLens
 
struct  VStream
 
struct  VStreamLogger
 
struct  VStreamObject
 
class  VTask
 
class  VTaskMessage
 
struct  VTextRenderProperties
 
class  VThreadCreator
 
class  VThreadManager
 
class  VTime
 
class  VTraceRequestID
 
class  VTransformable
 
class  VTypedInputValue
 
class  VTypedValueBase
 
class  VTypeTemplate
 
class  VUndoAction
 
class  VUndoStack
 
class  VUrlSystemHandler
 
class  VValue
 
class  VValue< VSocketAction >
 
class  VValue< VThreadManager >
 
class  VValueBase
 
struct  VValueCompareTrait
 
struct  VValueCompareTrait< Brush >
 
struct  VValueCompareTrait< Cursor3DProperties >
 
struct  VValueCompareTrait< DistinctiveElement >
 
struct  VValueCompareTrait< PictureInjector >
 
struct  VValueCompareTrait< Plane >
 
struct  VValueCompareTrait< RefPtr< TypedChunk< Type > > >
 
struct  VValueCompareTrait< View >
 
struct  VValueCompareTrait< VThreadManager >
 
struct  VValueCopyTrait
 
struct  VValueCopyTrait< Action >
 
struct  VValueCopyTrait< Eagle::MultiRange< T > >
 
struct  VValueCopyTrait< Fiber::ChartIdentifier >
 
struct  VValueCopyTrait< MemCore::RefPtr< Fiber::FragmentSelector > >
 Implement copy operation for fragment selectors; alternatively could call virtual function here that implements the copy. More...
 
struct  VValueCopyTrait< pRegionOfInterest >
 
struct  VValueCopyTrait< RefPtr< CellTensorFunctor > >
 
struct  VValueCopyTrait< RefPtr< FieldVisibility > >
 
struct  VValueCopyTrait< RefPtr< Fog > >
 
struct  VValueCopyTrait< RefPtr< Type > >
 
struct  VValueCopyTrait< RefPtr< TypedChunk< T > > >
 
class  VValueCopyTrait< VBoundingBox >
 
struct  VValueCopyTrait< VColormap >
 
class  VValueCopyTrait< VSurfaceRefinementCriterion >
 
class  VValueCreator
 
class  VValueParameter
 
class  VValueParameter< Action >
 
class  VValueParameter< VSocketAction >
 
class  VValueParameter< VThreadManager >
 
struct  VValueTrait
 
struct  VValueTrait< Action >
 
struct  VValueTrait< bool >
 
struct  VValueTrait< bool[]>
 
struct  VValueTrait< BoundingBall >
 
struct  VValueTrait< Brush >
 
class  VValueTrait< BundlePtr >
 
struct  VValueTrait< char >
 
struct  VValueTrait< Cursor3DProperties >
 
struct  VValueTrait< DistinctiveElement >
 
struct  VValueTrait< double >
 
struct  VValueTrait< Eagle::FixedArray< double, 2 > >
 
struct  VValueTrait< Eagle::FixedArray< double, 4 > >
 
struct  VValueTrait< Eagle::FixedArray< int, 3 > >
 
class  VValueTrait< Eagle::metric33 >
 
struct  VValueTrait< Eagle::MultiRange< T > >
 
struct  VValueTrait< Eagle::PhysicalSpace::bivector >
 
struct  VValueTrait< Eagle::PhysicalSpace::point >
 
struct  VValueTrait< Eagle::PhysicalSpace::rotor >
 
struct  VValueTrait< Eagle::PhysicalSpace::tvector >
 
struct  VValueTrait< Enum >
 
struct  VValueTrait< Fiber::BundlePtr >
 
class  VValueTrait< Fiber::ChartIdentifier >
 
struct  VValueTrait< FieldSelector >
 Template trait for using Fish field scales as input slots. More...
 
struct  VValueTrait< float >
 
struct  VValueTrait< GridSelector >
 Template trait for using Fiber grids as input slots. More...
 
struct  VValueTrait< ImageTile >
 
struct  VValueTrait< info >
 
struct  VValueTrait< int16_t >
 
struct  VValueTrait< int32_t >
 
struct  VValueTrait< int64_t >
 
struct  VValueTrait< Label >
 
struct  VValueTrait< LabelSet >
 
struct  VValueTrait< MemCore::RefPtr< Fog, ShaderInjectorBase > >
 
struct  VValueTrait< MetaViewerInputType >
 
struct  VValueTrait< Options >
 
struct  VValueTrait< PictureInjector >
 
struct  VValueTrait< Plane >
 
struct  VValueTrait< PointDataChunk >
 
struct  VValueTrait< pRegionOfInterest >
 
struct  VValueTrait< Range >
 
struct  VValueTrait< RefPtr< CellTensorFunctor > >
 
class  VValueTrait< RefPtr< FieldVisibility, ShaderInjectorBase > >
 
class  VValueTrait< RefPtr< GridID > >
 
struct  VValueTrait< RefPtr< TypedChunk< double > > >
 
struct  VValueTrait< RefPtr< TypedChunk< float > > >
 
struct  VValueTrait< RefPtr< TypedChunk< int16_t > > >
 
struct  VValueTrait< RefPtr< TypedChunk< int32_t > > >
 
struct  VValueTrait< RefPtr< TypedChunk< int64_t > > >
 
struct  VValueTrait< rgba_float_t >
 
struct  VValueTrait< std::tuple< A, B > >
 
struct  VValueTrait< string >
 
struct  VValueTrait< string1 >
 
struct  VValueTrait< TransformOperator >
 
struct  VValueTrait< uint32_t >
 
struct  VValueTrait< VBoundingBox >
 
struct  VValueTrait< VCamera >
 
struct  VValueTrait< VCameraSetPtr >
 
struct  VValueTrait< VChart >
 
struct  VValueTrait< VChartList >
 
struct  VValueTrait< VColormap >
 
class  VValueTrait< VertexSelectorCollection >
 
class  VValueTrait< VertexSelectorValue >
 
struct  VValueTrait< VFragmentSelector >
 
struct  VValueTrait< VFrameBuffer >
 
struct  VValueTrait< VGraph >
 
struct  VValueTrait< View >
 
struct  VValueTrait< ViewerState >
 
struct  VValueTrait< VImageTileProcessor >
 
struct  VValueTrait< VInteractionEvent >
 
class  VValueTrait< VMultipleStringList >
 
struct  VValueTrait< VMultiPointerDevice >
 
struct  VValueTrait< VObjectRef >
 
struct  VValueTrait< VObjectStatus >
 
struct  VValueTrait< VRenderAble >
 
class  VValueTrait< VScalarFunctor >
 
struct  VValueTrait< VSceneLayers >
 
class  VValueTrait< VSlotChangeInfo >
 
struct  VValueTrait< VSlotContainerRef >
 
struct  VValueTrait< VSocketAction >
 
struct  VValueTrait< VStringList >
 
class  VValueTrait< VSurfaceRefinementCriterion >
 
struct  VValueTrait< VThreadManager >
 
struct  VValueTrait< VTime >
 
class  VValueTrait< VTypeTemplate >
 
class  VValueTraitSeparator
 
class  VValueTraitSeparator< std::tuple< A, B > >
 
struct  VValueTypename
 
struct  VValueTypename< DistinctiveElement >
 
struct  WebGLProgram
 
class  WebGLRenderContext
 
struct  WebGLVertexAttribute
 
class  WebGLViewer
 
class  WebVish
 
struct  WhiteDots
 
struct  YYSTYPE
 

Concepts

concept  RenderLambda
 

Typedefs

typedef std::tuple< Anemone &, VRenderContext & > Anemone_Context_t
 
typedef MetaViewerCreatorEnvironment MetaViewerInputType
 
typedef Eagle::point3 MouseCoordinate
 
typedef map< string, IdentifierWithUrlNamedIdentifiers
 
typedef FlagList Options
 
typedef Eagle::point3 OverlayCoordinate
 
typedef std::string ParameterID
 
typedef Eagle::FixedArray< double, 2 > Position2D
 
typedef render_lambda_traits< decltype(&std::remove_cvref_t< F >::operator())> render_lambda_signature
 
typedef std::list< RefPtr< VAcceptInfo > > VAcceptInfoList_t
 
typedef WeakPtr< ValuePool, ValuePoolValuePoolPtr
 
typedef const std::pair< const RefPtr< ValueSet >, const RefPtr< ValuePool > > ValueSetPair
 
typedef MemCore::RefPtr< Eagle::BoundingBoxVBoundingBox
 
typedef MemCore::RefPtr< MemCore::TypedChunk< double > > VDataChunk
 
typedef VDataChunk VDoubleDataChunk
 
typedef MemCore::RefPtr< MemCore::TypedChunk< float > > VFloatDataChunk
 
typedef VSlotIterator VObjectInputIterator
 
typedef MemCore::RefPtr< StringSelectionVStringList
 
typedef WeakPtr< VSlotContainer, VManagedObjectBaseWeakPtrToVSlotContainer
 
typedef MemCore::WeakPtr< VCreatorBase, VManagedObjectBaseWeakPtrVCreatorBase
 
typedef std::tuple< Anemone &, VRenderContext & > Anemone_Context_t
 
typedef WeakPtr< ValuePool, ValuePoolValuePoolPtr
 
typedef FlagList Options
 
typedef MemCore::RefPtr< Eagle::BoundingBoxVBoundingBox
 
typedef MemCore::RefPtr< StringSelectionVStringList
 
typedef map< string, IdentifierWithUrlNamedIdentifiers
 
using AnemoneCreationContext = GridAnemoneCreationContext
 
typedef TypedFieldAnemone< doubleDoubleFieldAnemone
 
typedef TypedFieldAnemone< floatFloatFieldAnemone
 
typedef TypedFieldAnemone< LIST< double, float > > FloatScalarFieldAnemone
 
typedef TypedFieldAnemone< META::IntegerTypeListIntegerScalarFieldAnemone
 
typedef TypedFieldAnemone< META::NativeTypeListGenericScalarFieldAnemone
 
using AnemoneFieldFragmentDependency = MultiPtrMap< Fiber::CreativeArrayBase, RefPtr< AnemoneCreatorBase > >
 The type describing the dependency of a render Anemone to data fragment creators.
 
using AnemoneCreatorDependency = AnemoneRenderFields::AnemoneCreatorDependency
 
using RefPtrGridAnemoneState = RefPtr< GridAnemoneState, VObject::State >
 
using pRegionOfInterest = MemCore::RefPtr< RegionOfInterest >
 
using any = std::any
 
typedef Fiber::Bundle::GridInfo_t GridInfo
 
typedef Range VTimeRange
 
typedef RefPtr< Fiber::FragmentSelectorVFragmentSelector
 
using glsl = RenderBasin::glsl
 
using SurfaceAnemoneExplorer = FloatingAnemoneExplorer
 
typedef Fiber::Fragment VertexFragment
 Data structure describing all data available per fragment, which is a selection of createable data arrays.
 
typedef SkeletonOperator< Fiber::EdgesEdgeOperator
 
using LineSetOperator = SkeletonOperator< Fiber::LineSet >
 Base class for Fish modules operating on Grid objects that are LineSets.
 
typedef SkeletonOperator< Fiber::TriangularSurfaceTriangularSurfaceOperator
 
typedef Orientation XYZOrientation
 Alias name, more specific.
 

Enumerations

enum  RenderCategory
 

Functions

RefPtr< ValueNotifieraddNotifier (TypedSlot< SlotType > &theSlot, VObjectClass *That)
 
bool containsPreference (const RefPtr< VCreationPreferences > &VP, const string &P)
 
bool createVScript (std::ostream &out, const std::string &ScriptPathName, const std::function< bool(const MemCore::RefPtr< VObject > &)> &SkipSaving=nullptr)
 
RenderNamespace::glsl embed_glsl (const char(&file_content)[N])
 
RenderNamespace::glsl embed_glsl (const std::initializer_list< unsigned char > &data)
 
SlotEvaluator< sizeof...(SlotList), SlotList... >::result_type evaluateSlots (const RefPtr< ValuePool > &Context, SlotList... t)
 
RefPtr< VInputCreatorBasefindBestVInputCreator (const type_info &what, const RefPtr< VCreationPreferences > &prop)
 
std::pair< size_t, size_t > getGPUMemoryInfo ()
 
bool glCall (const RefPtr< DisplayList > &DL)
 
void glDraw (const Eagle::BoundingBox &BB)
 
bool glDraw (const VBoundingBox &BB)
 
void glDrawBox (const Eagle::PhysicalSpace::point &Min, const Eagle::PhysicalSpace::point &Max)
 
bool includeLibraryPath ()
 
bool includeLibraryPath (const string &path)
 
bool iterateVInputCreators (const type_info &what, VInputCreatorIterator &VICI)
 
bool LoadVModule (const string &what, HandleModuleLoadError ErrorHandler)
 
MemCore::RefPtr< IndexBufferObjectnewIndexBuffer (const MemCore::RefPtr< MemCore::ChunkBase > &data, BufferArray::usage usage_hint=BufferArray::STATIC_DRAW)
 
MemCore::RefPtr< IndexBuffer< Type > > newIndexBuffer (const MemCore::RefPtr< MemCore::TypedChunk< Type > > &data, BufferArray::usage usage_hint=BufferArray::STATIC_DRAW)
 
MemCore::RefPtr< IndexBuffer< Type > > newIndexBuffer (const std::vector< Type > &data, BufferArray::usage usage_hint=BufferArray::STATIC_DRAW)
 
int openModules (const string &dirpath, bool callback(const char *n, bool), HandleModuleLoadError ErrorHandler, bool CountOnly=false, const MemCore::RefPtr< MemCore::StringList > &Oceans=NullPtr())
 
bool operator!= (const MultipleStringSelection &a, const MultipleStringSelection &b)
 
VAcceptInfoList_t operator& (const VAcceptInfoList_t &AI, const std::string &reason)
 
VAcceptInfoList_t operator* (const VAcceptInfoList_t &AI, double value)
 
VAcceptInfoList_t operator+ (VAcceptInfoList_t &&l, VAcceptInfoList_t &&r)
 
Anemone_Context_t operator<< (Anemone &A, VRenderContext &VC)
 
Anemone_Context_String_t operator<< (const Anemone_Context_Parameter_t &AC, const string &name)
 
MemCore::WeakPtr< VRenderContext::RenderFlag > operator<< (const Anemone_Context_String_t &ACS, bool Value)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, const Eagle::FixedArray< T, M > &Value)
 
std::tuple< Anemone &, VRenderContext &, std::string, Modifier > operator<< (const Anemone_Context_String_t &ACS, const Modifier &M)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, double V)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, int V)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const TypedSlot< Type > &InputSlot)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const VObject::in< Type > &InputSlot)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const VObject::inout< Type > &InputSlot)
 
Anemone_Context_String_t operator<< (const Anemone_Context_t &AC, const string &name)
 
SlotContext operator<< (const RefPtr< VSlot > &Slot, const RefPtr< ValuePool > &VP)
 
Anemone_Context_Parameter_t operator<< (const std::tuple< Anemone &, VRenderContext & > &Target, const TypedSlot< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, Modifier > &Target, const TypedSlot< Type > &InputSlot)
 
const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const, const Object * > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const > &Target, const Object *theObject)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const, const Object * > &Target, const ParameterType &Value)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const Type &, VRenderContext &Context) const, const Object * > &Target, const VObject::in< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const Type &, VRenderContext &Context) const, const Object * > &Target, const VObject::inout< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(VRenderContext &Context) const > &Target, const Object *theObject)
 
bool operator<< (const VOutputAssignmentContext< Type > &p, const Type &T)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<<= (const Anemone_Context_String_t &ACS, const Value &V)
 
bool operator<<= (const VOutputAssignmentContext< Type > &p, const Type &T)
 
bool operator== (const MultipleStringSelection &a, const MultipleStringSelection &b)
 
bool operator> (const SlotContext &SC, const std::pair< WeakPtr< GLProgram >, string > &)
 
bool operator> (const SlotContext &SC, const WeakPtr< GLProgram > &P)
 
MemCore::RefPtr< RenderBasin::RenderParameteroperator>> (const Anemone_Context_String_t &ACS, const Type &Functor)
 
bool operator>> (const SlotContext &SC, Type &Variable)
 
bool operator>> (const VOutputAssignmentContext< Type > &p, Type &T)
 
MouseCoordinate OverlayToPointer (const OverlayCoordinate &OverlayPosition)
 
OverlayCoordinate PointerToOverlay (const MouseCoordinate &CursorPosition)
 
bool registerVInput (const type_info &what, const WeakPtr< VInputCreatorBase > &impl)
 
void RequireGLContext ()
 
bool setFromString (T &Val, const string &txt)
 
string String (const T &Val)
 
bool UnloadVModule (const std::string &what, VManagedObject::VRemoveItem &RI)
 
bool unregisterVInput (const type_info &what, const WeakPtr< VInputCreatorBase > &impl)
 
void Vprintf (int verbosity, const char *format,...)
 
Anemone_Context_t operator<< (Anemone &A, VRenderContext &VC)
 
Anemone_Context_String_t operator<< (const Anemone_Context_Parameter_t &AC, const string &name)
 
MemCore::WeakPtr< VRenderContext::RenderFlag > operator<< (const Anemone_Context_String_t &ACS, bool Value)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, const Eagle::FixedArray< T, M > &Value)
 
std::tuple< Anemone &, VRenderContext &, std::string, Modifier > operator<< (const Anemone_Context_String_t &ACS, const Modifier &M)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, double V)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const Anemone_Context_String_t &ACS, int V)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const TypedSlot< Type > &InputSlot)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const VObject::in< Type > &InputSlot)
 
Anemone_Context_Parameter_t operator<< (const Anemone_Context_String_t &Target, const VObject::inout< Type > &InputSlot)
 
Anemone_Context_String_t operator<< (const Anemone_Context_t &AC, const string &name)
 
Anemone_Context_Parameter_t operator<< (const std::tuple< Anemone &, VRenderContext & > &Target, const TypedSlot< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, Modifier > &Target, const TypedSlot< Type > &InputSlot)
 
const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const, const Object * > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const > &Target, const Object *theObject)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const ParameterType &, VRenderContext &Context) const, const Object * > &Target, const ParameterType &Value)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const Type &, VRenderContext &Context) const, const Object * > &Target, const VObject::in< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(const Type &, VRenderContext &Context) const, const Object * > &Target, const VObject::inout< Type > &InputSlot)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<< (const std::tuple< Anemone &, VRenderContext &, std::string, ParameterType(Object::*)(VRenderContext &Context) const > &Target, const Object *theObject)
 
MemCore::WeakPtr< VRenderContext::RenderParameter > operator<<= (const Anemone_Context_String_t &ACS, const Value &V)
 
MemCore::RefPtr< RenderBasin::RenderParameteroperator>> (const Anemone_Context_String_t &ACS, const Type &Functor)
 
RefPtr< ValueNotifieraddNotifier (TypedSlot< SlotType > &theSlot, VObjectClass *That)
 
RefPtr< VInputCreatorBasefindBestVInputCreator (const type_info &what, const RefPtr< VCreationPreferences > &prop)
 
bool iterateVInputCreators (const type_info &what, VInputCreatorIterator &VICI)
 
bool registerVInput (const type_info &what, const WeakPtr< VInputCreatorBase > &impl)
 
bool unregisterVInput (const type_info &what, const WeakPtr< VInputCreatorBase > &impl)
 
bool setFromString (T &Val, const string &txt)
 
string String (const T &Val)
 
double AABBVisibility (const BoundingBox &AABB, const VCamera &View)
 
string Exclusion (double Epsilon, const Eagle::point3 &P00, const Eagle::point3 &P11)
 
Ageable operator|| (const Ageable &L, const Ageable &R)
 
std::tuple< Anemone &, VRenderContext & > operator<< (Anemone &A, const GridAnemoneCreationContext &ACC)
 Combine a Render Anemone and a GridAnemone context suitable for operator assignment syntax, see GridAnemone::initializeAnemone() for usage.
 
template<typename T >
std::string to_str (const future< T > &f)
 
template<class DisplayShader >
string getShaderConditionals (const DisplayShader &DS, Anemone &RenderAnemone, const FieldAnemone::AnemoneCreationContext &ARC, const RefPtr< FieldAnemone::AnemoneExplorer > &AE, std::true_type)
 
template<class DisplayShader >
string getShaderConditionals (const DisplayShader &DS, Anemone &RenderAnemone, const FieldAnemone::AnemoneCreationContext &ARC, const RefPtr< FieldAnemone::AnemoneExplorer > &AE, std::false_type)
 
template<class DisplayShader >
string getShaderConditionals (const DisplayShader &DS, Anemone &RenderAnemone, const FieldAnemone::AnemoneCreationContext &ARC, const RefPtr< FieldAnemone::AnemoneExplorer > &AE)
 
Fiber::ArrayRef< booloperator| (Fiber::ArrayRef< bool > &bit_field1, Fiber::ArrayRef< bool > &bit_field2)
 
Fiber::ArrayRef< booloperator& (Fiber::ArrayRef< bool > &bit_field1, Fiber::ArrayRef< bool > &bit_field2)
 
void ExportKnownAttributes (VObject &VObj, const Attributes &Attr, const VRequest &Context)
 
RefPtr< MemBaseEvalScalarFunctor (const VScalarFunctor &SF, const RefPtr< MemBase > &SRC)
 
fishbone_API MemCore::RefPtr< Fiber::MemBaseEvalScalarFunctor (const VScalarFunctor &SF, const MemCore::RefPtr< Fiber::MemBase > &SRC)
 Given a certain dataset residing in memory, let the scalar functor out of its cage to operate on the data.
 
 GLSL_SHADER (multiview_vertex_shader_main)
 
 GLSL_SHADER (multiview_fragment_shader_main)
 
double SqDistPointAABB (const point &P, const BoundingBox &b)
 
string BBoxCutCode (const RefPtr< BoundingBox > &BBox, bool Invert)
 
std::string VScriptEscapeIdentifierH5 (const std::string &InternalObjectName)
 
std::string VScriptUnEscapeIdentifierH5 (const std::string &ExternalObjectName)
 
bool createVScriptH5 (const std::string &ScriptPathName)
 Create a Vish Script in HDF5 format from the current status of Vish Objects, their parameters and relationships, and write it to the given output stream.
 
int getIntAttr (hid_t group_id, const char *attrName)
 returns the integer attribute with given name from given group, if exists group_id: the location id of the HDF5 object (group) from which we want to get the attribute attrName: the name of the attribute returns the value of the attribute on success, or -1 if the attribute cannot be found, or if there was an error
 
void addStringAttribute (hid_t obj_id, const char *attr_name, const char *attr_value)
 
string getStringAttr (hid_t group_id, const char *attrName)
 returns the string attribute with given name from given group, if exists group_id: the location id of the HDF5 object (group) from which we want to get the attribute attrName: the name of the attribute returns the value of the attribute on success, or empty string if the attribute cannot be found, or if there was an error
 
void setupObject (string &objName)
 
void addConnection (H5Script::MemberID &fromMember, H5Script::MemberID &toMember)
 
void addObjectCreator (string &objectCreator, string &objName)
 
void deleteObject (string &objname)
 
void addParamLocal (H5Script::MemberID &mID, string &v)
 
void addParamSimple (H5Script::MemberID &mID, string &value)
 
void addParamContext (string &paramName)
 
void addParamProperty (H5Script::MemberID &mID, string &parname, string &propertyType, string &propname, string &value)
 
void addStatementToScriptValue ()
 
void addScriptValueToDiscardvalue ()
 
void addParam (string &obj_name, string &param, string &value, bool isLocal)
 adds the given parameter and value in the current obj_name obj_name: the name of the current object param: the parameter we want to add value: the value of the parameter isLocal: 1 if parameter is local, 0 otherwise
 
herr_t parse_group (hid_t loc_id, const char *name, const H5L_info_t *linfo, void *opdata)
 parses a group, it is called by H5Literate for all sub-groups found in a given group loc_id: the location id of the current group name: the name of the current group linfo: the type of the link (soft, hard, etc.) opdata: the parameters
 
herr_t parse_attr (hid_t loc_id, const char *name, const H5A_info_t *ainfo, void *opdata)
 Function callback for parsing attributes.
 

Variables

 MIN_EXPERT_LEVEL
 
 MAX_EXPERT_LEVEL
 
 INVALID_EXPERT_LEVEL
 
 RENDER_FIRST
 
 BACKGROUND_OBJECT
 
 CAMERA_OBJECT
 
 CAMERA_LENS_OBJECT
 
 NAVIGATION_OBJECT
 
 CELESTIAL_OBJECT
 
 DEFAULT_OBJECT
 
 LIGHT_OBJECT
 
 HEAVY_OBJECT
 
 TRANSPARENT_OBJECT
 
 VOLUMETRIC_OBJECT
 
 SLICEABLE_OBJECT
 
 OVERLAY_OBJECT
 
 RENDER_LAST
 
int verbosity_level
 
struct VBASE_API VObjectIterator
 
struct VBASE_API VObjectIterator
 
constexpr bool TimingInfo = true
 
class anemonefish_API GridAnemoneState
 
VFilter< Bundle, OrbitalCameraPath, AcceptList< point, AcceptList< double > > > myCreator ("CreateBundle/OrbitalCameraPath", ObjectQuality::EXPERIMENTAL)
 
SetName SssName
 
class fishbone_API FishSavable
 
class fishbone_API FishSaver
 
VFilter< Field, CorbenicField, AcceptList< Fiber::Grid, AcceptList< string > > > CorbenicFieldCreator ("Compute/Expression", ObjectQuality::EXPERIMENTAL)
 
const int nRM = sizeof(RM)/sizeof(*RM)
 
const charNewFieldname = "NewField"
 
const std::string VScriptH5Type = "Wizt::VScriptH5"
 
H5Script h5script
 

Detailed Description

note: cannot derive from FloatingSkeletonRenderer as long as independent base class TriangleRenderer is still needed by some rendering modules.

The VScriptH5Loader that loads the Vish network from an HDF5 file derives from VLoader Dimokritos Stamatakis Brandeis University April, 2016.

Saving the Vish network in an HDF5 file Dimokritos Stamatakis Brandeis University April, 2016.

Typedef Documentation

◆ LineSetOperator

Base class for Fish modules operating on Grid objects that are LineSets.

 @author Werner Benger

Function Documentation

◆ createVScriptH5()

bool Wizt::createVScriptH5 ( const std::string &  ScriptPathName)

Create a Vish Script in HDF5 format from the current status of Vish Objects, their parameters and relationships, and write it to the given output stream.

Iterate over all objects available

closes the HDF5 resources and asserts that everything is successful

If the object is loaded from a file, then load it here

References apply(), Fiber::HyperslabParameters::count(), MemCore::DirName(), Fiber::ElementIterator< T >::length, MAX_EXPERT_LEVEL, std::basic_string< char >::npos, and MemCore::Typename().

◆ EvalScalarFunctor()

fishbone_API MemCore::RefPtr< Fiber::MemBase > Wizt::EvalScalarFunctor ( const VScalarFunctor SF,
const MemCore::RefPtr< Fiber::MemBase > &  SRC 
)
extern

Given a certain dataset residing in memory, let the scalar functor out of its cage to operate on the data.

Returns a newly created dataset if the operation could be performed successfully.

◆ parse_attr()

herr_t Wizt::parse_attr ( hid_t  loc_id,
const char name,
const H5A_info_t ainfo,
void opdata 
)

Function callback for parsing attributes.

It is called by H5Aiterate2() loc_id: the location id of the HDF5 object that we want to get its attributes name: the name of the current attribute ainfo: information about current attribute opdata: parameters, in this case we pass attr_data_t returns: 0 on success, negative number on failure

References addParam().

Referenced by parse_group().

◆ parse_group()

herr_t Wizt::parse_group ( hid_t  loc_id,
const char name,
const H5L_info_t linfo,
void opdata 
)

parses a group, it is called by H5Literate for all sub-groups found in a given group loc_id: the location id of the current group name: the name of the current group linfo: the type of the link (soft, hard, etc.) opdata: the parameters

Logs activities in Vish.

References getIntAttr(), getStringAttr(), make_pair(), std::basic_string< char >::npos, parse_attr(), parse_group(), and std::list< typename _Tp, typename _Alloc >::push_back().

Referenced by Wizt::VScriptH5::loadH5(), and parse_group().