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Euphoria
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Classes | |
| struct | eu::core::UniformBufferSetup |
| struct | eu::core::CompiledUniformProp |
| A compiled uniform buffer property that can be used in a shader. More... | |
| struct | eu::core::UniformProp |
| internal More... | |
| struct | eu::core::UniformBufferCompiler |
| struct | eu::render::Camera |
| The current perspective camera representation. More... | |
| struct | eu::render::OrthoCamera |
| A orthographic camera representation. More... | |
| struct | eu::render::CompiledCamera |
| A "compiled" camera for use in rendering. More... | |
| struct | eu::render::DebugLine |
| Line + color. More... | |
| struct | eu::render::DebugRender |
| Just stores debug render requests and doesn't actually render anything. More... | |
| struct | eu::render::FullScreenGeom |
| Store the information for how to render a full screen quad. More... | |
| struct | eu::render::Material |
| Base class for all materials. More... | |
| struct | eu::render::UnlitMaterial |
| A unlit (or fully lit) material, not affected by light. More... | |
| struct | eu::render::DefaultMaterial |
| A material affected by light. More... | |
| struct | eu::render::RenderSettings |
| Startup settings for the renderer. More... | |
| struct | eu::render::ShadowContext |
| struct | eu::render::Renderer |
| The rendering engine. More... | |
| struct | eu::render::RendererPimpl |
| Internal state of the renderer. More... | |
| struct | eu::render::CameraUniformBuffer |
| "Global state" for the shaders describing the state of the camera. More... | |
| struct | eu::render::LoadedShader_SingleColor |
| A single color shader. More... | |
| struct | eu::render::LoadedShader_OnlyDepth |
| Only writes depth. More... | |
| struct | eu::render::LoadedShader_Skybox |
| A skybox shader. More... | |
| struct | eu::render::LoadedShader_Unlit |
| Parts of a loaded unlit shader. More... | |
| struct | eu::render::DirectionalLightUniforms |
| Uniform for a directional light. More... | |
| struct | eu::render::PointLightUniforms |
| Uniforms for a point light. More... | |
| struct | eu::render::FrustumLightUniforms |
| Uniforms for a frustum light. More... | |
| struct | eu::render::LoadedPostProcShader |
| The "base class" for a loaded postproc shader. More... | |
| struct | eu::render::LoadedShader_Default |
| Part of a loaded "default" shader. More... | |
| struct | eu::render::RenderContext |
| Stores information that is useful when selecting a shader part from a shader container. More... | |
| struct | eu::render::LoadedShader_Unlit_Container |
| A unlit shader. More... | |
| struct | eu::render::LoadedShader_Default_Container |
| A default shader. More... | |
| struct | eu::render::RealizeShader |
| The shader data for composing a rendered image. More... | |
| struct | eu::render::ExtractShader |
| Extracts data for a bloom. More... | |
| struct | eu::render::PingPongBlurShader |
| struct | eu::render::ShaderResource |
| All loaded shaders. More... | |
| struct | eu::render::State |
| A "cache" for the current open gl state. More... | |
| struct | eu::render::StateChanger |
| A helper class to change both the opengl state and the cache. More... | |
| struct | eu::render::UniformBuffer |
| struct | eu::render::BoundUniformBuffer |
| struct | eu::render::CompiledGeom |
| Represents a Geom on the GPU. More... | |
| struct | eu::render::CompiledGeom_TransformInstance |
| Represents a Geom on the GPU, instanced on a transform. More... | |
| struct | eu::render::LocalAxis |
| struct | eu::render::MeshInstance |
| Stores Geom + Material (aka a mesh) and its current transform. More... | |
| struct | eu::render::MeshInstance_TransformInstanced |
| Stores Geom + Material (aka a mesh) and its current transform but instanced for faster rendering. More... | |
| struct | eu::render::DirectionalLight |
| A directional light,. More... | |
| struct | eu::render::PointLight |
| A point light. More... | |
| struct | eu::render::FrustumLight |
| Like a spotlight but can be positioned with a transform, supports light cookies and can use a "view frustum" when culling. More... | |
| struct | eu::render::Lights |
| All lights in a world. More... | |
| struct | eu::render::Skybox |
| A skybox model with a cubemap texture. More... | |
| struct | eu::render::World |
| A list of objects to render. More... | |
Typedefs | |
| using | eu::render::BlendMode = std::tuple< Blend, Blend > |
| Blend mode state consisting of src and dst blend functions. | |
| using | eu::render::StencilFunc = std::tuple< Compare, i32, u32 > |
| Stencil function state consisiting of the compare function, the ref and the state. | |
| using | eu::render::StencilOp = std::tuple< StencilAction, StencilAction, StencilAction > |
| Stencil operation state consisting of the stencil fail, depth fail and the pass action. | |
| using eu::render::BlendMode = typedef std::tuple<Blend, Blend> |
#include <libs/render/src/eu/render/state.h>
Blend mode state consisting of src and dst blend functions.
#include <libs/render/src/eu/render/state.h>
Stencil function state consisiting of the compare function, the ref and the state.
| using eu::render::StencilOp = typedef std::tuple<StencilAction, StencilAction, StencilAction> |
#include <libs/render/src/eu/render/state.h>
Stencil operation state consisting of the stencil fail, depth fail and the pass action.
|
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#include <libs/render/src/eu/render/world.h>
Defines the billboarding algorithm to use.
| Enumerator | |
|---|---|
| none | |
| screen | |
| screen_fast | |
| axial_y | |
| axial_y_fast | |
|
strong |
#include <libs/render/src/eu/render/state.h>
|
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#include <libs/render/src/eu/render/state.h>
| Enumerator | |
|---|---|
| always | |
| never | |
| less | |
| equal | |
| less_equal | |
| greater | |
| not_equal | |
| greater_equal | |
|
strong |
#include <libs/render/src/eu/render/state.h>
| Enumerator | |
|---|---|
| front | |
| back | |
| front_and_back | |
|
strong |
#include <libs/render/src/eu/render/shader_resource.h>
Bitmask for what features each postproc shader wants.
| Enumerator | |
|---|---|
| none | |
| factor | |
| resolution | |
| time | |
Definition at line 141 of file shader_resource.h.
|
strong |
#include <libs/render/src/eu/render/state.h>
| Enumerator | |
|---|---|
| fill | |
| line | |
| point | |
|
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#include <libs/render/src/eu/render/state.h>
|
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#include <libs/render/src/eu/render/shader_resource.h>
Enum describing on how the model transform is provided.
| Enumerator | |
|---|---|
| Uniform | the model source is provided as a mat4 uniform. |
| Instanced_mat4 | the model source is provided as a (instanced) mat4 attribute |
Definition at line 26 of file shader_resource.h.
|
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#include <libs/core/src/eu/core/uniform_buffer.h>
| Enumerator | |
|---|---|
| invalid | |
| bool_type | |
| int_type | |
| float_type | |
| vec2 | |
| vec3 | |
| vec4 | |
| mat4 | |
Definition at line 11 of file uniform_buffer.h.
|
strong |
#include <libs/render/src/eu/render/shader_resource.h>
A "named boolean".
| Enumerator | |
|---|---|
| yes | |
| no | |
Definition at line 194 of file shader_resource.h.
| void eu::render::bind_texture_2d | ( | State * | states, |
| const Uniform & | uniform, | ||
| const FrameBuffer & | texture | ||
| ) |
#include <libs/render/src/eu/render/state.h>
| void eu::render::bind_texture_2d | ( | State * | states, |
| const Uniform & | uniform, | ||
| const Texture2d & | texture | ||
| ) |
#include <libs/render/src/eu/render/state.h>
| void eu::render::bind_texture_cubemap | ( | State * | states, |
| const Uniform & | uniform, | ||
| const TextureCubemap & | texture | ||
| ) |
#include <libs/render/src/eu/render/state.h>
| CompiledCamera eu::render::compile | ( | const Camera & | , |
| const Size & | window_size | ||
| ) |
#include <libs/render/src/eu/render/camera.h>
"Compile" a camera to a perspective so it can be used in rendering.
| CompiledCamera eu::render::compile | ( | const OrthoCamera & | , |
| const Size & | window_size | ||
| ) |
#include <libs/render/src/eu/render/camera.h>
"Compile" a camera to an orthographic view so it can be used in rendering.
| std::shared_ptr< CompiledGeom > eu::render::compile_geom | ( | DEBUG_LABEL_ARG_MANY const core::Geom & | , |
| const core::CompiledGeomVertexAttributes & | layout | ||
| ) |
#include <libs/render/src/eu/render/world.h>
| std::shared_ptr< CompiledGeom_TransformInstance > eu::render::compile_geom_with_transform_instance | ( | DEBUG_LABEL_ARG_MANY const core::Geom & | , |
| const core::CompiledGeomVertexAttributes & | layout, | ||
| std::size_t | max_instances | ||
| ) |
#include <libs/render/src/eu/render/world.h>
| CameraVectors eu::render::create_vectors | ( | const Camera & | camera | ) |
#include <libs/render/src/eu/render/camera.h>
Capture the current local space of the camera.
| CameraVectors eu::render::create_vectors | ( | const DirectionalLight & | p | ) |
#include <libs/render/src/eu/render/world.h>
| m4 eu::render::create_view_from_world_mat | ( | const v3 & | pos, |
| const CameraVectors & | cv | ||
| ) |
#include <libs/render/src/eu/render/camera.h>
| void eu::render::draw_frustum | ( | DebugRender * | debug, |
| const CompiledCamera & | camera, | ||
| const Rgb & | color | ||
| ) |
#include <libs/render/src/eu/render/debug.h>
| ShaderResource eu::render::load_shaders | ( | const Assets & | assets, |
| const CameraUniformBuffer & | desc, | ||
| const RenderSettings & | settings, | ||
| const FullScreenGeom & | full_screen | ||
| ) |
#include <libs/render/src/eu/render/shader_resource.h>
| std::shared_ptr< MeshInstance > eu::render::make_mesh_instance | ( | std::shared_ptr< CompiledGeom > | geom, |
| std::shared_ptr< Material > | mat | ||
| ) |
#include <libs/render/src/eu/render/world.h>
| std::shared_ptr< MeshInstance_TransformInstanced > eu::render::make_mesh_instance | ( | std::shared_ptr< CompiledGeom_TransformInstance > | geom, |
| std::shared_ptr< Material > | mat | ||
| ) |
#include <libs/render/src/eu/render/world.h>
| PostProcSetup eu::render::operator| | ( | PostProcSetup | lhs, |
| PostProcSetup | rhs | ||
| ) |
#include <libs/render/src/eu/render/shader_resource.h>
| void eu::render::render_geom | ( | const CompiledGeom & | geom | ) |
#include <libs/render/src/eu/render/world.h>
| void eu::render::render_geom_instanced | ( | const MeshInstance_TransformInstanced & | instanced | ) |
#include <libs/render/src/eu/render/world.h>
| v2 eu::render::screen_from_world | ( | const CompiledCamera & | cam, |
| const v3 & | world_pos, | ||
| const v2 & | resolution | ||
| ) |
#include <libs/render/src/eu/render/camera.h>
Calculate the screen coordinate of a 3d world position.
| const LoadedShader_Default & eu::render::shader_from_container | ( | const LoadedShader_Default_Container & | container, |
| const RenderContext & | rc | ||
| ) |
#include <libs/render/src/eu/render/shader_resource.h>
Select the correct sub shader from a container.
| const LoadedShader_Unlit & eu::render::shader_from_container | ( | const LoadedShader_Unlit_Container & | container, |
| const RenderContext & | rc | ||
| ) |
#include <libs/render/src/eu/render/shader_resource.h>
Select the correct sub shader from a container.
| m4 eu::render::transform_from_billboard | ( | const v3 & | position, |
| Billboarding | billboarding, | ||
| const CompiledCamera & | cc | ||
| ) |
#include <libs/render/src/eu/render/world.h>
#include <libs/render/src/eu/render/world.h>
#include <libs/render/src/eu/render/material.h>