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Euphoria
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Classes | |
| struct | eu::render::BaseTexture |
| Base class for all textures, but only exist due to code reuse and can easily be inlined. More... | |
| struct | eu::render::Texture2d |
| A 2d image texture. More... | |
| struct | eu::render::TextureCubemap |
| A cubemap texture. More... | |
| struct | eu::render::FrameBuffer |
| "render to texture" feature More... | |
| struct | eu::render::BoundFbo |
| raii class to render to a FrameBuffer More... | |
Variables | |
| constexpr std::size_t | eu::render::cubemap_size = 6 |
| 0=right(x+), 1=left(x-), 2=top(y+), 3=bottom(y-), 4=front(z+), 5=back(z-) | |
#include <libs/render/src/render/texture.h>
The number of bits/pixel to use for the color buffer.
| Enumerator | |
|---|---|
| use_depth | |
| use_8 | |
| use_16 | |
| use_32 | |
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strong |
#include <libs/render/src/render/texture.h>
| Enumerator | |
|---|---|
| color_data | Apply transformations to the color data. Texture is a diffuse/albedo map, created with human eyes on a monitor in sRGB space. |
| non_color_data | Don't apply transformations to the color data. Texture is a normal/roughness/ao/specular map or similar and created by a software in linear space. |
| dont_care | Explicitly don't care about the color data but same as non_color_data. |
|
strong |
#include <libs/render/src/render/texture.h>
The number of bits to use for the depth buffer.
| Enumerator | |
|---|---|
| use_none | |
| use_16 | |
| use_24 | |
| use_32 | |
|
strong |
#include <libs/render/src/render/texture.h>
A single color in a format to load directly into open gl texture(ABGR on little endian).
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strong |
#include <libs/render/src/render/texture.h>
| Enumerator | |
|---|---|
| clamp | |
| repeat | |
#include <libs/render/src/render/texture.h>
| Enumerator | |
|---|---|
| pixel | |
| mipmap | |
| linear | |
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strong |
#include <libs/render/src/render/texture.h>
| Enumerator | |
|---|---|
| include | |
| exclude | |
| std::shared_ptr< FrameBuffer > eu::render::build_hdr_floating_framebuffer | ( | DEBUG_LABEL_ARG_MANY const Size & | size, |
| ColorBitsPerPixel | bits_per_pixel | ||
| ) |
#include <libs/render/src/render/texture.h>
Build a HDR frame buffer.
| size | The resolution in pixels. |
| bits_per_pixel | How many bits per pixel to use |
| std::shared_ptr< FrameBuffer > eu::render::build_msaa_framebuffer | ( | DEBUG_LABEL_ARG_MANY const Size & | size, |
| int | msaa_samples, | ||
| ColorBitsPerPixel | bits_per_pixel | ||
| ) |
#include <libs/render/src/render/texture.h>
Builds a multisample anti-aliasing (MSAA) framebuffer for high-quality rendering.
This function creates a framebuffer object (FBO) with multisample support, allowing for smoother edges and reduced aliasing artifacts in rendered images.
| size | The dimensions (width, height) of the framebuffer in pixels. |
| msaa_samples | The number of MSAA samples to use. Higher values provide better anti-aliasing but may impact performance. Typical values are 2, 4, or 8. |
| bits_per_pixel | The color buffer precision. |
| std::shared_ptr< FrameBuffer > eu::render::build_shadow_framebuffer | ( | DEBUG_LABEL_ARG_MANY const Size & | size | ) |
#include <libs/render/src/render/texture.h>
Create a depth-only framebuffer for shadow rendering.
| size | The resolution in pixels. |
| std::shared_ptr< FrameBuffer > eu::render::build_simple_framebuffer | ( | DEBUG_LABEL_ARG_MANY const Size & | size | ) |
#include <libs/render/src/render/texture.h>
Build a simple LDR frame buffer.
This is mostly used for post-processing.
| size | The size of the framebuffer. |
|
constexpr |
#include <libs/render/src/render/texture.h>
Constructs a SingleColor value from individual red, green, blue, and alpha components.
| r | The red component of the color (0x00 - 0xFF). |
| g | The green component of the color (0x00 - 0xFF). |
| b | The blue component of the color (0x00 - 0xFF). |
| a | The alpha (opacity) component of the color (0x00 - 0xFF). |
| TextureCubemap eu::render::load_cubemap_from_color | ( | DEBUG_LABEL_ARG_MANY SingleColor | pixel, |
| ColorData | cd | ||
| ) |
#include <libs/render/src/render/texture.h>
| Texture2d eu::render::load_image_from_color | ( | DEBUG_LABEL_ARG_MANY SingleColor | pixel, |
| TextureEdge | te, | ||
| TextureRenderStyle | trs, | ||
| Transparency | t, | ||
| ColorData | cd | ||
| ) |
#include <libs/render/src/render/texture.h>
| void eu::render::resolve_multisampled_buffer | ( | const FrameBuffer & | src, |
| FrameBuffer * | dst | ||
| ) |
#include <libs/render/src/render/texture.h>
|
constexpr |
#include <libs/render/src/render/texture.h>
0=right(x+), 1=left(x-), 2=top(y+), 3=bottom(y-), 4=front(z+), 5=back(z-)