#include "base/size.h"
#include "render/opengl_labels.h"
#include <cstdint>
Go to the source code of this file.
|
| enum class | eu::render::TextureEdge { eu::render::TextureEdge::clamp
, eu::render::TextureEdge::repeat
} |
| |
| enum class | eu::render::TextureRenderStyle { eu::render::TextureRenderStyle::pixel
, eu::render::TextureRenderStyle::mipmap
, eu::render::TextureRenderStyle::linear
} |
| |
| enum class | eu::render::Transparency { eu::render::Transparency::include
, eu::render::Transparency::exclude
} |
| |
| enum class | eu::render::ColorData { eu::render::ColorData::color_data
, eu::render::ColorData::non_color_data
, eu::render::ColorData::dont_care
} |
| |
| enum class | eu::render::SingleColor : std::uint32_t |
| | A single color in a format to load directly into open gl texture(ABGR on little endian). More...
|
| |
| enum class | eu::render::DepthBits { eu::render::DepthBits::use_none
, eu::render::DepthBits::use_16
, eu::render::DepthBits::use_24
, eu::render::DepthBits::use_32
} |
| | The number of bits to use for the depth buffer. More...
|
| |
| enum class | eu::render::ColorBitsPerPixel { eu::render::ColorBitsPerPixel::use_depth
, eu::render::ColorBitsPerPixel::use_8
, eu::render::ColorBitsPerPixel::use_16
, eu::render::ColorBitsPerPixel::use_32
} |
| | The number of bits/pixel to use for the color buffer. More...
|
| |
|
| constexpr SingleColor | eu::render::color_from_rgba (uint8_t r, uint8_t g, uint8_t b, uint8_t a) |
| | Constructs a SingleColor value from individual red, green, blue, and alpha components.
|
| |
| Texture2d | eu::render::load_image_from_color (DEBUG_LABEL_ARG_MANY SingleColor pixel, TextureEdge te, TextureRenderStyle trs, Transparency t, ColorData cd) |
| |
| TextureCubemap | eu::render::load_cubemap_from_color (DEBUG_LABEL_ARG_MANY SingleColor pixel, ColorData cd) |
| |
| std::shared_ptr< FrameBuffer > | eu::render::build_simple_framebuffer (DEBUG_LABEL_ARG_MANY const Size &size) |
| | Build a simple LDR frame buffer.
|
| |
| std::shared_ptr< FrameBuffer > | eu::render::build_msaa_framebuffer (DEBUG_LABEL_ARG_MANY const Size &size, int msaa_samples, ColorBitsPerPixel bits_per_pixel) |
| | Builds a multisample anti-aliasing (MSAA) framebuffer for high-quality rendering.
|
| |
| std::shared_ptr< FrameBuffer > | eu::render::build_hdr_floating_framebuffer (DEBUG_LABEL_ARG_MANY const Size &size, ColorBitsPerPixel bits_per_pixel) |
| | Build a HDR frame buffer.
|
| |
| std::shared_ptr< FrameBuffer > | eu::render::build_shadow_framebuffer (DEBUG_LABEL_ARG_MANY const Size &size) |
| | Create a depth-only framebuffer for shadow rendering.
|
| |
| void | eu::render::resolve_multisampled_buffer (const FrameBuffer &src, FrameBuffer *dst) |
| |