Rasterfarm-SDK
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#include "utils.h"
#include "types.h"
#include "vector.h"
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
Classes | |
class | Implementation |
Typedefs | |
typedef UnorderedSet< PipelineState > | StateUnorderedSet |
typedef UnorderedSet< GLenum > | GLStateUnorderedSet |
typedef Handle | UniformBufferHandle |
typedef Handle | VertexBufferHandle |
typedef Handle | VertexArrayHandle |
typedef Handle | TextureHandle |
typedef Handle | FrameBufferHandle |
typedef Handle | RenderBufferHandle |
typedef TextureFilterSetting | TextureFilterHandle |
typedef Handle | ShaderHandle |
typedef Handle | ProgramHandle |
Enumerations | |
enum | DrawPrimitive { TRIANGLES = GL_TRIANGLES , TRIANGLE_FAN = GL_TRIANGLE_FAN , TRIANGLE_STRIP = GL_TRIANGLE_STRIP , LINES = GL_LINES , LINE_LOOP = GL_LINE_LOOP , LINE_STRIP = GL_LINE_STRIP , POINTS = GL_POINTS } |
enum | DrawUsageHint { STATIC = GL_STATIC_DRAW , DYNAMIC = GL_DYNAMIC_DRAW , STREAM = GL_STREAM_DRAW } |
enum | PipelineState { STENCIL_TEST = GL_STENCIL_TEST , DEPTH_TEST = GL_DEPTH_TEST , SCISSOR_TEST = GL_SCISSOR_TEST , COLOR_BLEND = GL_BLEND , CULL_FACE = GL_CULL_FACE , DITHER_COLOR = GL_DITHER , POLYGON_OFFSET_FILL = GL_POLYGON_OFFSET_FILL , RASTERIZER_DISCARD = GL_RASTERIZER_DISCARD , SAMPLE_ALPHA_TO_COVERAGE = GL_SAMPLE_ALPHA_TO_COVERAGE , SAMPLE_COVERAGE = GL_SAMPLE_COVERAGE , ORIENT_PRIMITIVES_CW = GL_CW , DEPTH_WRITE = GL_DEPTH_WRITEMASK } |
enum | CullFace { CULL_BACK_FACE = GL_BACK , CULL_FRONT_FACE = GL_FRONT } |
enum | TextureType { QUAD_MAP = GL_TEXTURE_2D , CUBE_MAP = GL_TEXTURE_CUBE_MAP } |
enum | ShaderType { VERTEX_SHADER = GL_VERTEX_SHADER , FRAGMENT_SHADER = GL_FRAGMENT_SHADER } |
enum | : uint { BASE_FRAMEBUFFER_HANDLE = 0 , INVALID_TEXTURE = INVALID_HANDLE } |
enum | TextureParameter { MINIFY_FILTER = GL_TEXTURE_MIN_FILTER , MAGNIFY_FILTER = GL_TEXTURE_MAG_FILTER , WRAP_S = GL_TEXTURE_WRAP_S , WRAP_T = GL_TEXTURE_WRAP_T } |
enum | TextureWrap { CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE , REPEAT = GL_REPEAT , MIRRORED_REPEAT = GL_MIRRORED_REPEAT } |
enum | TextureFilterSetting { NEAREST = GL_NEAREST , LINEAR = GL_LINEAR , NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST , LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST , NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR , LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR } |
enum | PixelFormat { UNDEFINED = 0 , ALPHA = GL_ALPHA , LUMINANCE = GL_LUMINANCE , LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA , RGB = GL_RGB , RGBA = GL_RGBA , BGRA = 0x80E1 , DEPTH = GL_DEPTH_COMPONENT , DEPTH_16 = GL_DEPTH_COMPONENT16 , DEPTH_24 = GL_DEPTH_COMPONENT24 , DEPTH_32 = GL_DEPTH_COMPONENT32F } |
enum | BufferType { BYTE = GL_BYTE , UNSIGNED_BYTE = GL_UNSIGNED_BYTE , SHORT = GL_SHORT , UNSIGNED_SHORT = GL_UNSIGNED_SHORT , UNSIGNED_SHORT_5_6_5 = GL_UNSIGNED_SHORT_5_6_5 , UNSIGNED_SHORT_5_5_5_1 = GL_UNSIGNED_SHORT_5_5_5_1 , UNSIGNED_SHORT_4_4_4_4 = GL_UNSIGNED_SHORT_4_4_4_4 , INT = GL_INT , UNSIGNED_INT = GL_UNSIGNED_INT , FLOAT = GL_FLOAT , FIXED = GL_FIXED } |
enum | ShaderBufferType : uint { VERTEX = GL_ARRAY_BUFFER , INDEX = GL_ELEMENT_ARRAY_BUFFER } |
enum | UniformDescriptorType |
enum | TextureCubeFace { POSITIVE_X = GL_TEXTURE_CUBE_MAP_POSITIVE_X , NEGATIVE_X = GL_TEXTURE_CUBE_MAP_NEGATIVE_X , POSITIVE_Y = GL_TEXTURE_CUBE_MAP_POSITIVE_Y , NEGATIVE_Y = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y , POSITIVE_Z = GL_TEXTURE_CUBE_MAP_POSITIVE_Z , NEGATIVE_Z = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z } |
enum | VertexOrientation { CLOCKWISE = GL_CW , COUNTERCLOCKWISE = GL_CCW } |
enum | TextureUnit { TEXTURE_UNIT_BASE = GL_TEXTURE0 , INVALID_TEXTURE_UNIT = std::numeric_limits< uint >::max() } |
enum | BlendFactor { BLEND_ZERO = GL_ZERO , BLEND_ONE = GL_ONE , BLEND_SRC_COLOR = GL_SRC_COLOR , BLEND_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR , BLEND_DST_COLOR = GL_DST_COLOR , BLEND_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR , BLEND_SRC_ALPHA = GL_SRC_ALPHA , BLEND_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA } |
enum | RenderBufferBit : uint { COLOR_BUFFER = GL_COLOR_BUFFER_BIT , DEPTH_BUFFER = GL_DEPTH_BUFFER_BIT , STENCIL_BUFFER = GL_STENCIL_BUFFER_BIT } |
enum | StencilOperation { STENCIL_OPERATION_KEEP = GL_KEEP , STENCIL_OPERATION_ZERO = GL_ZERO , STENCIL_OPERATION_REPLACE = GL_REPLACE , STENCIL_OPERATION_INC_AND_CLAMP = GL_INCR , STENCIL_OPERATION_DEC_AND_CLAMP = GL_DECR , STENCIL_OPERATION_INVERT = GL_INVERT , STENCIL_OPERATION_INC_AND_WRAP = GL_INCR_WRAP , STENCIL_OPERATION_DEC_AND_WRAP = GL_DECR_WRAP } |
enum | CompareOperation { COMPARE_COMPARISON_NEVER = GL_NEVER , COMPARE_COMPARISON_LESS = GL_LESS , COMPARE_COMPARISON_EQUAL = GL_EQUAL , COMPARE_COMPARISON_LESS_OR_EQUAL = GL_LEQUAL , COMPARE_COMPARISON_GREATER = GL_GREATER , COMPARE_COMPARISON_NOT_EQUAL = GL_NOTEQUAL , COMPARE_COMPARISON_GREATER_OR_EQUAL = GL_GEQUAL , STENCIL_COMPARISON_ALWAYS = GL_ALWAYS } |
enum | OutputAttachment { COLOR_ATTACHMENT = GL_COLOR_ATTACHMENT0 , DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT , STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT } |
enum | BufferTarget { RENDER_BUFFER = GL_RENDERBUFFER , FRAME_BUFFER = GL_FRAMEBUFFER } |
typedef Handle FrameBufferHandle |
typedef UnorderedSet< GLenum > GLStateUnorderedSet |
typedef Handle ProgramHandle |
typedef Handle RenderBufferHandle |
typedef Handle ShaderHandle |
typedef UnorderedSet< PipelineState > StateUnorderedSet |
typedef Handle TextureHandle |
typedef Handle UniformBufferHandle |
Supported in GLES-3
typedef Handle VertexArrayHandle |
typedef Handle VertexBufferHandle |
enum BlendFactor |
enum BufferTarget |
enum BufferType |
enum CompareOperation |
enum CullFace |
enum DrawPrimitive |
enum DrawUsageHint |
enum OutputAttachment |
enum PipelineState |
enum PixelFormat |
enum RenderBufferBit : uint |
enum ShaderBufferType : uint |
enum ShaderType |
enum StencilOperation |
enum TextureCubeFace |
enum TextureFilterSetting |
enum TextureParameter |
enum TextureType |
enum TextureUnit |
enum TextureWrap |
enum VertexOrientation |