Public Member Functions | |
void | init () |
void | enqueue (Geometry *mesh) |
void | renderQueued () |
void | render (Geometry *mesh) |
void | swapBuffers () |
void | setShaderProgram (ShaderProgram *shader_program) |
bool | loadShaderProgram (ShaderProgram *shader_program, char *desc, char *prefix) |
void | unloadShaderProgram (ShaderProgram *shader_program) |
void | setAttributes (VertexArray *vertex_array) |
void | clearAttributes (VertexArray *vertex_array) |
void | setUniform (Uniform *uniform) |
bool | getShaderHasUniform (ShaderProgram *shader_program, const char *name) |
bool | loadRenderTarget (RenderTarget *target, u32 n_textures, bool include_depth_buffer, bool include_stencil_buffer) |
void | unloadRenderTarget (RenderTarget *target) |
bool | shareDepthBuffer (RenderTarget *dst, RenderTarget *src) |
void | loadTexture (Texture *texture, u8 *pixels, u32 width, u32 height, TextureFormat_t format, bool generate_mipmaps, TextureFilter_t filter, TextureWrap_t wrap) |
void | unloadTexture (Texture *texture) |
void | loadCubeMap (CubeMap *cubemap, u8 **pixels, u32 width, u32 height, u32 bpp) |
void | unloadCubeMap (CubeMap *cubemap) |
void | loadVertexArray (VertexArray *vertex_array, void *new_array, u32 n, AttributeUsage_t usage) |
void | unloadVertexArray (VertexArray *vertex_array) |
void | reloadVertexArray (VertexArray *vertex_array, void *new_array, u32 n) |
void | loadIndexArray (VertexArray *vertex_array, void *new_array, u32 n, AttributeUsage_t usage) |
void | unloadIndexArray (VertexArray *vertex_array) |
void | reloadIndexArray (VertexArray *vertex_array, void *new_array, u32 n) |
void | setRenderState (RenderState *render_state) |
void | setViewport (i32 x, i32 y, u32 width, u32 height) |
void | getViewportDimensions (u32 *width, u32 *height) |
void | setRenderTarget (RenderTarget *target) |
void | setClearColor (vec4f color) |
void | setClearDepth (f32 depth) |
void | setClearStencil (i32 stencil) |
void | clearColor () |
void | clearDepth () |
void | clearStencil () |
void | flush () |
void | finish () |
void | setMatrices (Camera *camera) |
void | endFrame () |
void | produceScreenshot (char *filename) |
void | ensure () |
void RendererGL::render | ( | Geometry * | mesh ) | [virtual] |
This renders the geometry node.
Implements Renderer.
void RendererGL::swapBuffers | ( | ) | [virtual] |
Called at the end of each set of renderings to draw the resulting frame buffer.
Implements Renderer.